Cycles: reduce subsurface stack memory usage.
This is done by storing only a subset of PathRadiance, and by storing direct light immediately in the main PathRadiance. Saves about 10% of CUDA stack memory, and simplifies subsurface indirect ray code.
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9ddee885ae
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@ -181,7 +181,6 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
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if(use_light_pass) {
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L->indirect = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
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L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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@ -202,18 +201,19 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
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L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->transparent = 0.0f;
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L->emission = make_float3(0.0f, 0.0f, 0.0f);
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L->background = make_float3(0.0f, 0.0f, 0.0f);
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L->ao = make_float3(0.0f, 0.0f, 0.0f);
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L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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L->mist = 0.0f;
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L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->state.glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->state.transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->state.scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->state.direct = make_float3(0.0f, 0.0f, 0.0f);
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}
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else
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#endif
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@ -245,26 +245,34 @@ ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
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#endif
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}
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ccl_device_inline void path_radiance_bsdf_bounce(PathRadiance *L, ccl_addr_space float3 *throughput,
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BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label)
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ccl_device_inline void path_radiance_bsdf_bounce(
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KernelGlobals *kg,
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PathRadianceState *L_state,
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ccl_addr_space float3 *throughput,
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BsdfEval *bsdf_eval,
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float bsdf_pdf, int bounce, int bsdf_label)
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{
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float inverse_pdf = 1.0f/bsdf_pdf;
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#ifdef __PASSES__
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if(L->use_light_pass) {
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if(kernel_data.film.use_light_pass) {
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if(bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) {
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/* first on directly visible surface */
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float3 value = *throughput*inverse_pdf;
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L->path_diffuse = bsdf_eval->diffuse*value;
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L->path_glossy = bsdf_eval->glossy*value;
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L->path_transmission = bsdf_eval->transmission*value;
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L->path_subsurface = bsdf_eval->subsurface*value;
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L->path_scatter = bsdf_eval->scatter*value;
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L_state->diffuse = bsdf_eval->diffuse*value;
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L_state->glossy = bsdf_eval->glossy*value;
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L_state->transmission = bsdf_eval->transmission*value;
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L_state->subsurface = bsdf_eval->subsurface*value;
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L_state->scatter = bsdf_eval->scatter*value;
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*throughput = L->path_diffuse + L->path_glossy + L->path_transmission + L->path_subsurface + L->path_scatter;
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*throughput = L_state->diffuse +
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L_state->glossy +
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L_state->transmission +
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L_state->subsurface +
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L_state->scatter;
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L->direct_throughput = *throughput;
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L_state->direct = *throughput;
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}
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else {
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/* transparent bounce before first hit, or indirectly visible through BSDF */
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@ -493,19 +501,19 @@ ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L)
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* only a single throughput further along the path, here we recover just
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* the indirect path that is not influenced by any particular BSDF type */
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if(L->use_light_pass) {
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L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput);
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L->direct_diffuse += L->path_diffuse*L->direct_emission;
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L->direct_glossy += L->path_glossy*L->direct_emission;
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L->direct_transmission += L->path_transmission*L->direct_emission;
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L->direct_subsurface += L->path_subsurface*L->direct_emission;
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L->direct_scatter += L->path_scatter*L->direct_emission;
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L->direct_emission = safe_divide_color(L->direct_emission, L->state.direct);
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L->direct_diffuse += L->state.diffuse*L->direct_emission;
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L->direct_glossy += L->state.glossy*L->direct_emission;
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L->direct_transmission += L->state.transmission*L->direct_emission;
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L->direct_subsurface += L->state.subsurface*L->direct_emission;
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L->direct_scatter += L->state.scatter*L->direct_emission;
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L->indirect = safe_divide_color(L->indirect, L->direct_throughput);
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L->indirect_diffuse += L->path_diffuse*L->indirect;
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L->indirect_glossy += L->path_glossy*L->indirect;
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L->indirect_transmission += L->path_transmission*L->indirect;
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L->indirect_subsurface += L->path_subsurface*L->indirect;
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L->indirect_scatter += L->path_scatter*L->indirect;
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L->indirect = safe_divide_color(L->indirect, L->state.direct);
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L->indirect_diffuse += L->state.diffuse*L->indirect;
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L->indirect_glossy += L->state.glossy*L->indirect;
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L->indirect_transmission += L->state.transmission*L->indirect;
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L->indirect_subsurface += L->state.subsurface*L->indirect;
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L->indirect_scatter += L->state.scatter*L->indirect;
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}
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#endif
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}
