Add Chromium-only Blender WebEngine parity work
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236
blender-5.2.0/intern/cycles/kernel/bake/bake.h
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236
blender-5.2.0/intern/cycles/kernel/bake/bake.h
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/* 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/globals.h"
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#include "kernel/camera/projection.h"
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#include "kernel/integrator/displacement_shader.h"
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#include "kernel/integrator/state.h"
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#include "kernel/integrator/surface_shader.h"
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#include "kernel/integrator/volume_shader.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/util/colorspace.h"
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CCL_NAMESPACE_BEGIN
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ccl_device void kernel_displace_evaluate(KernelGlobals kg,
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const ccl_global KernelShaderEvalInput *input,
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ccl_global float *output,
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ccl_global uint *cache_miss,
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const int offset)
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{
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/* Setup shader data. */
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const KernelShaderEvalInput in = input[offset];
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ShaderData sd;
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shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
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/* Evaluate displacement shader. */
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ConstIntegratorBakeState state;
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const float3 P = sd.P;
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displacement_shader_eval(kg, state, &sd);
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float3 D = sd.P - P;
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if (sd.flag & SD_CACHE_MISS) {
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*cache_miss = true;
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}
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object_inverse_dir_transform(kg, &sd, &D);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(D)) {
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kernel_assert(!"Cycles displacement with non-finite value detected");
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}
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#endif
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/* Ensure finite displacement, preventing BVH from becoming degenerate and avoiding possible
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* traversal issues caused by non-finite math. */
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D = ensure_finite(D);
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/* Write output. */
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output[offset * 3 + 0] = D.x;
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output[offset * 3 + 1] = D.y;
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output[offset * 3 + 2] = D.z;
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}
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ccl_device void kernel_background_evaluate(KernelGlobals kg,
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const ccl_global KernelShaderEvalInput *input,
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ccl_global float *output,
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ccl_global uint *cache_miss,
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const int offset)
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{
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/* Setup ray */
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const KernelShaderEvalInput in = input[offset];
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const float3 ray_P = zero_float3();
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const float3 ray_D = equirectangular_to_direction(in.u, in.v);
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const float ray_time = 0.5f;
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/* Compute ray differential from resolution passed via object and prim fields. */
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const float du = 1.0f / in.object;
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const float dv = 1.0f / in.prim;
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const float3 ray_D_du = equirectangular_to_direction(in.u + du, in.v);
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const float3 ray_D_dv = equirectangular_to_direction(in.u, in.v + dv);
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const float ray_dD = 0.5f * (len(ray_D_du - ray_D) + len(ray_D_dv - ray_D));
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/* Setup shader data. */
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ShaderData sd;
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shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_dD, ray_time);
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/* Evaluate shader.
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* This is being evaluated for all BSDFs, so path flag does not contain a specific type.
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* However, we want to flag the ray visibility to ignore the sun in the background map. */
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ConstIntegratorBakeState state;
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const uint32_t path_flag = PATH_RAY_EMISSION | PATH_RAY_IMPORTANCE_BAKE;
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, state, &sd, nullptr, PATH_RAY_VISIBILITY_NONE, path_flag);
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if (sd.flag & SD_CACHE_MISS) {
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*cache_miss = true;
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}
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Spectrum color = surface_shader_background(&sd);
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#ifdef __KERNEL_DEBUG_NAN__
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if (!isfinite_safe(color)) {
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kernel_assert(!"Cycles background with non-finite value detected");
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}
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#endif
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/* Ensure finite color, avoiding possible numerical instabilities in the path tracing kernels. */
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color = ensure_finite(color);
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const float3 color_rgb = spectrum_to_rgb(color);
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/* Write output. */
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output[offset * 3 + 0] = color_rgb.x;
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output[offset * 3 + 1] = color_rgb.y;
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output[offset * 3 + 2] = color_rgb.z;
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}
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ccl_device void kernel_curve_shadow_transparency_evaluate(
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KernelGlobals kg,
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const ccl_global KernelShaderEvalInput *input,
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ccl_global float *output,
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ccl_global uint *cache_miss,
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const int offset)
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{
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#ifdef __HAIR__
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/* Setup shader data. */
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const KernelShaderEvalInput in = input[offset];
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ShaderData sd;
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shader_setup_from_curve(kg, &sd, in.object, in.prim, __float_as_int(in.v), in.u);
