blender/intern/cycles/kernel/integrator/shade_background.h
Weizhen Huang cc93b7f5a4 Refactor: Cycles: Separate shader flags and runtime flags
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
2026-07-27 19:31:18 +02:00

281 lines
10 KiB
C

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