This was tested in some places to check if code was being compiled for the CPU, however this is only defined in the kernel. Checking __KERNEL_GPU__ always works.
183 lines
6.7 KiB
C++
183 lines
6.7 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Visibility for the shadow ray. */
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ccl_device_forceinline uint integrate_intersect_shadow_visibility(KernelGlobals kg,
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ConstIntegratorShadowState state)
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{
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uint visibility = PATH_RAY_SHADOW;
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#ifdef __SHADOW_CATCHER__
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const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag);
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visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility);
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#endif
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return visibility;
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}
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ccl_device bool integrate_intersect_shadow_opaque(KernelGlobals kg,
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IntegratorShadowState state,
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ccl_private const Ray *ray,
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const uint visibility)
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{
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/* Mask which will pick only opaque visibility bits from the `visibility`.
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* Calculate the mask at compile time: the visibility will either be a high bits for the shadow
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* catcher objects, or lower bits for the regular objects (there is no need to check the path
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* state here again). */
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constexpr const uint opaque_mask = SHADOW_CATCHER_VISIBILITY_SHIFT(PATH_RAY_SHADOW_OPAQUE) |
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PATH_RAY_SHADOW_OPAQUE;
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Intersection isect;
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const bool opaque_hit = scene_intersect(kg, ray, visibility & opaque_mask, &isect);
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if (!opaque_hit) {
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INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = 0;
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}
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return opaque_hit;
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}
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ccl_device_forceinline int integrate_shadow_max_transparent_hits(KernelGlobals kg,
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ConstIntegratorShadowState state)
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{
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const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
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const int transparent_bounce = INTEGRATOR_STATE(state, shadow_path, transparent_bounce);
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return max(transparent_max_bounce - transparent_bounce - 1, 0);
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}
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#ifdef __TRANSPARENT_SHADOWS__
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# ifndef __KERNEL_GPU__
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ccl_device int shadow_intersections_compare(const void *a, const void *b)
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{
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const Intersection *isect_a = (const Intersection *)a;
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const Intersection *isect_b = (const Intersection *)b;
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if (isect_a->t < isect_b->t)
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return -1;
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else if (isect_a->t > isect_b->t)
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return 1;
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else
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return 0;
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}
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# endif
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ccl_device_inline void sort_shadow_intersections(IntegratorShadowState state, uint num_hits)
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{
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kernel_assert(num_hits > 0);
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# ifdef __KERNEL_GPU__
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/* Use bubble sort which has more friendly memory pattern on GPU. */
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bool swapped;
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do {
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swapped = false;
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for (int j = 0; j < num_hits - 1; ++j) {
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if (INTEGRATOR_STATE_ARRAY(state, shadow_isect, j, t) >
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INTEGRATOR_STATE_ARRAY(state, shadow_isect, j + 1, t)) {
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struct Intersection tmp_j ccl_optional_struct_init;
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struct Intersection tmp_j_1 ccl_optional_struct_init;
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integrator_state_read_shadow_isect(state, &tmp_j, j);
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integrator_state_read_shadow_isect(state, &tmp_j_1, j + 1);
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integrator_state_write_shadow_isect(state, &tmp_j_1, j);
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integrator_state_write_shadow_isect(state, &tmp_j, j + 1);
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swapped = true;
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}
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}
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--num_hits;
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} while (swapped);
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# else
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Intersection *isect_array = (Intersection *)state->shadow_isect;
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qsort(isect_array, num_hits, sizeof(Intersection), shadow_intersections_compare);
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# endif
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}
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ccl_device bool integrate_intersect_shadow_transparent(KernelGlobals kg,
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IntegratorShadowState state,
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ccl_private const Ray *ray,
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const uint visibility)
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{
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/* Limit the number hits to the max transparent bounces allowed and the size that we
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* have available in the integrator state. */
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const uint max_hits = integrate_shadow_max_transparent_hits(kg, state);
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uint num_hits = 0;
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float throughput = 1.0f;
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bool opaque_hit = scene_intersect_shadow_all(
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kg, state, ray, visibility, max_hits, &num_hits, &throughput);
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/* Computed throughput from baked shadow transparency, where we can bypass recording
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* intersections and shader evaluation. */
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if (throughput != 1.0f) {
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INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) *= throughput;
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}
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/* If number of hits exceed the transparent bounces limit, make opaque. */
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if (num_hits > max_hits) {
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opaque_hit = true;
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}
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if (!opaque_hit) {
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const uint num_recorded_hits = min(num_hits, min(max_hits, INTEGRATOR_SHADOW_ISECT_SIZE));
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if (num_recorded_hits > 0) {
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sort_shadow_intersections(state, num_recorded_hits);
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}
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INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = num_hits;
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}
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else {
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INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = 0;
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}
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return opaque_hit;
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}
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#endif
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ccl_device void integrator_intersect_shadow(KernelGlobals kg, IntegratorShadowState state)
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{
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PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW);
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/* Read ray from integrator state into local memory. */
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Ray ray ccl_optional_struct_init;
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integrator_state_read_shadow_ray(kg, state, &ray);
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ray.self.object = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 0, object);
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ray.self.prim = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 0, prim);
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ray.self.light_object = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 1, object);
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ray.self.light_prim = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 1, prim);
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/* Compute visibility. */
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const uint visibility = integrate_intersect_shadow_visibility(kg, state);
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#ifdef __TRANSPARENT_SHADOWS__
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/* TODO: compile different kernels depending on this? Especially for OptiX
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* conditional trace calls are bad. */
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const bool opaque_hit = (kernel_data.integrator.transparent_shadows) ?
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integrate_intersect_shadow_transparent(kg, state, &ray, visibility) :
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integrate_intersect_shadow_opaque(kg, state, &ray, visibility);
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#else
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const bool opaque_hit = integrate_intersect_shadow_opaque(kg, state, &ray, visibility);
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#endif
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if (opaque_hit) {
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/* Hit an opaque surface, shadow path ends here. */
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integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
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return;
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}
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else {
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/* Hit nothing or transparent surfaces, continue to shadow kernel
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* for shading and render buffer output.
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*
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* TODO: could also write to render buffer directly if no transparent shadows?
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* Could save a kernel execution for the common case. */
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integrator_shadow_path_next(kg,
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state,
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DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
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DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
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return;
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}
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}
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CCL_NAMESPACE_END
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