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test2/intern/cycles/kernel/data_template.h

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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef KERNEL_STRUCT_BEGIN
# define KERNEL_STRUCT_BEGIN(name, parent)
#endif
#ifndef KERNEL_STRUCT_END
# define KERNEL_STRUCT_END(name)
#endif
#ifndef KERNEL_STRUCT_MEMBER
# define KERNEL_STRUCT_MEMBER(parent, type, name)
#endif
#ifndef KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
# define KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
#endif
/* Background. */
KERNEL_STRUCT_BEGIN(KernelBackground, background)
/* xyz store direction, w the angle. float4 instead of float3 is used
* to ensure consistent padding/alignment across devices. */
KERNEL_STRUCT_MEMBER(background, float4, sun)
KERNEL_STRUCT_MEMBER(background, int, use_sun_guiding)
/* Only shader index. */
KERNEL_STRUCT_MEMBER(background, int, surface_shader)
KERNEL_STRUCT_MEMBER(background, int, volume_shader)
KERNEL_STRUCT_MEMBER(background, int, transparent)
KERNEL_STRUCT_MEMBER(background, float, transparent_roughness_squared_threshold)
/* Sun sampling. */
KERNEL_STRUCT_MEMBER(background, float, sun_weight)
/* Importance map sampling. */
KERNEL_STRUCT_MEMBER(background, float, map_weight)
KERNEL_STRUCT_MEMBER(background, float, portal_weight)
KERNEL_STRUCT_MEMBER(background, int, map_res_x)
KERNEL_STRUCT_MEMBER(background, int, map_res_y)
/* Multiple importance sampling. */
KERNEL_STRUCT_MEMBER(background, int, use_mis)
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/* Light-group. */
KERNEL_STRUCT_MEMBER(background, int, lightgroup)
/* Light Index. */
KERNEL_STRUCT_MEMBER(background, int, light_index)
/* Object Index. */
KERNEL_STRUCT_MEMBER(background, int, object_index)
/* Padding. */
KERNEL_STRUCT_MEMBER(background, int, pad1)
KERNEL_STRUCT_MEMBER(background, int, pad2)
KERNEL_STRUCT_END(KernelBackground)
/* BVH: own BVH2 if no native device acceleration struct used. */
KERNEL_STRUCT_BEGIN(KernelBVH, bvh)
KERNEL_STRUCT_MEMBER(bvh, int, root)
KERNEL_STRUCT_MEMBER(bvh, int, have_motion)
KERNEL_STRUCT_MEMBER(bvh, int, have_curves)
KERNEL_STRUCT_MEMBER(bvh, int, have_points)
KERNEL_STRUCT_MEMBER(bvh, int, have_volumes)
KERNEL_STRUCT_MEMBER(bvh, int, bvh_layout)
KERNEL_STRUCT_MEMBER(bvh, int, use_bvh_steps)
KERNEL_STRUCT_MEMBER(bvh, int, curve_subdivisions)
KERNEL_STRUCT_END(KernelBVH)
/* Film. */
KERNEL_STRUCT_BEGIN(KernelFilm, film)
/* XYZ to rendering color space transform. float4 instead of float3 to
* ensure consistent padding/alignment across devices. */
KERNEL_STRUCT_MEMBER(film, float4, xyz_to_r)
KERNEL_STRUCT_MEMBER(film, float4, xyz_to_g)
KERNEL_STRUCT_MEMBER(film, float4, xyz_to_b)
KERNEL_STRUCT_MEMBER(film, float4, rgb_to_y)
Cycles: Add thin film iridescence to Principled BSDF This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence". There are still several open topics that are left for future work: - Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films. - The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it. - The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper. Pull Request: https://projects.blender.org/blender/blender/pulls/118477
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KERNEL_STRUCT_MEMBER(film, float4, white_xyz)
/* Rec709 to rendering color space. */
KERNEL_STRUCT_MEMBER(film, float4, rec709_to_r)
KERNEL_STRUCT_MEMBER(film, float4, rec709_to_g)
KERNEL_STRUCT_MEMBER(film, float4, rec709_to_b)
KERNEL_STRUCT_MEMBER(film, int, is_rec709)
/* Exposure. */
KERNEL_STRUCT_MEMBER(film, float, exposure)
/* Passed used. */
KERNEL_STRUCT_MEMBER(film, int, pass_flag)
KERNEL_STRUCT_MEMBER(film, int, light_pass_flag)
/* Pass offsets. */
KERNEL_STRUCT_MEMBER(film, int, pass_stride)
KERNEL_STRUCT_MEMBER(film, int, pass_combined)
KERNEL_STRUCT_MEMBER(film, int, pass_depth)
KERNEL_STRUCT_MEMBER(film, int, pass_position)
KERNEL_STRUCT_MEMBER(film, int, pass_normal)
KERNEL_STRUCT_MEMBER(film, int, pass_roughness)
KERNEL_STRUCT_MEMBER(film, int, pass_motion)
KERNEL_STRUCT_MEMBER(film, int, pass_motion_weight)
KERNEL_STRUCT_MEMBER(film, int, pass_uv)
KERNEL_STRUCT_MEMBER(film, int, pass_object_id)
KERNEL_STRUCT_MEMBER(film, int, pass_material_id)
KERNEL_STRUCT_MEMBER(film, int, pass_diffuse_color)
KERNEL_STRUCT_MEMBER(film, int, pass_glossy_color)
KERNEL_STRUCT_MEMBER(film, int, pass_transmission_color)
