Implement an overscan support for tiles, so that adaptive sampling can rely on the pixels neighbourhood. Differential Revision: https://developer.blender.org/D12599
191 lines
7.6 KiB
C++
191 lines
7.6 KiB
C++
/*
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* Copyright 2011-2021 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "integrator/pass_accessor_cpu.h"
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#include "render/buffers.h"
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#include "util/util_logging.h"
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#include "util/util_tbb.h"
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// clang-format off
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#include "kernel/device/cpu/compat.h"
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#include "kernel/device/cpu/globals.h"
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#include "kernel/kernel_types.h"
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#include "kernel/kernel_film.h"
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// clang-format on
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CCL_NAMESPACE_BEGIN
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/* --------------------------------------------------------------------
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* Kernel processing.
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*/
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template<typename Processor>
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inline void PassAccessorCPU::run_get_pass_kernel_processor(const RenderBuffers *render_buffers,
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const BufferParams &buffer_params,
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const Destination &destination,
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const Processor &processor) const
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{
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KernelFilmConvert kfilm_convert;
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init_kernel_film_convert(&kfilm_convert, buffer_params, destination);
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if (destination.pixels) {
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/* NOTE: No overlays are applied since they are not used for final renders.
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* Can be supported via some sort of specialization to avoid code duplication. */
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run_get_pass_kernel_processor_float(
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&kfilm_convert, render_buffers, buffer_params, destination, processor);
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}
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if (destination.pixels_half_rgba) {
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/* TODO(sergey): Consider adding specialization to avoid per-pixel overlay check. */
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if (destination.num_components == 1) {
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run_get_pass_kernel_processor_half_rgba(&kfilm_convert,
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render_buffers,
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buffer_params,
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destination,
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[&processor](const KernelFilmConvert *kfilm_convert,
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ccl_global const float *buffer,
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float *pixel_rgba) {
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float pixel;
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processor(kfilm_convert, buffer, &pixel);
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pixel_rgba[0] = pixel;
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pixel_rgba[1] = pixel;
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pixel_rgba[2] = pixel;
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pixel_rgba[3] = 1.0f;
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});
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}
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else if (destination.num_components == 3) {
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run_get_pass_kernel_processor_half_rgba(&kfilm_convert,
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render_buffers,
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buffer_params,
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destination,
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[&processor](const KernelFilmConvert *kfilm_convert,
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ccl_global const float *buffer,
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float *pixel_rgba) {
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processor(kfilm_convert, buffer, pixel_rgba);
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pixel_rgba[3] = 1.0f;
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});
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}
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else if (destination.num_components == 4) {
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run_get_pass_kernel_processor_half_rgba(
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&kfilm_convert, render_buffers, buffer_params, destination, processor);
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}
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}
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}
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template<typename Processor>
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inline void PassAccessorCPU::run_get_pass_kernel_processor_float(
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const KernelFilmConvert *kfilm_convert,
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const RenderBuffers *render_buffers,
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const BufferParams &buffer_params,
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const Destination &destination,
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const Processor &processor) const
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{
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DCHECK_EQ(destination.stride, 0) << "Custom stride for float destination is not implemented.";
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const int64_t pass_stride = buffer_params.pass_stride;
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const int64_t buffer_row_stride = buffer_params.stride * buffer_params.pass_stride;
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const float *window_data = render_buffers->buffer.data() + buffer_params.window_x * pass_stride +
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buffer_params.window_y * buffer_row_stride;
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const int pixel_stride = destination.pixel_stride ? destination.pixel_stride :
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destination.num_components;
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tbb::parallel_for(0, buffer_params.window_height, [&](int64_t y) {
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const float *buffer = window_data + y * buffer_row_stride;
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float *pixel = destination.pixels +
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(y * buffer_params.width + destination.offset) * pixel_stride;
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for (int64_t x = 0; x < buffer_params.window_width;
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++x, buffer += pass_stride, pixel += pixel_stride) {
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processor(kfilm_convert, buffer, pixel);
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}
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});
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}
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template<typename Processor>
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inline void PassAccessorCPU::run_get_pass_kernel_processor_half_rgba(
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const KernelFilmConvert *kfilm_convert,
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const RenderBuffers *render_buffers,
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const BufferParams &buffer_params,
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const Destination &destination,
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const Processor &processor) const
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{
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const int64_t pass_stride = buffer_params.pass_stride;
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const int64_t buffer_row_stride = buffer_params.stride * buffer_params.pass_stride;
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const float *window_data = render_buffers->buffer.data() + buffer_params.window_x * pass_stride +
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buffer_params.window_y * buffer_row_stride;
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half4 *dst_start = destination.pixels_half_rgba + destination.offset;
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const int destination_stride = destination.stride != 0 ? destination.stride :
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buffer_params.width;
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tbb::parallel_for(0, buffer_params.window_height, [&](int64_t y) {
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const float *buffer = window_data + y * buffer_row_stride;
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half4 *pixel = dst_start + y * destination_stride;
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for (int64_t x = 0; x < buffer_params.window_width; ++x, buffer += pass_stride, ++pixel) {
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float pixel_rgba[4];
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processor(kfilm_convert, buffer, pixel_rgba);
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film_apply_pass_pixel_overlays_rgba(kfilm_convert, buffer, pixel_rgba);
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float4_store_half(&pixel->x,
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make_float4(pixel_rgba[0], pixel_rgba[1], pixel_rgba[2], pixel_rgba[3]));
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}
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});
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}
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/* --------------------------------------------------------------------
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* Pass accessors.
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*/
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#define DEFINE_PASS_ACCESSOR(pass) \
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void PassAccessorCPU::get_pass_##pass(const RenderBuffers *render_buffers, \
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const BufferParams &buffer_params, \
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const Destination &destination) const \
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{ \
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run_get_pass_kernel_processor( \
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render_buffers, buffer_params, destination, film_get_pass_pixel_##pass); \
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}
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/* Float (scalar) passes. */
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DEFINE_PASS_ACCESSOR(depth)
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DEFINE_PASS_ACCESSOR(mist)
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DEFINE_PASS_ACCESSOR(sample_count)
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DEFINE_PASS_ACCESSOR(float)
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/* Float3 passes. */
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DEFINE_PASS_ACCESSOR(light_path)
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DEFINE_PASS_ACCESSOR(shadow_catcher)
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DEFINE_PASS_ACCESSOR(float3)
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/* Float4 passes. */
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DEFINE_PASS_ACCESSOR(motion)
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DEFINE_PASS_ACCESSOR(cryptomatte)
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DEFINE_PASS_ACCESSOR(shadow_catcher_matte_with_shadow)
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DEFINE_PASS_ACCESSOR(combined)
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DEFINE_PASS_ACCESSOR(float4)
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#undef DEFINE_PASS_ACCESSOR
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CCL_NAMESPACE_END
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