diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-03-29 16:03:45 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-03-29 16:03:45 +0400 |
commit | 84470a1190b28cd37491e5002aea4695e4f26f44 (patch) | |
tree | 82f78b632fdfc30ac7b7e54101dea7f0257621b4 /intern/cycles/kernel/geom/geom_bvh_traversal.h | |
parent | 2100fb4094800a1cbe4e11c530d4eec3019a87a5 (diff) |
Cycles code refactor: move geometry related kernel files into own directory.
Diffstat (limited to 'intern/cycles/kernel/geom/geom_bvh_traversal.h')
-rw-r--r-- | intern/cycles/kernel/geom/geom_bvh_traversal.h | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_bvh_traversal.h b/intern/cycles/kernel/geom/geom_bvh_traversal.h new file mode 100644 index 00000000000..0515a9e0fa7 --- /dev/null +++ b/intern/cycles/kernel/geom/geom_bvh_traversal.h @@ -0,0 +1,354 @@ +/* + * 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. + */ + +/* 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_HAIR_MINIMUM_WIDTH: hair curve rendering with minimum width + * BVH_MOTION: motion blur rendering + * + */ + +#define FEATURE(f) (((BVH_FUNCTION_FEATURES) & (f)) != 0) + +ccl_device bool BVH_FUNCTION_NAME +(KernelGlobals *kg, const Ray *ray, Intersection *isect, const uint visibility +#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) +, uint *lcg_state, float difl, float extmax +#endif +) +{ + /* todo: + * - test if pushing distance on the stack helps (for non shadow rays) + * - separate version for shadow rays + * - likely and unlikely for if() statements + * - SSE for hair + * - 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 idir = bvh_inverse_direction(ray->D); + int object = ~0; + +#if FEATURE(BVH_MOTION) + Transform ob_tfm; +#endif + + isect->t = tmax; + isect->object = ~0; + isect->prim = ~0; + isect->u = 0.0f; + isect->v = 0.0f; + +#if defined(__KERNEL_SSE2__) + const shuffle_swap_t shuf_identity = shuffle_swap_identity(); + const shuffle_swap_t shuf_swap = shuffle_swap_swap(); + + const __m128 pn = _mm_castsi128_ps(_mm_set_epi32(0x80000000, 0x80000000, 0, 0)); + __m128 Psplat[3], idirsplat[3]; + shuffle_swap_t shufflexyz[3]; + + Psplat[0] = _mm_set_ps1(P.x); + Psplat[1] = _mm_set_ps1(P.y); + Psplat[2] = _mm_set_ps1(P.z); + + __m128 tsplat = _mm_set_ps(-isect->t, -isect->t, 0.0f, 0.0f); + + gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz); +#endif + + /* traversal loop */ + do { + do + { + /* traverse internal nodes */ + while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) + { + bool traverseChild0, traverseChild1; + int nodeAddrChild1; + +#if !defined(__KERNEL_SSE2__) + /* Intersect two child bounding boxes, non-SSE version */ + float t = isect->t; + + /* fetch node data */ + float4 node0 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0); + float4 node1 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1); + float4 node2 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2); + float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3); + + /* intersect ray against child nodes */ + NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x; + NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x; + NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y; + NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y; + NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z; + NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z; + NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f); + NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t); + + NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x; + NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x; + NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y; + NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y; + NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z; + NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z; + NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f); + NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t); + +#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) + if(difl != 0.0f) { + float hdiff = 1.0f + difl; + float ldiff = 1.0f - difl; + if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) { + c0min = max(ldiff * c0min, c0min - extmax); + c0max = min(hdiff * c0max, c0max + extmax); + } + if(__float_as_int(cnodes.w) & PATH_RAY_CURVE) { + c1min = max(ldiff * c1min, c1min - extmax); + c1max = min(hdiff * c1max, c1max + extmax); + } + } +#endif + + /* decide which nodes to traverse next */ +#ifdef __VISIBILITY_FLAG__ + /* this visibility test gives a 5% performance hit, how to solve? */ + traverseChild0 = (c0max >= c0min) && (__float_as_uint(cnodes.z) & visibility); + traverseChild1 = (c1max >= c1min) && (__float_as_uint(cnodes.w) & visibility); +#else + traverseChild0 = (c0max >= c0min); + traverseChild1 = (c1max >= c1min); +#endif + +#else // __KERNEL_SSE2__ + /* Intersect two child bounding boxes, SSE3 version adapted from Embree */ + + /* fetch node data */ + const __m128 *bvh_nodes = (__m128*)kg->__bvh_nodes.data + nodeAddr*BVH_NODE_SIZE; + const float4 cnodes = ((float4*)bvh_nodes)[3]; + + /* intersect ray against child nodes */ + const __m128 tminmaxx = _mm_mul_ps(_mm_sub_ps(shuffle_swap(bvh_nodes[0], shufflexyz[0]), Psplat[0]), idirsplat[0]); + const __m128 tminmaxy = _mm_mul_ps(_mm_sub_ps(shuffle_swap(bvh_nodes[1], shufflexyz[1]), Psplat[1]), idirsplat[1]); + const __m128 tminmaxz = _mm_mul_ps(_mm_sub_ps(shuffle_swap(bvh_nodes[2], shufflexyz[2]), Psplat[2]), idirsplat[2]); + + /* calculate { c0min, c1min, -c0max, -c1max} */ + __m128 minmax = _mm_max_ps(_mm_max_ps(tminmaxx, tminmaxy), _mm_max_ps(tminmaxz, tsplat)); + const __m128 tminmax = _mm_xor_ps(minmax, pn); + +#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) + if(difl != 0.0f) { + float4 *tminmaxview = (float4*)&tminmax; + float &c0min = tminmaxview->x, &c1min = tminmaxview->y; + float &c0max = tminmaxview->z, &c1max = tminmaxview->w; + + float hdiff = 1.0f + difl; + float ldiff = 1.0f - difl; + if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) { + c0min = max(ldiff * c0min, c0min - extmax); + c0max = min(hdiff * c0max, c0max + extmax); + } + if(__float_as_int(cnodes.w) & PATH_RAY_CURVE) { + c1min = max(ldiff * c1min, c1min - extmax); + c1max = min(hdiff * c1max, c1max + extmax); + } + } +#endif + + const __m128 lrhit = _mm_cmple_ps(tminmax, shuffle<2, 3, 0, 1>(tminmax)); + + /* decide which nodes to traverse next */ +#ifdef __VISIBILITY_FLAG__ + /* this visibility test gives a 5% performance hit, how to solve? */ + traverseChild0 = (_mm_movemask_ps(lrhit) & 1) && (__float_as_uint(cnodes.z) & visibility); + traverseChild1 = (_mm_movemask_ps(lrhit) & 2) && (__float_as_uint(cnodes.w) & visibility); +#else + traverseChild0 = (_mm_movemask_ps(lrhit) & 1); + traverseChild1 = (_mm_movemask_ps(lrhit) & 2); +#endif +#endif // __KERNEL_SSE2__ + + nodeAddr = __float_as_int(cnodes.x); + nodeAddrChild1 = __float_as_int(cnodes.y); + + if(traverseChild0 && traverseChild1) { + /* both children were intersected, push the farther one */ +#if !defined(__KERNEL_SSE2__) + bool closestChild1 = (c1min < c0min); +#else + union { __m128 m128; float v[4]; } uminmax; + uminmax.m128 = tminmax; + bool closestChild1 = uminmax.v[1] < uminmax.v[0]; +#endif + + if(closestChild1) { + int tmp = nodeAddr; + nodeAddr = nodeAddrChild1; + nodeAddrChild1 = tmp; + } + + ++stackPtr; + traversalStack[stackPtr] = nodeAddrChild1; + } + else { + /* one child was intersected */ + if(traverseChild1) { + nodeAddr = nodeAddrChild1; + } + else if(!traverseChild0) { + /* neither child was intersected */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } + } + } + + /* if node is leaf, fetch triangle list */ + if(nodeAddr < 0) { + float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1)); + int primAddr = __float_as_int(leaf.x); + +#if FEATURE(BVH_INSTANCING) + if(primAddr >= 0) { +#endif + int primAddr2 = __float_as_int(leaf.y); + + /* pop */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + + /* primitive intersection */ + while(primAddr < primAddr2) { + bool hit; + + /* intersect ray against primitive */ +#if FEATURE(BVH_HAIR) + uint segment = kernel_tex_fetch(__prim_segment, primAddr); + if(segment != ~0) { + + if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) +#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) + hit = bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax); + else + hit = bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax); +#else + hit = bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment); + else + hit = bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment); +#endif + } + else +#endif + hit = bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr); + + /* shadow ray early termination */ +#if defined(__KERNEL_SSE2__) + if(hit) { + if(visibility == PATH_RAY_SHADOW_OPAQUE) + return true; + + tsplat = _mm_set_ps(-isect->t, -isect->t, 0.0f, 0.0f); + } +#else + if(hit && visibility == PATH_RAY_SHADOW_OPAQUE) + return true; +#endif + + primAddr++; + } + } +#if FEATURE(BVH_INSTANCING) + else { + /* instance push */ + object = kernel_tex_fetch(__prim_object, -primAddr-1); + +#if FEATURE(BVH_MOTION) + bvh_instance_motion_push(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax); +#else + bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax); +#endif + +#if defined(__KERNEL_SSE2__) + Psplat[0] = _mm_set_ps1(P.x); + Psplat[1] = _mm_set_ps1(P.y); + Psplat[2] = _mm_set_ps1(P.z); + + tsplat = _mm_set_ps(-isect->t, -isect->t, 0.0f, 0.0f); + + gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz); +#endif + + ++stackPtr; + traversalStack[stackPtr] = ENTRYPOINT_SENTINEL; + + nodeAddr = kernel_tex_fetch(__object_node, object); + } + } +#endif + } while(nodeAddr != ENTRYPOINT_SENTINEL); + +#if FEATURE(BVH_INSTANCING) + if(stackPtr >= 0) { + kernel_assert(object != ~0); + + /* instance pop */ +#if FEATURE(BVH_MOTION) + bvh_instance_motion_pop(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax); +#else + bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax); +#endif + +#if defined(__KERNEL_SSE2__) + Psplat[0] = _mm_set_ps1(P.x); + Psplat[1] = _mm_set_ps1(P.y); + Psplat[2] = _mm_set_ps1(P.z); + + tsplat = _mm_set_ps(-isect->t, -isect->t, 0.0f, 0.0f); + + gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz); +#endif + + object = ~0; + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } +#endif + } while(nodeAddr != ENTRYPOINT_SENTINEL); + + return (isect->prim != ~0); +} + +#undef FEATURE +#undef BVH_FUNCTION_NAME +#undef BVH_FUNCTION_FEATURES + |