forked from bartvdbraak/blender
Code refactor: remove emission and background closures, sum directly.
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cac3d4d166
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2c02a04c46
@ -32,8 +32,32 @@
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CCL_NAMESPACE_BEGIN
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/* BACKGROUND CLOSURE */
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ccl_device void background_setup(ShaderData *sd, const float3 weight)
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{
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if(sd->flag & SD_EMISSION) {
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sd->closure_emission_background += weight;
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}
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else {
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sd->flag |= SD_EMISSION;
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sd->closure_emission_background = weight;
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}
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}
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/* EMISSION CLOSURE */
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ccl_device void emission_setup(ShaderData *sd, const float3 weight)
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{
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if(sd->flag & SD_EMISSION) {
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sd->closure_emission_background += weight;
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}
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else {
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sd->flag |= SD_EMISSION;
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sd->closure_emission_background = weight;
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}
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}
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/* return the probability distribution function in the direction I,
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* given the parameters and the light's surface normal. This MUST match
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* the PDF computed by sample(). */
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@ -132,7 +132,7 @@ ccl_device_forceinline void kernel_path_background(
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ccl_addr_space PathState *state,
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ccl_addr_space Ray *ray,
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float3 throughput,
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ShaderData *emission_sd,
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ShaderData *sd,
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PathRadiance *L)
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{
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/* eval background shader if nothing hit */
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@ -153,7 +153,7 @@ ccl_device_forceinline void kernel_path_background(
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#ifdef __BACKGROUND__
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/* sample background shader */
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float3 L_background = indirect_background(kg, emission_sd, state, ray);
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float3 L_background = indirect_background(kg, sd, state, ray);
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path_radiance_accum_background(L, state, throughput, L_background);
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#endif /* __BACKGROUND__ */
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}
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@ -407,7 +407,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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bool hit = kernel_path_scene_intersect(kg, state, ray, &isect, L);
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/* Find intersection with lamps and compute emission for MIS. */
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kernel_path_lamp_emission(kg, state, ray, throughput, &isect, emission_sd, L);
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kernel_path_lamp_emission(kg, state, ray, throughput, &isect, sd, L);
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#ifdef __VOLUME__
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/* Volume integration. */
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@ -431,7 +431,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
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/* Shade background. */
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if(!hit) {
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kernel_path_background(kg, state, ray, throughput, emission_sd, L);
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kernel_path_background(kg, state, ray, throughput, sd, L);
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break;
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}
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else if(path_state_ao_bounce(kg, state)) {
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@ -466,7 +466,7 @@ ccl_device void kernel_branched_path_integrate(KernelGlobals *kg,
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/* Shade background. */
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if(!hit) {
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kernel_path_background(kg, &state, &ray, throughput, &emission_sd, L);
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kernel_path_background(kg, &state, &ray, throughput, &sd, L);
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break;
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}
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@ -926,24 +926,14 @@ ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_b
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/* Emission */
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ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc)
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{
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return emissive_simple_eval(sd->Ng, sd->I);
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}
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ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval;
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eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_EMISSION(sc->type))
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eval += emissive_eval(kg, sd, sc)*sc->weight;
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if(sd->flag & SD_EMISSION) {
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return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
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}
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else {
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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return eval;
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}
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/* Holdout */
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@ -1011,16 +1001,12 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd,
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svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
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}
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BACKGROUND(sc->type))
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eval += sc->weight;
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if(sd->flag & SD_EMISSION) {
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return sd->closure_emission_background;
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}
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else {
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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return eval;
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#else /* __SVM__ */
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return make_float3(0.8f, 0.8f, 0.8f);
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#endif /* __SVM__ */
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@ -812,7 +812,7 @@ enum ShaderDataFlag {
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/* Set when ray hits backside of surface. */
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SD_BACKFACING = (1 << 0),
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/* Shader has emissive closure. */
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/* Shader has non-zero emission. */
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SD_EMISSION = (1 << 1),
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/* Shader has BSDF closure. */
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SD_BSDF = (1 << 2),
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@ -970,16 +970,6 @@ typedef ccl_addr_space struct ShaderData {
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Transform ob_itfm;
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#endif
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/* Closure data, we store a fixed array of closures */
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struct ShaderClosure closure[MAX_CLOSURE];
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int num_closure;
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int num_closure_extra;
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float randb_closure;
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float3 svm_closure_weight;
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/* LCG state for closures that require additional random numbers. */
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uint lcg_state;
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/* ray start position, only set for backgrounds */
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float3 ray_P;
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differential3 ray_dP;
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@ -988,6 +978,22 @@ typedef ccl_addr_space struct ShaderData {
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struct KernelGlobals *osl_globals;
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struct PathState *osl_path_state;
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#endif
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/* LCG state for closures that require additional random numbers. */
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uint lcg_state;
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/* Closure data, we store a fixed array of closures */
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int num_closure;
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int num_closure_extra;
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float randb_closure;
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float3 svm_closure_weight;
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/* Closure weights summed directly, so we can evaluate
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* emission and shadow transparency with MAX_CLOSURE 0. */
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float3 closure_emission_background;
