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
337 lines
11 KiB
C
337 lines
11 KiB
C
/*
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* Copyright 2011-2013 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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CCL_NAMESPACE_BEGIN
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/* Sky texture */
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ccl_device float sky_angle_between(float thetav, float phiv, float theta, float phi)
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{
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float cospsi = sinf(thetav) * sinf(theta) * cosf(phi - phiv) + cosf(thetav) * cosf(theta);
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return safe_acosf(cospsi);
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}
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/*
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* "A Practical Analytic Model for Daylight"
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* A. J. Preetham, Peter Shirley, Brian Smits
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*/
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ccl_device float sky_perez_function(ccl_private float *lam, float theta, float gamma)
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{
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float ctheta = cosf(theta);
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float cgamma = cosf(gamma);
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return (1.0f + lam[0] * expf(lam[1] / ctheta)) *
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(1.0f + lam[2] * expf(lam[3] * gamma) + lam[4] * cgamma * cgamma);
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}
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ccl_device float3 sky_radiance_preetham(ccl_global const KernelGlobals *kg,
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float3 dir,
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float sunphi,
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float suntheta,
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float radiance_x,
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float radiance_y,
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float radiance_z,
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ccl_private float *config_x,
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ccl_private float *config_y,
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ccl_private float *config_z)
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{
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/* convert vector to spherical coordinates */
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float2 spherical = direction_to_spherical(dir);
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float theta = spherical.x;
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float phi = spherical.y;
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2_F - 0.001f);
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/* compute xyY color space values */
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float x = radiance_y * sky_perez_function(config_y, theta, gamma);
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float y = radiance_z * sky_perez_function(config_z, theta, gamma);
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float Y = radiance_x * sky_perez_function(config_x, theta, gamma);
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/* convert to RGB */
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float3 xyz = xyY_to_xyz(x, y, Y);
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return xyz_to_rgb(kg, xyz);
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}
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/*
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* "An Analytic Model for Full Spectral Sky-Dome Radiance"
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* Lukas Hosek, Alexander Wilkie
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*/
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ccl_device float sky_radiance_internal(ccl_private float *configuration, float theta, float gamma)
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{
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float ctheta = cosf(theta);
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float cgamma = cosf(gamma);
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float expM = expf(configuration[4] * gamma);
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float rayM = cgamma * cgamma;
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float mieM = (1.0f + rayM) / powf((1.0f + configuration[8] * configuration[8] -
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2.0f * configuration[8] * cgamma),
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1.5f);
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float zenith = sqrtf(ctheta);
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return (1.0f + configuration[0] * expf(configuration[1] / (ctheta + 0.01f))) *
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(configuration[2] + configuration[3] * expM + configuration[5] * rayM +
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configuration[6] * mieM + configuration[7] * zenith);
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}
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ccl_device float3 sky_radiance_hosek(ccl_global const KernelGlobals *kg,
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float3 dir,
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float sunphi,
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float suntheta,
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float radiance_x,
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float radiance_y,
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float radiance_z,
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ccl_private float *config_x,
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ccl_private float *config_y,
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ccl_private float *config_z)
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{
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/* convert vector to spherical coordinates */
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float2 spherical = direction_to_spherical(dir);
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float theta = spherical.x;
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float phi = spherical.y;
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/* angle between sun direction and dir */
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float gamma = sky_angle_between(theta, phi, suntheta, sunphi);
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/* clamp theta to horizon */
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theta = min(theta, M_PI_2_F - 0.001f);
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/* compute xyz color space values */
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float x = sky_radiance_internal(config_x, theta, gamma) * radiance_x;
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float y = sky_radiance_internal(config_y, theta, gamma) * radiance_y;
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float z = sky_radiance_internal(config_z, theta, gamma) * radiance_z;
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/* convert to RGB and adjust strength */
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return xyz_to_rgb(kg, make_float3(x, y, z)) * (M_2PI_F / 683);
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}
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/* Nishita improved sky model */
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ccl_device float3 geographical_to_direction(float lat, float lon)
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{
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return make_float3(cos(lat) * cos(lon), cos(lat) * sin(lon), sin(lat));
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}
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ccl_device float3 sky_radiance_nishita(ccl_global const KernelGlobals *kg,
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float3 dir,
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ccl_private float *nishita_data,
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uint texture_id)
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{
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/* definitions */
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float sun_elevation = nishita_data[6];
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float sun_rotation = nishita_data[7];
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float angular_diameter = nishita_data[8];
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float sun_intensity = nishita_data[9];
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bool sun_disc = (angular_diameter >= 0.0f);
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float3 xyz;
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/* convert dir to spherical coordinates */
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float2 direction = direction_to_spherical(dir);
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/* render above the horizon */
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if (dir.z >= 0.0f) {
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/* definitions */
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float3 sun_dir = geographical_to_direction(sun_elevation, sun_rotation + M_PI_2_F);
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float sun_dir_angle = precise_angle(dir, sun_dir);
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float half_angular = angular_diameter / 2.0f;
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float dir_elevation = M_PI_2_F - direction.x;
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/* if ray inside sun disc render it, otherwise render sky */
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if (sun_disc && sun_dir_angle < half_angular) {
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/* get 2 pixels data */
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float3 pixel_bottom = make_float3(nishita_data[0], nishita_data[1], nishita_data[2]);
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float3 pixel_top = make_float3(nishita_data[3], nishita_data[4], nishita_data[5]);
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float y;
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/* sun interpolation */
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if (sun_elevation - half_angular > 0.0f) {
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if (sun_elevation + half_angular > 0.0f) {
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y = ((dir_elevation - sun_elevation) / angular_diameter) + 0.5f;
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xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
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}
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}
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else {
