[Bf-blender-cvs] [aebade5] cycles_split_kernel: Merge branch 'master' into cycles_split_kernel
Mai Lavelle
noreply at git.blender.org
Thu Nov 10 15:28:10 CET 2016
Commit: aebade59a9dadbebb81e5af4fc01a970f7d75c2e
Author: Mai Lavelle
Date: Thu Nov 10 09:10:36 2016 -0500
Branches: cycles_split_kernel
https://developer.blender.org/rBaebade59a9dadbebb81e5af4fc01a970f7d75c2e
Merge branch 'master' into cycles_split_kernel
===================================================================
===================================================================
diff --cc intern/cycles/kernel/kernel_path.h
index 3d7ab66,4237fdb..6d89a89
--- a/intern/cycles/kernel/kernel_path.h
+++ b/intern/cycles/kernel/kernel_path.h
@@@ -53,6 -53,47 +53,47 @@@
CCL_NAMESPACE_BEGIN
+ ccl_device_noinline void kernel_path_ao(KernelGlobals *kg,
+ ShaderData *sd,
+ ShaderData *emission_sd,
+ PathRadiance *L,
+ PathState *state,
+ RNG *rng,
+ float3 throughput,
+ float3 ao_alpha)
+ {
+ /* todo: solve correlation */
+ float bsdf_u, bsdf_v;
+
+ path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
+
+ float ao_factor = kernel_data.background.ao_factor;
+ float3 ao_N;
+ float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
+ float3 ao_D;
+ float ao_pdf;
+
+ sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
+
+ if(dot(ccl_fetch(sd, Ng), ao_D) > 0.0f && ao_pdf != 0.0f) {
+ Ray light_ray;
+ float3 ao_shadow;
+
+ light_ray.P = ray_offset(ccl_fetch(sd, P), ccl_fetch(sd, Ng));
+ light_ray.D = ao_D;
+ light_ray.t = kernel_data.background.ao_distance;
+ #ifdef __OBJECT_MOTION__
+ light_ray.time = ccl_fetch(sd, time);
-#endif
++#endif /* __OBJECT_MOTION__ */
+ light_ray.dP = ccl_fetch(sd, dP);
+ light_ray.dD = differential3_zero();
+
+ if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
+ path_radiance_accum_ao(L, throughput, ao_alpha, ao_bsdf, ao_shadow, state->bounce);
+ }
+ }
+ }
+
ccl_device void kernel_path_indirect(KernelGlobals *kg,
ShaderData *sd,
ShaderData *emission_sd,
@@@ -305,42 -346,9 +346,9 @@@
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd->flag & SD_AO)) {
- float bsdf_u, bsdf_v;
- path_state_rng_2D(kg, rng, state, PRNG_BSDF_U, &bsdf_u, &bsdf_v);
-
- float ao_factor = kernel_data.background.ao_factor;
- float3 ao_N;
- float3 ao_bsdf = shader_bsdf_ao(kg, sd, ao_factor, &ao_N);
- float3 ao_D;
- float ao_pdf;
- float3 ao_alpha = make_float3(0.0f, 0.0f, 0.0f);
-
- sample_cos_hemisphere(ao_N, bsdf_u, bsdf_v, &ao_D, &ao_pdf);
-
- if(dot(sd->Ng, ao_D) > 0.0f && ao_pdf != 0.0f) {
- Ray light_ray;
- float3 ao_shadow;
-
- light_ray.P = ray_offset(sd->P, sd->Ng);
- light_ray.D = ao_D;
- light_ray.t = kernel_data.background.ao_distance;
- # ifdef __OBJECT_MOTION__
- light_ray.time = sd->time;
- # endif /* __OBJECT_MOTION__ */
- light_ray.dP = sd->dP;
- light_ray.dD = differential3_zero();
-
- if(!shadow_blocked(kg, emission_sd, state, &light_ray, &ao_shadow)) {
- path_radiance_accum_ao(L,
- throughput,
- ao_alpha,
- ao_bsdf,
- ao_shadow,
- state->bounce);
- }
- }
+ kernel_path_ao(kg, sd, emission_sd, L, state, rng, throughput, make_float3(0.0f, 0.0f, 0.0f));
}
-#endif
+#endif /* __AO__ */
#ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object, replacing
@@@ -861,9 -828,9 +828,9 @@@ ccl_device_inline float4 kernel_path_in
#ifdef __AO__
/* ambient occlusion */
if(kernel_data.integrator.use_ambient_occlusion || (sd.flag & SD_AO)) {
- kernel_path_ao(kg, &sd, &emission_sd, &L, &state, rng, throughput);
+ kernel_path_ao(kg, &sd, &emission_sd, &L, &state, rng, throughput, shader_bsdf_alpha(kg, &sd));
}
-#endif
+#endif /* __AO__ */
#ifdef __SUBSURFACE__
/* bssrdf scatter to a different location on the same object, replacing
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