ClangFormat: apply to source, most of intern
[blender.git] / intern / cycles / kernel / kernel_accumulate.h
index 8617730..b9d7232 100644 (file)
@@ -1,19 +1,17 @@
 /*
- * Copyright 2011, Blender Foundation.
+ * Copyright 2011-2013 Blender Foundation
  *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
  *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
+ * http://www.apache.org/licenses/LICENSE-2.0
  *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
  */
 
 CCL_NAMESPACE_BEGIN
@@ -23,352 +21,751 @@ CCL_NAMESPACE_BEGIN
  * BSDF evaluation result, split per BSDF type. This is used to accumulate
  * render passes separately. */
 
-__device_inline void bsdf_eval_init(BsdfEval *eval, ClosureType type, float3 value, int use_light_pass)
+ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd);
+
+ccl_device_inline void bsdf_eval_init(BsdfEval *eval,
+                                      ClosureType type,
+                                      float3 value,
+                                      int use_light_pass)
 {
 #ifdef __PASSES__
-       eval->use_light_pass = use_light_pass;
-
-       if(eval->use_light_pass) {
-               eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
-               eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
-               eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
-               eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
-
-               if(type == CLOSURE_BSDF_TRANSPARENT_ID)
-                       eval->transparent = value;
-               else if(CLOSURE_IS_BSDF_DIFFUSE(type))
-                       eval->diffuse = value;
-               else if(CLOSURE_IS_BSDF_GLOSSY(type))
-                       eval->glossy = value;
-               else
-                       eval->transmission = value;
-       }
-       else
-               eval->diffuse = value;
-#else
-       *eval = value;
+  eval->use_light_pass = use_light_pass;
+
+  if (eval->use_light_pass) {
+    eval->diffuse = make_float3(0.0f, 0.0f, 0.0f);
+    eval->glossy = make_float3(0.0f, 0.0f, 0.0f);
+    eval->transmission = make_float3(0.0f, 0.0f, 0.0f);
+    eval->transparent = make_float3(0.0f, 0.0f, 0.0f);
+    eval->subsurface = make_float3(0.0f, 0.0f, 0.0f);
+    eval->scatter = make_float3(0.0f, 0.0f, 0.0f);
+
+    if (type == CLOSURE_BSDF_TRANSPARENT_ID)
+      eval->transparent = value;
+    else if (CLOSURE_IS_BSDF_DIFFUSE(type))
+      eval->diffuse = value;
+    else if (CLOSURE_IS_BSDF_GLOSSY(type))
+      eval->glossy = value;
+    else if (CLOSURE_IS_BSDF_TRANSMISSION(type))
+      eval->transmission = value;
+    else if (CLOSURE_IS_BSDF_BSSRDF(type))
+      eval->subsurface = value;
+    else if (CLOSURE_IS_PHASE(type))
+      eval->scatter = value;
+  }
+  else
+#endif
+  {
+    eval->diffuse = value;
+  }
+#ifdef __SHADOW_TRICKS__
+  eval->sum_no_mis = make_float3(0.0f, 0.0f, 0.0f);
 #endif
 }
 
-__device_inline void bsdf_eval_accum(BsdfEval *eval, ClosureType type, float3 value)
+ccl_device_inline void bsdf_eval_accum(BsdfEval *eval,
+                                       ClosureType type,
+                                       float3 value,
+                                       float mis_weight)
 {
+#ifdef __SHADOW_TRICKS__
+  eval->sum_no_mis += value;
+#endif
+  value *= mis_weight;
 #ifdef __PASSES__
-       if(eval->use_light_pass) {
-               if(CLOSURE_IS_BSDF_DIFFUSE(type))
-                       eval->diffuse += value;
-               else if(CLOSURE_IS_BSDF_GLOSSY(type))
-                       eval->glossy += value;
-               else
-                       eval->transmission += value;
-
-               /* skipping transparent, this function is used by for eval(), will be zero then */
-       }
-       else
-               eval->diffuse += value;
-#else
-       *eval += value;
+  if (eval->use_light_pass) {
+    if (CLOSURE_IS_BSDF_DIFFUSE(type))
+      eval->diffuse += value;
+    else if (CLOSURE_IS_BSDF_GLOSSY(type))
+      eval->glossy += value;
+    else if (CLOSURE_IS_BSDF_TRANSMISSION(type))
+      eval->transmission += value;
+    else if (CLOSURE_IS_BSDF_BSSRDF(type))
+      eval->subsurface += value;
+    else if (CLOSURE_IS_PHASE(type))
+      eval->scatter += value;
+
+    /* skipping transparent, this function is used by for eval(), will be zero then */
+  }
+  else
 #endif
+  {
+    eval->diffuse += value;
+  }
 }
 
