This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/intern/cycles/integrator/pass_accessor_cpu.cpp
Sergey Sharybin 6e268a749f Fix adaptive sampling artifacts on tile boundaries
Implement an overscan support for tiles, so that adaptive sampling can
rely on the pixels neighbourhood.

Differential Revision: https://developer.blender.org/D12599
2021-10-05 16:19:14 +02:00

191 lines
7.6 KiB
C++

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