forked from bartvdbraak/blender
dc1db0791e
To determine the albedo pass, Cycles currently follows the path until a predominantly diffuse-ish material is hit and then takes the albedo there. This works fine for normal mirrors, but as it completely ignores the color of the bounces before that diffuse-ish material, it also means that any textures that are applied to the specular-ish BSDFs won't affect the albedo pass at all. Therefore, this patch changes that behaviour so that Cycles also keeps track of the throughput of all specular-ish closures along the path so far and includes that in the albedo pass. This fixes part of the issue described in T73043. However, since it has an effect on the albedo pass in most scenes, it could cause cause regressions, which is why I'm uploading it as a patch instead of just committing as a fix. Differential Revision: https://developer.blender.org/D6640
277 lines
8.7 KiB
C
277 lines
8.7 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline void path_state_init(KernelGlobals *kg,
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ShaderData *stack_sd,
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ccl_addr_space PathState *state,
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uint rng_hash,
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int sample,
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ccl_addr_space Ray *ray)
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{
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state->flag = PATH_RAY_CAMERA | PATH_RAY_MIS_SKIP | PATH_RAY_TRANSPARENT_BACKGROUND;
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state->rng_hash = rng_hash;
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state->rng_offset = PRNG_BASE_NUM;
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state->sample = sample;
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state->num_samples = kernel_data.integrator.aa_samples;
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state->branch_factor = 1.0f;
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state->bounce = 0;
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state->diffuse_bounce = 0;
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state->glossy_bounce = 0;
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state->transmission_bounce = 0;
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state->transparent_bounce = 0;
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#ifdef __DENOISING_FEATURES__
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if (kernel_data.film.pass_denoising_data) {
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state->flag |= PATH_RAY_STORE_SHADOW_INFO;
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state->denoising_feature_weight = 1.0f;
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state->denoising_feature_throughput = make_float3(1.0f, 1.0f, 1.0f);
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}
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else {
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state->denoising_feature_weight = 0.0f;
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state->denoising_feature_throughput = make_float3(0.0f, 0.0f, 0.0f);
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}
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#endif /* __DENOISING_FEATURES__ */
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state->min_ray_pdf = FLT_MAX;
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state->ray_pdf = 0.0f;
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#ifdef __LAMP_MIS__
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state->ray_t = 0.0f;
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#endif
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#ifdef __VOLUME__
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state->volume_bounce = 0;
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state->volume_bounds_bounce = 0;
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if (kernel_data.integrator.use_volumes) {
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/* Initialize volume stack with volume we are inside of. */
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kernel_volume_stack_init(kg, stack_sd, state, ray, state->volume_stack);
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}
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else {
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state->volume_stack[0].shader = SHADER_NONE;
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}
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#endif
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}
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ccl_device_inline void path_state_next(KernelGlobals *kg,
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ccl_addr_space PathState *state,
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int label)
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{
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/* ray through transparent keeps same flags from previous ray and is
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* not counted as a regular bounce, transparent has separate max */
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if (label & LABEL_TRANSPARENT) {
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state->flag |= PATH_RAY_TRANSPARENT;
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state->transparent_bounce++;
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if (state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
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state->flag |= PATH_RAY_TERMINATE_IMMEDIATE;
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}
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if (!kernel_data.integrator.transparent_shadows)
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state->flag |= PATH_RAY_MIS_SKIP;
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/* random number generator next bounce */
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state->rng_offset += PRNG_BOUNCE_NUM;
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return;
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}
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state->bounce++;
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if (state->bounce >= kernel_data.integrator.max_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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state->flag &= ~(PATH_RAY_ALL_VISIBILITY | PATH_RAY_MIS_SKIP);
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#ifdef __VOLUME__
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if (label & LABEL_VOLUME_SCATTER) {
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/* volume scatter */
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state->flag |= PATH_RAY_VOLUME_SCATTER;
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state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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state->volume_bounce++;
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if (state->volume_bounce >= kernel_data.integrator.max_volume_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else
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#endif
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{
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/* surface reflection/transmission */
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if (label & LABEL_REFLECT) {
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state->flag |= PATH_RAY_REFLECT;
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state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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if (label & LABEL_DIFFUSE) {
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state->diffuse_bounce++;
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if (state->diffuse_bounce >= kernel_data.integrator.max_diffuse_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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else {
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state->glossy_bounce++;
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if (state->glossy_bounce >= kernel_data.integrator.max_glossy_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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}
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else {
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kernel_assert(label & LABEL_TRANSMIT);
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state->flag |= PATH_RAY_TRANSMIT;
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if (!(label & LABEL_TRANSMIT_TRANSPARENT)) {
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state->flag &= ~PATH_RAY_TRANSPARENT_BACKGROUND;
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}
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state->transmission_bounce++;
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if (state->transmission_bounce >= kernel_data.integrator.max_transmission_bounce) {
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state->flag |= PATH_RAY_TERMINATE_AFTER_TRANSPARENT;
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}
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}
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/* diffuse/glossy/singular */
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if (label & LABEL_DIFFUSE) {
