Files
test/intern/cycles/kernel/integrator/megakernel.h
Weizhen Huang 2b0a1cae06 Cycles: Add an option to use ray marching for volume rendering
Null Scattering currently has performance and noise issues, and it will
take time to address them. For now add the previous Ray Marching back as
an option.

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146317
2025-09-26 12:14:45 +02:00

115 lines
4.1 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/integrator/intersect_closest.h"
#include "kernel/integrator/intersect_dedicated_light.h"
#include "kernel/integrator/intersect_shadow.h"
#include "kernel/integrator/intersect_subsurface.h"
#include "kernel/integrator/intersect_volume_stack.h"
#include "kernel/integrator/shade_background.h"
#include "kernel/integrator/shade_dedicated_light.h"
#include "kernel/integrator/shade_light.h"
#include "kernel/integrator/shade_shadow.h"
#include "kernel/integrator/shade_surface.h"
#include "kernel/integrator/shade_volume.h"
CCL_NAMESPACE_BEGIN
ccl_device void integrator_megakernel(KernelGlobals kg,
IntegratorState state,
ccl_global float *ccl_restrict render_buffer)
{
/* Each kernel indicates the next kernel to execute, so here we simply
* have to check what that kernel is and execute it. */
while (true) {
/* Handle any shadow paths before we potentially create more shadow paths. */
const uint32_t shadow_queued_kernel = INTEGRATOR_STATE(
&state->shadow, shadow_path, queued_kernel);
if (shadow_queued_kernel) {
switch (shadow_queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
integrator_intersect_shadow(kg, &state->shadow);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
integrator_shade_shadow(kg, &state->shadow, render_buffer);
break;
default:
kernel_assert(0);
break;
}
continue;
}
/* Handle any AO paths before we potentially create more AO paths. */
const uint32_t ao_queued_kernel = INTEGRATOR_STATE(&state->ao, shadow_path, queued_kernel);
if (ao_queued_kernel) {
switch (ao_queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW:
integrator_intersect_shadow(kg, &state->ao);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW:
integrator_shade_shadow(kg, &state->ao, render_buffer);
break;
default:
kernel_assert(0);
break;
}
continue;
}
/* Then handle regular path kernels. */
const uint32_t queued_kernel = INTEGRATOR_STATE(state, path, queued_kernel);
if (queued_kernel) {
switch (queued_kernel) {
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_CLOSEST:
integrator_intersect_closest(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND:
integrator_shade_background(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE:
integrator_shade_surface(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME:
integrator_shade_volume(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_VOLUME_RAY_MARCHING:
integrator_shade_volume_ray_marching(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE:
integrator_shade_surface_raytrace(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_MNEE:
integrator_shade_surface_mnee(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_LIGHT:
integrator_shade_light(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_SHADE_DEDICATED_LIGHT:
integrator_shade_dedicated_light(kg, state, render_buffer);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE:
integrator_intersect_subsurface(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_VOLUME_STACK:
integrator_intersect_volume_stack(kg, state);
break;
case DEVICE_KERNEL_INTEGRATOR_INTERSECT_DEDICATED_LIGHT:
integrator_intersect_dedicated_light(kg, state);
break;
default:
kernel_assert(0);
break;
}
continue;
}
break;
}
}
CCL_NAMESPACE_END