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authorSergey Sharybin <sergey.vfx@gmail.com>2016-10-24 17:56:41 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-10-24 17:56:41 +0300
commit10a25b655af60ca097177058be9ee2cfb2bf4597 (patch)
tree006f28a385b53014411d8787d8d60d1a97a680ef /intern/cycles/kernel/geom/geom_triangle_intersect.h
parentda8f5d6eac58f18193fdfd22e35fee5e1a13f12b (diff)
Cycles: Add AVX2 path to subsurface triangle intersection
Similar to regular triangle intersection case. Gives about 3% speedup rendering SSS object on my desktop, Question: how to avoid such a code duplication in a nice way without speed loss?
Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle_intersect.h')
-rw-r--r--intern/cycles/kernel/geom/geom_triangle_intersect.h62
1 files changed, 62 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h
index b505bd54e5e..8d17e1240a5 100644
--- a/intern/cycles/kernel/geom/geom_triangle_intersect.h
+++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h
@@ -269,6 +269,67 @@ ccl_device_inline void triangle_intersect_subsurface(
const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
+
+#if defined(__KERNEL_AVX2__)
+ const avxf avxf_P(P.m128, P.m128);
+
+ const avxf tri_ab = kernel_tex_fetch_avxf(__prim_tri_verts, tri_vindex + 0);
+ const avxf tri_bc = kernel_tex_fetch_avxf(__prim_tri_verts, tri_vindex + 1);
+
+ const avxf AB = tri_ab - avxf_P;
+ const avxf BC = tri_bc - avxf_P;
+
+ const __m256i permuteMask = _mm256_set_epi32(0x3, kz, ky, kx, 0x3, kz, ky, kx);
+
+ const avxf AB_k = shuffle(AB, permuteMask);
+ const avxf BC_k = shuffle(BC, permuteMask);
+
+ /* Akz, Akz, Bkz, Bkz, Bkz, Bkz, Ckz, Ckz */
+ const avxf ABBC_kz = shuffle<2>(AB_k, BC_k);
+
+ /* Akx, Aky, Bkx, Bky, Bkx,Bky, Ckx, Cky */
+ const avxf ABBC_kxy = shuffle<0,1,0,1>(AB_k, BC_k);
+
+ const avxf Sxy(Sy, Sx, Sy, Sx);
+
+ /* Ax, Ay, Bx, By, Bx, By, Cx, Cy */
+ const avxf ABBC_xy = nmadd(ABBC_kz, Sxy, ABBC_kxy);
+
+ float ABBC_kz_array[8];
+ _mm256_storeu_ps((float*)&ABBC_kz_array, ABBC_kz);
+
+ const float A_kz = ABBC_kz_array[0];
+ const float B_kz = ABBC_kz_array[2];
+ const float C_kz = ABBC_kz_array[6];
+
+ /* By, Bx, Cy, Cx, By, Bx, Ay, Ax */
+ const avxf BCBA_yx = permute<3,2,7,6,3,2,1,0>(ABBC_xy);
+
+ const avxf negMask(0,0,0,0,0x80000000, 0x80000000, 0x80000000, 0x80000000);
+
+ /* W U V
+ * (AxBy-AyBx) (BxCy-ByCx) XX XX (BxBy-ByBx) (CxAy-CyAx) XX XX
+ */
+ const avxf WUxxxxVxx_neg = _mm256_hsub_ps(ABBC_xy * BCBA_yx, negMask /* Dont care */);
+
+ const avxf WUVWnegWUVW = permute<0,1,5,0,0,1,5,0>(WUxxxxVxx_neg) ^ negMask;
+
+ /* Calculate scaled barycentric coordinates. */
+ float WUVW_array[4];
+ _mm_storeu_ps((float*)&WUVW_array, _mm256_castps256_ps128 (WUVWnegWUVW));
+
+ const float W = WUVW_array[0];
+ const float U = WUVW_array[1];
+ const float V = WUVW_array[2];
+
+ const int WUVW_mask = 0x7 & _mm256_movemask_ps(WUVWnegWUVW);
+ const int WUVW_zero = 0x7 & _mm256_movemask_ps(_mm256_cmp_ps(WUVWnegWUVW,
+ _mm256_setzero_ps(), 0));
+
+ if(!((WUVW_mask == 7) || (WUVW_mask == 0)) && ((WUVW_mask | WUVW_zero) != 7)) {
+ return;
+ }
+#else
const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z);
const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z);
const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z);
@@ -295,6 +356,7 @@ ccl_device_inline void triangle_intersect_subsurface(
{
return;
}
+#endif
/* Calculate determinant. */
float det = U + V + W;