Code refactor: remove emission and background closures, sum directly.

This commit is contained in:
Brecht Van Lommel 2017-11-01 19:00:42 +01:00
parent cac3d4d166
commit 2c02a04c46
13 changed files with 72 additions and 63 deletions

@ -32,8 +32,32 @@
CCL_NAMESPACE_BEGIN
/* BACKGROUND CLOSURE */
ccl_device void background_setup(ShaderData *sd, const float3 weight)
{
if(sd->flag & SD_EMISSION) {
sd->closure_emission_background += weight;
}
else {
sd->flag |= SD_EMISSION;
sd->closure_emission_background = weight;
}
}
/* EMISSION CLOSURE */
ccl_device void emission_setup(ShaderData *sd, const float3 weight)
{
if(sd->flag & SD_EMISSION) {
sd->closure_emission_background += weight;
}
else {
sd->flag |= SD_EMISSION;
sd->closure_emission_background = weight;
}
}
/* return the probability distribution function in the direction I,
* given the parameters and the light's surface normal. This MUST match
* the PDF computed by sample(). */

@ -132,7 +132,7 @@ ccl_device_forceinline void kernel_path_background(
ccl_addr_space PathState *state,
ccl_addr_space Ray *ray,
float3 throughput,
ShaderData *emission_sd,
ShaderData *sd,
PathRadiance *L)
{
/* eval background shader if nothing hit */
@ -153,7 +153,7 @@ ccl_device_forceinline void kernel_path_background(
#ifdef __BACKGROUND__
/* sample background shader */
float3 L_background = indirect_background(kg, emission_sd, state, ray);
float3 L_background = indirect_background(kg, sd, state, ray);
path_radiance_accum_background(L, state, throughput, L_background);
#endif /* __BACKGROUND__ */
}
@ -407,7 +407,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L);
/* Find intersection with lamps and compute emission for MIS. */
kernel_path_lamp_emission(kg, state, ray, throughput, &isect, emission_sd, L);
kernel_path_lamp_emission(kg, state, ray, throughput, &isect, sd, L);
#ifdef __VOLUME__
/* Volume integration. */
@ -431,7 +431,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
/* Shade background. */
if(!hit) {
kernel_path_background(kg, state, ray, throughput, emission_sd, L);
kernel_path_background(kg, state, ray, throughput, sd, L);
break;
}
else if(path_state_ao_bounce(kg, state)) {

@ -466,7 +466,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
/* Shade background. */
if(!hit) {
kernel_path_background(kg, &state, &ray, throughput, &emission_sd, L);
kernel_path_background(kg, &state, &ray, throughput, &sd, L);
break;
}

@ -926,24 +926,14 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
/* Emission */
ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc)
{
return emissive_simple_eval(sd->Ng, sd->I);
}
ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
{
float3 eval;
eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_EMISSION(sc->type))
eval += emissive_eval(kg, sd, sc)*sc->weight;
if(sd->flag & SD_EMISSION) {
return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
}
return eval;
}
/* Holdout */
@ -1011,16 +1001,12 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd,
svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
}
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BACKGROUND(sc->type))
eval += sc->weight;
if(sd->flag & SD_EMISSION) {
return sd->closure_emission_background;
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
}
return eval;
#else /* __SVM__ */
return make_float3(0.8f, 0.8f, 0.8f);
#endif /* __SVM__ */

@ -812,7 +812,7 @@ enum ShaderDataFlag {
/* Set when ray hits backside of surface. */
SD_BACKFACING = (1 << 0),
/* Shader has emissive closure. */
/* Shader has non-zero emission. */
SD_EMISSION = (1 << 1),
/* Shader has BSDF closure. */
SD_BSDF = (1 << 2),
@ -970,16 +970,6 @@ typedef ccl_addr_space struct ShaderData {
Transform ob_itfm;
#endif
/* Closure data, we store a fixed array of closures */
struct ShaderClosure closure[MAX_CLOSURE];
int num_closure;
int num_closure_extra;
float randb_closure;
float3 svm_closure_weight;
/* LCG state for closures that require additional random numbers. */
uint lcg_state;
/* ray start position, only set for backgrounds */
float3 ray_P;
differential3 ray_dP;
@ -988,6 +978,22 @@ typedef ccl_addr_space struct ShaderData {
struct KernelGlobals *osl_globals;
struct PathState *osl_path_state;
#endif
/* LCG state for closures that require additional random numbers. */
uint lcg_state;
/* Closure data, we store a fixed array of closures */
int num_closure;
int num_closure_extra;
float randb_closure;
float3 svm_closure_weight;
/* Closure weights summed directly, so we can evaluate
* emission and shadow transparency with MAX_CLOSURE 0. */
float3 closure_emission_background;
/* At the end so we can adjust size in ShaderDataTinyStorage. */
struct ShaderClosure closure[MAX_CLOSURE];
} ShaderData;
/* Path State */

