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authorSergey Sharybin <sergey.vfx@gmail.com>2016-07-11 13:28:45 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-07-11 14:58:47 +0300
commit4355603790712032e89fa4da6d8ce7f3ede62b4f (patch)
tree146102d7c52475a2c334e7b2a5a0e5b61a3b8153 /intern/cycles/kernel/bvh/bvh_shadow.h
parentc58ae20f6ce2af2a2b71d477917d2a272e47260f (diff)
Cycles: Move BVK kernel files to own directory
BVH traversal is not really that much a geometry and we've got quite some traversals now. Makes sense to keep them separate in the name of source structure clarity.
Diffstat (limited to 'intern/cycles/kernel/bvh/bvh_shadow.h')
-rw-r--r--intern/cycles/kernel/bvh/bvh_shadow.h386
1 files changed, 386 insertions, 0 deletions
diff --git a/intern/cycles/kernel/bvh/bvh_shadow.h b/intern/cycles/kernel/bvh/bvh_shadow.h
new file mode 100644
index 00000000000..02147d20fee
--- /dev/null
+++ b/intern/cycles/kernel/bvh/bvh_shadow.h
@@ -0,0 +1,386 @@
+/*
+ * Adapted from code Copyright 2009-2010 NVIDIA Corporation,
+ * and code copyright 2009-2012 Intel Corporation
+ *
+ * Modifications Copyright 2011-2013, Blender Foundation.
+ *
+ * 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
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * 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.
+ */
+
+#ifdef __QBVH__
+# include "qbvh_shadow.h"
+#endif
+
+#if BVH_FEATURE(BVH_HAIR)
+# define NODE_INTERSECT bvh_node_intersect
+#else
+# define NODE_INTERSECT bvh_aligned_node_intersect
+#endif
+
+/* This is a template BVH traversal function, where various features can be
+ * enabled/disabled. This way we can compile optimized versions for each case
+ * without new features slowing things down.
+ *
+ * BVH_INSTANCING: object instancing
+ * BVH_HAIR: hair curve rendering
+ * BVH_MOTION: motion blur rendering
+ *
+ */
+
+ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
+ const Ray *ray,
+ Intersection *isect_array,
+ const uint max_hits,
+ uint *num_hits)
+{
+ /* todo:
+ * - likely and unlikely for if() statements
+ * - test restrict attribute for pointers
+ */
+
+ /* traversal stack in CUDA thread-local memory */
+ int traversalStack[BVH_STACK_SIZE];
+ traversalStack[0] = ENTRYPOINT_SENTINEL;
+
+ /* traversal variables in registers */
+ int stackPtr = 0;
+ int nodeAddr = kernel_data.bvh.root;
+
+ /* ray parameters in registers */
+ const float tmax = ray->t;
+ float3 P = ray->P;
+ float3 dir = bvh_clamp_direction(ray->D);
+ float3 idir = bvh_inverse_direction(dir);
+ int object = OBJECT_NONE;
+ float isect_t = tmax;
+
+#if BVH_FEATURE(BVH_MOTION)
+ Transform ob_itfm;
+#endif
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ int num_hits_in_instance = 0;
+#endif
+
+ *num_hits = 0;
+ isect_array->t = tmax;
+
+#if defined(__KERNEL_SSE2__)
+ const shuffle_swap_t shuf_identity = shuffle_swap_identity();
+ const shuffle_swap_t shuf_swap = shuffle_swap_swap();
+
+ const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
+ ssef Psplat[3], idirsplat[3];
+# if BVH_FEATURE(BVH_HAIR)
+ ssef tnear(0.0f), tfar(isect_t);
+# endif
+ shuffle_swap_t shufflexyz[3];
+
+ Psplat[0] = ssef(P.x);
+ Psplat[1] = ssef(P.y);
+ Psplat[2] = ssef(P.z);
+
+ ssef tsplat(0.0f, 0.0f, -isect_t, -isect_t);
+
+ gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
+#endif /* __KERNEL_SSE2__ */
+
+ IsectPrecalc isect_precalc;
+ triangle_intersect_precalc(dir, &isect_precalc);
+
