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2025-06-02 13:59:14 +02:00

87 lines
2.6 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/types.h"
CCL_NAMESPACE_BEGIN
ccl_device ccl_private ShaderClosure *closure_alloc(ccl_private ShaderData *sd,
const uint size,
ClosureType type,
Spectrum weight)
{
kernel_assert(size <= sizeof(ShaderClosure));
(void)size;
if (sd->num_closure_left == 0) {
return nullptr;
}
ccl_private ShaderClosure *sc = &sd->closure[sd->num_closure];
sc->type = type;
sc->weight = weight;
sd->num_closure++;
sd->num_closure_left--;
return sc;
}
ccl_device ccl_private void *closure_alloc_extra(ccl_private ShaderData *sd, const int size)
{
/* Allocate extra space for closure that need more parameters. We allocate
* in chunks of sizeof(ShaderClosure) starting from the end of the closure
* array.
*
* This lets us keep the same fast array iteration over closures, as we
* found linked list iteration and iteration with skipping to be slower. */
const int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
if (num_extra > sd->num_closure_left) {
/* Remove previous closure if it was allocated. */
sd->num_closure--;
sd->num_closure_left++;
return nullptr;
}
sd->num_closure_left -= num_extra;
return (ccl_private void *)(sd->closure + sd->num_closure + sd->num_closure_left);
}
ccl_device_inline ccl_private ShaderClosure *bsdf_alloc(ccl_private ShaderData *sd,
const int size,
Spectrum weight)
{
kernel_assert(isfinite_safe(weight));
/* No negative weights allowed. */
weight = max(weight, zero_float3());
const float sample_weight = fabsf(average(weight));
/* Do not perform weight cutoff for volume shaders, because large volume with low density could
* still contribute significantly to the scene. It should be up to the volume shader to decide
* the cutoff. */
/* Use comparison this way to help dealing with non-finite weight: if the average is not finite
* we will not allocate new closure. */
const bool volume_valid = (sd->flag & SD_IS_VOLUME_SHADER_EVAL) && (sample_weight > 0.0f);
if (volume_valid || sample_weight >= CLOSURE_WEIGHT_CUTOFF) {
ccl_private ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
if (!sc) {
return nullptr;
}
sc->sample_weight = sample_weight;
return sc;
}
return nullptr;
}
CCL_NAMESPACE_END