
This is the first of a sequence of changes to support compiling Cycles kernels as MSL (Metal Shading Language) in preparation for a Metal GPU device implementation. MSL requires that all pointer types be declared with explicit address space attributes (device, thread, etc...). There is already precedent for this with Cycles' address space macros (ccl_global, ccl_private, etc...), therefore the first step of MSL-enablement is to apply these consistently. Line-for-line this represents the largest change required to enable MSL. Applying this change first will simplify future patches as well as offering the emergent benefit of enhanced descriptiveness. The vast majority of deltas in this patch fall into one of two cases: - Ensuring ccl_private is specified for thread-local pointer types - Ensuring ccl_global is specified for device-wide pointer types Additionally, the ccl_addr_space qualifier can be removed. Prior to Cycles X, ccl_addr_space was used as a context-dependent address space qualifier, but now it is either redundant (e.g. in struct typedefs), or can be replaced by ccl_global in the case of pointer types. Associated function variants (e.g. lcg_step_float_addrspace) are also redundant. In cases where address space qualifiers are chained with "const", this patch places the address space qualifier first. The rationale for this is that the choice of address space is likely to have the greater impact on runtime performance and overall architecture. The final part of this patch is the addition of a metal/compat.h header. This is partially complete and will be extended in future patches, paving the way for the full Metal implementation. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D12864
142 lines
4.5 KiB
C
142 lines
4.5 KiB
C
/*
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* Copyright 2011-2017 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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/* DISNEY PRINCIPLED SHEEN BRDF
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*
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* Shading model by Brent Burley (Disney): "Physically Based Shading at Disney" (2012)
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*/
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#include "kernel/closure/bsdf_util.h"
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CCL_NAMESPACE_BEGIN
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typedef struct PrincipledSheenBsdf {
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SHADER_CLOSURE_BASE;
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float avg_value;
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} PrincipledSheenBsdf;
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static_assert(sizeof(ShaderClosure) >= sizeof(PrincipledSheenBsdf),
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"PrincipledSheenBsdf is too large!");
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ccl_device_inline float calculate_avg_principled_sheen_brdf(float3 N, float3 I)
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{
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/* To compute the average, we set the half-vector to the normal, resulting in
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* NdotI = NdotL = NdotV = LdotH */
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float NdotI = dot(N, I);
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if (NdotI < 0.0f) {
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return 0.0f;
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}
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return schlick_fresnel(NdotI) * NdotI;
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}
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ccl_device float3
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calculate_principled_sheen_brdf(float3 N, float3 V, float3 L, float3 H, ccl_private float *pdf)
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{
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float NdotL = dot(N, L);
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float NdotV = dot(N, V);
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if (NdotL < 0 || NdotV < 0) {
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*pdf = 0.0f;
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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float LdotH = dot(L, H);
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float value = schlick_fresnel(LdotH) * NdotL;
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return make_float3(value, value, value);
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}
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ccl_device int bsdf_principled_sheen_setup(ccl_private const ShaderData *sd,
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ccl_private PrincipledSheenBsdf *bsdf)
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{
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bsdf->type = CLOSURE_BSDF_PRINCIPLED_SHEEN_ID;
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bsdf->avg_value = calculate_avg_principled_sheen_brdf(bsdf->N, sd->I);
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bsdf->sample_weight *= bsdf->avg_value;
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return SD_BSDF | SD_BSDF_HAS_EVAL;
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}
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ccl_device float3 bsdf_principled_sheen_eval_reflect(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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ccl_private const PrincipledSheenBsdf *bsdf = (ccl_private const PrincipledSheenBsdf *)sc;
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float3 N = bsdf->N;
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float3 V = I; // outgoing
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float3 L = omega_in; // incoming
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float3 H = normalize(L + V);
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if (dot(N, omega_in) > 0.0f) {
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*pdf = fmaxf(dot(N, omega_in), 0.0f) * M_1_PI_F;
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return calculate_principled_sheen_brdf(N, V, L, H, pdf);
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}
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else {
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*pdf = 0.0f;
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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ccl_device float3 bsdf_principled_sheen_eval_transmit(ccl_private const ShaderClosure *sc,
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const float3 I,
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const float3 omega_in,
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ccl_private float *pdf)
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{
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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ccl_device int bsdf_principled_sheen_sample(ccl_private const ShaderClosure *sc,
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float3 Ng,
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float3 I,
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float3 dIdx,
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float3 dIdy,
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float randu,
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float randv,
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ccl_private float3 *eval,
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ccl_private float3 *omega_in,
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ccl_private float3 *domega_in_dx,
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ccl_private float3 *domega_in_dy,
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ccl_private float *pdf)
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{
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ccl_private const PrincipledSheenBsdf *bsdf = (ccl_private const PrincipledSheenBsdf *)sc;
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float3 N = bsdf->N;
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sample_cos_hemisphere(N, randu, randv, omega_in, pdf);
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if (dot(Ng, *omega_in) > 0) {
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float3 H = normalize(I + *omega_in);
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*eval = calculate_principled_sheen_brdf(N, I, *omega_in, H, pdf);
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#ifdef __RAY_DIFFERENTIALS__
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// TODO: find a better approximation for the diffuse bounce
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*domega_in_dx = -((2 * dot(N, dIdx)) * N - dIdx);
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*domega_in_dy = -((2 * dot(N, dIdy)) * N - dIdy);
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#endif
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}
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else {
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*pdf = 0.0f;
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}
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return LABEL_REFLECT | LABEL_DIFFUSE;
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}
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CCL_NAMESPACE_END
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