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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:37:04 +0300
commitfd25e883e2807a151f673b87c152a59701a0df80 (patch)
tree9441933f32ba2672ca71c58842342a9c525e123e /intern/cycles/kernel/bvh/nodes.h
parentd7d40745fa09061a3117bd3669c5a46bbf611eae (diff)
Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/bvh/nodes.h')
-rw-r--r--intern/cycles/kernel/bvh/nodes.h153
1 files changed, 153 insertions, 0 deletions
diff --git a/intern/cycles/kernel/bvh/nodes.h b/intern/cycles/kernel/bvh/nodes.h
new file mode 100644
index 00000000000..71122085f69
--- /dev/null
+++ b/intern/cycles/kernel/bvh/nodes.h
@@ -0,0 +1,153 @@
+/*
+ * Copyright 2011-2016, 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.
+ */
+
+// TODO(sergey): Look into avoid use of full Transform and use 3x3 matrix and
+// 3-vector which might be faster.
+ccl_device_forceinline Transform bvh_unaligned_node_fetch_space(KernelGlobals kg,
+ int node_addr,
+ int child)
+{
+ Transform space;
+ const int child_addr = node_addr + child * 3;
+ space.x = kernel_tex_fetch(__bvh_nodes, child_addr + 1);
+ space.y = kernel_tex_fetch(__bvh_nodes, child_addr + 2);
+ space.z = kernel_tex_fetch(__bvh_nodes, child_addr + 3);
+ return space;
+}
+
+ccl_device_forceinline int bvh_aligned_node_intersect(KernelGlobals kg,
+ const float3 P,
+ const float3 idir,
+ const float t,
+ const int node_addr,
+ const uint visibility,
+ float dist[2])
+{
+
+ /* fetch node data */
+#ifdef __VISIBILITY_FLAG__
+ float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
+#endif
+ float4 node0 = kernel_tex_fetch(__bvh_nodes, node_addr + 1);
+ float4 node1 = kernel_tex_fetch(__bvh_nodes, node_addr + 2);
+ float4 node2 = kernel_tex_fetch(__bvh_nodes, node_addr + 3);
+
+ /* intersect ray against child nodes */
+ float c0lox = (node0.x - P.x) * idir.x;
+ float c0hix = (node0.z - P.x) * idir.x;
+ float c0loy = (node1.x - P.y) * idir.y;
+ float c0hiy = (node1.z - P.y) * idir.y;
+ float c0loz = (node2.x - P.z) * idir.z;
+ float c0hiz = (node2.z - P.z) * idir.z;
+ float c0min = max4(0.0f, min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz));
+ float c0max = min4(t, max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz));
+
+ float c1lox = (node0.y - P.x) * idir.x;
+ float c1hix = (node0.w - P.x) * idir.x;
+ float c1loy = (node1.y - P.y) * idir.y;
+ float c1hiy = (node1.w - P.y) * idir.y;
+ float c1loz = (node2.y - P.z) * idir.z;
+ float c1hiz = (node2.w - P.z) * idir.z;
+ float c1min = max4(0.0f, min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz));
+ float c1max = min4(t, max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz));
+
+ dist[0] = c0min;
+ dist[1] = c1min;
+
+#ifdef __VISIBILITY_FLAG__
+ /* this visibility test gives a 5% performance hit, how to solve? */
+ return (((c0max >= c0min) && (__float_as_uint(cnodes.x) & visibility)) ? 1 : 0) |
+ (((c1max >= c1min) && (__float_as_uint(cnodes.y) & visibility)) ? 2 : 0);
+#else
+ return ((c0max >= c0min) ? 1 : 0) | ((c1max >= c1min) ? 2 : 0);
+#endif
+}
+
+ccl_device_forceinline bool bvh_unaligned_node_intersect_child(KernelGlobals kg,
+ const float3 P,
+ const float3 dir,
+ const float t,
+ int node_addr,
+ int child,
+ float dist[2])
+{
+ Transform space = bvh_unaligned_node_fetch_space(kg, node_addr, child);
+ float3 aligned_dir = transform_direction(&space, dir);
+ float3 aligned_P = transform_point(&space, P);
+ float3 nrdir = -bvh_inverse_direction(aligned_dir);
+ float3 lower_xyz = aligned_P * nrdir;
+ float3 upper_xyz = lower_xyz - nrdir;
+ const float near_x = min(lower_xyz.x, upper_xyz.x);
+ const float near_y = min(lower_xyz.y, upper_xyz.y);
+ const float near_z = min(lower_xyz.z, upper_xyz.z);
+ const float far_x = max(lower_xyz.x, upper_xyz.x);
+ const float far_y = max(lower_xyz.y, upper_xyz.y);
+ const float far_z = max(lower_xyz.z, upper_xyz.z);
+ const float tnear = max4(0.0f, near_x, near_y, near_z);
+ const float tfar = min4(t, far_x, far_y, far_z);
+ *dist = tnear;
+ return tnear <= tfar;
+}
+
+ccl_device_forceinline int bvh_unaligned_node_intersect(KernelGlobals kg,
+ const float3 P,
+ const float3 dir,
+ const float3 idir,
+ const float t,
+ const int node_addr,
+ const uint visibility,
+ float dist[2])
+{
+ int mask = 0;
+#ifdef __VISIBILITY_FLAG__
+ float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
+#endif
+ if (bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 0, &dist[0])) {
+#ifdef __VISIBILITY_FLAG__
+ if ((__float_as_uint(cnodes.x) & visibility))
+#endif
+ {
+ mask |= 1;
+ }
+ }
+ if (bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 1, &dist[1])) {
+#ifdef __VISIBILITY_FLAG__
+ if ((__float_as_uint(cnodes.y) & visibility))
+#endif
+ {
+ mask |= 2;
+ }
+ }
+ return mask;
+}
+
+ccl_device_forceinline int bvh_node_intersect(KernelGlobals kg,
+ const float3 P,
+ const float3 dir,
+ const float3 idir,
+ const float t,
+ const int node_addr,
+ const uint visibility,
+ float dist[2])
+{
+ float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
+ if (__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
+ return bvh_unaligned_node_intersect(kg, P, dir, idir, t, node_addr, visibility, dist);
+ }
+ else {
+ return bvh_aligned_node_intersect(kg, P, idir, t, node_addr, visibility, dist);
+ }
+}