-__device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
+ccl_device_inline bool bsdf_eval_is_zero(BsdfEval *eval)
 {
 #ifdef __PASSES__
-       if(eval->use_light_pass) {
-               return is_zero(eval->diffuse)
-                       && is_zero(eval->glossy)
-                       && is_zero(eval->transmission)
-                       && is_zero(eval->transparent);
-       }
-       else
-               return is_zero(eval->diffuse);
-#else
-       return is_zero(*eval);
+  if (eval->use_light_pass) {
+    return is_zero(eval->diffuse) && is_zero(eval->glossy) && is_zero(eval->transmission) &&
+           is_zero(eval->transparent) && is_zero(eval->subsurface) && is_zero(eval->scatter);
+  }
+  else
+#endif
+  {
+    return is_zero(eval->diffuse);
+  }
+}
+
+ccl_device_inline void bsdf_eval_mis(BsdfEval *eval, float value)
+{
+#ifdef __PASSES__
+  if (eval->use_light_pass) {
+    eval->diffuse *= value;
+    eval->glossy *= value;
+    eval->transmission *= value;
+    eval->subsurface *= value;
+    eval->scatter *= value;
+
+    /* skipping transparent, this function is used by for eval(), will be zero then */
+  }
+  else
+#endif
+  {
+    eval->diffuse *= value;
+  }
+}
+
+ccl_device_inline void bsdf_eval_mul(BsdfEval *eval, float value)
+{
+#ifdef __SHADOW_TRICKS__
+  eval->sum_no_mis *= value;
 #endif
+  bsdf_eval_mis(eval, value);
 }
 
-__device_inline void bsdf_eval_mul(BsdfEval *eval, float3 value)
+ccl_device_inline void bsdf_eval_mul3(BsdfEval *eval, float3 value)
 {
+#ifdef __SHADOW_TRICKS__
+  eval->sum_no_mis *= value;
+#endif
 #ifdef __PASSES__
-       if(eval->use_light_pass) {
-               eval->diffuse *= value;
-               eval->glossy *= value;
-               eval->transmission *= value;
-
-               /* skipping transparent, this function is used by for eval(), will be zero then */
-       }
-       else
-               eval->diffuse *= value;
+  if (eval->use_light_pass) {
+    eval->diffuse *= value;
+    eval->glossy *= value;
+    eval->transmission *= value;
+    eval->subsurface *= value;
+    eval->scatter *= value;
+
+    /* skipping transparent, this function is used by for eval(), will be zero then */
+  }
+  else
+    eval->diffuse *= value;
 #else
-       *eval *= value;
+  eval->diffuse *= value;
 #endif
 }
 
+ccl_device_inline float3 bsdf_eval_sum(const BsdfEval *eval)
+{
+#ifdef __PASSES__
+  if (eval->use_light_pass) {
+    return eval->diffuse + eval->glossy + eval->transmission + eval->subsurface + eval->scatter;
+  }
+  else
+#endif
+    return eval->diffuse;
+}
+
 /* Path Radiance
  *
  * We accumulate different render passes separately. After summing at the end
- * to get the combined result, it should be identical. We definte directly
+ * to get the combined result, it should be identical. We definite directly
  * visible as the first non-transparent hit, while indirectly visible are the
  * bounces after that. */
 