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@ -514,11 +522,11 @@ ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->path_subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->path_scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
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L->state.glossy = make_float3(0.0f, 0.0f, 0.0f);
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L->state.transmission = make_float3(0.0f, 0.0f, 0.0f);
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L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f);
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L->state.scatter = make_float3(0.0f, 0.0f, 0.0f);
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L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
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L->indirect = make_float3(0.0f, 0.0f, 0.0f);
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@ -531,11 +539,7 @@ ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L,
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{
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#ifdef __PASSES__
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if(L->use_light_pass) {
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L->path_diffuse = L_src->path_diffuse;
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L->path_glossy = L_src->path_glossy;
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L->path_transmission = L_src->path_transmission;
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L->path_subsurface = L_src->path_subsurface;
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L->path_scatter = L_src->path_scatter;
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L->state = L_src->state;
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L->direct_emission = L_src->direct_emission;
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L->indirect = L_src->indirect;
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@ -103,7 +103,6 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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throughput,
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&state,
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&L_sample);
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kernel_path_subsurface_accum_indirect(&ss_indirect, &L_sample);
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}
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is_sss_sample = true;
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}
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@ -114,7 +113,7 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
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if(!is_sss_sample && (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT))) {
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kernel_path_surface_connect_light(kg, sd, &emission_sd, throughput, &state, &L_sample);
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if(kernel_path_surface_bounce(kg, sd, &throughput, &state, &L_sample, &ray)) {
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if(kernel_path_surface_bounce(kg, sd, &throughput, &state, &L_sample.state, &ray)) {
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#ifdef __LAMP_MIS__
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state.ray_t = 0.0f;
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#endif
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@ -222,7 +222,7 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
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kernel_volume_decoupled_free(kg, &volume_segment);
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if(result == VOLUME_PATH_SCATTERED) {
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if(kernel_path_volume_bounce(kg, sd, throughput, state, L, ray))
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if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray))
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return VOLUME_PATH_SCATTERED;
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else
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return VOLUME_PATH_MISSED;
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@ -244,7 +244,7 @@ ccl_device_forceinline VolumeIntegrateResult kernel_path_volume(
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kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L);
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/* indirect light bounce */
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if(kernel_path_volume_bounce(kg, sd, throughput, state, L, ray))
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if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray))
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return VOLUME_PATH_SCATTERED;
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else
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return VOLUME_PATH_MISSED;
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@ -519,7 +519,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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}
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#endif /* defined(__EMISSION__) */
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if(!kernel_path_surface_bounce(kg, sd, &throughput, state, L, ray))
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if(!kernel_path_surface_bounce(kg, sd, &throughput, state, &L->state, ray))
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break;
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}
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}
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@ -648,13 +648,11 @@ ccl_device_forceinline void kernel_path_integrate(
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kernel_path_surface_connect_light(kg, &sd, emission_sd, throughput, state, L);
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/* compute direct lighting and next bounce */
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if(!kernel_path_surface_bounce(kg, &sd, &throughput, state, L, ray))
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if(!kernel_path_surface_bounce(kg, &sd, &throughput, state, &L->state, ray))
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break;
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}
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#ifdef __SUBSURFACE__
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kernel_path_subsurface_accum_indirect(&ss_indirect, L);
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/* Trace indirect subsurface rays by restarting the loop. this uses less
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* stack memory than invoking kernel_path_indirect.
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*/
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@ -128,7 +128,7 @@ ccl_device_noinline void kernel_branched_path_surface_indirect_light(KernelGloba
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num_samples,
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&tp,
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&ps,
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L,
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&L->state,
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&bsdf_ray,
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sum_sample_weight))
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{
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@ -350,7 +350,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
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&sd,
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&tp,
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&ps,
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L,
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&L->state,
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&pray))
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{
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kernel_path_indirect(kg,
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@ -405,7 +405,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
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&sd,
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&tp,
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&ps,
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L,
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&L->state,
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&pray))
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{
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kernel_path_indirect(kg,
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@ -43,7 +43,7 @@ bool kernel_path_subsurface_scatter(
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* the second one should be converted to a diffuse BSDF to
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* avoid this.
