Files
blender/intern/cycles/kernel/integrator/state_template.h
Andrii Symkin d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.

There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.

Differential Revision: https://developer.blender.org/D15535
2022-08-09 16:49:34 +02:00

101 lines
5.3 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
/************************************ Path State *****************************/
KERNEL_STRUCT_BEGIN(path)
/* Index of a pixel within the device render buffer where this path will write its result.
* To get an actual offset within the buffer the value needs to be multiplied by the
* `kernel_data.film.pass_stride`.
*
* The multiplication is delayed for later, so that state can use 32bit integer. */
KERNEL_STRUCT_MEMBER(path, uint32_t, render_pixel_index, KERNEL_FEATURE_PATH_TRACING)
/* Current sample number. */
KERNEL_STRUCT_MEMBER(path, uint32_t, sample, KERNEL_FEATURE_PATH_TRACING)
/* Current ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current transparent ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, transparent_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current diffuse ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, diffuse_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current glossy ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, glossy_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current transmission ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, transmission_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current volume ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, volume_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current volume bounds ray bounce depth. */
KERNEL_STRUCT_MEMBER(path, uint16_t, volume_bounds_bounce, KERNEL_FEATURE_PATH_TRACING)
/* DeviceKernel bit indicating queued kernels. */
KERNEL_STRUCT_MEMBER(path, uint16_t, queued_kernel, KERNEL_FEATURE_PATH_TRACING)
/* Random number generator seed. */
KERNEL_STRUCT_MEMBER(path, uint32_t, rng_hash, KERNEL_FEATURE_PATH_TRACING)
/* Random number dimension offset. */
KERNEL_STRUCT_MEMBER(path, uint16_t, rng_offset, KERNEL_FEATURE_PATH_TRACING)
/* enum PathRayFlag */
KERNEL_STRUCT_MEMBER(path, uint32_t, flag, KERNEL_FEATURE_PATH_TRACING)
/* enum PathRayMNEE */
KERNEL_STRUCT_MEMBER(path, uint8_t, mnee, KERNEL_FEATURE_PATH_TRACING)
/* Multiple importance sampling
* The PDF of BSDF sampling at the last scatter point, which is at ray distance
* zero and distance. Note that transparency and volume attenuation increase
* the ray tmin but keep P unmodified so that this works. */
KERNEL_STRUCT_MEMBER(path, float, mis_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
/* Filter glossy. */
KERNEL_STRUCT_MEMBER(path, float, min_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
/* Continuation probability for path termination. */
KERNEL_STRUCT_MEMBER(path, float, continuation_probability, KERNEL_FEATURE_PATH_TRACING)
/* Throughput. */
KERNEL_STRUCT_MEMBER(path, PackedSpectrum, throughput, KERNEL_FEATURE_PATH_TRACING)
/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
KERNEL_STRUCT_MEMBER(path, PackedSpectrum, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
KERNEL_STRUCT_MEMBER(path, PackedSpectrum, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
/* Denoising. */
KERNEL_STRUCT_MEMBER(path, PackedSpectrum, denoising_feature_throughput, KERNEL_FEATURE_DENOISING)
/* Shader sorting. */
/* TODO: compress as uint16? or leave out entirely and recompute key in sorting code? */
KERNEL_STRUCT_MEMBER(path, uint32_t, shader_sort_key, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(path)
/************************************** Ray ***********************************/
KERNEL_STRUCT_BEGIN(ray)
KERNEL_STRUCT_MEMBER(ray, packed_float3, P, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, packed_float3, D, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, tmin, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, tmax, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, time, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(ray, float, dD, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(ray)
/*************************** Intersection result ******************************/
/* Result from scene intersection. */
KERNEL_STRUCT_BEGIN(isect)
KERNEL_STRUCT_MEMBER(isect, float, t, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, float, u, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, float, v, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, int, prim, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, int, object, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(isect, int, type, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(isect)
/*************** Subsurface closure state for subsurface kernel ***************/
KERNEL_STRUCT_BEGIN(subsurface)
KERNEL_STRUCT_MEMBER(subsurface, PackedSpectrum, albedo, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_MEMBER(subsurface, PackedSpectrum, radius, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_MEMBER(subsurface, float, anisotropy, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_MEMBER(subsurface, packed_float3, Ng, KERNEL_FEATURE_SUBSURFACE)
KERNEL_STRUCT_END(subsurface)
/********************************** Volume Stack ******************************/
KERNEL_STRUCT_BEGIN(volume_stack)
KERNEL_STRUCT_ARRAY_MEMBER(volume_stack, int, object, KERNEL_FEATURE_VOLUME)
KERNEL_STRUCT_ARRAY_MEMBER(volume_stack, int, shader, KERNEL_FEATURE_VOLUME)
KERNEL_STRUCT_END_ARRAY(volume_stack,
KERNEL_STRUCT_VOLUME_STACK_SIZE,
KERNEL_STRUCT_VOLUME_STACK_SIZE)