-__device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
+ccl_device_inline void path_radiance_init(PathRadiance *L, int use_light_pass)
 {
-       /* clear all */
+  /* clear all */
 #ifdef __PASSES__
-       L->use_light_pass = use_light_pass;
-
-       if(use_light_pass) {
-               L->indirect = make_float3(0.0f, 0.0f, 0.0f);
-               L->direct_throughput = make_float3(0.0f, 0.0f, 0.0f);
-               L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
-
-               L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-               L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
-               L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
-
-               L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-               L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
-               L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
-
-               L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-               L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
-               L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
-
-               L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-               L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
-               L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
-
-               L->emission = make_float3(0.0f, 0.0f, 0.0f);
-               L->background = make_float3(0.0f, 0.0f, 0.0f);
-               L->ao = make_float3(0.0f, 0.0f, 0.0f);
-               L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
-       }
-       else
-               L->emission = make_float3(0.0f, 0.0f, 0.0f);
-#else
-       *L = make_float3(0.0f, 0.0f, 0.0f);
+  L->use_light_pass = use_light_pass;
+
+  if (use_light_pass) {
+    L->indirect = make_float3(0.0f, 0.0f, 0.0f);
+    L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
+
+    L->color_diffuse = make_float3(0.0f, 0.0f, 0.0f);
+    L->color_glossy = make_float3(0.0f, 0.0f, 0.0f);
+    L->color_transmission = make_float3(0.0f, 0.0f, 0.0f);
+    L->color_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+
+    L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
+    L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
+    L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
+    L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+    L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
+
+    L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
+    L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
+    L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
+    L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+    L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
+
+    L->transparent = 0.0f;
+    L->emission = make_float3(0.0f, 0.0f, 0.0f);
+    L->background = make_float3(0.0f, 0.0f, 0.0f);
+    L->ao = make_float3(0.0f, 0.0f, 0.0f);
+    L->shadow = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+    L->mist = 0.0f;
+
+    L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.glossy = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.transmission = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.scatter = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.direct = make_float3(0.0f, 0.0f, 0.0f);
+  }
+  else
+#endif
+  {
+    L->transparent = 0.0f;
+    L->emission = make_float3(0.0f, 0.0f, 0.0f);
+  }
+
+#ifdef __SHADOW_TRICKS__
+  L->path_total = make_float3(0.0f, 0.0f, 0.0f);
+  L->path_total_shaded = make_float3(0.0f, 0.0f, 0.0f);
+  L->shadow_background_color = make_float3(0.0f, 0.0f, 0.0f);
+  L->shadow_throughput = 0.0f;
+  L->shadow_transparency = 1.0f;
+  L->has_shadow_catcher = 0;
+#endif
+
+#ifdef __DENOISING_FEATURES__
+  L->denoising_normal = make_float3(0.0f, 0.0f, 0.0f);
+  L->denoising_albedo = make_float3(0.0f, 0.0f, 0.0f);
+  L->denoising_depth = 0.0f;
+#endif
+
+#ifdef __KERNEL_DEBUG__
+  L->debug_data.num_bvh_traversed_nodes = 0;
+  L->debug_data.num_bvh_traversed_instances = 0;
+  L->debug_data.num_bvh_intersections = 0;
+  L->debug_data.num_ray_bounces = 0;
 #endif
 }
 
-__device_inline void path_radiance_bsdf_bounce(PathRadiance *L, float3 *throughput,
-       BsdfEval *bsdf_eval, float bsdf_pdf, int bounce, int bsdf_label)
+ccl_device_inline void path_radiance_bsdf_bounce(KernelGlobals *kg,
+                                                 PathRadianceState *L_state,
+                                                 ccl_addr_space float3 *throughput,
+                                                 BsdfEval *bsdf_eval,
+                                                 float bsdf_pdf,
+                                                 int bounce,
+                                                 int bsdf_label)
 {
-       float inverse_pdf = 1.0f/bsdf_pdf;
+  float inverse_pdf = 1.0f / bsdf_pdf;
 
 #ifdef __PASSES__
-       if(L->use_light_pass) {
-               if(bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) {
-                       /* first on directly visible surface */
-                       float3 value = *throughput*inverse_pdf;
-
-                       L->path_diffuse = bsdf_eval->diffuse*value;
-                       L->path_glossy = bsdf_eval->glossy*value;
-                       L->path_transmission = bsdf_eval->transmission*value;
-
-                       *throughput = L->path_diffuse + L->path_glossy + L->path_transmission;
-                       
-                       L->direct_throughput = *throughput;
-               }
-               else {
-                       /* transparent bounce before first hit, or indirectly visible through BSDF */
-                       float3 sum = (bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission + bsdf_eval->transparent)*inverse_pdf;
-                       *throughput *= sum;
-               }
-       }
-       else
-               *throughput *= bsdf_eval->diffuse*inverse_pdf;
-#else
-       *throughput *= *bsdf_eval*inverse_pdf;
+  if (kernel_data.film.use_light_pass) {
+    if (bounce == 0 && !(bsdf_label & LABEL_TRANSPARENT)) {
+      /* first on directly visible surface */
+      float3 value = *throughput * inverse_pdf;
+
+      L_state->diffuse = bsdf_eval->diffuse * value;
+      L_state->glossy = bsdf_eval->glossy * value;
+      L_state->transmission = bsdf_eval->transmission * value;
+      L_state->subsurface = bsdf_eval->subsurface * value;
+      L_state->scatter = bsdf_eval->scatter * value;
+
+      *throughput = L_state->diffuse + L_state->glossy + L_state->transmission +
+                    L_state->subsurface + L_state->scatter;
+
+      L_state->direct = *throughput;
+    }
+    else {
+      /* transparent bounce before first hit, or indirectly visible through BSDF */
+      float3 sum = (bsdf_eval_sum(bsdf_eval) + bsdf_eval->transparent) * inverse_pdf;
+      *throughput *= sum;
+    }
+  }
+  else
 #endif
+  {
+    *throughput *= bsdf_eval->diffuse * inverse_pdf;
+  }
 }
 
