forked from bartvdbraak/blender
Enable compilation of the SVM backend for Cycles even when OSL is enabled. The switch between SVM/OSL is decided at runtime, so the SVM code cannot simply be ignored when OSL is enabled.
Currently all shader functions check the OSL/SVM flag to dispatch to the appropriate backend. If this turns out to be a significant overhead (unlikely) this test should be moved out of the inner loop.
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264975b89c
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@ -30,7 +30,7 @@
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#include "osl_shader.h"
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#else
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#endif
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#include "svm/bsdf.h"
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#include "svm/emissive.h"
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@ -38,7 +38,6 @@
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#include "svm/svm_bsdf.h"
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#include "svm/svm.h"
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#endif
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CCL_NAMESPACE_BEGIN
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@ -294,7 +293,8 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
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#ifdef __MULTI_CLOSURE__
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__device_inline void _shader_bsdf_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
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#ifdef __OSL__
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__device_inline void _shader_bsdf_multi_eval_osl(const ShaderData *sd, const float3 omega_in, float *pdf,
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int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
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{
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for(int i = 0; i< sd->num_closure; i++) {
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@ -305,12 +305,36 @@ __device_inline void _shader_bsdf_multi_eval(const ShaderData *sd, const float3
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if(CLOSURE_IS_BSDF(sc->type)) {
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float bsdf_pdf = 0.0f;
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#ifdef __OSL__
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float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
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#else
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float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
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if(bsdf_pdf != 0.0f) {
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bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
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sum_pdf += bsdf_pdf*sc->sample_weight;
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}
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sum_sample_weight += sc->sample_weight;
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}
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}
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*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
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}
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#endif
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__device_inline void _shader_bsdf_multi_eval_svm(const ShaderData *sd, const float3 omega_in, float *pdf,
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int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
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{
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for(int i = 0; i< sd->num_closure; i++) {
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if(i == skip_bsdf)
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continue;
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF(sc->type)) {
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float bsdf_pdf = 0.0f;
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float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
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if(bsdf_pdf != 0.0f) {
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bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
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sum_pdf += bsdf_pdf*sc->sample_weight;
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@ -331,7 +355,12 @@ __device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
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#ifdef __MULTI_CLOSURE__
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bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
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return _shader_bsdf_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
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#ifdef __OSL__
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if (kernel_osl_use(kg))
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return _shader_bsdf_multi_eval_osl(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
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else
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#endif
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return _shader_bsdf_multi_eval_svm(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
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#else
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const ShaderClosure *sc = &sd->closure;
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@ -384,16 +413,23 @@ __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
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*pdf = 0.0f;
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#ifdef __OSL__
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label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
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#else
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label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
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if (kernel_osl_use(kg))
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label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
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else
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#endif
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label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
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if(*pdf != 0.0f) {
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bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
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if(sd->num_closure > 1) {
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float sweight = sc->sample_weight;
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_shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
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#ifdef __OSL__
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if (kernel_osl_use(kg))
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_shader_bsdf_multi_eval_osl(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
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else
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#endif
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_shader_bsdf_multi_eval_svm(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
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}
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}
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@ -416,10 +452,12 @@ __device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd,
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*pdf = 0.0f;
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#ifdef __OSL__
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label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
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#else
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label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
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if (kernel_osl_use(kg))
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label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
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else
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#endif
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label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
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if(*pdf != 0.0f)
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bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
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@ -539,10 +577,12 @@ __device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
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if(CLOSURE_IS_EMISSION(sc->type)) {
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#ifdef __OSL__
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eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
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#else
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eval += svm_emissive_eval(sd, sc)*sc->weight;
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if (kernel_osl_use(kg))
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eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
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else
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#endif
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eval += svm_emissive_eval(sd, sc)*sc->weight;
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}
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}
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#else
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@ -581,17 +621,18 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
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float randb, int path_flag)
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{
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#ifdef __OSL__
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OSLShader::eval_surface(kg, sd, randb, path_flag);
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#else
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if (kernel_osl_use(kg))
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OSLShader::eval_surface(kg, sd, randb, path_flag);
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else
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#endif
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{
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#ifdef __SVM__
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
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#else
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bsdf_diffuse_setup(sd, &sd->closure);
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sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
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#endif
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bsdf_diffuse_setup(sd, &sd->closure);
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sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
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#endif
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}
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}
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/* Background Evaluation */
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@ -599,35 +640,37 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
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__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
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{
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#ifdef __OSL__
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return OSLShader::eval_background(kg, sd, path_flag);
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#else
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if (kernel_osl_use(kg))
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return OSLShader::eval_background(kg, sd, path_flag);
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else
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#endif
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{
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#ifdef __SVM__
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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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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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(CLOSURE_IS_BACKGROUND(sc->type))
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eval += sc->weight;
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}
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return eval;
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#else
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if(sd->closure.type == CLOSURE_BACKGROUND_ID)
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#else
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return make_float3(0.8f, 0.8f, 0.8f);
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#endif
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}
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return eval;
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#else
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if(sd->closure.type == CLOSURE_BACKGROUND_ID)
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#else
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return make_float3(0.8f, 0.8f, 0.8f);
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#endif
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#endif
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}
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/* Volume */
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@ -643,10 +686,11 @@ __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
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if(CLOSURE_IS_VOLUME(sc->type)) {
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#ifdef __OSL__
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eval += OSLShader::volume_eval_phase(sd, sc, omega_in, omega_out);
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#else
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eval += volume_eval_phase(sd, sc, omega_in, omega_out);
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if (kernel_osl_use(kg))
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eval += OSLShader::volume_eval_phase(sd, sc, omega_in, omega_out);
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else
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#endif
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eval += volume_eval_phase(sd, sc, omega_in, omega_out);
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}
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}
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@ -663,10 +707,11 @@ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
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{
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#ifdef __SVM__
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#ifdef __OSL__
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OSLShader::eval_volume(kg, sd, randb, path_flag);
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#else
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svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
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if (kernel_osl_use(kg))
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OSLShader::eval_volume(kg, sd, randb, path_flag);
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else
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#endif
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svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
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#endif
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}
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@ -677,10 +722,11 @@ __device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
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/* this will modify sd->P */
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#ifdef __SVM__
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#ifdef __OSL__
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OSLShader::eval_displacement(kg, sd);
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#else
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svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
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if (kernel_osl_use(kg))
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OSLShader::eval_displacement(kg, sd);
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else
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#endif
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svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
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#endif
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}
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@ -732,7 +778,8 @@ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
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__device void shader_release(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __OSL__
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OSLShader::release(kg, sd);
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if (kernel_osl_use(kg))
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OSLShader::release(kg, sd);
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#endif
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}
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@ -382,10 +382,9 @@ typedef struct ShaderClosure {
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#ifdef __OSL__
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void *prim;
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#else
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#endif
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float data0;
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float data1;
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#endif
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} ShaderClosure;
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