+ /* traversal loop */
+ do {
+ do {
+ /* traverse internal nodes */
+ while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
+ int nodeAddrChild1, traverse_mask;
+ float dist[2];
+ float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr+0);
+
+#if !defined(__KERNEL_SSE2__)
+ traverse_mask = NODE_INTERSECT(kg,
+ P,
+# if BVH_FEATURE(BVH_HAIR)
+ dir,
+# endif
+ idir,
+ isect_t,
+ nodeAddr,
+ PATH_RAY_SHADOW,
+ dist);
+#else // __KERNEL_SSE2__
+ traverse_mask = NODE_INTERSECT(kg,
+ P,
+ dir,
+# if BVH_FEATURE(BVH_HAIR)
+ tnear,
+ tfar,
+# endif
+ tsplat,
+ Psplat,
+ idirsplat,
+ shufflexyz,
+ nodeAddr,
+ PATH_RAY_SHADOW,
+ dist);
+#endif // __KERNEL_SSE2__
+
+ nodeAddr = __float_as_int(cnodes.z);
+ nodeAddrChild1 = __float_as_int(cnodes.w);
+
+ if(traverse_mask == 3) {
+ /* Both children were intersected, push the farther one. */
+ bool closestChild1 = (dist[1] < dist[0]);
+
+ if(closestChild1) {
+ int tmp = nodeAddr;
+ nodeAddr = nodeAddrChild1;
+ nodeAddrChild1 = tmp;
+ }
+
+ ++stackPtr;
+ kernel_assert(stackPtr < BVH_STACK_SIZE);
+ traversalStack[stackPtr] = nodeAddrChild1;
+ }
+ else {
+ /* One child was intersected. */
+ if(traverse_mask == 2) {
+ nodeAddr = nodeAddrChild1;
+ }
+ else if(traverse_mask == 0) {
+ /* Neither child was intersected. */
+ nodeAddr = traversalStack[stackPtr];
+ --stackPtr;
+ }
+ }
+ }
+
+ /* if node is leaf, fetch triangle list */
+ if(nodeAddr < 0) {
+ float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-nodeAddr-1));
+ int primAddr = __float_as_int(leaf.x);
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ if(primAddr >= 0) {
+#endif
+ const int primAddr2 = __float_as_int(leaf.y);
+ const uint type = __float_as_int(leaf.w);
+ const uint p_type = type & PRIMITIVE_ALL;
+
+ /* pop */
+ nodeAddr = traversalStack[stackPtr];
+ --stackPtr;
+
+ /* primitive intersection */
+ while(primAddr < primAddr2) {
+ kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
+
+ bool hit;
+
+ /* todo: specialized intersect functions which don't fill in
+ * isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
+ * might give a few % performance improvement */
+
+ switch(p_type) {
+ case PRIMITIVE_TRIANGLE: {
+ hit = triangle_intersect(kg, &isect_precalc, isect_array, P, PATH_RAY_SHADOW, object, primAddr);
+ break;
+ }
+#if BVH_FEATURE(BVH_MOTION)
+ case PRIMITIVE_MOTION_TRIANGLE: {
+ hit = motion_triangle_intersect(kg, isect_array, P, dir, ray->time, PATH_RAY_SHADOW, object, primAddr);
+ break;
+ }
+#endif
+#if BVH_FEATURE(BVH_HAIR)
+ case PRIMITIVE_CURVE:
+ case PRIMITIVE_MOTION_CURVE: {
+ if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE)
+ hit = bvh_cardinal_curve_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr, ray->time, type, NULL, 0, 0);
+ else
+ hit = bvh_curve_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr, ray->time, type, NULL, 0, 0);
+ break;
+ }
+#endif
+ default: {
+ hit = false;
+ break;
+ }
+ }
+
+ /* shadow ray early termination */
+ if(hit) {
+ /* detect if this surface has a shader with transparent shadows */
+
+ /* todo: optimize so primitive visibility flag indicates if
+ * the primitive has a transparent shadow shader? */
+ int prim = kernel_tex_fetch(__prim_index, isect_array->prim);
+ int shader = 0;
+
+#ifdef __HAIR__
+ if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
+#endif
+ {
+ shader = kernel_tex_fetch(__tri_shader, prim);
+ }
+#ifdef __HAIR__
+ else {
+ float4 str = kernel_tex_fetch(__curves, prim);