-__device_inline void path_radiance_accum_emission(PathRadiance *L, float3 throughput, float3 value, int bounce)
+ccl_device_inline void path_radiance_accum_emission(PathRadiance *L,
+                                                    ccl_addr_space PathState *state,
+                                                    float3 throughput,
+                                                    float3 value)
 {
+#ifdef __SHADOW_TRICKS__
+  if (state->flag & PATH_RAY_SHADOW_CATCHER) {
+    return;
+  }
+#endif
+
 #ifdef __PASSES__
-       if(L->use_light_pass) {
-               if(bounce == 0)
-                       L->emission += throughput*value;
-               else if(bounce == 1)
-                       L->direct_emission += throughput*value;
-               else
-                       L->indirect += throughput*value;
-       }
-       else
-               L->emission += throughput*value;
-#else
-       *L += throughput*value;
+  if (L->use_light_pass) {
+    if (state->bounce == 0)
+      L->emission += throughput * value;
+    else if (state->bounce == 1)
+      L->direct_emission += throughput * value;
+    else
+      L->indirect += throughput * value;
+  }
+  else
 #endif
+  {
+    L->emission += throughput * value;
+  }
 }
 
-__device_inline void path_radiance_accum_ao(PathRadiance *L, float3 throughput, float3 bsdf, float3 ao, int bounce)
+ccl_device_inline void path_radiance_accum_ao(PathRadiance *L,
+                                              ccl_addr_space PathState *state,
+                                              float3 throughput,
+                                              float3 alpha,
+                                              float3 bsdf,
+                                              float3 ao)
 {
+  /* Store AO pass. */
+  if (L->use_light_pass && state->bounce == 0) {
+    L->ao += alpha * throughput * ao;
+  }
+
+#ifdef __SHADOW_TRICKS__
+  /* For shadow catcher, accumulate ratio. */
+  if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
+    float3 light = throughput * bsdf;
+    L->path_total += light;
+    L->path_total_shaded += ao * light;
+
+    if (state->flag & PATH_RAY_SHADOW_CATCHER) {
+      return;
+    }
+  }
+#endif
+
 #ifdef __PASSES__
-       if(L->use_light_pass) {
-               if(bounce == 0) {
-                       /* directly visible lighting */
-                       L->direct_diffuse += throughput*bsdf*ao;
-                       L->ao += throughput*ao;
-               }
-               else {
-                       /* indirectly visible lighting after BSDF bounce */
-                       L->indirect += throughput*bsdf*ao;
-               }
-       }
-       else
-               L->emission += throughput*bsdf*ao;
-#else
-       *L += throughput*bsdf*ao;
+  if (L->use_light_pass) {
+    if (state->bounce == 0) {
+      /* Directly visible lighting. */
+      L->direct_diffuse += throughput * bsdf * ao;
+    }
+    else {
+      /* Indirectly visible lighting after BSDF bounce. */
+      L->indirect += throughput * bsdf * ao;
+    }
+  }
+  else
 #endif
+  {
+    L->emission += throughput * bsdf * ao;
+  }
 }
 
-__device_inline void path_radiance_accum_light(PathRadiance *L, float3 throughput, BsdfEval *bsdf_eval, float3 shadow, int bounce, bool is_lamp)
+ccl_device_inline void path_radiance_accum_total_ao(PathRadiance *L,
+                                                    ccl_addr_space PathState *state,
+                                                    float3 throughput,
+                                                    float3 bsdf)
 {
-#ifdef __PASSES__
-       if(L->use_light_pass) {
-               if(bounce == 0) {
-                       /* directly visible lighting */
-                       L->direct_diffuse += throughput*bsdf_eval->diffuse*shadow;
-                       L->direct_glossy += throughput*bsdf_eval->glossy*shadow;
-                       L->direct_transmission += throughput*bsdf_eval->transmission*shadow;
-
-                       if(is_lamp) {
-                               float3 sum = throughput*(bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission);
-
-                               L->shadow.x += shadow.x;
-                               L->shadow.y += shadow.y;
-                               L->shadow.z += shadow.z;
-                               L->shadow.w += average(sum);
-                       }
-               }
-               else {
-                       /* indirectly visible lighting after BSDF bounce */
-                       float3 sum = bsdf_eval->diffuse + bsdf_eval->glossy + bsdf_eval->transmission;
-                       L->indirect += throughput*sum*shadow;
-               }
-       }
-       else
-               L->emission += throughput*bsdf_eval->diffuse*shadow;
+#ifdef __SHADOW_TRICKS__
+  if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
+    L->path_total += throughput * bsdf;
+  }
 #else
-       *L += throughput*(*bsdf_eval)*shadow;
+  (void)L;
+  (void)state;
+  (void)throughput;
+  (void)bsdf;
 #endif
 }
 
