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Base closure pointer in layer is incorrect when using batched execute #1801

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@johnfea

Description

@johnfea

Problem

Base closure pointer in osl layer points to its parent layer closure when using batched execute while it should actually point to a diffuse closure.

void process_bsdf_closure(const ClosureColor* closure) {
const ClosureComponent* comp = closure->as_comp();
const MxLayerParams* srcparams = comp->as<MxLayerParams>();
assert(srcparams->base != closure);

minimal_test_case.zip

Steps to Reproduce

Download the attached minimal sample and issue the following commands:

g++ -DUSE_BATCHED -mavx2 -mfma -mtune=skylake -mf16c -g test2.cpp -loslcomp -loslexec -loslnoise -loslquery -lOpenImageIO -lOpenImageIO_Util
./a.out
parsing mx layer closure
parsing generalized schlick closure
Error: base closure in mx layer points back to currently parsed closure

g++ -mavx2 -mfma -mtune=skylake -mf16c -g test2.cpp -loslcomp -loslexec -loslnoise -loslquery -lOpenImageIO -lOpenImageIO_Util
./a.out
parsing mx layer closure
parsing generalized schlick closure
parsing diffuse closure
<correct output, no problem!>

Here's .osl shader codes in the .zip:

shader layer_test(
                            color base_color = color(0.8, 0.8, 0.8),
                            color specular_tint = color(1.0),
                            float roughness = 0.5,
                            normal Tangent = normalize(dPdu),
                            output closure color BSDF = 0)
{
BSDF = base_color * diffuse(N);
color F0 = specular_tint;
color F90 = color(1.0);
BSDF = layer(generalized_schlick_bsdf(N, Tangent, color(1.0), color(0.0), roughness, roughness, F0, F90, 0.0, "ggx"),BSDF);
}
surface output_surface(closure color Surface = 0)
{
  Ci = Surface;
}

Versions

  • OSL branch/version: v1.13.8.0
  • OS: linux 64-bit 5.10.0-18-amd64
  • C++ compiler: g++ 10.2.1
  • LLVM version: 11.0.1-2
  • OIIO version: v2.5.4.0

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    batch shadingSpecific to the SIMD batch shading back endbugCrash or wrong behavior of an existing feature.shading systemRelated to the runtime shader execution

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