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/* At the end so we can adjust size in ShaderDataTinyStorage. */
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struct ShaderClosure closure[MAX_CLOSURE];
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} ShaderData;
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/* Path State */
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@ -76,15 +76,14 @@ ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
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coeff->sigma_a = make_float3(0.0f, 0.0f, 0.0f);
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coeff->sigma_s = make_float3(0.0f, 0.0f, 0.0f);
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coeff->emission = make_float3(0.0f, 0.0f, 0.0f);
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coeff->emission = (sd->flag & SD_EMISSION)? sd->closure_emission_background:
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make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_VOLUME_ABSORPTION_ID)
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coeff->sigma_a += sc->weight;
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else if(sc->type == CLOSURE_EMISSION_ID)
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coeff->emission += sc->weight;
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else if(CLOSURE_IS_VOLUME(sc->type))
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coeff->sigma_s += sc->weight;
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}
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@ -38,6 +38,7 @@
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#include "kernel/kernel_compat_cpu.h"
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#include "kernel/closure/alloc.h"
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#include "kernel/closure/emissive.h"
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CCL_NAMESPACE_BEGIN
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@ -53,7 +54,7 @@ class GenericBackgroundClosure : public CClosurePrimitive {
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public:
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void setup(ShaderData *sd, int /* path_flag */, float3 weight)
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{
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, weight);
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background_setup(sd, weight);
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}
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};
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@ -56,8 +56,7 @@ class GenericEmissiveClosure : public CClosurePrimitive {
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public:
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void setup(ShaderData *sd, int /* path_flag */, float3 weight)
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{
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_EMISSION_ID, weight);
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sd->flag |= SD_EMISSION;
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emission_setup(sd, weight);
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}
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};
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@ -55,9 +55,9 @@ ccl_device void kernel_indirect_background(KernelGlobals *kg)
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PathRadiance *L = &kernel_split_state.path_radiance[ray_index];
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ccl_global Ray *ray = &kernel_split_state.ray[ray_index];
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float3 throughput = kernel_split_state.throughput[ray_index];
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ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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kernel_path_background(kg, state, ray, throughput, emission_sd, L);
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kernel_path_background(kg, state, ray, throughput, sd, L);
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kernel_split_path_end(kg, ray_index);
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}
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}
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@ -58,9 +58,9 @@ ccl_device void kernel_lamp_emission(KernelGlobals *kg)
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float3 throughput = kernel_split_state.throughput[ray_index];
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Ray ray = kernel_split_state.ray[ray_index];
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ccl_global Intersection *isect = &kernel_split_state.isect[ray_index];
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ShaderData *emission_sd = &kernel_split_state.sd_DL_shadow[ray_index];
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ShaderData *sd = &kernel_split_state.sd[ray_index];
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kernel_path_lamp_emission(kg, state, &ray, throughput, isect, emission_sd, L);
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kernel_path_lamp_emission(kg, state, &ray, throughput, isect, sd, L);
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}
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}
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@ -863,6 +863,7 @@ ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float
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ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
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{
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uint mix_weight_offset = node.y;
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float3 weight = sd->svm_closure_weight;
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if(stack_valid(mix_weight_offset)) {
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float mix_weight = stack_load_float(stack, mix_weight_offset);
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@ -870,17 +871,16 @@ ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 no
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if(mix_weight == 0.0f)
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return;
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_EMISSION_ID, sd->svm_closure_weight * mix_weight);
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weight *= mix_weight;
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}
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else
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_EMISSION_ID, sd->svm_closure_weight);
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sd->flag |= SD_EMISSION;
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emission_setup(sd, weight);
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}
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ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
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{
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uint mix_weight_offset = node.y;
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float3 weight = sd->svm_closure_weight;
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if(stack_valid(mix_weight_offset)) {
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float mix_weight = stack_load_float(stack, mix_weight_offset);
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@ -888,10 +888,10 @@ ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4
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if(mix_weight == 0.0f)
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return;
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, sd->svm_closure_weight * mix_weight);
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weight *= mix_weight;
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}
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else
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closure_alloc(sd, sizeof(ShaderClosure), CLOSURE_BACKGROUND_ID, sd->svm_closure_weight);
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background_setup(sd, weight);
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}
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ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
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@ -445,8 +445,6 @@ typedef enum ClosureType {
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CLOSURE_BSSRDF_BURLEY_ID,
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/* Other */
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CLOSURE_EMISSION_ID,
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CLOSURE_BACKGROUND_ID,
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CLOSURE_HOLDOUT_ID,
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CLOSURE_AMBIENT_OCCLUSION_ID,
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@ -478,9 +476,7 @@ typedef enum ClosureType {
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#define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
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#define CLOSURE_IS_VOLUME_SCATTER(type) (type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
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#define CLOSURE_IS_VOLUME_ABSORPTION(type) (type == CLOSURE_VOLUME_ABSORPTION_ID)
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#define CLOSURE_IS_EMISSION(type) (type == CLOSURE_EMISSION_ID)
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#define CLOSURE_IS_HOLDOUT(type) (type == CLOSURE_HOLDOUT_ID)
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#define CLOSURE_IS_BACKGROUND(type) (type == CLOSURE_BACKGROUND_ID)
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#define CLOSURE_IS_AMBIENT_OCCLUSION(type) (type == CLOSURE_AMBIENT_OCCLUSION_ID)
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#define CLOSURE_IS_PHASE(type) (type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
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#define CLOSURE_IS_GLASS(type) (type >= CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID && type <= CLOSURE_BSDF_SHARP_GLASS_ID)
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@ -476,7 +476,6 @@ class EmissionNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(EmissionNode)
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void constant_fold(const ConstantFolder& folder);
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virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
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bool has_surface_emission() { return true; }
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bool has_volume_support() { return true; }
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@ -490,7 +489,6 @@ class BackgroundNode : public ShaderNode {
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public:
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SHADER_NODE_CLASS(BackgroundNode)
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void constant_fold(const ConstantFolder& folder);
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virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }
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float3 color;
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float strength;
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