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author | Michael Jones <michael_p_jones@apple.com> | 2021-11-29 18:06:22 +0300 |
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committer | Michael Jones <michael_p_jones@apple.com> | 2021-11-29 18:20:26 +0300 |
commit | f613c4c0953ebaf993ecd55b12bab9cf2196dac4 (patch) | |
tree | 0cb08f0e144290913b483289220f13c366665504 /intern/cycles/scene/object.cpp | |
parent | 98a5c924fca00b4b39e75a4fc16585cfa040398c (diff) |
Cycles: MetalRT support (kernel side)
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code:
- MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`.
- MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers.
- Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13353
Diffstat (limited to 'intern/cycles/scene/object.cpp')
-rw-r--r-- | intern/cycles/scene/object.cpp | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/intern/cycles/scene/object.cpp b/intern/cycles/scene/object.cpp index 69a2365f17c..bf224a81af5 100644 --- a/intern/cycles/scene/object.cpp +++ b/intern/cycles/scene/object.cpp @@ -530,6 +530,34 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s } } +void ObjectManager::device_update_prim_offsets(Device *device, DeviceScene *dscene, Scene *scene) +{ + BVHLayoutMask layout_mask = device->get_bvh_layout_mask(); + if (layout_mask != BVH_LAYOUT_METAL && layout_mask != BVH_LAYOUT_MULTI_METAL_EMBREE) { + return; + } + + /* On MetalRT, primitive / curve segment offsets can't be baked at BVH build time. Intersection + * handlers need to apply the offset manually. */ + uint *object_prim_offset = dscene->object_prim_offset.alloc(scene->objects.size()); + foreach (Object *ob, scene->objects) { + uint32_t prim_offset = 0; + if (Geometry *const geom = ob->geometry) { + if (geom->geometry_type == Geometry::HAIR) { + prim_offset = ((Hair *const)geom)->curve_segment_offset; + } + else { + prim_offset = geom->prim_offset; + } + } + uint obj_index = ob->get_device_index(); + object_prim_offset[obj_index] = prim_offset; + } + + dscene->object_prim_offset.copy_to_device(); + dscene->object_prim_offset.clear_modified(); +} + void ObjectManager::device_update_transforms(DeviceScene *dscene, Scene *scene, Progress &progress) { UpdateObjectTransformState state; @@ -840,6 +868,7 @@ void ObjectManager::device_free(Device *, DeviceScene *dscene, bool force_free) dscene->object_motion.free_if_need_realloc(force_free); dscene->object_flag.free_if_need_realloc(force_free); dscene->object_volume_step.free_if_need_realloc(force_free); + dscene->object_prim_offset.free_if_need_realloc(force_free); } void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, Progress &progress) |