The issue was caused by splitting happening twice. Fixed by checking for split flag which is assigned to the both states during split. The tricky part was to write catcher data at the moment of split: the transparency and shadow catcher sample count is to be accumulated at that point. Now it is happening in the `intersect_closest` kernel. The downside is that render buffer is to be passed to the kernel, but the benefit is that extra split bounce check is not needed now. Had to move the passes write to shadow catcher header, since include of `film/passes.h` causes all the fun of requirement to have BSDF data structures available. Differential Revision: https://developer.blender.org/D13177
142 lines
6.2 KiB
C++
142 lines
6.2 KiB
C++
/*
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* Copyright 2011-2013 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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/* Templated common declaration part of all CPU kernels. */
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/* --------------------------------------------------------------------
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* Integrator.
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*/
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#define KERNEL_INTEGRATOR_FUNCTION(name) \
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void KERNEL_FUNCTION_FULL_NAME(integrator_##name)(const KernelGlobalsCPU *ccl_restrict kg, \
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IntegratorStateCPU *state)
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#define KERNEL_INTEGRATOR_SHADE_FUNCTION(name) \
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void KERNEL_FUNCTION_FULL_NAME(integrator_##name)(const KernelGlobalsCPU *ccl_restrict kg, \
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IntegratorStateCPU *state, \
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ccl_global float *render_buffer)
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#define KERNEL_INTEGRATOR_INIT_FUNCTION(name) \
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bool KERNEL_FUNCTION_FULL_NAME(integrator_##name)(const KernelGlobalsCPU *ccl_restrict kg, \
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IntegratorStateCPU *state, \
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KernelWorkTile *tile, \
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ccl_global float *render_buffer)
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KERNEL_INTEGRATOR_INIT_FUNCTION(init_from_camera);
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KERNEL_INTEGRATOR_INIT_FUNCTION(init_from_bake);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(intersect_closest);
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KERNEL_INTEGRATOR_FUNCTION(intersect_shadow);
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KERNEL_INTEGRATOR_FUNCTION(intersect_subsurface);
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KERNEL_INTEGRATOR_FUNCTION(intersect_volume_stack);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(shade_background);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(shade_light);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(shade_shadow);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(shade_surface);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(shade_volume);
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KERNEL_INTEGRATOR_SHADE_FUNCTION(megakernel);
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#undef KERNEL_INTEGRATOR_FUNCTION
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#undef KERNEL_INTEGRATOR_INIT_FUNCTION
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#undef KERNEL_INTEGRATOR_SHADE_FUNCTION
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#define KERNEL_FILM_CONVERT_FUNCTION(name) \
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void KERNEL_FUNCTION_FULL_NAME(film_convert_##name)(const KernelFilmConvert *kfilm_convert, \
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const float *buffer, \
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float *pixel, \
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const int width, \
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const int buffer_stride, \
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const int pixel_stride); \
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void KERNEL_FUNCTION_FULL_NAME(film_convert_half_rgba_##name)( \
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const KernelFilmConvert *kfilm_convert, \
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const float *buffer, \
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half4 *pixel, \
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const int width, \
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const int buffer_stride);
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KERNEL_FILM_CONVERT_FUNCTION(depth)
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KERNEL_FILM_CONVERT_FUNCTION(mist)
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KERNEL_FILM_CONVERT_FUNCTION(sample_count)
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KERNEL_FILM_CONVERT_FUNCTION(float)
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KERNEL_FILM_CONVERT_FUNCTION(light_path)
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KERNEL_FILM_CONVERT_FUNCTION(float3)
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KERNEL_FILM_CONVERT_FUNCTION(motion)
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KERNEL_FILM_CONVERT_FUNCTION(cryptomatte)
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KERNEL_FILM_CONVERT_FUNCTION(shadow_catcher)
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KERNEL_FILM_CONVERT_FUNCTION(shadow_catcher_matte_with_shadow)
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KERNEL_FILM_CONVERT_FUNCTION(combined)
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KERNEL_FILM_CONVERT_FUNCTION(float4)
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#undef KERNEL_FILM_CONVERT_FUNCTION
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/* --------------------------------------------------------------------
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* Shader evaluation.
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*/
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void KERNEL_FUNCTION_FULL_NAME(shader_eval_background)(const KernelGlobalsCPU *kg,
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const KernelShaderEvalInput *input,
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float *output,
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const int offset);
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void KERNEL_FUNCTION_FULL_NAME(shader_eval_displace)(const KernelGlobalsCPU *kg,
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const KernelShaderEvalInput *input,
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float *output,
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const int offset);
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void KERNEL_FUNCTION_FULL_NAME(shader_eval_curve_shadow_transparency)(
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const KernelGlobalsCPU *kg,
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const KernelShaderEvalInput *input,
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float *output,
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const int offset);
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/* --------------------------------------------------------------------
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* Adaptive sampling.
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*/
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bool KERNEL_FUNCTION_FULL_NAME(adaptive_sampling_convergence_check)(
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const KernelGlobalsCPU *kg,
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ccl_global float *render_buffer,
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int x,
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int y,
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float threshold,
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bool reset,
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int offset,
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int stride);
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void KERNEL_FUNCTION_FULL_NAME(adaptive_sampling_filter_x)(const KernelGlobalsCPU *kg,
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ccl_global float *render_buffer,
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int y,
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int start_x,
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int width,
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int offset,
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int stride);
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void KERNEL_FUNCTION_FULL_NAME(adaptive_sampling_filter_y)(const KernelGlobalsCPU *kg,
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ccl_global float *render_buffer,
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int x,
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int start_y,
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int height,
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int offset,
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int stride);
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/* --------------------------------------------------------------------
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* Cryptomatte.
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*/
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void KERNEL_FUNCTION_FULL_NAME(cryptomatte_postprocess)(const KernelGlobalsCPU *kg,
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ccl_global float *render_buffer,
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int pixel_index);
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#undef KERNEL_ARCH
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