[Bf-blender-cvs] [5ce2edf] master: Cleanup: Pass PathState as a whole, instead of individual members.
Thomas Dinges
noreply at git.blender.org
Mon Apr 21 17:52:43 CEST 2014
Commit: 5ce2edfc6f731be548bb0c4cc04481761f7ece3d
Author: Thomas Dinges
Date: Mon Apr 21 17:51:51 2014 +0200
https://developer.blender.org/rB5ce2edfc6f731be548bb0c4cc04481761f7ece3d
Cleanup: Pass PathState as a whole, instead of individual members.
Differential Revision: https://developer.blender.org/D477
===================================================================
M intern/cycles/kernel/kernel_emission.h
M intern/cycles/kernel/kernel_path.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 5aac262..8812bbb 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -183,7 +183,7 @@ ccl_device_noinline float3 indirect_primitive_emission(KernelGlobals *kg, Shader
/* Indirect Lamp Emission */
-ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, float randt, float3 *emission, int bounce, int transparent_bounce)
+ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, PathState *state, Ray *ray, float randt, float3 *emission)
{
LightSample ls;
int lamp = lamp_light_eval_sample(kg, randt);
@@ -197,19 +197,19 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int
#ifdef __PASSES__
/* use visibility flag to skip lights */
if(ls.shader & SHADER_EXCLUDE_ANY) {
- if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
- ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (path_flag & PATH_RAY_GLOSSY)) ||
- ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)))
+ if(((ls.shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
+ ((ls.shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
+ ((ls.shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)))
return false;
}
#endif
- float3 L = direct_emissive_eval(kg, &ls, -ray->D, ray->dD, ls.t, ray->time, bounce, transparent_bounce);
+ float3 L = direct_emissive_eval(kg, &ls, -ray->D, ray->dD, ls.t, ray->time, state->bounce, state->transparent_bounce);
- if(!(path_flag & PATH_RAY_MIS_SKIP)) {
+ if(!(state->flag & PATH_RAY_MIS_SKIP)) {
/* multiple importance sampling, get regular light pdf,
* and compute weight with respect to BSDF pdf */
- float mis_weight = power_heuristic(bsdf_pdf, ls.pdf);
+ float mis_weight = power_heuristic(state->ray_pdf, ls.pdf);
L *= mis_weight;
}
@@ -219,35 +219,35 @@ ccl_device_noinline bool indirect_lamp_emission(KernelGlobals *kg, Ray *ray, int
/* Indirect Background */
-ccl_device_noinline float3 indirect_background(KernelGlobals *kg, Ray *ray, int path_flag, float bsdf_pdf, int bounce, int transparent_bounce)
+ccl_device_noinline float3 indirect_background(KernelGlobals *kg, PathState *state, Ray *ray)
{
#ifdef __BACKGROUND__
int shader = kernel_data.background.surface_shader;
/* use visibility flag to skip lights */
if(shader & SHADER_EXCLUDE_ANY) {
- if(((shader & SHADER_EXCLUDE_DIFFUSE) && (path_flag & PATH_RAY_DIFFUSE)) ||
- ((shader & SHADER_EXCLUDE_GLOSSY) && (path_flag & PATH_RAY_GLOSSY)) ||
- ((shader & SHADER_EXCLUDE_TRANSMIT) && (path_flag & PATH_RAY_TRANSMIT)) ||
- ((shader & SHADER_EXCLUDE_CAMERA) && (path_flag & PATH_RAY_CAMERA)))
+ if(((shader & SHADER_EXCLUDE_DIFFUSE) && (state->flag & PATH_RAY_DIFFUSE)) ||
+ ((shader & SHADER_EXCLUDE_GLOSSY) && (state->flag & PATH_RAY_GLOSSY)) ||
+ ((shader & SHADER_EXCLUDE_TRANSMIT) && (state->flag & PATH_RAY_TRANSMIT)) ||
+ ((shader & SHADER_EXCLUDE_CAMERA) && (state->flag & PATH_RAY_CAMERA)))
return make_float3(0.0f, 0.0f, 0.0f);
}
/* evaluate background closure */
ShaderData sd;
- shader_setup_from_background(kg, &sd, ray, bounce+1, transparent_bounce);
+ shader_setup_from_background(kg, &sd, ray, state->bounce+1, state->transparent_bounce);
- float3 L = shader_eval_background(kg, &sd, path_flag, SHADER_CONTEXT_EMISSION);
+ float3 L = shader_eval_background(kg, &sd, state->flag, SHADER_CONTEXT_EMISSION);
#ifdef __BACKGROUND_MIS__
/* check if background light exists or if we should skip pdf */
int res = kernel_data.integrator.pdf_background_res;
- if(!(path_flag & PATH_RAY_MIS_SKIP) && res) {
+ if(!(state->flag & PATH_RAY_MIS_SKIP) && res) {
/* multiple importance sampling, get background light pdf for ray
* direction, and compute weight with respect to BSDF pdf */
float pdf = background_light_pdf(kg, ray->D);
- float mis_weight = power_heuristic(bsdf_pdf, pdf);
+ float mis_weight = power_heuristic(state->ray_pdf, pdf);
return L*mis_weight;
}
diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h
index 723ea50..0c4d15d 100644
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@ -243,7 +243,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray, ccl_g
float light_t = path_state_rng_1D(kg, rng, &state, PRNG_LIGHT);
float3 emission;
- if(indirect_lamp_emission(kg, &light_ray, state.flag, state.ray_pdf, light_t, &emission, state.bounce, state.transparent_bounce))
+ if(indirect_lamp_emission(kg, &state, &light_ray, light_t, &emission))
path_radiance_accum_emission(L, throughput, emission, state.bounce);
}
#endif
@@ -270,7 +270,7 @@ ccl_device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, Ray ray, ccl_g
if(!hit) {
#ifdef __BACKGROUND__
/* sample background shader */
- float3 L_background = indirect_background(kg, &ray, state.flag, state.ray_pdf, state.bounce, state.transparent_bounce);
+ float3 L_background = indirect_background(kg, &state, &ray);
path_radiance_accum_background(L, throughput, L_background, state.bounce);
#endif
@@ -627,7 +627,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
float light_t = path_state_rng_1D(kg, rng, &state, PRNG_LIGHT);
float3 emission;
- if(indirect_lamp_emission(kg, &light_ray, state.flag, state.ray_pdf, light_t, &emission, state.bounce, state.transparent_bounce))
+ if(indirect_lamp_emission(kg, &state, &light_ray, light_t, &emission))
path_radiance_accum_emission(&L, throughput, emission, state.bounce);
}
#endif
@@ -664,7 +664,7 @@ ccl_device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample,
#ifdef __BACKGROUND__
/* sample background shader */
- float3 L_background = indirect_background(kg, &ray, state.flag, state.ray_pdf, state.bounce, state.transparent_bounce);
+ float3 L_background = indirect_background(kg, &state, &ray);
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
#endif
@@ -1181,7 +1181,7 @@ ccl_device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, in
#ifdef __BACKGROUND__
/* sample background shader */
- float3 L_background = indirect_background(kg, &ray, state.flag, state.ray_pdf, state.bounce, state.transparent_bounce);
+ float3 L_background = indirect_background(kg, &state, &ray);
path_radiance_accum_background(&L, throughput, L_background, state.bounce);
#endif
More information about the Bf-blender-cvs
mailing list