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*/
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kernel_assert(!ss_indirect->tracing);
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kernel_assert(!(state->flag & PATH_RAY_DIFFUSE_ANCESTOR));
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uint lcg_state = lcg_state_init_addrspace(state, 0x68bc21eb);
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@ -56,7 +56,7 @@ bool kernel_path_subsurface_scatter(
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bssrdf_u, bssrdf_v,
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false);
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# ifdef __VOLUME__
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ss_indirect->need_update_volume_stack =
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bool need_update_volume_stack =
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kernel_data.integrator.use_volumes &&
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sd->object_flag & SD_OBJECT_INTERSECTS_VOLUME;
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# endif /* __VOLUME__ */
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@ -75,28 +75,25 @@ bool kernel_path_subsurface_scatter(
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sc,
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false);
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kernel_path_surface_connect_light(kg, sd, emission_sd, *throughput, state, L);
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ccl_addr_space PathState *hit_state = &ss_indirect->state[ss_indirect->num_rays];
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ccl_addr_space Ray *hit_ray = &ss_indirect->rays[ss_indirect->num_rays];
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ccl_addr_space float3 *hit_tp = &ss_indirect->throughputs[ss_indirect->num_rays];
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PathRadiance *hit_L = &ss_indirect->L[ss_indirect->num_rays];
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PathRadianceState *hit_L_state = &ss_indirect->L_state[ss_indirect->num_rays];
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*hit_state = *state;
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*hit_ray = *ray;
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*hit_tp = *throughput;
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*hit_L_state = L->state;
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hit_state->rng_offset += PRNG_BOUNCE_NUM;
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path_radiance_init(hit_L, kernel_data.film.use_light_pass);
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hit_L->direct_throughput = L->direct_throughput;
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path_radiance_copy_indirect(hit_L, L);
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kernel_path_surface_connect_light(kg, sd, emission_sd, *hit_tp, state, hit_L);
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if(kernel_path_surface_bounce(kg,
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sd,
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hit_tp,
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hit_state,
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hit_L,
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hit_L_state,
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hit_ray))
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{
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# ifdef __LAMP_MIS__
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@ -104,7 +101,7 @@ bool kernel_path_subsurface_scatter(
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# endif /* __LAMP_MIS__ */
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# ifdef __VOLUME__
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if(ss_indirect->need_update_volume_stack) {
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if(need_update_volume_stack) {
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Ray volume_ray = *ray;
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/* Setup ray from previous surface point to the new one. */
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volume_ray.D = normalize_len(hit_ray->P - volume_ray.P,
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@ -117,12 +114,8 @@ bool kernel_path_subsurface_scatter(
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hit_state->volume_stack);
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}
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# endif /* __VOLUME__ */
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path_radiance_reset_indirect(L);
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ss_indirect->num_rays++;
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}
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else {
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path_radiance_accum_sample(L, hit_L);
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}
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}
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return true;
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}
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@ -132,23 +125,9 @@ bool kernel_path_subsurface_scatter(
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ccl_device_inline void kernel_path_subsurface_init_indirect(
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect)
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{
