[Bf-blender-cvs] [83e73a2] master: Cycles: Refactor how we pass bounce info to light path node.

Thomas Dinges noreply at git.blender.org
Wed Jan 6 23:44:17 CET 2016


Commit: 83e73a2100688655f0eb2df5cbfac2ca1f051fff
Author: Thomas Dinges
Date:   Wed Jan 6 23:38:13 2016 +0100
Branches: master
https://developer.blender.org/rB83e73a2100688655f0eb2df5cbfac2ca1f051fff

Cycles: Refactor how we pass bounce info to light path node.

This commit changes the way how we pass bounce information to the Light
Path node. Instead of manualy copying the bounces into ShaderData, we now
directly pass PathState. This reduces the arguments that we need to pass
around and also makes it easier to extend the feature.

This commit also exposes the Transmission Bounce Depth to the Light Path
node. It works similar to the Transparent Depth Output: Replace a
Transmission lightpath after X bounces with another shader, e.g a Diffuse
one. This can be used to avoid black surfaces, due to low amount of max
bounces.

Reviewed by Sergey and Brecht, thanks for some hlp with this.

I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split
and Mega kernel. Hopefully this covers all devices. :)

===================================================================

M	intern/cycles/device/device_opencl.cpp
M	intern/cycles/kernel/kernel_bake.h
M	intern/cycles/kernel/kernel_emission.h
M	intern/cycles/kernel/kernel_path.h
M	intern/cycles/kernel/kernel_path_branched.h
M	intern/cycles/kernel/kernel_path_state.h
M	intern/cycles/kernel/kernel_path_surface.h
M	intern/cycles/kernel/kernel_path_volume.h
M	intern/cycles/kernel/kernel_shader.h
M	intern/cycles/kernel/kernel_shaderdata_vars.h
M	intern/cycles/kernel/kernel_shadow.h
M	intern/cycles/kernel/kernel_subsurface.h
M	intern/cycles/kernel/kernel_volume.h
M	intern/cycles/kernel/kernels/opencl/kernel_data_init.cl
M	intern/cycles/kernel/osl/osl_services.cpp
M	intern/cycles/kernel/osl/osl_services.h
M	intern/cycles/kernel/osl/osl_shader.cpp
M	intern/cycles/kernel/osl/osl_shader.h
M	intern/cycles/kernel/shaders/node_light_path.osl
M	intern/cycles/kernel/split/kernel_data_init.h
M	intern/cycles/kernel/split/kernel_direct_lighting.h
M	intern/cycles/kernel/split/kernel_lamp_emission.h
M	intern/cycles/kernel/split/kernel_shader_eval.h
M	intern/cycles/kernel/svm/svm.h
M	intern/cycles/kernel/svm/svm_light_path.h
M	intern/cycles/kernel/svm/svm_types.h
M	intern/cycles/render/nodes.cpp
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/nodes/shader/nodes/node_shader_light_path.c

===================================================================

diff --git a/intern/cycles/device/device_opencl.cpp b/intern/cycles/device/device_opencl.cpp
index c49583b..64a311f 100644
--- a/intern/cycles/device/device_opencl.cpp
+++ b/intern/cycles/device/device_opencl.cpp
@@ -1920,10 +1920,6 @@ public:
 	cl_mem time_sd_DL_shadow;
 	cl_mem ray_length_sd;
 	cl_mem ray_length_sd_DL_shadow;
-	cl_mem ray_depth_sd;
-	cl_mem ray_depth_sd_DL_shadow;
-	cl_mem transparent_depth_sd;
-	cl_mem transparent_depth_sd_DL_shadow;
 
 	/* Ray differentials. */
 	cl_mem dP_sd, dI_sd;
@@ -2073,10 +2069,6 @@ public:
 		time_sd_DL_shadow = NULL;
 		ray_length_sd = NULL;
 		ray_length_sd_DL_shadow = NULL;
-		ray_depth_sd = NULL;
-		ray_depth_sd_DL_shadow = NULL;
-		transparent_depth_sd = NULL;
-		transparent_depth_sd_DL_shadow = NULL;
 
 		/* Ray differentials. */
 		dP_sd = NULL;
@@ -2417,10 +2409,6 @@ public:
 		release_mem_object_safe(time_sd_DL_shadow);
 		release_mem_object_safe(ray_length_sd);
 		release_mem_object_safe(ray_length_sd_DL_shadow);
-		release_mem_object_safe(ray_depth_sd);
-		release_mem_object_safe(ray_depth_sd_DL_shadow);
-		release_mem_object_safe(transparent_depth_sd);
-		release_mem_object_safe(transparent_depth_sd_DL_shadow);
 
