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https://github.com/blender/blender
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We are running out of bits. Split the original `ShaderDataFlag` into `ShaderRuntimeFlag`, which is determined by closures in the shader and set up during rendering, and `ShaderDataFlag`, which is the same for the whole shader graph and hence determined during shader compilation The size of `ShaderData` did not change due to padding Pull Request: https://projects.blender.org/blender/blender/pulls/161856
281 lines
10 KiB
C
281 lines
10 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "kernel/film/data_passes.h"
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#include "kernel/film/denoising_passes.h"
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#include "kernel/film/light_passes.h"
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#include "kernel/integrator/guiding.h"
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#include "kernel/integrator/intersect_closest.h"
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#include "kernel/integrator/state_flow.h"
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#include "kernel/integrator/surface_shader.h"
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#include "kernel/light/light.h"
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#include "kernel/light/sample.h"
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#include "kernel/geom/object.h"
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#include "kernel/geom/shader_data.h"
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#include "kernel/types.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void integrator_shade_background_cache_miss_set_resume_offset(IntegratorState state,
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const int resume_offset)
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{
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/* Abuse prim field that is not used by shade_background. */
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INTEGRATOR_STATE_WRITE(state, isect, prim) = resume_offset;
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}
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ccl_device int integrator_shade_background_cache_miss_get_resume_offset(IntegratorState state)
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{
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/* Abuse prim field that is not used by shade_background. */
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const int resume_offset = INTEGRATOR_STATE_WRITE(state, isect, prim);
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return (resume_offset == PRIM_NONE) ? 0 : resume_offset;
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}
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ccl_device Spectrum integrator_eval_background_shader(KernelGlobals kg,
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IntegratorState state,
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ccl_global float *ccl_restrict render_buffer,
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ccl_private ShaderEvalResult &result)
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{
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const int shader = kernel_data.background.surface_shader;
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const PathRayVisibility path_visibility = INTEGRATOR_STATE(state, path, visibility);
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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/* Use visibility flag to skip lights. */
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if (!is_light_shader_visible_to_path(shader, path_visibility, path_flag)) {
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result = SHADER_EVAL_EMPTY;
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return zero_spectrum();
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}
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/* Use fast constant background color if available. */
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Spectrum L = zero_spectrum();
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if (surface_shader_constant_emission(kg, shader, &L)) {
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result = SHADER_EVAL_OK;
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return L;
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}
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/* Evaluate background shader. */
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/* TODO: does aliasing like this break automatic SoA in CUDA?
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* Should we instead store closures separate from ShaderData? */
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ShaderDataTinyStorage emission_sd_storage;
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ccl_private ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
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/* Clamp indirect evaluations to the importance map. Camera rays are not affected
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* by the importance map and don't involve NEE, so don't need this. */
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float ray_dD = INTEGRATOR_STATE(state, ray, dD);
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if (!(path_visibility & PATH_RAY_VISIBILITY_CAMERA)) {
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ray_dD = background_light_clamp_dD(kg, ray_dD);
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}
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PROFILING_INIT_FOR_SHADER(kg, PROFILING_SHADE_LIGHT_SETUP);
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shader_setup_from_background(kg,
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emission_sd,
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INTEGRATOR_STATE(state, ray, P),
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INTEGRATOR_STATE(state, ray, D),
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ray_dD,
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INTEGRATOR_STATE(state, ray, time));
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PROFILING_SHADER(emission_sd->object, emission_sd->shader);
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PROFILING_EVENT(PROFILING_SHADE_LIGHT_EVAL);
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_BACKGROUND>(
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kg, state, emission_sd, render_buffer, path_visibility, path_flag | PATH_RAY_EMISSION);
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result = (emission_sd->runtime_flag & SR_CACHE_MISS) ? SHADER_EVAL_CACHE_MISS : SHADER_EVAL_OK;
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return surface_shader_background(emission_sd);
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}
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ccl_device_inline ShaderEvalResult integrate_background(
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KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
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{
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/* Accumulate transparency for transparent background. We can skip background
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* shader evaluation unless a background pass is used. */
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bool eval_background = true;
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float transparent = 0.0f;
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const PathRayVisibility path_visibility = INTEGRATOR_STATE(state, path, visibility);
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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const bool is_transparent_background_ray = kernel_data.background.transparent &&
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(path_flag & PATH_RAY_TRANSPARENT_BACKGROUND);
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if (is_transparent_background_ray) {
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transparent = average(INTEGRATOR_STATE(state, path, throughput));
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#ifdef __PASSES__
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eval_background = (kernel_data.film.light_pass_flag & PASSMASK(BACKGROUND));
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#else
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eval_background = false;
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#endif
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}
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#ifdef __MNEE__
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if (INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_CULL_LIGHT_CONNECTION) {
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if (kernel_data.background.use_mis) {
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for (int lamp = 0; lamp < kernel_data.integrator.num_lights; lamp++) {
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/* This path should have been resolved with mnee, it will
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* generate a firefly for small lights since it is improbable. */
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const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
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if (klight->type == LIGHT_BACKGROUND && klight->use_caustics) {
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eval_background = false;
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break;
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}
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}
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}
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}
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#endif /* __MNEE__ */
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/* Evaluate background shader. */
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Spectrum L = zero_spectrum();
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if (eval_background) {
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ShaderEvalResult result = SHADER_EVAL_EMPTY;
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L = integrator_eval_background_shader(kg, state, render_buffer, result);
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if (result == SHADER_EVAL_CACHE_MISS) {
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integrator_shade_background_cache_miss_set_resume_offset(state,
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kernel_data.integrator.num_lights);
