Cycles: Render volume by ray marching through octrees
One octree per volume per shader based on the density. In preparation for the null scattering
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Weizhen Huang
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4e65ab4490
commit
b2b2d9a4f3
@@ -1292,6 +1292,7 @@ void OneapiDevice::get_adjusted_global_and_local_sizes(SyclQueue *queue,
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case DEVICE_KERNEL_SHADER_EVAL_DISPLACE:
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case DEVICE_KERNEL_SHADER_EVAL_BACKGROUND:
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case DEVICE_KERNEL_SHADER_EVAL_CURVE_SHADOW_TRANSPARENCY:
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case DEVICE_KERNEL_SHADER_EVAL_VOLUME_DENSITY:
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preferred_work_group_size = preferred_work_group_size_shader_evaluation;
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break;
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