Code refactor: tweaks in SSS code to prepare for coming changes.

This also fixes a subtle bug in the split kernel branched path SSS, the
volume stack update can't be shared between multiple hit points.
This commit is contained in:
Brecht Van Lommel 2018-02-08 12:45:12 +01:00
parent 28e2bc90dd
commit aabafece03
6 changed files with 38 additions and 53 deletions

@ -504,7 +504,6 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg,
subsurface_scatter_step(kg,
sd,
state,
state->flag,
sc,
&lcg_state,
bssrdf_u, bssrdf_v,

@ -340,9 +340,13 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for(int j = 0; j < num_samples; j++) {
PathState hit_state = *state;
path_state_branch(&hit_state, j, num_samples);
hit_state.rng_hash = bssrdf_rng_hash;
LocalIntersection ss_isect;
float bssrdf_u, bssrdf_v;
path_branched_rng_2D(kg, bssrdf_rng_hash, state, j, num_samples, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
path_state_rng_2D(kg, &hit_state, PRNG_BSDF_U, &bssrdf_u, &bssrdf_v);
int num_hits = subsurface_scatter_multi_intersect(kg,
&ss_isect,
sd,
@ -350,6 +354,9 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
&lcg_state,
bssrdf_u, bssrdf_v,
true);
hit_state.rng_offset += PRNG_BOUNCE_NUM;
#ifdef __VOLUME__
Ray volume_ray = *ray;
bool need_update_volume_stack =
@ -364,15 +371,8 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
&ss_isect,
hit,
&bssrdf_sd,
state,
state->flag,
sc,
true);
PathState hit_state = *state;
path_state_branch(&hit_state, j, num_samples);
hit_state.rng_offset += PRNG_BOUNCE_NUM;
&hit_state,
sc);
#ifdef __VOLUME__
if(need_update_volume_stack) {
@ -381,6 +381,10 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
volume_ray.D = normalize_len(P - volume_ray.P,
&volume_ray.t);
for(int k = 0; k < VOLUME_STACK_SIZE; k++) {
hit_state.volume_stack[k] = state->volume_stack[k];
}
kernel_volume_stack_update_for_subsurface(
kg,
emission_sd,
@ -393,7 +397,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
/* direct light */
if(kernel_data.integrator.use_direct_light) {
int all = (kernel_data.integrator.sample_all_lights_direct) ||
(state->flag & PATH_RAY_SHADOW_CATCHER);
(hit_state.flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(
kg,
&bssrdf_sd,

@ -71,9 +71,7 @@ bool kernel_path_subsurface_scatter(
hit,
sd,
state,
state->flag,
sc,
false);
sc);
kernel_path_surface_connect_light(kg, sd, emission_sd, *throughput, state, L);

@ -135,7 +135,6 @@ ccl_device float3 subsurface_color_pow(float3 color, float exponent)
ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
int state_flag,
float3 *eval,
float3 *N)
{
@ -148,7 +147,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
if(bump || texture_blur > 0.0f) {
/* average color and normal at incoming point */
shader_eval_surface(kg, sd, state, state_flag, kernel_data.integrator.max_closures);
shader_eval_surface(kg, sd, state, state->flag, kernel_data.integrator.max_closures);
float3 in_color = shader_bssrdf_sum(sd, (bump)? N: NULL, NULL);
/* we simply divide out the average color and multiply with the average
@ -311,9 +310,7 @@ ccl_device_noinline void subsurface_scatter_multi_setup(
int hit,
ShaderData *sd,
ccl_addr_space PathState *state,
int state_flag,
const ShaderClosure *sc,
bool all)
const ShaderClosure *sc)
{
#ifdef __SPLIT_KERNEL__
Ray ray_object = ss_isect->ray;
@ -333,7 +330,7 @@ ccl_device_noinline void subsurface_scatter_multi_setup(
/* Optionally blur colors and bump mapping. */
float3 weight = ss_isect->weight[hit];
float3 N = sd->N;
subsurface_color_bump_blur(kg, sd, state, state_flag, &weight, &N);
subsurface_color_bump_blur(kg, sd, state, &weight, &N);
/* Setup diffuse BSDF. */
subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, weight, true, N);
@ -341,7 +338,7 @@ ccl_device_noinline void subsurface_scatter_multi_setup(
/* subsurface scattering step, from a point on the surface to another nearby point on the same object */
ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state,
int state_flag, const ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
const ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
{
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
@ -430,7 +427,7 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
/* optionally blur colors and bump mapping */
float3 N = sd->N;
subsurface_color_bump_blur(kg, sd, state, state_flag, &eval, &N);
subsurface_color_bump_blur(kg, sd, state, &eval, &N);
/* setup diffuse bsdf */
subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, eval, (ss_isect.num_hits > 0), N);

