* limitations under the License.
*/
-CCL_NAMESPACE_BEGIN
-
#if defined(__SPLIT_KERNEL__) || defined(__KERNEL_CUDA__)
#define __ATOMIC_PASS_WRITE__
#endif
+#include "kernel/kernel_id_passes.h"
+
+CCL_NAMESPACE_BEGIN
+
ccl_device_inline void kernel_write_pass_float(ccl_global float *buffer, float value)
{
ccl_global float *buf = buffer;
}
#endif /* __KERNEL_DEBUG__ */
+#ifdef __KERNEL_CPU__
+#define WRITE_ID_SLOT(buffer, depth, id, matte_weight, name) kernel_write_id_pass_cpu(buffer, depth * 2, id, matte_weight, kg->coverage_##name)
+ccl_device_inline size_t kernel_write_id_pass_cpu(float *buffer, size_t depth, float id, float matte_weight, CoverageMap *map)
+{
+ if(map) {
+ (*map)[id] += matte_weight;
+ return 0;
+ }
+#else /* __KERNEL_CPU__ */
+#define WRITE_ID_SLOT(buffer, depth, id, matte_weight, name) kernel_write_id_slots_gpu(buffer, depth * 2, id, matte_weight)
+ccl_device_inline size_t kernel_write_id_slots_gpu(ccl_global float *buffer, size_t depth, float id, float matte_weight)
+{
+#endif /* __KERNEL_CPU__ */
+ kernel_write_id_slots(buffer, depth, id, matte_weight);
+ return depth * 2;
+}
+
ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global float *buffer, PathRadiance *L,
ShaderData *sd, ccl_addr_space PathState *state, float3 throughput)
{
}
}
+ if(kernel_data.film.cryptomatte_passes) {
+ const float matte_weight = average(throughput) * (1.0f - average(shader_bsdf_transparency(kg, sd)));
+ if(matte_weight > 0.0f) {
+ ccl_global float *cryptomatte_buffer = buffer + kernel_data.film.pass_cryptomatte;
+ if(kernel_data.film.cryptomatte_passes & CRYPT_OBJECT) {
+ float id = object_cryptomatte_id(kg, sd->object);
+ cryptomatte_buffer += WRITE_ID_SLOT(cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight, object);
+ }
+ if(kernel_data.film.cryptomatte_passes & CRYPT_MATERIAL) {
+ float id = shader_cryptomatte_id(kg, sd->shader);
+ cryptomatte_buffer += WRITE_ID_SLOT(cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight, material);
+ }
+ if(kernel_data.film.cryptomatte_passes & CRYPT_ASSET) {
+ float id = object_cryptomatte_asset_id(kg, sd->object);
+ cryptomatte_buffer += WRITE_ID_SLOT(cryptomatte_buffer, kernel_data.film.cryptomatte_depth, id, matte_weight, asset);
+ }
+ }
+ }
+
+
if(light_flag & PASSMASK_COMPONENT(DIFFUSE))
L->color_diffuse += shader_bsdf_diffuse(kg, sd)*throughput;
if(light_flag & PASSMASK_COMPONENT(GLOSSY))