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
88 lines
4.5 KiB
C
88 lines
4.5 KiB
C
/*
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* Copyright 2011-2021 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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/********************************* Shadow Path State **************************/
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KERNEL_STRUCT_BEGIN(shadow_path)
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/* Index of a pixel within the device render buffer. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, render_pixel_index, KERNEL_FEATURE_PATH_TRACING)
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/* Current sample number. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, sample, KERNEL_FEATURE_PATH_TRACING)
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/* Random number generator seed. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, rng_hash, KERNEL_FEATURE_PATH_TRACING)
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/* Random number dimension offset. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, rng_offset, KERNEL_FEATURE_PATH_TRACING)
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/* Current ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current transparent ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, transparent_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current diffuse ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, diffuse_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current glossy ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, glossy_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current transmission ray bounce depth. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, transmission_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* DeviceKernel bit indicating queued kernels. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, queued_kernel, KERNEL_FEATURE_PATH_TRACING)
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/* enum PathRayFlag */
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KERNEL_STRUCT_MEMBER(shadow_path, uint32_t, flag, KERNEL_FEATURE_PATH_TRACING)
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/* Throughput. */
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KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, throughput, KERNEL_FEATURE_PATH_TRACING)
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/* Throughput for shadow pass. */
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KERNEL_STRUCT_MEMBER(shadow_path,
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packed_float3,
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unshadowed_throughput,
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KERNEL_FEATURE_SHADOW_PASS | KERNEL_FEATURE_AO_ADDITIVE)
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/* Ratio of throughput to distinguish diffuse / glossy / transmission render passes. */
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KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, pass_diffuse_weight, KERNEL_FEATURE_LIGHT_PASSES)
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KERNEL_STRUCT_MEMBER(shadow_path, packed_float3, pass_glossy_weight, KERNEL_FEATURE_LIGHT_PASSES)
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/* Number of intersections found by ray-tracing. */
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KERNEL_STRUCT_MEMBER(shadow_path, uint16_t, num_hits, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(shadow_path)
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/********************************** Shadow Ray *******************************/
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KERNEL_STRUCT_BEGIN(shadow_ray)
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KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, P, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, packed_float3, D, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, float, t, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, float, time, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(shadow_ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(shadow_ray)
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/*********************** Shadow Intersection result **************************/
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/* Result from scene intersection. */
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KERNEL_STRUCT_BEGIN(shadow_isect)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, t, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, u, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, float, v, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, prim, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, object, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_isect, int, type, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END_ARRAY(shadow_isect,
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INTEGRATOR_SHADOW_ISECT_SIZE_CPU,
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INTEGRATOR_SHADOW_ISECT_SIZE_GPU)
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/**************************** Shadow Volume Stack *****************************/
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KERNEL_STRUCT_BEGIN(shadow_volume_stack)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_volume_stack, int, object, KERNEL_FEATURE_VOLUME)
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KERNEL_STRUCT_ARRAY_MEMBER(shadow_volume_stack, int, shader, KERNEL_FEATURE_VOLUME)
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KERNEL_STRUCT_END_ARRAY(shadow_volume_stack,
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KERNEL_STRUCT_VOLUME_STACK_SIZE,
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KERNEL_STRUCT_VOLUME_STACK_SIZE)
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