blender/intern/cycles/kernel/svm/svm_light_path.h
Lukas Stockner a8fe3a1cee Fix T47461: Different results on CPU and GPU when using Branched Path Tracing
The issue here was actually somewhere else - the attached scene from the report used a light falloff node in a sunlamp (aka distant light).
However, since distant lamps set the ray length to FLT_MAX and the light falloff node squares this value, it overflows and produces a NaN
weight, which propagates and leads to a NaN intensity, which is then clamped to zero and produces the black pixels.

To fix that issue, the smoothing part of the light falloff is just ignored if the smoothing term isn't finite (which makes sense since
the term should converge to 1 as the distance increases).
The reason for the different results on CPUs and GPUs is not perfectly clear, but probably can be explained with different handling of
Inf/NaN edge cases.

Also, to notice issues like these faster in the future, kernel_asserts were added that evaluate as false as soon as a non-finite intensity is produced.
2016-02-18 01:23:38 +01:00

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C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Light Path Node */
ccl_device void svm_node_light_path(ShaderData *sd, ccl_addr_space PathState *state, float *stack, uint type, uint out_offset, int path_flag)
{
float info = 0.0f;
switch(type) {
case NODE_LP_camera: info = (path_flag & PATH_RAY_CAMERA)? 1.0f: 0.0f; break;
case NODE_LP_shadow: info = (path_flag & PATH_RAY_SHADOW)? 1.0f: 0.0f; break;
case NODE_LP_diffuse: info = (path_flag & PATH_RAY_DIFFUSE)? 1.0f: 0.0f; break;
case NODE_LP_glossy: info = (path_flag & PATH_RAY_GLOSSY)? 1.0f: 0.0f; break;
case NODE_LP_singular: info = (path_flag & PATH_RAY_SINGULAR)? 1.0f: 0.0f; break;
case NODE_LP_reflection: info = (path_flag & PATH_RAY_REFLECT)? 1.0f: 0.0f; break;
case NODE_LP_transmission: info = (path_flag & PATH_RAY_TRANSMIT)? 1.0f: 0.0f; break;
case NODE_LP_volume_scatter: info = (path_flag & PATH_RAY_VOLUME_SCATTER)? 1.0f: 0.0f; break;
case NODE_LP_backfacing: info = (ccl_fetch(sd, flag) & SD_BACKFACING)? 1.0f: 0.0f; break;
case NODE_LP_ray_length: info = ccl_fetch(sd, ray_length); break;
case NODE_LP_ray_depth: info = (float)state->bounce; break;
case NODE_LP_ray_transparent: info = (float)state->transparent_bounce; break;
case NODE_LP_ray_transmission: info = (float)state->transmission_bounce; break;
}
stack_store_float(stack, out_offset, info);
}
/* Light Falloff Node */
ccl_device void svm_node_light_falloff(ShaderData *sd, float *stack, uint4 node)
{
uint strength_offset, out_offset, smooth_offset;
decode_node_uchar4(node.z, &strength_offset, &smooth_offset, &out_offset, NULL);
float strength = stack_load_float(stack, strength_offset);
uint type = node.y;
switch(type) {
case NODE_LIGHT_FALLOFF_QUADRATIC: break;
case NODE_LIGHT_FALLOFF_LINEAR: strength *= ccl_fetch(sd, ray_length); break;
case NODE_LIGHT_FALLOFF_CONSTANT: strength *= ccl_fetch(sd, ray_length)*ccl_fetch(sd, ray_length); break;
}
float smooth = stack_load_float(stack, smooth_offset);
if(smooth > 0.0f) {
float squared = ccl_fetch(sd, ray_length)*ccl_fetch(sd, ray_length);
/* Distant lamps set the ray length to FLT_MAX, which causes squared to overflow. */
if(isfinite(squared)) {
strength *= squared/(smooth + squared);
}
}
stack_store_float(stack, out_offset, strength);
}
CCL_NAMESPACE_END