-__device_inline void path_radiance_accum_background(PathRadiance *L, float3 throughput, float3 value, int bounce)
+ccl_device_inline void path_radiance_accum_light(PathRadiance *L,
+                                                 ccl_addr_space PathState *state,
+                                                 float3 throughput,
+                                                 BsdfEval *bsdf_eval,
+                                                 float3 shadow,
+                                                 float shadow_fac,
+                                                 bool is_lamp)
 {
+#ifdef __SHADOW_TRICKS__
+  if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
+    float3 light = throughput * bsdf_eval->sum_no_mis;
+    L->path_total += light;
+    L->path_total_shaded += shadow * light;
+
+    if (state->flag & PATH_RAY_SHADOW_CATCHER) {
+      return;
+    }
+  }
+#endif
+
 #ifdef __PASSES__
-       if(L->use_light_pass) {
-               if(bounce == 0)
-                       L->background += throughput*value;
-               else if(bounce == 1)
-                       L->direct_emission += throughput*value;
-               else
-                       L->indirect += throughput*value;
-       }
-       else
-               L->emission += throughput*value;
+  if (L->use_light_pass) {
+    if (state->bounce == 0) {
+      /* directly visible lighting */
+      L->direct_diffuse += throughput * bsdf_eval->diffuse * shadow;
+      L->direct_glossy += throughput * bsdf_eval->glossy * shadow;
+      L->direct_transmission += throughput * bsdf_eval->transmission * shadow;
+      L->direct_subsurface += throughput * bsdf_eval->subsurface * shadow;
+      L->direct_scatter += throughput * bsdf_eval->scatter * shadow;
+
+      if (is_lamp) {
+        L->shadow.x += shadow.x * shadow_fac;
+        L->shadow.y += shadow.y * shadow_fac;
+        L->shadow.z += shadow.z * shadow_fac;
+      }
+    }
+    else {
+      /* indirectly visible lighting after BSDF bounce */
+      L->indirect += throughput * bsdf_eval_sum(bsdf_eval) * shadow;
+    }
+  }
+  else
+#endif
+  {
+    L->emission += throughput * bsdf_eval->diffuse * shadow;
+  }
+}
+
+ccl_device_inline void path_radiance_accum_total_light(PathRadiance *L,
+                                                       ccl_addr_space PathState *state,
+                                                       float3 throughput,
+                                                       const BsdfEval *bsdf_eval)
+{
+#ifdef __SHADOW_TRICKS__
+  if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
+    L->path_total += throughput * bsdf_eval->sum_no_mis;
+  }
 #else
-       *L += throughput*value;
+  (void)L;
+  (void)state;
+  (void)throughput;
+  (void)bsdf_eval;
 #endif
 }
 
-__device_inline void path_radiance_sum_indirect(PathRadiance *L)
+ccl_device_inline void path_radiance_accum_background(PathRadiance *L,
+                                                      ccl_addr_space PathState *state,
+                                                      float3 throughput,
+                                                      float3 value)
 {
+
+#ifdef __SHADOW_TRICKS__
+  if (state->flag & PATH_RAY_STORE_SHADOW_INFO) {
+    L->path_total += throughput * value;
+    L->path_total_shaded += throughput * value * L->shadow_transparency;
+
+    if (state->flag & PATH_RAY_SHADOW_CATCHER) {
+      return;
+    }
+  }
+#endif
+
 #ifdef __PASSES__
-       /* this division is a bit ugly, but means we only have to keep track of
-        * only a single throughput further along the path, here we recover just
-        * the indirect parth that is not influenced by any particular BSDF type */
-       if(L->use_light_pass) {
-               L->direct_emission = safe_divide_color(L->direct_emission, L->direct_throughput);
-               L->direct_diffuse += L->path_diffuse*L->direct_emission;
-               L->direct_glossy += L->path_glossy*L->direct_emission;
-               L->direct_transmission += L->path_transmission*L->direct_emission;
-
-               L->indirect = safe_divide_color(L->indirect, L->direct_throughput);
-               L->indirect_diffuse += L->path_diffuse*L->indirect;
-               L->indirect_glossy += L->path_glossy*L->indirect;
-               L->indirect_transmission += L->path_transmission*L->indirect;
-       }
+  if (L->use_light_pass) {
+    if (state->flag & PATH_RAY_TRANSPARENT_BACKGROUND)
+      L->background += throughput * value;
+    else if (state->bounce == 1)
+      L->direct_emission += throughput * value;
+    else
+      L->indirect += throughput * value;
+  }
+  else
 #endif
+  {
+    L->emission += throughput * value;
+  }
+
+#ifdef __DENOISING_FEATURES__
+  L->denoising_albedo += state->denoising_feature_weight * value;
+#endif /* __DENOISING_FEATURES__ */
 }
 
