forked from bartvdbraak/blender
Fix #33364: cycles tile rendering artifacts.
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a2bf2ba7df
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75cce01a61
@ -50,29 +50,34 @@ __device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type,
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}
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}
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__device_inline ShaderClosure *svm_node_closure_get(ShaderData *sd)
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__device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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if(sd->num_closure < MAX_CLOSURE)
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if(sd->num_closure < MAX_CLOSURE) {
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sc->weight *= mix_weight;
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sc->type = type;
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sd->num_closure++;
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return sc;
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}
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return sc;
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return NULL;
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#else
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return &sd->closure;
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#endif
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}
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__device_inline ShaderClosure *svm_node_closure_get_weight(ShaderData *sd, float mix_weight)
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__device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(sc->weight));
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sc->weight *= mix_weight;
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sc->sample_weight = fabsf(average(sc->weight));
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if(sc->sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
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if(sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sd->num_closure++;
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return sc;
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}
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@ -112,7 +117,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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switch(type) {
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case CLOSURE_BSDF_DIFFUSE_ID: {
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -130,7 +135,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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break;
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}
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case CLOSURE_BSDF_TRANSLUCENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -139,7 +144,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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break;
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}
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case CLOSURE_BSDF_TRANSPARENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -154,7 +159,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -178,7 +183,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -220,7 +225,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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float3 weight = sc->weight;
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float sample_weight = sc->sample_weight;
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sc = svm_node_closure_get_weight(sd, mix_weight*fresnel);
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sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
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if(sc) {
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sc->N = N;
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@ -232,14 +237,14 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sc = svm_node_closure_get_weight(sd, mix_weight*(1.0f - fresnel));
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sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, true);
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}
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#else
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -255,7 +260,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -290,7 +295,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
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break;
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}
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case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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@ -327,7 +332,7 @@ __device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *
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switch(type) {
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case CLOSURE_VOLUME_TRANSPARENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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float density = param1;
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@ -336,7 +341,7 @@ __device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *
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break;
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}
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case CLOSURE_VOLUME_ISOTROPIC_ID: {
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ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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float density = param1;
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@ -360,15 +365,10 @@ __device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node
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if(mix_weight == 0.0f)
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return;
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->weight *= mix_weight;
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sc->type = CLOSURE_EMISSION_ID;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, mix_weight);
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}
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else {
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->type = CLOSURE_EMISSION_ID;
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, 1.0f);
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#else
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ShaderClosure *sc = &sd->closure;
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sc->type = CLOSURE_EMISSION_ID;
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@ -388,15 +388,10 @@ __device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 no
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if(mix_weight == 0.0f)
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return;
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->weight *= mix_weight;
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sc->type = CLOSURE_BACKGROUND_ID;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, mix_weight);
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}
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else {
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->type = CLOSURE_BACKGROUND_ID;
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, 1.0f);
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#else
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ShaderClosure *sc = &sd->closure;
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sc->type = CLOSURE_BACKGROUND_ID;
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@ -414,15 +409,10 @@ __device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
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if(mix_weight == 0.0f)
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return;
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->weight = make_float3(mix_weight, mix_weight, mix_weight);
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sc->type = CLOSURE_HOLDOUT_ID;
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}
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else {
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->weight = make_float3(1.0f, 1.0f, 1.0f);
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sc->type = CLOSURE_HOLDOUT_ID;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, mix_weight);
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, 1.0f);
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#else
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ShaderClosure *sc = &sd->closure;
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sc->type = CLOSURE_HOLDOUT_ID;
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@ -442,15 +432,10 @@ __device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, u
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if(mix_weight == 0.0f)
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return;
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->weight *= mix_weight;
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sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, mix_weight);
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}
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else {
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ShaderClosure *sc = svm_node_closure_get(sd);
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sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, 1.0f);
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#else
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ShaderClosure *sc = &sd->closure;
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sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
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@ -464,7 +449,8 @@ __device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, u
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__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
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{
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#ifdef __MULTI_CLOSURE__
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sd->closure[sd->num_closure].weight = weight;
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if(sd->num_closure < MAX_CLOSURE)
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sd->closure[sd->num_closure].weight = weight;
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#else
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sd->closure.weight = weight;
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#endif
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@ -1624,6 +1624,9 @@ HoldoutNode::HoldoutNode()
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void HoldoutNode::compile(SVMCompiler& compiler)
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{
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float3 value = make_float3(1.0f, 1.0f, 1.0f);
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compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
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compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
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}
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