@ -67,10 +67,6 @@ typedef ccl_global struct SplitBranchedState {
uint lcg_state;
LocalIntersection ss_isect;
# ifdef __VOLUME__
VolumeStack volume_stack[VOLUME_STACK_SIZE];
# endif /* __VOLUME__ */
#endif /*__SUBSURFACE__ */
int shared_sample_count; /* number of branched samples shared with other threads */

@ -61,11 +61,16 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
/* do subsurface scatter step with copy of shader data, this will
* replace the BSSRDF with a diffuse BSDF closure */
for(int j = branched_state->ss_next_sample; j < num_samples; j++) {
ccl_global PathState *hit_state = &kernel_split_state.path_state[ray_index];
*hit_state = branched_state->path_state;
hit_state->rng_hash = bssrdf_rng_hash;
path_state_branch(hit_state, j, num_samples);
ccl_global LocalIntersection *ss_isect = &branched_state->ss_isect;
float bssrdf_u, bssrdf_v;
path_branched_rng_2D(kg,
bssrdf_rng_hash,
&branched_state->path_state,
hit_state,
j,
num_samples,
PRNG_BSDF_U,
@ -89,6 +94,8 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
*ss_isect = ss_isect_private;
}
hit_state->rng_offset += PRNG_BOUNCE_NUM;
#ifdef __VOLUME__
Ray volume_ray = branched_state->ray;
bool need_update_volume_stack =
@ -107,39 +114,24 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
&ss_isect_private,
hit,
bssrdf_sd,
&branched_state->path_state,
branched_state->path_state.flag,
sc,
true);
hit_state,
sc);
*ss_isect = ss_isect_private;
ccl_global PathState *hit_state = &kernel_split_state.path_state[ray_index];
*hit_state = branched_state->path_state;
path_state_branch(hit_state, j, num_samples);
hit_state->rng_offset += PRNG_BOUNCE_NUM;
#ifdef __VOLUME__
if(need_update_volume_stack) {
/* Setup ray from previous surface point to the new one. */
float3 P = ray_offset(bssrdf_sd->P, -bssrdf_sd->Ng);
volume_ray.D = normalize_len(P - volume_ray.P, &volume_ray.t);
/* this next part is expensive as it does scene intersection so only do once */
if(branched_state->next_closure == 0 && branched_state->next_sample == 0) {
for(int k = 0; k < VOLUME_STACK_SIZE; k++) {
branched_state->volume_stack[k] = hit_state->volume_stack[k];
}
kernel_volume_stack_update_for_subsurface(kg,
emission_sd,
&volume_ray,
branched_state->volume_stack);
}
for(int k = 0; k < VOLUME_STACK_SIZE; k++) {
hit_state->volume_stack[k] = branched_state->volume_stack[k];
hit_state->volume_stack[k] = branched_state->path_state.volume_stack[k];
}
kernel_volume_stack_update_for_subsurface(kg,
emission_sd,
&volume_ray,
hit_state->volume_stack);
}
#endif /* __VOLUME__ */
@ -148,7 +140,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
/* direct light */
if(kernel_data.integrator.use_direct_light) {
int all = (kernel_data.integrator.sample_all_lights_direct) ||
(branched_state->path_state.flag & PATH_RAY_SHADOW_CATCHER);
(hit_state->flag & PATH_RAY_SHADOW_CATCHER);
kernel_branched_path_surface_connect_light(kg,
bssrdf_sd,
emission_sd,
@ -265,7 +257,6 @@ ccl_device void kernel_subsurface_scatter(KernelGlobals *kg)
subsurface_scatter_step(kg,
sd,
state,
state->flag,
sc,
&lcg_state,
bssrdf_u, bssrdf_v,