blender/intern/cycles/kernel/integrator/shade_shadow.h
Christophe Hery b9070964de Fix #163011: Cycles blocky shadow artifacts with Metal
Revert some changes from 7414467a07, which
are causing artifacts on Apple M5 and Metal. The cause is unclear, may
be a compiler bug.

Pull Request: https://projects.blender.org/blender/blender/pulls/163033
2026-08-26 21:03:54 +02:00

298 lines
11 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/integrator/guiding.h"
#include "kernel/integrator/shade_volume.h"
#include "kernel/integrator/surface_shader.h"
#include "kernel/integrator/volume_stack.h"
#include "kernel/geom/shader_data.h"
CCL_NAMESPACE_BEGIN
enum TransparentShadowEvalResult {
TRANSPARENT_SHADOW_EVAL_CONTINUE = 0,
TRANSPARENT_SHADOW_EVAL_OPAQUE = 1,
TRANSPARENT_SHADOW_EVAL_CACHE_MISS = 2,
};
#ifdef __KERNEL_GPU__
/* Assume we can pack num hits into 12 bits, so that we can also store resume hits
* and skip volume in the 16 bit num_hits. */
# define SHADOW_HIT_COUNT_BITS_GPU 12
# define SHADOW_HIT_COUNT_MASK_GPU ((1 << SHADOW_HIT_COUNT_BITS_GPU) - 1)
# define SHADOW_RESUME_BITS_GPU 3
# define SHADOW_RESUME_MASK_GPU ((1 << SHADOW_RESUME_BITS_GPU) - 1)
/* +1 is for the extra loop iteration for the final volume segment. */
static_assert(INTEGRATOR_SHADOW_ISECT_SIZE_GPU + 1 < (1 << SHADOW_RESUME_BITS_GPU),
"INTEGRATOR_SHADOW_ISECT_SIZE_GPU too large for resume_hit bits");
#endif
ccl_device_inline uint shadow_num_hits_get(const uint packed_num_hits)
{
#ifdef __KERNEL_GPU__
return packed_num_hits & SHADOW_HIT_COUNT_MASK_GPU;
#else
return packed_num_hits;
#endif
}
ccl_device_inline uint shadow_resume_hit_get(const uint packed_num_hits)
{
#ifdef __KERNEL_GPU__
return (packed_num_hits >> SHADOW_HIT_COUNT_BITS_GPU) & SHADOW_RESUME_MASK_GPU;
#else
(void)packed_num_hits;
return 0;
#endif
}
ccl_device_inline bool shadow_surface_cache_miss_get(const uint packed_num_hits)
{
#ifdef __KERNEL_GPU__
return (packed_num_hits >> (SHADOW_HIT_COUNT_BITS_GPU + SHADOW_RESUME_BITS_GPU)) & 1;
#else
(void)packed_num_hits;
return false;
#endif
}
ccl_device_inline uint shadow_num_hits_pack(const uint num_hits,
const uint resume_hit,
const bool surface_hit)
{
#ifdef __KERNEL_GPU__
return (num_hits & SHADOW_HIT_COUNT_MASK_GPU) |
((resume_hit & SHADOW_RESUME_MASK_GPU) << SHADOW_HIT_COUNT_BITS_GPU) |
((surface_hit ? 1u : 0u) << (SHADOW_HIT_COUNT_BITS_GPU + SHADOW_RESUME_BITS_GPU));
#else
/* Cache miss resume not supported on CPU. */
kernel_assert(resume_hit == 0 && !surface_hit);
(void)resume_hit;
(void)surface_hit;
return num_hits;
#endif
}
ccl_device_inline bool shadow_intersections_has_remaining(const uint packed_num_hits)
{
return shadow_num_hits_get(packed_num_hits) >= INTEGRATOR_SHADOW_ISECT_SIZE;
}
#ifdef __TRANSPARENT_SHADOWS__
ccl_device_inline TransparentShadowEvalResult integrate_transparent_surface_shadow(
KernelGlobals kg, IntegratorShadowState state, const int num_hits, const int hit)
{
PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SURFACE);
/* TODO: does aliasing like this break automatic SoA in CUDA?
* Should we instead store closures separate from ShaderData?