@ -76,15 +76,14 @@ ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
coeff->sigma_a = make_float3(0.0f, 0.0f, 0.0f);
coeff->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
coeff->emission = make_float3(0.0f, 0.0f, 0.0f);
coeff->emission = (sd->flag & SD_EMISSION)? sd->closure_emission_background:
make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
coeff->sigma_a += sc->weight;
else if(sc->type == CLOSURE_EMISSION_ID)
coeff->emission += sc->weight;
else if(CLOSURE_IS_VOLUME(sc->type))
coeff->sigma_s += sc->weight;
}

@ -38,6 +38,7 @@
#include "kernel/kernel_compat_cpu.h"
#include "kernel/closure/alloc.h"
#include "kernel/closure/emissive.h"
CCL_NAMESPACE_BEGIN
@ -53,7 +54,7 @@ class GenericBackgroundClosure : public CClosurePrimitive {
public:
void setup(ShaderData *sd, int /* path_flag */, float3 weight)
{
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, weight);
background_setup(sd, weight);
}
};

@ -56,8 +56,7 @@ class GenericEmissiveClosure : public CClosurePrimitive {
public:
void setup(ShaderData *sd, int /* path_flag */, float3 weight)
{
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_EMISSION_ID, weight);
sd->flag |= SD_EMISSION;
emission_setup(sd, weight);
}
};

@ -55,9 +55,9 @@ ccl_device void kernel_indirect_background(KernelGlobals *kg)
PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
float3 throughput = kernel_split_state.throughput[ray_index];
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
ShaderData *sd = &kernel_split_state.sd[ray_index];
kernel_path_background(kg, state, ray, throughput, emission_sd, L);
kernel_path_background(kg, state, ray, throughput, sd, L);
kernel_split_path_end(kg, ray_index);
}
}

@ -58,9 +58,9 @@ ccl_device void kernel_lamp_emission(KernelGlobals *kg)
float3 throughput = kernel_split_state.throughput[ray_index];
Ray ray = kernel_split_state.ray[ray_index];
ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
ShaderData *sd = &kernel_split_state.sd[ray_index];
kernel_path_lamp_emission(kg, state, &ray, throughput, isect, emission_sd, L);
kernel_path_lamp_emission(kg, state, &ray, throughput, isect, sd, L);
}
}

@ -863,6 +863,7 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
{
uint mix_weight_offset = node.y;
float3 weight = sd->svm_closure_weight;
if(stack_valid(mix_weight_offset)) {
float mix_weight = stack_load_float(stack, mix_weight_offset);
@ -870,17 +871,16 @@ ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 no
if(mix_weight == 0.0f)
return;
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_EMISSION_ID, sd->svm_closure_weight * mix_weight);
weight *= mix_weight;
}
else
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_EMISSION_ID, sd->svm_closure_weight);
sd->flag |= SD_EMISSION;
emission_setup(sd, weight);
}
ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
{
uint mix_weight_offset = node.y;
float3 weight = sd->svm_closure_weight;
if(stack_valid(mix_weight_offset)) {
float mix_weight = stack_load_float(stack, mix_weight_offset);
@ -888,10 +888,10 @@ ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4
if(mix_weight == 0.0f)
return;
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, sd->svm_closure_weight * mix_weight);
weight *= mix_weight;
}
else
closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, sd->svm_closure_weight);
background_setup(sd, weight);
}
ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)

@ -445,8 +445,6 @@ typedef enum ClosureType {
CLOSURE_BSSRDF_BURLEY_ID,
/* Other */
CLOSURE_EMISSION_ID,
CLOSURE_BACKGROUND_ID,
CLOSURE_HOLDOUT_ID,
CLOSURE_AMBIENT_OCCLUSION_ID,
@ -478,9 +476,7 @@ typedef enum ClosureType {
#define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
#define CLOSURE_IS_VOLUME_SCATTER(type) (type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
#define CLOSURE_IS_VOLUME_ABSORPTION(type) (type == CLOSURE_VOLUME_ABSORPTION_ID)
#define CLOSURE_IS_EMISSION(type) (type == CLOSURE_EMISSION_ID)
#define CLOSURE_IS_HOLDOUT(type) (type == CLOSURE_HOLDOUT_ID)
#define CLOSURE_IS_BACKGROUND(type) (type == CLOSURE_BACKGROUND_ID)
#define CLOSURE_IS_AMBIENT_OCCLUSION(type) (type == CLOSURE_AMBIENT_OCCLUSION_ID)
#define CLOSURE_IS_PHASE(type) (type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
#define CLOSURE_IS_GLASS(type) (type >= CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID && type <= CLOSURE_BSDF_SHARP_GLASS_ID)

@ -476,7 +476,6 @@ class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
void constant_fold(const ConstantFolder& folder);
virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
bool has_surface_emission() { return true; }
bool has_volume_support() { return true; }
@ -490,7 +489,6 @@ class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
void constant_fold(const ConstantFolder& folder);
virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }
float3 color;
float strength;