This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
187 lines
5.1 KiB
C
187 lines
5.1 KiB
C
/*
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* Copyright 2011-2013 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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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Ray offset to avoid self intersection.
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*
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* This function should be used to compute a modified ray start position for
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* rays leaving from a surface. */
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ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
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{
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#ifdef __INTERSECTION_REFINE__
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const float epsilon_f = 1e-5f;
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/* ideally this should match epsilon_f, but instancing and motion blur
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* precision makes it problematic */
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const float epsilon_test = 1.0f;
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const int epsilon_i = 32;
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float3 res;
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/* x component */
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if (fabsf(P.x) < epsilon_test) {
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res.x = P.x + Ng.x * epsilon_f;
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}
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else {
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uint ix = __float_as_uint(P.x);
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ix += ((ix ^ __float_as_uint(Ng.x)) >> 31) ? -epsilon_i : epsilon_i;
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res.x = __uint_as_float(ix);
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}
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/* y component */
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if (fabsf(P.y) < epsilon_test) {
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res.y = P.y + Ng.y * epsilon_f;
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}
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else {
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uint iy = __float_as_uint(P.y);
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iy += ((iy ^ __float_as_uint(Ng.y)) >> 31) ? -epsilon_i : epsilon_i;
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res.y = __uint_as_float(iy);
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}
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/* z component */
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if (fabsf(P.z) < epsilon_test) {
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res.z = P.z + Ng.z * epsilon_f;
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}
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else {
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uint iz = __float_as_uint(P.z);
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iz += ((iz ^ __float_as_uint(Ng.z)) >> 31) ? -epsilon_i : epsilon_i;
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res.z = __uint_as_float(iz);
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}
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return res;
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#else
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const float epsilon_f = 1e-4f;
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return P + epsilon_f * Ng;
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#endif
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}
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#if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__))
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/* ToDo: Move to another file? */
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ccl_device int intersections_compare(const void *a, const void *b)
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{
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const Intersection *isect_a = (const Intersection *)a;
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const Intersection *isect_b = (const Intersection *)b;
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if (isect_a->t < isect_b->t)
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return -1;
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else if (isect_a->t > isect_b->t)
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return 1;
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else
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return 0;
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}
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#endif
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#if defined(__SHADOW_RECORD_ALL__)
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ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
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{
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kernel_assert(num_hits > 0);
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# ifdef __KERNEL_GPU__
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/* Use bubble sort which has more friendly memory pattern on GPU. */
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bool swapped;
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do {
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swapped = false;
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for (int j = 0; j < num_hits - 1; ++j) {
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if (hits[j].t > hits[j + 1].t) {
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struct Intersection tmp = hits[j];
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hits[j] = hits[j + 1];
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hits[j + 1] = tmp;
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swapped = true;
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}
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}
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--num_hits;
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} while (swapped);
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# else
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qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
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# endif
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}
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#endif /* __SHADOW_RECORD_ALL__ | __VOLUME_RECORD_ALL__ */
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/* Utility to quickly get flags from an intersection. */
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ccl_device_forceinline int intersection_get_shader_flags(const KernelGlobals *ccl_restrict kg,
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const Intersection *ccl_restrict isect)
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{
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const int prim = kernel_tex_fetch(__prim_index, isect->prim);
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int shader = 0;
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#ifdef __HAIR__
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if (kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE)
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#endif
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{
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shader = kernel_tex_fetch(__tri_shader, prim);
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}
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#ifdef __HAIR__
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else {
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float4 str = kernel_tex_fetch(__curves, prim);
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shader = __float_as_int(str.z);
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}
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#endif
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return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
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}
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ccl_device_forceinline int intersection_get_shader_from_isect_prim(
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const KernelGlobals *ccl_restrict kg, const int isect_prim)
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{
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const int prim = kernel_tex_fetch(__prim_index, isect_prim);
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int shader = 0;
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#ifdef __HAIR__
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if (kernel_tex_fetch(__prim_type, isect_prim) & PRIMITIVE_ALL_TRIANGLE)
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#endif
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{
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shader = kernel_tex_fetch(__tri_shader, prim);
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}
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#ifdef __HAIR__
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else {
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float4 str = kernel_tex_fetch(__curves, prim);
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shader = __float_as_int(str.z);
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}
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#endif
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return shader & SHADER_MASK;
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}
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ccl_device_forceinline int intersection_get_shader(const KernelGlobals *ccl_restrict kg,
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const Intersection *ccl_restrict isect)
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{
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return intersection_get_shader_from_isect_prim(kg, isect->prim);
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}
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ccl_device_forceinline int intersection_get_object(const KernelGlobals *ccl_restrict kg,
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const Intersection *ccl_restrict isect)
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{
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if (isect->object != OBJECT_NONE) {
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return isect->object;
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}
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return kernel_tex_fetch(__prim_object, isect->prim);
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}
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ccl_device_forceinline int intersection_get_object_flags(const KernelGlobals *ccl_restrict kg,
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const Intersection *ccl_restrict isect)
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{
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const int object = intersection_get_object(kg, isect);
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return kernel_tex_fetch(__object_flag, object);
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}
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CCL_NAMESPACE_END
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