[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [52690] trunk/blender/intern/cycles: Fix #33364: cycles tile rendering artifacts.
Brecht Van Lommel
brechtvanlommel at pandora.be
Fri Nov 30 19:55:04 CET 2012
Revision: 52690
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=52690
Author: blendix
Date: 2012-11-30 18:55:04 +0000 (Fri, 30 Nov 2012)
Log Message:
-----------
Fix #33364: cycles tile rendering artifacts.
Modified Paths:
--------------
trunk/blender/intern/cycles/kernel/svm/svm_closure.h
trunk/blender/intern/cycles/render/nodes.cpp
Modified: trunk/blender/intern/cycles/kernel/svm/svm_closure.h
===================================================================
--- trunk/blender/intern/cycles/kernel/svm/svm_closure.h 2012-11-30 18:54:56 UTC (rev 52689)
+++ trunk/blender/intern/cycles/kernel/svm/svm_closure.h 2012-11-30 18:55:04 UTC (rev 52690)
@@ -50,29 +50,34 @@
}
}
-__device_inline ShaderClosure *svm_node_closure_get(ShaderData *sd)
+__device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
- if(sd->num_closure < MAX_CLOSURE)
+ if(sd->num_closure < MAX_CLOSURE) {
+ sc->weight *= mix_weight;
+ sc->type = type;
sd->num_closure++;
+ return sc;
+ }
- return sc;
+ return NULL;
#else
return &sd->closure;
#endif
}
-__device_inline ShaderClosure *svm_node_closure_get_weight(ShaderData *sd, float mix_weight)
+__device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
+ float3 weight = sc->weight * mix_weight;
+ float sample_weight = fabsf(average(sc->weight));
- sc->weight *= mix_weight;
- sc->sample_weight = fabsf(average(sc->weight));
-
- if(sc->sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
+ if(sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
+ sc->weight = weight;
+ sc->sample_weight = sample_weight;
sd->num_closure++;
return sc;
}
@@ -112,7 +117,7 @@
switch(type) {
case CLOSURE_BSDF_DIFFUSE_ID: {
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -130,7 +135,7 @@
break;
}
case CLOSURE_BSDF_TRANSLUCENT_ID: {
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -139,7 +144,7 @@
break;
}
case CLOSURE_BSDF_TRANSPARENT_ID: {
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -154,7 +159,7 @@
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -178,7 +183,7 @@
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -220,7 +225,7 @@
float3 weight = sc->weight;
float sample_weight = sc->sample_weight;
- sc = svm_node_closure_get_weight(sd, mix_weight*fresnel);
+ sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
if(sc) {
sc->N = N;
@@ -232,14 +237,14 @@
sc->weight = weight;
sc->sample_weight = sample_weight;
- sc = svm_node_closure_get_weight(sd, mix_weight*(1.0f - fresnel));
+ sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, true);
}
#else
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -255,7 +260,7 @@
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -290,7 +295,7 @@
break;
}
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
@@ -327,7 +332,7 @@
switch(type) {
case CLOSURE_VOLUME_TRANSPARENT_ID: {
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
float density = param1;
@@ -336,7 +341,7 @@
break;
}
case CLOSURE_VOLUME_ISOTROPIC_ID: {
- ShaderClosure *sc = svm_node_closure_get_weight(sd, mix_weight);
+ ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
float density = param1;
@@ -360,15 +365,10 @@
if(mix_weight == 0.0f)
return;
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->weight *= mix_weight;
- sc->type = CLOSURE_EMISSION_ID;
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, mix_weight);
}
- else {
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->type = CLOSURE_EMISSION_ID;
- }
-
+ else
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, 1.0f);
#else
ShaderClosure *sc = &sd->closure;
sc->type = CLOSURE_EMISSION_ID;
@@ -388,15 +388,10 @@
if(mix_weight == 0.0f)
return;
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->weight *= mix_weight;
- sc->type = CLOSURE_BACKGROUND_ID;
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, mix_weight);
}
- else {
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->type = CLOSURE_BACKGROUND_ID;
- }
-
+ else
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, 1.0f);
#else
ShaderClosure *sc = &sd->closure;
sc->type = CLOSURE_BACKGROUND_ID;
@@ -414,15 +409,10 @@
if(mix_weight == 0.0f)
return;
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->weight = make_float3(mix_weight, mix_weight, mix_weight);
- sc->type = CLOSURE_HOLDOUT_ID;
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, mix_weight);
}
- else {
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->weight = make_float3(1.0f, 1.0f, 1.0f);
- sc->type = CLOSURE_HOLDOUT_ID;
- }
+ else
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, 1.0f);
#else
ShaderClosure *sc = &sd->closure;
sc->type = CLOSURE_HOLDOUT_ID;
@@ -442,15 +432,10 @@
if(mix_weight == 0.0f)
return;
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->weight *= mix_weight;
- sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, mix_weight);
}
- else {
- ShaderClosure *sc = svm_node_closure_get(sd);
- sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
- }
-
+ else
+ svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, 1.0f);
#else
ShaderClosure *sc = &sd->closure;
sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
@@ -464,7 +449,8 @@
__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
{
#ifdef __MULTI_CLOSURE__
- sd->closure[sd->num_closure].weight = weight;
+ if(sd->num_closure < MAX_CLOSURE)
+ sd->closure[sd->num_closure].weight = weight;
#else
sd->closure.weight = weight;
#endif
Modified: trunk/blender/intern/cycles/render/nodes.cpp
===================================================================
--- trunk/blender/intern/cycles/render/nodes.cpp 2012-11-30 18:54:56 UTC (rev 52689)
+++ trunk/blender/intern/cycles/render/nodes.cpp 2012-11-30 18:55:04 UTC (rev 52690)
@@ -1624,6 +1624,9 @@
void HoldoutNode::compile(SVMCompiler& compiler)
{
+ float3 value = make_float3(1.0f, 1.0f, 1.0f);
+
+ compiler.add_node(NODE_CLOSURE_SET_WEIGHT, value);
compiler.add_node(NODE_CLOSURE_HOLDOUT, compiler.closure_mix_weight_offset());
}
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