KERNEL_STRUCT_MEMBER(film, int, pass_diffuse_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_glossy_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_transmission_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_indirect)
KERNEL_STRUCT_MEMBER(film, int, pass_diffuse_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_glossy_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_transmission_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_direct)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_scatter)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_scatter_denoised)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_transmit)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_transmit_denoised)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_majorant)
KERNEL_STRUCT_MEMBER(film, int, pass_volume_majorant_sample_count)
KERNEL_STRUCT_MEMBER(film, int, pass_emission)
KERNEL_STRUCT_MEMBER(film, int, pass_background)
KERNEL_STRUCT_MEMBER(film, int, pass_ao)
KERNEL_STRUCT_MEMBER(film, float, pass_alpha_threshold)
KERNEL_STRUCT_MEMBER(film, int, pass_shadow_catcher)
KERNEL_STRUCT_MEMBER(film, int, pass_shadow_catcher_sample_count)
KERNEL_STRUCT_MEMBER(film, int, pass_shadow_catcher_matte)
/* Cryptomatte. */
KERNEL_STRUCT_MEMBER(film, int, cryptomatte_passes)
KERNEL_STRUCT_MEMBER(film, int, cryptomatte_depth)
KERNEL_STRUCT_MEMBER(film, int, pass_cryptomatte)
/* Adaptive sampling. */
KERNEL_STRUCT_MEMBER(film, int, pass_adaptive_aux_buffer)
KERNEL_STRUCT_MEMBER(film, int, pass_sample_count)
/* Mist. */
KERNEL_STRUCT_MEMBER(film, int, pass_mist)
KERNEL_STRUCT_MEMBER(film, float, mist_start)
KERNEL_STRUCT_MEMBER(film, float, mist_inv_depth)
KERNEL_STRUCT_MEMBER(film, float, mist_falloff)
/* Denoising. */
KERNEL_STRUCT_MEMBER(film, int, pass_denoising_normal)
KERNEL_STRUCT_MEMBER(film, int, pass_denoising_albedo)
KERNEL_STRUCT_MEMBER(film, int, pass_denoising_depth)
/* AOVs. */
KERNEL_STRUCT_MEMBER(film, int, pass_aov_color)
KERNEL_STRUCT_MEMBER(film, int, pass_aov_value)
/* Light groups. */
KERNEL_STRUCT_MEMBER(film, int, pass_lightgroup)
/* Baking. */
KERNEL_STRUCT_MEMBER(film, int, pass_bake_primitive)
KERNEL_STRUCT_MEMBER(film, int, pass_bake_seed)
KERNEL_STRUCT_MEMBER(film, int, pass_bake_differential)
/* Shadow catcher. */
KERNEL_STRUCT_MEMBER(film, int, use_approximate_shadow_catcher)
/* Path Guiding */
KERNEL_STRUCT_MEMBER(film, int, pass_guiding_color)
KERNEL_STRUCT_MEMBER(film, int, pass_guiding_probability)
KERNEL_STRUCT_MEMBER(film, int, pass_guiding_avg_roughness)
KERNEL_STRUCT_END(KernelFilm)
/* Integrator. */
KERNEL_STRUCT_BEGIN(KernelIntegrator, integrator)
/* Emission. */
KERNEL_STRUCT_MEMBER(integrator, int, use_direct_light)
KERNEL_STRUCT_MEMBER(integrator, int, use_light_mis)
KERNEL_STRUCT_MEMBER(integrator, int, use_light_tree)
KERNEL_STRUCT_MEMBER(integrator, int, num_lights)
KERNEL_STRUCT_MEMBER(integrator, int, num_distant_lights)
KERNEL_STRUCT_MEMBER(integrator, int, num_background_lights)
/* Portal sampling. */
KERNEL_STRUCT_MEMBER(integrator, int, num_portals)
KERNEL_STRUCT_MEMBER(integrator, int, portal_offset)
/* Flat light distribution. */
KERNEL_STRUCT_MEMBER(integrator, int, num_distribution)
KERNEL_STRUCT_MEMBER(integrator, float, distribution_pdf_triangles)
KERNEL_STRUCT_MEMBER(integrator, float, distribution_pdf_lights)
KERNEL_STRUCT_MEMBER(integrator, float, light_inv_rr_threshold)
/* Bounces. */
KERNEL_STRUCT_MEMBER(integrator, int, min_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_diffuse_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_glossy_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_transmission_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, max_volume_bounce)
/* AO bounces. */
KERNEL_STRUCT_MEMBER(integrator, int, ao_bounces)
KERNEL_STRUCT_MEMBER(integrator, float, ao_bounces_distance)
KERNEL_STRUCT_MEMBER(integrator, float, ao_bounces_factor)
KERNEL_STRUCT_MEMBER(integrator, float, ao_additive_factor)
/* Transparency. */
KERNEL_STRUCT_MEMBER(integrator, int, transparent_min_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, transparent_max_bounce)
KERNEL_STRUCT_MEMBER(integrator, int, transparent_shadows)
/* Caustics. */
KERNEL_STRUCT_MEMBER(integrator, int, caustics_reflective)
KERNEL_STRUCT_MEMBER(integrator, int, caustics_refractive)
KERNEL_STRUCT_MEMBER(integrator, float, filter_glossy)
/* Seed. */