+ shader = __float_as_int(str.z);
+ }
+#endif
+ int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
+
+ /* if no transparent shadows, all light is blocked */
+ if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
+ return true;
+ }
+ /* if maximum number of hits reached, block all light */
+ else if(*num_hits == max_hits) {
+ return true;
+ }
+
+ /* move on to next entry in intersections array */
+ isect_array++;
+ (*num_hits)++;
+#if BVH_FEATURE(BVH_INSTANCING)
+ num_hits_in_instance++;
+#endif
+
+ isect_array->t = isect_t;
+ }
+
+ primAddr++;
+ }
+ }
+#if BVH_FEATURE(BVH_INSTANCING)
+ else {
+ /* instance push */
+ object = kernel_tex_fetch(__prim_object, -primAddr-1);
+
+# if BVH_FEATURE(BVH_MOTION)
+ bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_itfm);
+# else
+ bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
+# endif
+
+ triangle_intersect_precalc(dir, &isect_precalc);
+ num_hits_in_instance = 0;
+ isect_array->t = isect_t;
+
+# if defined(__KERNEL_SSE2__)
+ Psplat[0] = ssef(P.x);
+ Psplat[1] = ssef(P.y);
+ Psplat[2] = ssef(P.z);
+
+ tsplat = ssef(0.0f, 0.0f, -isect_t, -isect_t);
+# if BVH_FEATURE(BVH_HAIR)
+ tfar = ssef(isect_t);
+# endif
+ gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
+# endif
+
+ ++stackPtr;
+ kernel_assert(stackPtr < BVH_STACK_SIZE);
+ traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
+
+ nodeAddr = kernel_tex_fetch(__object_node, object);
+ }
+ }
+#endif /* FEATURE(BVH_INSTANCING) */
+ } while(nodeAddr != ENTRYPOINT_SENTINEL);
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ if(stackPtr >= 0) {
+ kernel_assert(object != OBJECT_NONE);
+
+ if(num_hits_in_instance) {
+ float t_fac;
+
+# if BVH_FEATURE(BVH_MOTION)
+ bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_itfm);
+# else
+ bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
+# endif
+
+ triangle_intersect_precalc(dir, &isect_precalc);
+
+ /* scale isect->t to adjust for instancing */
+ for(int i = 0; i < num_hits_in_instance; i++)
+ (isect_array-i-1)->t *= t_fac;
+ }
+ else {
+ float ignore_t = FLT_MAX;
+
+# if BVH_FEATURE(BVH_MOTION)
+ bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &ignore_t, &ob_itfm);
+# else
+ bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &ignore_t);
+# endif
+ triangle_intersect_precalc(dir, &isect_precalc);
+ }
+
+ isect_t = tmax;
+ isect_array->t = isect_t;
+
+# if defined(__KERNEL_SSE2__)
+ Psplat[0] = ssef(P.x);
+ Psplat[1] = ssef(P.y);
+ Psplat[2] = ssef(P.z);
+
+ tsplat = ssef(0.0f, 0.0f, -isect_t, -isect_t);
+# if BVH_FEATURE(BVH_HAIR)
+ tfar = ssef(isect_t);
+# endif
+ gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
+# endif
+
+ object = OBJECT_NONE;
+ nodeAddr = traversalStack[stackPtr];
+ --stackPtr;
+ }
+#endif /* FEATURE(BVH_INSTANCING) */
+ } while(nodeAddr != ENTRYPOINT_SENTINEL);
+
+ return false;
+}
+
+ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
+ const Ray *ray,
+ Intersection *isect_array,
+ const uint max_hits,
+ uint *num_hits)
+{
+#ifdef __QBVH__
+ if(kernel_data.bvh.use_qbvh) {
+ return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
+ ray,
+ isect_array,
+ max_hits,
+ num_hits);
+ }
+ else
+#endif
+ {
+ kernel_assert(kernel_data.bvh.use_qbvh == false);
+ return BVH_FUNCTION_FULL_NAME(BVH)(kg,
+ ray,
+ isect_array,
+ max_hits,
+ num_hits);
+ }
+}
+
+#undef BVH_FUNCTION_NAME
+#undef BVH_FUNCTION_FEATURES
+#undef NODE_INTERSECT