The motivation for this is twofold. It improves performance (5-10% on most benchmark scenes), and will help to bring back transparency support for the ambient occlusion pass. * Duplicate some members from the main path state in the shadow path state. * Add shadow paths incrementally to the array similar to what we do for the shadow catchers. * For the scheduling, allow running shade surface and shade volume kernels as long as there is enough space in the shadow paths array. If not, execute shadow kernels until it is empty. * Add IntegratorShadowState and ConstIntegratorShadowState typedefs that can be different between CPU and GPU. For GPU both main and shadow paths juse have an integer for SoA access. Bt with CPU it's a different pointer type so we get type safety checks in code shared between CPU and GPU. * For CPU, add a separate IntegratorShadowStateCPU struct embedded in IntegratorShadowState. * Update various functions to take the shadow state, and make SVM take either type of state using templates. Differential Revision: https://developer.blender.org/D12889
110 lines
5.5 KiB
C
110 lines
5.5 KiB
C
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/*
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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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/************************************ Path State *****************************/
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KERNEL_STRUCT_BEGIN(path)
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/* Index of a pixel within the device render buffer where this path will write its result.
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* To get an actual offset within the buffer the value needs to be multiplied by the
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* `kernel_data.film.pass_stride`.
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*
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* The multiplication is delayed for later, so that state can use 32bit integer. */
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KERNEL_STRUCT_MEMBER(path, uint32_t, render_pixel_index, KERNEL_FEATURE_PATH_TRACING)
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/* Current sample number. */
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KERNEL_STRUCT_MEMBER(path, uint16_t, sample, KERNEL_FEATURE_PATH_TRACING)
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/* Current ray bounce depth. */
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KERNEL_STRUCT_MEMBER(path, uint16_t, bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current transparent ray bounce depth. */
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KERNEL_STRUCT_MEMBER(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(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(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(path, uint16_t, transmission_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current volume ray bounce depth. */
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KERNEL_STRUCT_MEMBER(path, uint16_t, volume_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* Current volume bounds ray bounce depth. */
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KERNEL_STRUCT_MEMBER(path, uint16_t, volume_bounds_bounce, KERNEL_FEATURE_PATH_TRACING)
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/* DeviceKernel bit indicating queued kernels. */
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KERNEL_STRUCT_MEMBER(path, uint16_t, queued_kernel, KERNEL_FEATURE_PATH_TRACING)
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/* Random number generator seed. */
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KERNEL_STRUCT_MEMBER(path, uint32_t, rng_hash, KERNEL_FEATURE_PATH_TRACING)
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/* Random number dimension offset. */
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KERNEL_STRUCT_MEMBER(path, uint16_t, rng_offset, KERNEL_FEATURE_PATH_TRACING)
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/* enum PathRayFlag */
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KERNEL_STRUCT_MEMBER(path, uint32_t, flag, KERNEL_FEATURE_PATH_TRACING)
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/* Multiple importance sampling
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* The PDF of BSDF sampling at the last scatter point, and distance to the
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* last scatter point minus the last ray segment. This distance lets us
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* compute the complete distance through transparent surfaces and volumes. */
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KERNEL_STRUCT_MEMBER(path, float, mis_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(path, float, mis_ray_t, KERNEL_FEATURE_PATH_TRACING)
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/* Filter glossy. */
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KERNEL_STRUCT_MEMBER(path, float, min_ray_pdf, KERNEL_FEATURE_PATH_TRACING)
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/* Throughput. */
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KERNEL_STRUCT_MEMBER(path, float3, throughput, KERNEL_FEATURE_PATH_TRACING)
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/* Ratio of throughput to distinguish diffuse and glossy render passes. */
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KERNEL_STRUCT_MEMBER(path, float3, diffuse_glossy_ratio, KERNEL_FEATURE_LIGHT_PASSES)
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/* Denoising. */
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KERNEL_STRUCT_MEMBER(path, float3, denoising_feature_throughput, KERNEL_FEATURE_DENOISING)
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/* Shader sorting. */
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/* TODO: compress as uint16? or leave out entirely and recompute key in sorting code? */
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KERNEL_STRUCT_MEMBER(path, uint32_t, shader_sort_key, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(path)
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/************************************** Ray ***********************************/
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KERNEL_STRUCT_BEGIN(ray)
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KERNEL_STRUCT_MEMBER(ray, float3, P, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(ray, float3, D, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(ray, float, t, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(ray, float, time, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(ray, float, dP, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(ray, float, dD, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(ray)
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/*************************** Intersection result ******************************/
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/* Result from scene intersection. */
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KERNEL_STRUCT_BEGIN(isect)
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KERNEL_STRUCT_MEMBER(isect, float, t, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(isect, float, u, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(isect, float, v, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(isect, int, prim, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(isect, int, object, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_MEMBER(isect, int, type, KERNEL_FEATURE_PATH_TRACING)
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KERNEL_STRUCT_END(isect)
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/*************** Subsurface closure state for subsurface kernel ***************/
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KERNEL_STRUCT_BEGIN(subsurface)
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KERNEL_STRUCT_MEMBER(subsurface, float3, albedo, KERNEL_FEATURE_SUBSURFACE)
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KERNEL_STRUCT_MEMBER(subsurface, float3, radius, KERNEL_FEATURE_SUBSURFACE)
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KERNEL_STRUCT_MEMBER(subsurface, float, anisotropy, KERNEL_FEATURE_SUBSURFACE)
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KERNEL_STRUCT_MEMBER(subsurface, float3, Ng, KERNEL_FEATURE_SUBSURFACE)
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KERNEL_STRUCT_END(subsurface)
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/********************************** Volume Stack ******************************/
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KERNEL_STRUCT_BEGIN(volume_stack)
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KERNEL_STRUCT_ARRAY_MEMBER(volume_stack, int, object, KERNEL_FEATURE_VOLUME)
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KERNEL_STRUCT_ARRAY_MEMBER(volume_stack, int, shader, KERNEL_FEATURE_VOLUME)
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KERNEL_STRUCT_END_ARRAY(volume_stack,
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KERNEL_STRUCT_VOLUME_STACK_SIZE,
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KERNEL_STRUCT_VOLUME_STACK_SIZE)
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