-__device_inline void path_radiance_reset_indirect(PathRadiance *L)
+ccl_device_inline void path_radiance_accum_transparent(PathRadiance *L,
+                                                       ccl_addr_space PathState *state,
+                                                       float3 throughput)
 {
-#ifdef __PASSES__
-       if(L->use_light_pass) {
-               L->path_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-               L->path_glossy = make_float3(0.0f, 0.0f, 0.0f);
-               L->path_transmission = make_float3(0.0f, 0.0f, 0.0f);
+  L->transparent += average(throughput);
+}
 
-               L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
-               L->indirect = make_float3(0.0f, 0.0f, 0.0f);
-       }
-#endif
+#ifdef __SHADOW_TRICKS__
+ccl_device_inline void path_radiance_accum_shadowcatcher(PathRadiance *L,
+                                                         float3 throughput,
+                                                         float3 background)
+{
+  L->shadow_throughput += average(throughput);
+  L->shadow_background_color += throughput * background;
+  L->has_shadow_catcher = 1;
 }
+#endif
 
-__device_inline float3 path_radiance_sum(KernelGlobals *kg, PathRadiance *L)
+ccl_device_inline void path_radiance_sum_indirect(PathRadiance *L)
 {
 #ifdef __PASSES__
-       if(L->use_light_pass) {
-               path_radiance_sum_indirect(L);
+  /* this division is a bit ugly, but means we only have to keep track of
+   * only a single throughput further along the path, here we recover just
+   * the indirect path that is not influenced by any particular BSDF type */
+  if (L->use_light_pass) {
+    L->direct_emission = safe_divide_color(L->direct_emission, L->state.direct);
+    L->direct_diffuse += L->state.diffuse * L->direct_emission;
+    L->direct_glossy += L->state.glossy * L->direct_emission;
+    L->direct_transmission += L->state.transmission * L->direct_emission;
+    L->direct_subsurface += L->state.subsurface * L->direct_emission;
+    L->direct_scatter += L->state.scatter * L->direct_emission;
+
+    L->indirect = safe_divide_color(L->indirect, L->state.direct);
+    L->indirect_diffuse += L->state.diffuse * L->indirect;
+    L->indirect_glossy += L->state.glossy * L->indirect;
+    L->indirect_transmission += L->state.transmission * L->indirect;
+    L->indirect_subsurface += L->state.subsurface * L->indirect;
+    L->indirect_scatter += L->state.scatter * L->indirect;
+  }
+#endif
+}
 
-               float3 L_sum = L->emission
-                       + L->direct_diffuse + L->direct_glossy + L->direct_transmission
-                       + L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission;
+ccl_device_inline void path_radiance_reset_indirect(PathRadiance *L)
+{
+#ifdef __PASSES__
+  if (L->use_light_pass) {
+    L->state.diffuse = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.glossy = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.transmission = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.subsurface = make_float3(0.0f, 0.0f, 0.0f);
+    L->state.scatter = make_float3(0.0f, 0.0f, 0.0f);
+
+    L->direct_emission = make_float3(0.0f, 0.0f, 0.0f);
+    L->indirect = make_float3(0.0f, 0.0f, 0.0f);
+  }
+#endif
+}
 
-               if(!kernel_data.background.transparent)
-                       L_sum += L->background;
+ccl_device_inline void path_radiance_copy_indirect(PathRadiance *L, const PathRadiance *L_src)
+{
+#ifdef __PASSES__
+  if (L->use_light_pass) {
+    L->state = L_src->state;
 
-               return L_sum;
-       }
-       else
-               return L->emission;
-#else
-       return *L;
+    L->direct_emission = L_src->direct_emission;
+    L->indirect = L_src->indirect;
+  }
 #endif
 }
 
-__device_inline void path_radiance_clamp(PathRadiance *L, float3 *L_sum, float clamp)
+#ifdef __SHADOW_TRICKS__
+ccl_device_inline void path_radiance_sum_shadowcatcher(KernelGlobals *kg,
+                                                       PathRadiance *L,
+                                                       float3 *L_sum,
+                                                       float *alpha)
 {
-       float sum = fabsf((*L_sum).x) + fabsf((*L_sum).y) + fabsf((*L_sum).z);
-
-       if(!isfinite(sum)) {
-               /* invalid value, reject */
-               *L_sum = make_float3(0.0f, 0.0f, 0.0f);
+  /* Calculate current shadow of the path. */
+  float path_total = average(L->path_total);
+  float shadow;
+
+  if (UNLIKELY(!isfinite_safe(path_total))) {
+    kernel_assert(!"Non-finite total radiance along the path");
+    shadow = 0.0f;
+  }
+  else if (path_total == 0.0f) {
+    shadow = L->shadow_transparency;
+  }
+  else {
+    float path_total_shaded = average(L->path_total_shaded);
+    shadow = path_total_shaded / path_total;
+  }
+
+  /* Calculate final light sum and transparency for shadow catcher object. */
+  if (kernel_data.background.transparent) {
+    *alpha -= L->shadow_throughput * shadow;
+  }
+  else {
+    L->shadow_background_color *= shadow;
+    *L_sum += L->shadow_background_color;
+  }
+}
+#endif
 