*
* TODO: is it better to declare this outside the loop or keep it local
* so the compiler can see there is no dependency between iterations? */
ShaderDataTinyStorage shadow_sd_storage;
ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
/* Setup shader data at surface. */
Intersection isect ccl_optional_struct_init;
integrator_state_read_shadow_isect(state, &isect, hit);
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(state, &ray);
shader_setup_from_ray(kg, shadow_sd, &ray, &isect);
/* Evaluate shader. */
if (!(shadow_sd->shader_flag & SD_HAS_ONLY_VOLUME)) {
surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW>(
kg, state, shadow_sd, nullptr, PATH_RAY_VISIBILITY_SHADOW, PATH_RAY_FLAG_NONE);
if (shadow_sd->runtime_flag & SR_CACHE_MISS) {
/* Store resume state at current hit. */
INTEGRATOR_STATE_WRITE(state, shadow_path, packed_num_hits) = shadow_num_hits_pack(
num_hits, hit, true);
return TRANSPARENT_SHADOW_EVAL_CACHE_MISS;
}
}
else {
INTEGRATOR_STATE_WRITE(state, shadow_path, volume_bounds_bounce) += 1;
if (INTEGRATOR_STATE(state, shadow_path, volume_bounds_bounce) > VOLUME_BOUNDS_MAX) {
return TRANSPARENT_SHADOW_EVAL_OPAQUE;
}
}
# ifdef __VOLUME__
/* Exit/enter volume. */
volume_stack_enter_exit<true>(kg, state, shadow_sd);
# endif
/* Disable transparent shadows for ray portals */
if (shadow_sd->runtime_flag & SR_RAY_PORTAL) {
return TRANSPARENT_SHADOW_EVAL_OPAQUE;
}
/* Compute transparency from closures. */
const Spectrum transparency = surface_shader_transparency(shadow_sd);
const Spectrum throughput = INTEGRATOR_STATE(state, shadow_path, throughput) * transparency;
if (is_zero(throughput)) {
return TRANSPARENT_SHADOW_EVAL_OPAQUE;
}
INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
INTEGRATOR_STATE_WRITE(state, shadow_path, transparent_bounce) += 1;
INTEGRATOR_STATE_WRITE(state, shadow_path, rng_offset) += PRNG_BOUNCE_NUM;
return TRANSPARENT_SHADOW_EVAL_CONTINUE;
}
# ifdef __VOLUME__
ccl_device_inline TransparentShadowEvalResult
integrate_transparent_volume_shadow(KernelGlobals kg,
IntegratorShadowState state,
const int num_hits,
const int hit,
const int num_recorded_hits,
ccl_private Spectrum *ccl_restrict throughput)
{
PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_VOLUME);
/* TODO: deduplicate with surface, or does it not matter for memory usage? */
ShaderDataTinyStorage shadow_sd_storage;
ccl_private ShaderData *shadow_sd = AS_SHADER_DATA(&shadow_sd_storage);
/* Setup shader data. */
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(state, &ray);
ray.self.object = OBJECT_NONE;
ray.self.prim = PRIM_NONE;
ray.self.light_object = OBJECT_NONE;
ray.self.light_prim = PRIM_NONE;
/* Modify ray position and length to match current segment. */
ray.tmin = (hit == 0) ? ray.tmin : INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit - 1, t);
ray.tmax = (hit < num_recorded_hits) ? INTEGRATOR_STATE_ARRAY(state, shadow_isect, hit, t) :
ray.tmax;
/* `object` is only needed for light tree with light linking, it is irrelevant for shadow. */
shader_setup_from_volume(shadow_sd, &ray, OBJECT_NONE);
if (kernel_data.integrator.volume_ray_marching) {
const float step_size = volume_stack_step_size<true>(kg, state);
volume_shadow_ray_marching(kg, state, &ray, shadow_sd, throughput, step_size);
}
else {
volume_shadow_null_scattering(kg, state, &ray, shadow_sd, throughput);
}
if (is_zero(*throughput)) {
return TRANSPARENT_SHADOW_EVAL_OPAQUE;
}
if (shadow_sd->runtime_flag & SR_CACHE_MISS) {
/* Store resume state at current hit. */
INTEGRATOR_STATE_WRITE(state, shadow_path, packed_num_hits) = shadow_num_hits_pack(
