Fix T93851: Cycles wrong glossy indirect pass with volumes
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@ -193,17 +193,24 @@ ccl_device_forceinline void integrate_surface_direct_light(KernelGlobals kg,
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const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
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uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
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shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
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shadow_flag |= (shadow_flag & PATH_RAY_ANY_PASS) ? 0 : PATH_RAY_SURFACE_PASS;
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const float3 throughput = INTEGRATOR_STATE(state, path, throughput) * bsdf_eval_sum(&bsdf_eval);
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if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
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const packed_float3 pass_diffuse_weight =
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(bounce == 0) ? packed_float3(bsdf_eval_pass_diffuse_weight(&bsdf_eval)) :
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INTEGRATOR_STATE(state, path, pass_diffuse_weight);
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const packed_float3 pass_glossy_weight = (bounce == 0) ?
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packed_float3(
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bsdf_eval_pass_glossy_weight(&bsdf_eval)) :
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INTEGRATOR_STATE(state, path, pass_glossy_weight);
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packed_float3 pass_diffuse_weight;
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packed_float3 pass_glossy_weight;
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if (shadow_flag & PATH_RAY_ANY_PASS) {
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/* Indirect bounce, use weights from earlier surface or volume bounce. */
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pass_diffuse_weight = INTEGRATOR_STATE(state, path, pass_diffuse_weight);
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pass_glossy_weight = INTEGRATOR_STATE(state, path, pass_glossy_weight);
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}
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else {
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/* Direct light, use BSDFs at this bounce. */
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shadow_flag |= PATH_RAY_SURFACE_PASS;
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pass_diffuse_weight = packed_float3(bsdf_eval_pass_diffuse_weight(&bsdf_eval));
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pass_glossy_weight = packed_float3(bsdf_eval_pass_glossy_weight(&bsdf_eval));
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}
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = pass_glossy_weight;
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}
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@ -801,16 +801,26 @@ ccl_device_forceinline void integrate_volume_direct_light(
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const uint16_t transparent_bounce = INTEGRATOR_STATE(state, path, transparent_bounce);
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uint32_t shadow_flag = INTEGRATOR_STATE(state, path, flag);
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shadow_flag |= (is_light) ? PATH_RAY_SHADOW_FOR_LIGHT : 0;
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shadow_flag |= (shadow_flag & PATH_RAY_ANY_PASS) ? 0 : PATH_RAY_VOLUME_PASS;
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const float3 throughput_phase = throughput * bsdf_eval_sum(&phase_eval);
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if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
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const packed_float3 pass_diffuse_weight = (bounce == 0) ?
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packed_float3(one_float3()) :
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INTEGRATOR_STATE(
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state, path, pass_diffuse_weight);
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packed_float3 pass_diffuse_weight;
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packed_float3 pass_glossy_weight;
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if (shadow_flag & PATH_RAY_ANY_PASS) {
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/* Indirect bounce, use weights from earlier surface or volume bounce. */
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pass_diffuse_weight = INTEGRATOR_STATE(state, path, pass_diffuse_weight);
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pass_glossy_weight = INTEGRATOR_STATE(state, path, pass_glossy_weight);
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}
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else {
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/* Direct light, no diffuse/glossy distinction needed for volumes. */
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shadow_flag |= PATH_RAY_VOLUME_PASS;
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pass_diffuse_weight = packed_float3(one_float3());
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pass_glossy_weight = packed_float3(zero_float3());
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}
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_diffuse_weight) = pass_diffuse_weight;
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = zero_float3();
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, pass_glossy_weight) = pass_glossy_weight;
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}
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INTEGRATOR_STATE_WRITE(shadow_state, shadow_path, render_pixel_index) = INTEGRATOR_STATE(
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