 		/* Ray differentials. */
 		release_mem_object_safe(dP_sd);
@@ -2619,10 +2607,6 @@ public:
 			time_sd_DL_shadow = mem_alloc(num_global_elements * 2 * sizeof(float));
 			ray_length_sd = mem_alloc(num_global_elements * sizeof(float));
 			ray_length_sd_DL_shadow = mem_alloc(num_global_elements * 2 * sizeof(float));
-			ray_depth_sd = mem_alloc(num_global_elements * sizeof(int));
-			ray_depth_sd_DL_shadow = mem_alloc(num_global_elements * 2 * sizeof(int));
-			transparent_depth_sd = mem_alloc(num_global_elements * sizeof(int));
-			transparent_depth_sd_DL_shadow = mem_alloc(num_global_elements * 2 * sizeof(int));
 
 			/* Ray differentials. */
 			dP_sd = mem_alloc(num_global_elements * sizeof(differential3));
@@ -2725,11 +2709,7 @@ public:
 			                time_sd,
 			                time_sd_DL_shadow,
 			                ray_length_sd,
-			                ray_length_sd_DL_shadow,
-			                ray_depth_sd,
-			                ray_depth_sd_DL_shadow,
-			                transparent_depth_sd,
-			                transparent_depth_sd_DL_shadow);
+			                ray_length_sd_DL_shadow);
 
 		/* Ray differentials. */
 		start_arg_index +=
diff --git a/intern/cycles/kernel/kernel_bake.h b/intern/cycles/kernel/kernel_bake.h
index b54afbd..2a2220c 100644
--- a/intern/cycles/kernel/kernel_bake.h
+++ b/intern/cycles/kernel/kernel_bake.h
@@ -46,7 +46,7 @@ ccl_device void compute_light_pass(KernelGlobals *kg, ShaderData *sd, PathRadian
 
 	/* evaluate surface shader */
 	float rbsdf = path_state_rng_1D(kg, &rng, &state, PRNG_BSDF);
-	shader_eval_surface(kg, sd, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
+	shader_eval_surface(kg, sd, &state, rbsdf, state.flag, SHADER_CONTEXT_MAIN);
 
 	/* TODO, disable the closures we won't need */
 
@@ -212,6 +212,7 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
                                      ShaderEvalType type, int i, int offset, int sample)
 {
 	ShaderData sd;
+	PathState state = {0};
 	uint4 in = input[i * 2];
 	uint4 diff = input[i * 2 + 1];
 
@@ -262,13 +263,11 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
 	float3 I = Ng;
 	float t = 0.0f;
 	float time = TIME_INVALID;
-	int bounce = 0;
-	int transparent_bounce = 0;
 
 	/* light passes */
 	PathRadiance L;
 
-	shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time, bounce, transparent_bounce);
+	shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time);
 	sd.I = sd.N;
 
 	/* update differentials */
@@ -294,7 +293,7 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
 		case SHADER_EVAL_NORMAL:
 		{
 			if((sd.flag & SD_HAS_BUMP)) {
-				shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+				shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			}
 
