Fix #33364: cycles tile rendering artifacts.

This commit is contained in:
Brecht Van Lommel 2012-11-30 18:55:04 +00:00
parent a2bf2ba7df
commit 75cce01a61
2 changed files with 42 additions and 53 deletions

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

@ -1624,6 +1624,9 @@ HoldoutNode::HoldoutNode()
void HoldoutNode::compile(SVMCompiler& compiler) void HoldoutNode::compile(SVMCompiler& compiler)
{ {
float3 value = make_float3(1.0f, 1.0f, 1.0f);
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset()); compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
} }