Files
test/intern/cycles/kernel/integrator/shadow_state_template.h
Brecht Van Lommel 9937d5379c Cycles: add packed_float3 type for storage
Introduce a packed_float3 type for smaller storage that is exactly 3
floats, instead of 4. For computation float3 is still used since it can
use SIMD instructions.

Ref T92212

Differential Revision: https://developer.blender.org/D13243
2021-11-17 17:29:41 +01:00

88 lines
4.5 KiB
C

/*
* Copyright 2011-2021 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/********************************* Shadow Path State **************************/
KERNEL_STRUCT_BEGIN(shadow_path)
/* Index of a pixel within the device render buffer. */
KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, render_pixel_index, KERNEL_FEATURE_PATH_TRACING)
/* Current sample number. */
KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, sample, KERNEL_FEATURE_PATH_TRACING)
/* Random number generator seed. */
KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, rng_hash, KERNEL_FEATURE_PATH_TRACING)
/* Random number dimension offset. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, rng_offset, KERNEL_FEATURE_PATH_TRACING)
/* Current ray bounce depth. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current transparent ray bounce depth. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, transparent_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current diffuse ray bounce depth. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, diffuse_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current glossy ray bounce depth. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, glossy_bounce, KERNEL_FEATURE_PATH_TRACING)
/* Current transmission ray bounce depth. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, transmission_bounce, KERNEL_FEATURE_PATH_TRACING)
/* DeviceKernel bit indicating queued kernels. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, queued_kernel, KERNEL_FEATURE_PATH_TRACING)
/* enum PathRayFlag */
KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, flag, KERNEL_FEATURE_PATH_TRACING)
/* Throughput. */
KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, throughput, KERNEL_FEATURE_PATH_TRACING)
/* Throughput for shadow pass. */
KERNEL_STRUCT_MEMBER(shadow_path,
packed_float3,
unshadowed_throughput,
KERNEL_FEATURE_SHADOW_PASS | KERNEL_FEATURE_AO_ADDITIVE)
/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
/* Number of intersections found by ray-tracing. */
KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, num_hits, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(shadow_path)
/********************************** Shadow Ray *******************************/
KERNEL_STRUCT_BEGIN(shadow_ray)
KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, P, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, D, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, float, t, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, float, time, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_MEMBER(shadow_ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END(shadow_ray)
/*********************** Shadow Intersection result **************************/
/* Result from scene intersection. */
KERNEL_STRUCT_BEGIN(shadow_isect)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, t, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, u, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, v, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, prim, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, object, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, type, KERNEL_FEATURE_PATH_TRACING)
KERNEL_STRUCT_END_ARRAY(shadow_isect,
INTEGRATOR_SHADOW_ISECT_SIZE_CPU,
INTEGRATOR_SHADOW_ISECT_SIZE_GPU)
/**************************** Shadow Volume Stack *****************************/
KERNEL_STRUCT_BEGIN(shadow_volume_stack)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_volume_stack, int, object, KERNEL_FEATURE_VOLUME)
KERNEL_STRUCT_ARRAY_MEMBER(shadow_volume_stack, int, shader, KERNEL_FEATURE_VOLUME)
KERNEL_STRUCT_END_ARRAY(shadow_volume_stack,
KERNEL_STRUCT_VOLUME_STACK_SIZE,
KERNEL_STRUCT_VOLUME_STACK_SIZE)