Fixes NaN in Vector Displacement node caused by the normalization of 0, 0, 0 vectors. This fixes both visual rendering issues and an "illegal address" error on the GPU. The "illegal address" error came from the Light Tree Sampling code not handling the NaN normals well, leading to weird code paths being taken, eventually leading to a kernel_assert and a user facing illegal address error. Pull Request: https://projects.blender.org/blender/blender/pulls/111294
194 lines
6.0 KiB
C++
194 lines
6.0 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/sample/mapping.h"
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CCL_NAMESPACE_BEGIN
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/* Bump Node */
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template<uint node_feature_mask>
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ccl_device_noinline void svm_node_set_bump(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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{
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#ifdef __RAY_DIFFERENTIALS__
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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/* get normal input */
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uint normal_offset, scale_offset, invert, use_object_space;
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svm_unpack_node_uchar4(node.y, &normal_offset, &scale_offset, &invert, &use_object_space);
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float3 normal_in = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) :
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sd->N;
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differential3 dP = differential_from_compact(sd->Ng, sd->dP);
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if (use_object_space) {
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object_inverse_normal_transform(kg, sd, &normal_in);
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object_inverse_dir_transform(kg, sd, &dP.dx);
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object_inverse_dir_transform(kg, sd, &dP.dy);
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}
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/* get surface tangents from normal */
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float3 Rx = cross(dP.dy, normal_in);
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float3 Ry = cross(normal_in, dP.dx);
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/* get bump values */
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uint c_offset, x_offset, y_offset, strength_offset;
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svm_unpack_node_uchar4(node.z, &c_offset, &x_offset, &y_offset, &strength_offset);
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float h_c = stack_load_float(stack, c_offset);
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float h_x = stack_load_float(stack, x_offset);
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float h_y = stack_load_float(stack, y_offset);
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/* compute surface gradient and determinant */
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float det = dot(dP.dx, Rx);
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float3 surfgrad = (h_x - h_c) * Rx + (h_y - h_c) * Ry;
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float absdet = fabsf(det);
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float strength = stack_load_float(stack, strength_offset);
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float scale = stack_load_float(stack, scale_offset);
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if (invert)
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scale *= -1.0f;
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strength = max(strength, 0.0f);
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/* compute and output perturbed normal */
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float3 normal_out = safe_normalize(absdet * normal_in - scale * signf(det) * surfgrad);
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if (is_zero(normal_out)) {
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normal_out = normal_in;
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}
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else {
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normal_out = normalize(strength * normal_out + (1.0f - strength) * normal_in);
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}
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if (use_object_space) {
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object_normal_transform(kg, sd, &normal_out);
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}
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stack_store_float3(stack, node.w, normal_out);
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}
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else {
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stack_store_float3(stack, node.w, zero_float3());
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}
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#endif
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}
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/* Displacement Node */
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template<uint node_feature_mask>
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ccl_device void svm_node_set_displacement(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint fac_offset)
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{
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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float3 dP = stack_load_float3(stack, fac_offset);
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sd->P += dP;
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}
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}
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template<uint node_feature_mask>
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ccl_device_noinline void svm_node_displacement(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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{
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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uint height_offset, midlevel_offset, scale_offset, normal_offset;
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svm_unpack_node_uchar4(
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node.y, &height_offset, &midlevel_offset, &scale_offset, &normal_offset);
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float height = stack_load_float(stack, height_offset);
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float midlevel = stack_load_float(stack, midlevel_offset);
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float scale = stack_load_float(stack, scale_offset);
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float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
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uint space = node.w;
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float3 dP = normal;
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if (space == NODE_NORMAL_MAP_OBJECT) {
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/* Object space. */
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object_inverse_normal_transform(kg, sd, &dP);
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dP *= (height - midlevel) * scale;
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object_dir_transform(kg, sd, &dP);
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}
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else {
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/* World space. */
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dP *= (height - midlevel) * scale;
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}
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stack_store_float3(stack, node.z, dP);
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}
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else {
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stack_store_float3(stack, node.z, zero_float3());
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}
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}
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template<uint node_feature_mask>
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ccl_device_noinline int svm_node_vector_displacement(
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KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
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{
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uint4 data_node = read_node(kg, &offset);
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uint vector_offset, midlevel_offset, scale_offset, displacement_offset;
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svm_unpack_node_uchar4(
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node.y, &vector_offset, &midlevel_offset, &scale_offset, &displacement_offset);
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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uint space = data_node.x;
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float3 vector = stack_load_float3(stack, vector_offset);
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float midlevel = stack_load_float(stack, midlevel_offset);
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float scale = stack_load_float(stack, scale_offset);
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float3 dP = (vector - make_float3(midlevel, midlevel, midlevel)) * scale;
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if (space == NODE_NORMAL_MAP_TANGENT) {
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/* Tangent space. */
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float3 normal = sd->N;
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object_inverse_normal_transform(kg, sd, &normal);
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const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
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float3 tangent;
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if (attr.offset != ATTR_STD_NOT_FOUND) {
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tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
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}
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else {
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tangent = normalize(sd->dPdu);
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}
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float3 bitangent = safe_normalize(cross(normal, tangent));
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const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
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if (attr_sign.offset != ATTR_STD_NOT_FOUND) {
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float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
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bitangent *= sign;
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}
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dP = tangent * dP.x + normal * dP.y + bitangent * dP.z;
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}
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if (space != NODE_NORMAL_MAP_WORLD) {
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/* Tangent or object space. */
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object_dir_transform(kg, sd, &dP);
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}
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stack_store_float3(stack, displacement_offset, dP);
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}
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else {
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stack_store_float3(stack, displacement_offset, zero_float3());
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(void)data_node;
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}
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return offset;
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}
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CCL_NAMESPACE_END
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