 			/* compression: normal = (2 * color) - 1 */
@@ -308,33 +307,33 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
 		}
 		case SHADER_EVAL_DIFFUSE_COLOR:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = shader_bsdf_diffuse(kg, &sd);
 			break;
 		}
 		case SHADER_EVAL_GLOSSY_COLOR:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = shader_bsdf_glossy(kg, &sd);
 			break;
 		}
 		case SHADER_EVAL_TRANSMISSION_COLOR:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = shader_bsdf_transmission(kg, &sd);
 			break;
 		}
 		case SHADER_EVAL_SUBSURFACE_COLOR:
 		{
 #ifdef __SUBSURFACE__
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = shader_bsdf_subsurface(kg, &sd);
 #endif
 			break;
 		}
 		case SHADER_EVAL_EMISSION:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_EMISSION);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_EMISSION);
 			out = shader_emissive_eval(kg, &sd);
 			break;
 		}
@@ -358,52 +357,52 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
 		}
 		case SHADER_EVAL_DIFFUSE_DIRECT:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.direct_diffuse, shader_bsdf_diffuse(kg, &sd));
 			break;
 		}
 		case SHADER_EVAL_GLOSSY_DIRECT:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.direct_glossy, shader_bsdf_glossy(kg, &sd));
 			break;
 		}
 		case SHADER_EVAL_TRANSMISSION_DIRECT:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.direct_transmission, shader_bsdf_transmission(kg, &sd));
 			break;
 		}
 		case SHADER_EVAL_SUBSURFACE_DIRECT:
 		{
 #ifdef __SUBSURFACE__
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.direct_subsurface, shader_bsdf_subsurface(kg, &sd));
 #endif
 			break;
 		}
 		case SHADER_EVAL_DIFFUSE_INDIRECT:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.indirect_diffuse, shader_bsdf_diffuse(kg, &sd));
 			break;
 		}
 		case SHADER_EVAL_GLOSSY_INDIRECT:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.indirect_glossy, shader_bsdf_glossy(kg, &sd));
 			break;
 		}
 		case SHADER_EVAL_TRANSMISSION_INDIRECT:
 		{
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.indirect_transmission, shader_bsdf_transmission(kg, &sd));
 			break;
 		}
 		case SHADER_EVAL_SUBSURFACE_INDIRECT:
 		{
 #ifdef __SUBSURFACE__
-			shader_eval_surface(kg, &sd, 0.f, 0, SHADER_CONTEXT_MAIN);
+			shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
 			out = safe_divide_color(L.indirect_subsurface, shader_bsdf_subsurface(kg, &sd));
 #endif
 			break;
@@ -429,11 +428,11 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
 #endif
 
 			/* setup shader data */
-			shader_setup_from_background(kg, &sd, &ray, 0, 0);
+			shader_setup_from_background(kg, &sd, &ray);
 
 			/* evaluate */
 			int flag = 0; /* we can't know which type of BSDF this is for */
-			out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN);
+			out = shader_eval_background(kg, &sd, &state, flag, SHADER_CONTEXT_MAIN);
 			break;
 		}
 		default:
@@ -462,6 +461,7 @@ ccl_device void kernel_shader_evaluate(KernelGlobals *kg,
                                        int sample)
 {
 	ShaderData sd;
+	PathState state = {0};
 	uint4 in = input[i];
 	float3 out;
 
@@ -476,7 +476,7 @@ ccl_device void kernel_shader_evaluate(KernelGlobals *kg,
 
 		/* evaluate */
 		float3 P = sd.P;
-		shader_eval_displacement(kg, &sd, SHADER_CONTEXT_MAIN);
+		shader_eval_displacement(kg, &sd, &state, SHADER_CONTEXT_MAIN);
 		out = sd.P - P;
 	}
 	else { // SHADER_EVAL_BACKGROUND
@@ -498,11 +498,11 @@ ccl_device void kernel_shader_evaluate(KernelGlobals *kg,
 #endif
 
 		/* setup shader data */
-		shader_setup_from_background(kg, &sd, &ray, 0, 0);
+		shader_setup_from_background(kg, &sd, &ray);
 
 		/* evaluate */
 		int flag = 0; /* we can't know which type of BSDF this is for */
-		out = shader_eval_background(kg, &sd, flag, SHADER_CONTEXT_MAIN);
+		out = shader_eval_background(kg, &sd, &state, flag, SHADER_CONTEXT_MAIN);
 	}
 	
 	/* write output */
diff --git a/intern/cycles/kernel/kernel_emission.h b/intern/cycles/kernel/kernel_emission.h
index 3863cf2..47d3572 100644
--- a/intern/cycles/kernel/kernel_emission.h
+++ b/intern/cycles/kernel/kernel_emission.h
@@ -18,7 +18,7 @@ CCL_NAMESPACE_BEGIN
 
 /* Direction Emission */
 ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
-	LightSample *ls, float3 I, differential3 dI, float t, float time, int bounce, int transparent_bounce
+	LightSample *ls, ccl_addr_space PathState *state, float3 I, differential3 dI, float t, float time
 #ifdef __SPLIT_KERNEL__
 	,ShaderData *sd_input
 #endif
@@ -45,19 +45,24 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
 		ray.dP = differential3_zero();
 		ray.dD = dI;
 
-		shader_setup_from_background(kg, sd, &ray, bounce+1, transparent_bounce);
-		eval = shader_eval_background(kg, sd, 0, SHADER_CONTEXT_EMISSION);
+		shader_setup_from_background(kg, sd, &ray);
+

@@ Diff output truncated at 10240 characters. @@




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