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if (sun_elevation + half_angular > 0.0f) {
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y = dir_elevation / (sun_elevation + half_angular);
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xyz = interp(pixel_bottom, pixel_top, y) * sun_intensity;
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}
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}
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/* limb darkening, coefficient is 0.6f */
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float limb_darkening = (1.0f -
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0.6f * (1.0f - sqrtf(1.0f - sqr(sun_dir_angle / half_angular))));
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xyz *= limb_darkening;
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}
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/* sky */
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else {
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/* sky interpolation */
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float x = (direction.y + M_PI_F + sun_rotation) / M_2PI_F;
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/* more pixels toward horizon compensation */
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float y = safe_sqrtf(dir_elevation / M_PI_2_F);
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if (x > 1.0f) {
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x -= 1.0f;
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}
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xyz = float4_to_float3(kernel_tex_image_interp(kg, texture_id, x, y));
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}
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}
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/* ground */
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else {
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if (dir.z < -0.4f) {
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xyz = make_float3(0.0f, 0.0f, 0.0f);
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}
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else {
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/* black ground fade */
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float fade = 1.0f + dir.z * 2.5f;
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fade = sqr(fade) * fade;
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/* interpolation */
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float x = (direction.y + M_PI_F + sun_rotation) / M_2PI_F;
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if (x > 1.0f) {
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x -= 1.0f;
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}
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xyz = float4_to_float3(kernel_tex_image_interp(kg, texture_id, x, -0.5)) * fade;
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}
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}
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/* convert to RGB */
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return xyz_to_rgb(kg, xyz);
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}
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ccl_device_noinline int svm_node_tex_sky(ccl_global const KernelGlobals *kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node,
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int offset)
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{
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/* Load data */
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uint dir_offset = node.y;
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uint out_offset = node.z;
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int sky_model = node.w;
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float3 dir = stack_load_float3(stack, dir_offset);
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float3 f;
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/* Preetham and Hosek share the same data */
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if (sky_model == 0 || sky_model == 1) {
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/* Define variables */
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float sunphi, suntheta, radiance_x, radiance_y, radiance_z;
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float config_x[9], config_y[9], config_z[9];
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float4 data = read_node_float(kg, &offset);
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sunphi = data.x;
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suntheta = data.y;
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radiance_x = data.z;
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radiance_y = data.w;
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data = read_node_float(kg, &offset);
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radiance_z = data.x;
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config_x[0] = data.y;
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config_x[1] = data.z;
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config_x[2] = data.w;
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data = read_node_float(kg, &offset);
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config_x[3] = data.x;
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config_x[4] = data.y;
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config_x[5] = data.z;
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config_x[6] = data.w;
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data = read_node_float(kg, &offset);
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config_x[7] = data.x;
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config_x[8] = data.y;
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config_y[0] = data.z;
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config_y[1] = data.w;
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data = read_node_float(kg, &offset);
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config_y[2] = data.x;
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config_y[3] = data.y;
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config_y[4] = data.z;
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config_y[5] = data.w;
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data = read_node_float(kg, &offset);
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config_y[6] = data.x;
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config_y[7] = data.y;
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config_y[8] = data.z;
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config_z[0] = data.w;
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data = read_node_float(kg, &offset);
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config_z[1] = data.x;
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config_z[2] = data.y;
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config_z[3] = data.z;
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config_z[4] = data.w;
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data = read_node_float(kg, &offset);
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config_z[5] = data.x;
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config_z[6] = data.y;
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config_z[7] = data.z;
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config_z[8] = data.w;
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/* Compute Sky */
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if (sky_model == 0) {
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f = sky_radiance_preetham(kg,
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dir,
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sunphi,
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suntheta,
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radiance_x,
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radiance_y,
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radiance_z,
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config_x,
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config_y,
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config_z);
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}
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else {
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f = sky_radiance_hosek(kg,
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dir,
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sunphi,
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suntheta,
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radiance_x,
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radiance_y,
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radiance_z,
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config_x,
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config_y,
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config_z);
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}
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}
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/* Nishita */
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else {
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/* Define variables */
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float nishita_data[10];
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float4 data = read_node_float(kg, &offset);
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nishita_data[0] = data.x;
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nishita_data[1] = data.y;
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nishita_data[2] = data.z;
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nishita_data[3] = data.w;
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data = read_node_float(kg, &offset);
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nishita_data[4] = data.x;
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nishita_data[5] = data.y;
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nishita_data[6] = data.z;
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nishita_data[7] = data.w;
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data = read_node_float(kg, &offset);
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nishita_data[8] = data.x;
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nishita_data[9] = data.y;
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uint texture_id = __float_as_uint(data.z);
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/* Compute Sky */
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f = sky_radiance_nishita(kg, dir, nishita_data, texture_id);
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}
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stack_store_float3(stack, out_offset, f);
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return offset;
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}
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CCL_NAMESPACE_END
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