[Bf-blender-cvs] [e4280e0e36] id_override_static: Cycles: Make GPU version of shadow_blocked() closer to CPU
Sergey Sharybin
noreply at git.blender.org
Thu Feb 9 14:52:26 CET 2017
Commit: e4280e0e36011b82d1fe44866536d6496b15ae9e
Author: Sergey Sharybin
Date: Wed Sep 21 12:39:14 2016 +0200
Branches: id_override_static
https://developer.blender.org/rBe4280e0e36011b82d1fe44866536d6496b15ae9e
Cycles: Make GPU version of shadow_blocked() closer to CPU
Now we break the traversal cycle and then perform volume attenuation
and check with zero throughput. Not sure it makes any measurable sense
at this moment, but in the future it might help de-duplicating some
extra logic here.
===================================================================
M intern/cycles/kernel/kernel_shadow.h
===================================================================
diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h
index cc037e1310..f24bca47cd 100644
--- a/intern/cycles/kernel/kernel_shadow.h
+++ b/intern/cycles/kernel/kernel_shadow.h
@@ -170,12 +170,11 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd,
#ifdef __VOLUME__
/* Attenuation for last line segment towards light. */
- if(ps.volume_stack[0].shader != SHADER_NONE)
+ if(ps.volume_stack[0].shader != SHADER_NONE) {
kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
+ }
#endif
-
*shadow = throughput;
-
return is_zero(throughput);
}
}
@@ -230,9 +229,13 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg,
Intersection isect_object;
Intersection *isect = &isect_object;
#endif
-
- bool blocked = scene_intersect(kg, *ray, PATH_RAY_SHADOW_OPAQUE, isect, NULL, 0.0f, 0.0f);
-
+ /* Early check for opaque shadows. */
+ bool blocked = scene_intersect(kg,
+ *ray,
+ PATH_RAY_SHADOW_OPAQUE,
+ isect,
+ NULL,
+ 0.0f, 0.0f);
#ifdef __TRANSPARENT_SHADOWS__
if(blocked && kernel_data.integrator.transparent_shadows) {
if(shader_transparent_shadow(kg, isect)) {
@@ -243,20 +246,16 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg,
PathState ps = *state;
# endif
for(;;) {
- if(bounce >= kernel_data.integrator.transparent_max_bounce)
+ if(bounce >= kernel_data.integrator.transparent_max_bounce) {
return true;
-
- if(!scene_intersect(kg, *ray, PATH_RAY_SHADOW_TRANSPARENT, isect, NULL, 0.0f, 0.0f))
+ if(!scene_intersect(kg,
+ *ray,
+ PATH_RAY_SHADOW_TRANSPARENT,
+ isect,
+ NULL,
+ 0.0f, 0.0f))
{
-# ifdef __VOLUME__
- /* Attenuation for last line segment towards light. */
- if(ps.volume_stack[0].shader != SHADER_NONE)
- kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
-# endif
-
- *shadow *= throughput;
-
- return false;
+ break;
}
if(!shader_transparent_shadow(kg, isect)) {
return true;
@@ -278,11 +277,19 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg,
}
bounce++;
}
+# ifdef __VOLUME__
+ /* Attenuation for last line segment towards light. */
+ if(ps.volume_stack[0].shader != SHADER_NONE) {
+ kernel_volume_shadow(kg, shadow_sd, &ps, ray, &throughput);
+ }
+# endif
+ *shadow *= throughput;
+ return is_zero(throughput);
}
}
# ifdef __VOLUME__
else if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
- /* apply attenuation from current volume shader */
+ /* Apply attenuation from current volume shader. */
kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
}
# endif
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