[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




More information about the Bf-blender-cvs mailing list