num_hits, hit, false);
return TRANSPARENT_SHADOW_EVAL_CACHE_MISS;
}
return TRANSPARENT_SHADOW_EVAL_CONTINUE;
}
# endif
ccl_device_inline TransparentShadowEvalResult integrate_transparent_shadow(
KernelGlobals kg, IntegratorShadowState state, const uint packed_num_hits)
{
/* Accumulate shadow for transparent surfaces. */
const uint num_hits = shadow_num_hits_get(packed_num_hits);
const uint num_recorded_hits = min(num_hits, (uint)INTEGRATOR_SHADOW_ISECT_SIZE);
/* Resume state from previous cache miss. */
const uint resume_hit = shadow_resume_hit_get(packed_num_hits);
const bool cache_miss_surface = shadow_surface_cache_miss_get(packed_num_hits);
/* Plus one to account for world volume, which has no boundary to hit but casts shadows. */
for (uint hit = resume_hit; hit < num_recorded_hits + 1; hit++) {
/* Skip volume if resuming after volume completed but surface had cache miss. */
const bool skip_volume = (hit == resume_hit) && cache_miss_surface;
/* Volume shaders. */
if (!skip_volume &&
(hit < num_recorded_hits || !shadow_intersections_has_remaining(packed_num_hits)))
{
# ifdef __VOLUME__
if (!integrator_state_shadow_volume_stack_is_empty(kg, state)) {
Spectrum throughput = INTEGRATOR_STATE(state, shadow_path, throughput);
const TransparentShadowEvalResult result = integrate_transparent_volume_shadow(
kg, state, num_hits, hit, num_recorded_hits, &throughput);
if (result != TRANSPARENT_SHADOW_EVAL_CONTINUE) {
return result;
}
INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) = throughput;
}
# endif
}
/* Surface shaders. */
if (hit < num_recorded_hits) {
const TransparentShadowEvalResult result = integrate_transparent_surface_shadow(
kg, state, num_hits, hit);
if (result != TRANSPARENT_SHADOW_EVAL_CONTINUE) {
return result;
}
}
/* Note we do not need to check max_transparent_bounce here, the number
* of intersections is already limited and made opaque in the
* INTERSECT_SHADOW kernel. */
}
if (shadow_intersections_has_remaining(packed_num_hits)) {
/* There are more hits that we could not recorded due to memory usage,
* adjust ray to intersect again from the last hit. */
const float last_hit_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, num_recorded_hits - 1, t);
INTEGRATOR_STATE_WRITE(state, shadow_ray, tmin) = intersection_t_offset(last_hit_t);
}
return TRANSPARENT_SHADOW_EVAL_CONTINUE;
}
#endif /* __TRANSPARENT_SHADOWS__ */
ccl_device void integrator_shade_shadow(KernelGlobals kg,
IntegratorShadowState state,
ccl_global float *ccl_restrict render_buffer)
{
PROFILING_INIT(kg, PROFILING_SHADE_SHADOW_SETUP);
const uint packed_num_hits = INTEGRATOR_STATE(state, shadow_path, packed_num_hits);
#ifdef __TRANSPARENT_SHADOWS__
/* Evaluate transparent shadows. */
const TransparentShadowEvalResult result = integrate_transparent_shadow(
kg, state, packed_num_hits);
if (result == TRANSPARENT_SHADOW_EVAL_CACHE_MISS) {
integrator_shadow_path_cache_miss(state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
return;
}
if (result == TRANSPARENT_SHADOW_EVAL_OPAQUE) {
integrator_shadow_path_terminate(state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
return;
}
kernel_assert(result == TRANSPARENT_SHADOW_EVAL_CONTINUE);
#endif
if (shadow_intersections_has_remaining(packed_num_hits)) {
/* More intersections to find, continue shadow ray. */
integrator_shadow_path_next(
state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
return;
}
guiding_record_direct_light(kg, state);
film_write_direct_light(kg, state, render_buffer);
integrator_shadow_path_terminate(state, DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
}
CCL_NAMESPACE_END