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, seed)
/* Clamp. */
KERNEL_STRUCT_MEMBER(integrator, float, sample_clamp_direct)
KERNEL_STRUCT_MEMBER(integrator, float, sample_clamp_indirect)
/* Caustics. */
KERNEL_STRUCT_MEMBER(integrator, int, use_caustics)
/* Sampling pattern. */
KERNEL_STRUCT_MEMBER(integrator, int, sampling_pattern)
KERNEL_STRUCT_MEMBER(integrator, float, scrambling_distance)
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/* Sobol pattern. */
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, tabulated_sobol_sequence_size)
KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, sobol_index_mask)
Cycles: Implement blue-noise dithered sampling This patch implements blue-noise dithered sampling as described by Nathan Vegdahl (https://psychopath.io/post/2022_07_24_owen_scrambling_based_dithered_blue_noise_sampling), which in turn is based on "Screen-Space Blue-Noise Diffusion of Monte Carlo Sampling Error via Hierarchical Ordering of Pixels"(https://repository.kaust.edu.sa/items/1269ae24-2596-400b-a839-e54486033a93). The basic idea is simple: Instead of generating independent sequences for each pixel by scrambling them, we use a single sequence for the entire image, with each pixel getting one chunk of the samples. The ordering across pixels is determined by hierarchical scrambling of the pixel's position along a space-filling curve, which ends up being pretty much the same operation as already used for the underlying sequence. This results in a more high-frequency noise distribution, which appears smoother despite not being less noisy overall. The main limitation at the moment is that the improvement is only clear if the full sample amount is used per pixel, so interactive preview rendering and adaptive sampling will not receive the benefit. One exception to this is that when using the new "Automatic" setting, the first sample in interactive rendering will also be blue-noise-distributed. The sampling mode option is now exposed in the UI, with the three options being Blue Noise (the new mode), Classic (the previous Tabulated Sobol method) and the new default, Automatic (blue noise, with the additional property of ensuring the first sample is also blue-noise-distributed in interactive rendering). When debug mode is enabled, additional options appear, such as Sobol-Burley. Note that the scrambling distance option is not compatible with the blue-noise pattern. Pull Request: https://projects.blender.org/blender/blender/pulls/118479
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KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
KERNEL_STRUCT_MEMBER(integrator, int, blue_noise_sequence_length)
/* Volume render. */
KERNEL_STRUCT_MEMBER(integrator, int, use_volumes)
KERNEL_STRUCT_MEMBER(integrator, int, volume_unbiased)
/* Shadow catcher. */
KERNEL_STRUCT_MEMBER(integrator, int, has_shadow_catcher)
/* Closure filter. */
KERNEL_STRUCT_MEMBER(integrator, int, filter_closures)
/* MIS debugging. */
KERNEL_STRUCT_MEMBER(integrator, int, direct_light_sampling_type)
/* Path Guiding */
KERNEL_STRUCT_MEMBER(integrator, float, surface_guiding_probability)
KERNEL_STRUCT_MEMBER(integrator, float, volume_guiding_probability)
KERNEL_STRUCT_MEMBER(integrator, int, guiding_distribution_type)
KERNEL_STRUCT_MEMBER(integrator, int, guiding_directional_sampling_type)
KERNEL_STRUCT_MEMBER(integrator, float, guiding_roughness_threshold)
KERNEL_STRUCT_MEMBER(integrator, int, use_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, train_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, use_surface_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, use_volume_guiding)
KERNEL_STRUCT_MEMBER(integrator, int, use_guiding_direct_light)
KERNEL_STRUCT_MEMBER(integrator, int, use_guiding_mis_weights)
/* Padding. */
KERNEL_STRUCT_MEMBER(integrator, int, pad1)
KERNEL_STRUCT_MEMBER(integrator, int, pad2)
KERNEL_STRUCT_MEMBER(integrator, int, pad3)
KERNEL_STRUCT_END(KernelIntegrator)
/* SVM. For shader specialization. */
KERNEL_STRUCT_BEGIN(KernelSVMUsage, svm_usage)
#define SHADER_NODE_TYPE(type) KERNEL_STRUCT_MEMBER(svm_usage, int, type)
#include "kernel/svm/node_types_template.h"
KERNEL_STRUCT_END(KernelSVMUsage)
#undef KERNEL_STRUCT_BEGIN
#undef KERNEL_STRUCT_MEMBER
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#undef KERNEL_STRUCT_MEMBER_DONT_SPECIALIZE
#undef KERNEL_STRUCT_END