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ss_indirect->tracing = false;
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ss_indirect->num_rays = 0;
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}
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ccl_device void kernel_path_subsurface_accum_indirect(
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
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PathRadiance *L)
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{
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if(ss_indirect->tracing) {
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path_radiance_sum_indirect(L);
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path_radiance_accum_sample(&ss_indirect->direct_L, L);
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if(ss_indirect->num_rays == 0) {
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*L = ss_indirect->direct_L;
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}
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}
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}
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ccl_device void kernel_path_subsurface_setup_indirect(
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KernelGlobals *kg,
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ccl_addr_space SubsurfaceIndirectRays *ss_indirect,
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@ -157,20 +136,15 @@ ccl_device void kernel_path_subsurface_setup_indirect(
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PathRadiance *L,
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ccl_addr_space float3 *throughput)
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{
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if(!ss_indirect->tracing) {
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ss_indirect->direct_L = *L;
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}
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ss_indirect->tracing = true;
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/* Setup state, ray and throughput for indirect SSS rays. */
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ss_indirect->num_rays--;
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ccl_addr_space Ray *indirect_ray = &ss_indirect->rays[ss_indirect->num_rays];
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PathRadiance *indirect_L = &ss_indirect->L[ss_indirect->num_rays];
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path_radiance_sum_indirect(L);
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path_radiance_reset_indirect(L);
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*state = ss_indirect->state[ss_indirect->num_rays];
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*ray = *indirect_ray;
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*L = *indirect_L;
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*ray = ss_indirect->rays[ss_indirect->num_rays];
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L->state = ss_indirect->L_state[ss_indirect->num_rays];
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*throughput = ss_indirect->throughputs[ss_indirect->num_rays];
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state->rng_offset += ss_indirect->num_rays * PRNG_BOUNCE_NUM;
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@ -150,7 +150,7 @@ ccl_device bool kernel_branched_path_surface_bounce(
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int num_samples,
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ccl_addr_space float3 *throughput,
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ccl_addr_space PathState *state,
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PathRadiance *L,
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PathRadianceState *L_state,
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ccl_addr_space Ray *ray,
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float sum_sample_weight)
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{
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@ -170,7 +170,7 @@ ccl_device bool kernel_branched_path_surface_bounce(
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return false;
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/* modify throughput */
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path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
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path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
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#ifdef __DENOISING_FEATURES__
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state->denoising_feature_weight *= sc->sample_weight / (sum_sample_weight * num_samples);
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||||
@ -271,7 +271,7 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
|
||||
ShaderData *sd,
|
||||
ccl_addr_space float3 *throughput,
|
||||
ccl_addr_space PathState *state,
|
||||
PathRadiance *L,
|
||||
PathRadianceState *L_state,
|
||||
ccl_addr_space Ray *ray)
|
||||
{
|
||||
/* no BSDF? we can stop here */
|
||||
@ -292,7 +292,7 @@ ccl_device bool kernel_path_surface_bounce(KernelGlobals *kg,
|
||||
return false;
|
||||
|
||||
/* modify throughput */
|
||||
path_radiance_bsdf_bounce(L, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
|
||||
path_radiance_bsdf_bounce(kg, L_state, throughput, &bsdf_eval, bsdf_pdf, state->bounce, label);
|
||||
|
||||
/* set labels */
|
||||