+ccl_device_inline float3 path_radiance_clamp_and_sum(KernelGlobals *kg,
+                                                     PathRadiance *L,
+                                                     float *alpha)
+{
+  float3 L_sum;
+  /* Light Passes are used */
 #ifdef __PASSES__
-               if(L->use_light_pass) {
-                       L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-                       L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
-                       L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
-
-                       L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
-                       L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
-                       L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
+  float3 L_direct, L_indirect;
+  float clamp_direct = kernel_data.integrator.sample_clamp_direct;
+  float clamp_indirect = kernel_data.integrator.sample_clamp_indirect;
+  if (L->use_light_pass) {
+    path_radiance_sum_indirect(L);
+
+    L_direct = L->direct_diffuse + L->direct_glossy + L->direct_transmission +
+               L->direct_subsurface + L->direct_scatter + L->emission;
+    L_indirect = L->indirect_diffuse + L->indirect_glossy + L->indirect_transmission +
+                 L->indirect_subsurface + L->indirect_scatter;
+
+    if (!kernel_data.background.transparent)
+      L_direct += L->background;
+
+    L_sum = L_direct + L_indirect;
+    float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z);
+
+    /* Reject invalid value */
+    if (!isfinite_safe(sum)) {
+      kernel_assert(!"Non-finite sum in path_radiance_clamp_and_sum!");
+      L_sum = make_float3(0.0f, 0.0f, 0.0f);
+
+      L->direct_diffuse = make_float3(0.0f, 0.0f, 0.0f);
+      L->direct_glossy = make_float3(0.0f, 0.0f, 0.0f);
+      L->direct_transmission = make_float3(0.0f, 0.0f, 0.0f);
+      L->direct_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+      L->direct_scatter = make_float3(0.0f, 0.0f, 0.0f);
+
+      L->indirect_diffuse = make_float3(0.0f, 0.0f, 0.0f);
+      L->indirect_glossy = make_float3(0.0f, 0.0f, 0.0f);
+      L->indirect_transmission = make_float3(0.0f, 0.0f, 0.0f);
+      L->indirect_subsurface = make_float3(0.0f, 0.0f, 0.0f);
+      L->indirect_scatter = make_float3(0.0f, 0.0f, 0.0f);
+
+      L->emission = make_float3(0.0f, 0.0f, 0.0f);
+    }
+
+    /* Clamp direct and indirect samples */
+#  ifdef __CLAMP_SAMPLE__
+    else if (sum > clamp_direct || sum > clamp_indirect) {
+      float scale;
+
+      /* Direct */
+      float sum_direct = fabsf(L_direct.x) + fabsf(L_direct.y) + fabsf(L_direct.z);
+      if (sum_direct > clamp_direct) {
+        scale = clamp_direct / sum_direct;
+        L_direct *= scale;
+
+        L->direct_diffuse *= scale;
+        L->direct_glossy *= scale;
+        L->direct_transmission *= scale;
+        L->direct_subsurface *= scale;
+        L->direct_scatter *= scale;
+        L->emission *= scale;
+        L->background *= scale;
+      }
+
+      /* Indirect */
+      float sum_indirect = fabsf(L_indirect.x) + fabsf(L_indirect.y) + fabsf(L_indirect.z);
+      if (sum_indirect > clamp_indirect) {
+        scale = clamp_indirect / sum_indirect;
+        L_indirect *= scale;
+
+        L->indirect_diffuse *= scale;
+        L->indirect_glossy *= scale;
+        L->indirect_transmission *= scale;
+        L->indirect_subsurface *= scale;
+        L->indirect_scatter *= scale;
+      }
+
+      /* Sum again, after clamping */
+      L_sum = L_direct + L_indirect;
+    }
+#  endif
+  }
+
+  /* No Light Passes */
+  else
+#endif
+  {
+    L_sum = L->emission;
+
+    /* Reject invalid value */
+    float sum = fabsf((L_sum).x) + fabsf((L_sum).y) + fabsf((L_sum).z);
+    if (!isfinite_safe(sum)) {
+      kernel_assert(!"Non-finite final sum in path_radiance_clamp_and_sum!");
+      L_sum = make_float3(0.0f, 0.0f, 0.0f);
+    }
+  }
+
+  /* Compute alpha. */
+  *alpha = 1.0f - L->transparent;
+
+  /* Add shadow catcher contributions. */
+#ifdef __SHADOW_TRICKS__
+  if (L->has_shadow_catcher) {
+    path_radiance_sum_shadowcatcher(kg, L, &L_sum, alpha);
+  }
+#endif /* __SHADOW_TRICKS__ */
+
+  return L_sum;
+}
 