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return SHADER_EVAL_CACHE_MISS;
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}
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/* When using the ao bounces approximation, adjust background
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* shader intensity with ao factor. */
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if (path_state_ao_bounce(kg, state)) {
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L *= kernel_data.integrator.ao_bounces_factor;
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}
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/* Background MIS weights. */
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const float mis_weight = light_sample_mis_weight_forward_background(
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kg, state, path_visibility, path_flag);
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guiding_record_background(kg, state, L, mis_weight);
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L *= mis_weight;
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}
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/* Write to render buffer. */
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film_write_background(kg, state, L, transparent, is_transparent_background_ray, render_buffer);
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film_write_data_passes_background(kg, state, render_buffer);
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#ifdef __DENOISING_FEATURES__
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film_write_denoising_features_background(kg, state, render_buffer);
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#endif
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return SHADER_EVAL_OK;
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}
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ccl_device_inline ShaderEvalResult integrate_sun_lights(
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KernelGlobals kg, IntegratorState state, ccl_global float *ccl_restrict render_buffer)
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{
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const float3 ray_D = INTEGRATOR_STATE(state, ray, D);
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const float ray_time = INTEGRATOR_STATE(state, ray, time);
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const int lamp_offset = integrator_shade_background_cache_miss_get_resume_offset(state);
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for (int lamp = lamp_offset; lamp < kernel_data.integrator.num_lights; lamp++) {
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const ccl_global KernelLight *klight = &kernel_data_fetch(lights, lamp);
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if (klight->type != LIGHT_SUN || !(klight->shader_id & SHADER_USE_MIS)) {
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continue;
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}
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LightEval light_eval = sun_light_eval_from_intersection(klight, ray_D);
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if (light_eval.eval_fac == 0.0f) {
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continue;
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}
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/* Use visibility flag to skip lights. */
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#ifdef __PASSES__
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const PathRayVisibility path_visibility = INTEGRATOR_STATE(state, path, visibility);
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const uint32_t path_flag = INTEGRATOR_STATE(state, path, flag);
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if (!is_light_shader_visible_to_path(klight->shader_id, path_visibility, path_flag)) {
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continue;
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}
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#endif
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#ifdef __LIGHT_LINKING__
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if (!(path_visibility & PATH_RAY_VISIBILITY_CAMERA) &&
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!light_link_object_match(kg, light_link_receiver_forward(kg, state), klight->object_id))
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{
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continue;
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}
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#endif
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#ifdef __SHADOW_LINKING__
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if (kernel_data_fetch(objects, klight->object_id).shadow_set_membership != LIGHT_LINK_MASK_ALL)
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{
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continue;
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}
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#endif
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#ifdef __MNEE__
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if (INTEGRATOR_STATE(state, path, mnee) & PATH_MNEE_CULL_LIGHT_CONNECTION) {
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/* This path should have been resolved with mnee, it will
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* generate a firefly for small lights since it is improbable. */
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if (klight->use_caustics) {
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continue;
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}
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}
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#endif /* __MNEE__ */
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/* Evaluate light shader. */
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Spectrum shader_eval;
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const ShaderEvalResult eval_result = light_sample_shader_eval_forward(
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kg, state, lamp, zero_float3(), ray_D, FLT_MAX, ray_time, shader_eval);
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if (eval_result == SHADER_EVAL_CACHE_MISS) {
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integrator_shade_background_cache_miss_set_resume_offset(state, lamp);
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return SHADER_EVAL_CACHE_MISS;
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}
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const float3 eval = shader_eval * light_eval.eval_fac;
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if (is_zero(eval)) {
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continue;
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}
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/* MIS weighting. */
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const float mis_weight = light_sample_mis_weight_forward_distant(
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kg, state, path_visibility, path_flag, klight->object_id, light_eval.pdf);
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/* Write to render buffer. */
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guiding_record_background(kg, state, eval, mis_weight);
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film_write_surface_emission(
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kg, state, eval, mis_weight, render_buffer, object_lightgroup(kg, klight->object_id));
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}
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return SHADER_EVAL_OK;
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}
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ccl_device void integrator_shade_background(KernelGlobals kg,
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IntegratorState state,
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ccl_global float *ccl_restrict render_buffer)
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{
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PROFILING_INIT(kg, PROFILING_SHADE_LIGHT_SETUP);
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/* TODO: unify these in a single loop to only have a single shader evaluation call. */
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ShaderEvalResult result = integrate_sun_lights(kg, state, render_buffer);
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if (result == SHADER_EVAL_CACHE_MISS) {
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integrator_path_cache_miss(state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
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return;
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}
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result = integrate_background(kg, state, render_buffer);
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if (result == SHADER_EVAL_CACHE_MISS) {
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integrator_path_cache_miss(state, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
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return;
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}
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#ifdef __SHADOW_CATCHER__
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if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SHADOW_CATCHER_BACKGROUND) {
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/* Special case for shadow catcher where we want to fill the background pass
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* behind the shadow catcher but also continue tracing the path. */
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INTEGRATOR_STATE_WRITE(state, path, flag) &= ~PATH_RAY_SHADOW_CATCHER_BACKGROUND;
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integrator_intersect_next_kernel_after_shadow_catcher_background<
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DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND>(kg, state);
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return;
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}
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#endif
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integrator_path_terminate(kg, state, render_buffer, DEVICE_KERNEL_INTEGRATOR_SHADE_BACKGROUND);
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}
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CCL_NAMESPACE_END
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