if(!(label & LABEL_TRANSPARENT)) {
|
||||
|
@ -68,7 +68,7 @@ bool kernel_path_volume_bounce(
|
||||
ShaderData *sd,
|
||||
ccl_addr_space float3 *throughput,
|
||||
ccl_addr_space PathState *state,
|
||||
PathRadiance *L,
|
||||
PathRadianceState *L_state,
|
||||
ccl_addr_space Ray *ray)
|
||||
{
|
||||
/* sample phase function */
|
||||
@ -87,7 +87,7 @@ bool kernel_path_volume_bounce(
|
||||
return false;
|
||||
|
||||
/* modify throughput */
|
||||
path_radiance_bsdf_bounce(L, throughput, &phase_eval, phase_pdf, state->bounce, label);
|
||||
path_radiance_bsdf_bounce(kg, L_state, throughput, &phase_eval, phase_pdf, state->bounce, label);
|
||||
|
||||
/* set labels */
|
||||
state->ray_pdf = phase_pdf;
|
||||
|
@ -466,6 +466,18 @@ typedef struct DebugData {
|
||||
} DebugData;
|
||||
#endif
|
||||
|
||||
typedef ccl_addr_space struct PathRadianceState {
|
||||
#ifdef __PASSES__
|
||||
float3 diffuse;
|
||||
float3 glossy;
|
||||
float3 transmission;
|
||||
float3 subsurface;
|
||||
float3 scatter;
|
||||
|
||||
float3 direct;
|
||||
#endif
|
||||
} PathRadianceState;
|
||||
|
||||
typedef ccl_addr_space struct PathRadiance {
|
||||
#ifdef __PASSES__
|
||||
int use_light_pass;
|
||||
@ -478,7 +490,6 @@ typedef ccl_addr_space struct PathRadiance {
|
||||
float3 ao;
|
||||
|
||||
float3 indirect;
|
||||
float3 direct_throughput;
|
||||
float3 direct_emission;
|
||||
|
||||
float3 color_diffuse;
|
||||
@ -499,16 +510,12 @@ typedef ccl_addr_space struct PathRadiance {
|
||||
float3 indirect_subsurface;
|
||||
float3 indirect_scatter;
|
||||
|
||||
float3 path_diffuse;
|
||||
float3 path_glossy;
|
||||
float3 path_transmission;
|
||||
float3 path_subsurface;
|
||||
float3 path_scatter;
|
||||
|
||||
float4 shadow;
|
||||
float mist;
|
||||
#endif
|
||||
|
||||
PathRadianceState state;
|
||||
|
||||
#ifdef __SHADOW_TRICKS__
|
||||
/* Total light reachable across the path, ignoring shadow blocked queries. */
|
||||
float3 path_total;
|
||||
@ -1032,8 +1039,7 @@ typedef struct PathState {
|
||||
/* Subsurface */
|
||||
|
||||
/* Struct to gather multiple SSS hits. */
|
||||
typedef struct SubsurfaceIntersection
|
||||
{
|
||||
typedef struct SubsurfaceIntersection {
|
||||
Ray ray;
|
||||
float3 weight[BSSRDF_MAX_HITS];
|
||||
|
||||
@ -1043,17 +1049,14 @@ typedef struct SubsurfaceIntersection
|
||||
} SubsurfaceIntersection;
|
||||
|
||||
/* Struct to gather SSS indirect rays and delay tracing them. */
|
||||
typedef struct SubsurfaceIndirectRays
|
||||
{
|
||||
bool need_update_volume_stack;
|
||||
bool tracing;
|
||||
typedef struct SubsurfaceIndirectRays {
|
||||
PathState state[BSSRDF_MAX_HITS];
|
||||
struct PathRadiance direct_L;
|
||||
|
||||
int num_rays;
|
||||
|
||||
struct Ray rays[BSSRDF_MAX_HITS];
|
||||
float3 throughputs[BSSRDF_MAX_HITS];
|
||||
struct PathRadiance L[BSSRDF_MAX_HITS];
|
||||
struct PathRadianceState L_state[BSSRDF_MAX_HITS];
|
||||
} SubsurfaceIndirectRays;
|
||||
|
||||
/* Constant Kernel Data
|
||||
|
@ -87,7 +87,6 @@ ccl_device_inline bool kernel_split_branched_indirect_start_shared(KernelGlobals
|
||||
PathRadiance *inactive_L = &kernel_split_state.path_radiance[inactive_ray];
|
||||
|
||||
path_radiance_init(inactive_L, kernel_data.film.use_light_pass);
|
||||
inactive_L->direct_throughput = L->direct_throughput;
|
||||
path_radiance_copy_indirect(inactive_L, L);
|
||||
|
||||
ray_state[inactive_ray] = RAY_REGENERATED;
|
||||
@ -176,7 +175,7 @@ ccl_device_noinline bool kernel_split_branched_path_surface_indirect_light_iter(
|
||||
num_samples,
|
||||
tp,
|
||||
ps,
|
||||
L,
|
||||
&L->state,
|
||||
bsdf_ray,
|
||||
sum_sample_weight))
|
||||
{
|
||||
|
@ -65,7 +65,7 @@ ccl_device_noinline bool kernel_split_branched_path_volume_indirect_light_iter(K
|
||||
kernel_path_volume_connect_light(kg, sd, emission_sd, *tp, &branched_state->path_state, L);
|
||||
|
||||
/* indirect light bounce */
|
||||
if(!kernel_path_volume_bounce(kg, sd, tp, ps, L, pray)) {
|
||||
if(!kernel_path_volume_bounce(kg, sd, tp, ps, &L->state, pray)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -170,7 +170,7 @@ ccl_device void kernel_do_volume(KernelGlobals *kg)
|
||||
kernel_path_volume_connect_light(kg, sd, emission_sd, *throughput, state, L);
|
||||
|
||||
/* indirect light bounce */
|
||||
if(kernel_path_volume_bounce(kg, sd, throughput, state, L, ray)) {
|
||||
if(kernel_path_volume_bounce(kg, sd, throughput, state, &L->state, ray)) {
|
||||
ASSIGN_RAY_STATE(ray_state, ray_index, RAY_REGENERATED);
|
||||
}
|
||||
else {
|
||||
|
@ -54,7 +54,6 @@ ccl_device void kernel_indirect_subsurface(KernelGlobals *kg)
|
||||
#endif
|
||||
if(IS_STATE(ray_state, ray_index, RAY_UPDATE_BUFFER)) {
|
||||
ccl_addr_space SubsurfaceIndirectRays *ss_indirect = &kernel_split_state.ss_rays[ray_index];
|
||||
kernel_path_subsurface_accum_indirect(ss_indirect, L);
|
||||
|
||||
/* Trace indirect subsurface rays by restarting the loop. this uses less
|
||||
* stack memory than invoking kernel_path_indirect.
|
||||
|
@ -134,7 +134,7 @@ ccl_device void kernel_next_iteration_setup(KernelGlobals *kg,
|
||||
if(!kernel_data.integrator.branched || IS_FLAG(ray_state, ray_index, RAY_BRANCHED_INDIRECT)) {
|
||||
#endif
|
||||
/* Compute direct lighting and next bounce. */
|
||||
if(!kernel_path_surface_bounce(kg, sd, throughput, state, L, ray)) {
|
||||
if(!kernel_path_surface_bounce(kg, sd, throughput, state, &L->state, ray)) {
|
||||
kernel_split_path_end(kg, ray_index);
|
||||
}
|
||||
#ifdef __BRANCHED_PATH__
|
||||
|
Loading…
Reference in New Issue
Block a user