-                       L->emission = make_float3(0.0f, 0.0f, 0.0f);
-               }
+ccl_device_inline void path_radiance_split_denoising(KernelGlobals *kg,
+                                                     PathRadiance *L,
+                                                     float3 *noisy,
+                                                     float3 *clean)
+{
+#ifdef __PASSES__
+  kernel_assert(L->use_light_pass);
+
+  *clean = L->emission + L->background;
+  *noisy = L->direct_scatter + L->indirect_scatter;
+
+#  define ADD_COMPONENT(flag, component) \
+    if (kernel_data.film.denoising_flags & flag) \
+      *clean += component; \
+    else \
+      *noisy += component;
+
+  ADD_COMPONENT(DENOISING_CLEAN_DIFFUSE_DIR, L->direct_diffuse);
+  ADD_COMPONENT(DENOISING_CLEAN_DIFFUSE_IND, L->indirect_diffuse);
+  ADD_COMPONENT(DENOISING_CLEAN_GLOSSY_DIR, L->direct_glossy);
+  ADD_COMPONENT(DENOISING_CLEAN_GLOSSY_IND, L->indirect_glossy);
+  ADD_COMPONENT(DENOISING_CLEAN_TRANSMISSION_DIR, L->direct_transmission);
+  ADD_COMPONENT(DENOISING_CLEAN_TRANSMISSION_IND, L->indirect_transmission);
+  ADD_COMPONENT(DENOISING_CLEAN_SUBSURFACE_DIR, L->direct_subsurface);
+  ADD_COMPONENT(DENOISING_CLEAN_SUBSURFACE_IND, L->indirect_subsurface);
+#  undef ADD_COMPONENT
+#else
+  *noisy = L->emission;
+  *clean = make_float3(0.0f, 0.0f, 0.0f);
 #endif
-       }
-       else if(sum > clamp) {
-               /* value to high, scale down */
-               float scale = clamp/sum;
 
-               *L_sum *= scale;
+#ifdef __SHADOW_TRICKS__
+  if (L->has_shadow_catcher) {
+    *noisy += L->shadow_background_color;
+  }
+#endif
 
-#ifdef __PASSES__
-               if(L->use_light_pass) {
-                       L->direct_diffuse *= scale;
-                       L->direct_glossy *= scale;
-                       L->direct_transmission *= scale;
+  *noisy = ensure_finite3(*noisy);
+  *clean = ensure_finite3(*clean);
+}
 
-                       L->indirect_diffuse *= scale;
-                       L->indirect_glossy *= scale;
-                       L->indirect_transmission *= scale;
+ccl_device_inline void path_radiance_accum_sample(PathRadiance *L, PathRadiance *L_sample)
+{
+#ifdef __SPLIT_KERNEL__
+#  define safe_float3_add(f, v) \
+    do { \
+      ccl_global float *p = (ccl_global float *)(&(f)); \
+      atomic_add_and_fetch_float(p + 0, (v).x); \
+      atomic_add_and_fetch_float(p + 1, (v).y); \
+      atomic_add_and_fetch_float(p + 2, (v).z); \
+    } while (0)
+#  define safe_float_add(f, v) atomic_add_and_fetch_float(&(f), (v))
+#else
+#  define safe_float3_add(f, v) (f) += (v)
+#  define safe_float_add(f, v) (f) += (v)
+#endif /* __SPLIT_KERNEL__ */
 
-                       L->emission *= scale;
-               }
-#endif
-       }
+#ifdef __PASSES__
+  safe_float3_add(L->direct_diffuse, L_sample->direct_diffuse);
+  safe_float3_add(L->direct_glossy, L_sample->direct_glossy);
+  safe_float3_add(L->direct_transmission, L_sample->direct_transmission);
+  safe_float3_add(L->direct_subsurface, L_sample->direct_subsurface);
+  safe_float3_add(L->direct_scatter, L_sample->direct_scatter);
+
+  safe_float3_add(L->indirect_diffuse, L_sample->indirect_diffuse);
+  safe_float3_add(L->indirect_glossy, L_sample->indirect_glossy);
+  safe_float3_add(L->indirect_transmission, L_sample->indirect_transmission);
+  safe_float3_add(L->indirect_subsurface, L_sample->indirect_subsurface);
+  safe_float3_add(L->indirect_scatter, L_sample->indirect_scatter);
+
+  safe_float3_add(L->background, L_sample->background);
+  safe_float3_add(L->ao, L_sample->ao);
+  safe_float3_add(L->shadow, L_sample->shadow);
+  safe_float_add(L->mist, L_sample->mist);
+#endif /* __PASSES__ */
+  safe_float3_add(L->emission, L_sample->emission);
+
+#undef safe_float_add
+#undef safe_float3_add
 }
 
 CCL_NAMESPACE_END
-