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/* Evaluate transparency. */
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ConstIntegratorBakeState state;
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surface_shader_eval<KERNEL_FEATURE_NODE_MASK_SURFACE_SHADOW &
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~(KERNEL_FEATURE_NODE_RAYTRACE | KERNEL_FEATURE_NODE_LIGHT_PATH)>(
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kg, state, &sd, nullptr, PATH_RAY_VISIBILITY_SHADOW, PATH_RAY_FLAG_NONE);
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if (sd.flag & SD_CACHE_MISS) {
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*cache_miss = true;
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}
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/* Write output. */
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output[offset] = clamp(average(surface_shader_transparency(&sd)), 0.0f, 1.0f);
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#endif
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}
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ccl_device void kernel_volume_density_evaluate(KernelGlobals kg,
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ccl_global const KernelShaderEvalInput *input,
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ccl_global float *output,
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ccl_global uint *cache_miss,
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const int offset)
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{
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#ifdef __VOLUME__
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if (input[offset * 2 + 1].object == SHADER_NONE) {
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return;
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}
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KernelShaderEvalInput in = input[offset * 2];
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/* Setup ray. */
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Ray ray;
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ray.P = make_float3(__int_as_float(in.prim), in.u, in.v);
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ray.D = zero_float3();
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ray.tmin = 0.0f;
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/* Motion blur is ignored when computing the extrema of the density, but we also don't expect the
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* value to change a lot in one frame. */
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ray.time = 0.5f;
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/* Setup shader data. */
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ShaderData sd;
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shader_setup_from_volume(&sd, &ray, in.object);
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sd.flag = SD_IS_VOLUME_SHADER_EVAL;
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/* For stochastic texture sampling. */
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sd.lcg_state = lcg_state_init(offset, 0, 0, 0x15b4f88d);
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/* Evaluate extinction and emission without allocating closures. */
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sd.num_closure_left = 0;
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/* Evaluate density for camera ray because it usually makes the most visual impact. For shaders
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* that depends on ray types, the extrema are estimated on the fly. */
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/* TODO(weizhen): Volume invisible to camera ray might appear noisy. We can at least build a
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* separate octree for shadow ray. */
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const PathRayVisibility path_visibility = PATH_RAY_VISIBILITY_CAMERA;
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const uint32_t path_flag = PATH_RAY_FLAG_NONE;
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/* Setup volume stack entry. */
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in = input[offset * 2 + 1];
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const int shader = in.object;
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const VolumeStack entry = {sd.object, shader};
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const float3 voxel_size = make_float3(__int_as_float(in.prim), in.u, in.v);
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Extrema<float> extrema = {FLT_MAX, -FLT_MAX};
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/* For heterogeneous volume, we take 16 samples per grid;
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* for homogeneous volume, only 1 sample is needed. */
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const int num_samples = volume_is_homogeneous(kg, entry) ? 1 : 16;
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const bool need_transformation = !(kernel_data_fetch(object_flag, sd.object) &
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SD_OBJECT_TRANSFORM_APPLIED);
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const Transform tfm = need_transformation ?
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object_fetch_transform(kg, sd.object, OBJECT_TRANSFORM) :
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Transform();
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for (int sample = 0; sample < num_samples; sample++) {
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/* Blue noise indexing. The sequence length is the number of samples. */
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const uint3 index = make_uint3(sample + offset * num_samples, 0, 0xffffffff);
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/* Sample a random position inside the voxel. */
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const float3 rand_p = sobol_burley_sample_3D(
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index.x, PRNG_BAKE_VOLUME_DENSITY_EVAL, index.y, index.z);
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sd.P = ray.P + rand_p * voxel_size;
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if (need_transformation) {
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/* Convert to world space. */
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sd.P = transform_point(&tfm, sd.P);
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}
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sd.closure_transparent_extinction = zero_float3();
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sd.closure_emission_background = zero_float3();
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/* Evaluate volume coefficients. */
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ConstIntegratorBakeState state;
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volume_shader_eval_entry<false,
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KERNEL_FEATURE_NODE_MASK_VOLUME & ~KERNEL_FEATURE_NODE_LIGHT_PATH>(
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kg, state, &sd, entry, path_visibility, path_flag);
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if (sd.flag & SD_CACHE_MISS) {
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/* Note we keep rendering other samples so we find all cache misses in one go. */
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*cache_miss = true;
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}
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const float sigma = reduce_max(sd.closure_transparent_extinction);
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const float emission = reduce_max(sd.closure_emission_background);
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extrema = merge(extrema, fmaxf(sigma, emission));
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}
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/* Write output. */
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const float scale = object_volume_density(kg, sd.object);
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output[offset * 2 + 0] = extrema.min / scale;
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output[offset * 2 + 1] = extrema.max / scale;
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#endif
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}
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CCL_NAMESPACE_END
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