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state->flag |= PATH_RAY_DIFFUSE | PATH_RAY_DIFFUSE_ANCESTOR;
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}
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else if (label & LABEL_GLOSSY) {
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state->flag |= PATH_RAY_GLOSSY;
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}
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else {
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kernel_assert(label & LABEL_SINGULAR);
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state->flag |= PATH_RAY_GLOSSY | PATH_RAY_SINGULAR | PATH_RAY_MIS_SKIP;
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}
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}
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/* random number generator next bounce */
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state->rng_offset += PRNG_BOUNCE_NUM;
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#ifdef __DENOISING_FEATURES__
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if ((state->denoising_feature_weight == 0.0f) && !(state->flag & PATH_RAY_SHADOW_CATCHER)) {
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state->flag &= ~PATH_RAY_STORE_SHADOW_INFO;
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}
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#endif
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}
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#ifdef __VOLUME__
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ccl_device_inline bool path_state_volume_next(KernelGlobals *kg, ccl_addr_space PathState *state)
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{
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/* For volume bounding meshes we pass through without counting transparent
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* bounces, only sanity check in case self intersection gets us stuck. */
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state->volume_bounds_bounce++;
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if (state->volume_bounds_bounce > VOLUME_BOUNDS_MAX) {
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return false;
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}
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/* Random number generator next bounce. */
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if (state->volume_bounds_bounce > 1) {
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state->rng_offset += PRNG_BOUNCE_NUM;
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}
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return true;
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}
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#endif
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ccl_device_inline uint path_state_ray_visibility(KernelGlobals *kg,
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ccl_addr_space PathState *state)
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{
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uint flag = state->flag & PATH_RAY_ALL_VISIBILITY;
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/* for visibility, diffuse/glossy are for reflection only */
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if (flag & PATH_RAY_TRANSMIT)
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flag &= ~(PATH_RAY_DIFFUSE | PATH_RAY_GLOSSY);
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/* todo: this is not supported as its own ray visibility yet */
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if (state->flag & PATH_RAY_VOLUME_SCATTER)
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flag |= PATH_RAY_DIFFUSE;
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return flag;
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}
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ccl_device_inline float path_state_continuation_probability(KernelGlobals *kg,
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ccl_addr_space PathState *state,
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const float3 throughput)
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{
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if (state->flag & PATH_RAY_TERMINATE_IMMEDIATE) {
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/* Ray is to be terminated immediately. */
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return 0.0f;
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}
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else if (state->flag & PATH_RAY_TRANSPARENT) {
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/* Do at least specified number of bounces without RR. */
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if (state->transparent_bounce <= kernel_data.integrator.transparent_min_bounce) {
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return 1.0f;
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}
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#ifdef __SHADOW_TRICKS__
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/* Exception for shadow catcher not working correctly with RR. */
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else if ((state->flag & PATH_RAY_SHADOW_CATCHER) && (state->transparent_bounce <= 8)) {
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return 1.0f;
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}
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#endif
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}
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else {
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/* Do at least specified number of bounces without RR. */
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if (state->bounce <= kernel_data.integrator.min_bounce) {
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return 1.0f;
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}
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#ifdef __SHADOW_TRICKS__
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/* Exception for shadow catcher not working correctly with RR. */
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else if ((state->flag & PATH_RAY_SHADOW_CATCHER) && (state->bounce <= 3)) {
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return 1.0f;
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}
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#endif
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}
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/* Probabilistic termination: use sqrt() to roughly match typical view
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* transform and do path termination a bit later on average. */
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return min(sqrtf(max3(fabs(throughput)) * state->branch_factor), 1.0f);
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}
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/* TODO(DingTo): Find more meaningful name for this */
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ccl_device_inline void path_state_modify_bounce(ccl_addr_space PathState *state, bool increase)
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{
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/* Modify bounce temporarily for shader eval */
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if (increase)
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state->bounce += 1;
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else
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state->bounce -= 1;
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}
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ccl_device_inline bool path_state_ao_bounce(KernelGlobals *kg, ccl_addr_space PathState *state)
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{
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if (state->bounce <= kernel_data.integrator.ao_bounces) {
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return false;
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}
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int bounce = state->bounce - state->transmission_bounce - (state->glossy_bounce > 0);
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return (bounce > kernel_data.integrator.ao_bounces);
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}
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ccl_device_inline void path_state_branch(ccl_addr_space PathState *state,
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int branch,
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int num_branches)
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{
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if (num_branches > 1) {
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/* Path is splitting into a branch, adjust so that each branch
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* still gets a unique sample from the same sequence. */
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state->sample = state->sample * num_branches + branch;
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state->num_samples = state->num_samples * num_branches;
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state->branch_factor *= num_branches;
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}
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}
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CCL_NAMESPACE_END
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