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authorBrecht Van Lommel <brecht@blender.org>2021-11-22 22:41:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-11-22 23:02:46 +0300
commit29681f186e1a6865da0b4936805df5a608b90ee9 (patch)
treea3a4e9dc61195261c3409259dc2d1e4ddf31b976 /intern/cycles/util/math_intersect.h
parent73b1ad1920e1bfe47613744e32b67f39108df2b1 (diff)
Fix T93283: Cycles render error with CUDA CPU + GPU after recent optimization
BVH2 triangle intersection was broken on the GPU since packed floats can't be loaded directly into SSE. The better long term solution for performance would be to build a BVH2 for GPU and Embree for CPU, similar to what we do for OptiX.
Diffstat (limited to 'intern/cycles/util/math_intersect.h')
-rw-r--r--intern/cycles/util/math_intersect.h48
1 files changed, 1 insertions, 47 deletions
diff --git a/intern/cycles/util/math_intersect.h b/intern/cycles/util/math_intersect.h
index 0c431a36afb..54ce3ab4b66 100644
--- a/intern/cycles/util/math_intersect.h
+++ b/intern/cycles/util/math_intersect.h
@@ -88,29 +88,16 @@ ccl_device bool ray_aligned_disk_intersect(float3 ray_P,
ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
float3 ray_dir,
float ray_t,
-#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- const ssef *ssef_verts,
-#else
const float3 tri_a,
const float3 tri_b,
const float3 tri_c,
-#endif
ccl_private float *isect_u,
ccl_private float *isect_v,
ccl_private float *isect_t)
{
-#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- typedef ssef float3;
- const float3 tri_a(ssef_verts[0]);
- const float3 tri_b(ssef_verts[1]);
- const float3 tri_c(ssef_verts[2]);
- const float3 P(ray_P);
- const float3 dir(ray_dir);
-#else
-# define dot3(a, b) dot(a, b)
+#define dot3(a, b) dot(a, b)
const float3 P = ray_P;
const float3 dir = ray_dir;
-#endif
/* Calculate vertices relative to ray origin. */
const float3 v0 = tri_c - P;
@@ -123,43 +110,16 @@ ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
const float3 e2 = v1 - v2;
/* Perform edge tests. */
-#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- const float3 crossU = cross(v2 + v0, e0);
- const float3 crossV = cross(v0 + v1, e1);
- const float3 crossW = cross(v1 + v2, e2);
-
- ssef crossX(crossU);
- ssef crossY(crossV);
- ssef crossZ(crossW);
- ssef zero = _mm_setzero_ps();
- _MM_TRANSPOSE4_PS(crossX, crossY, crossZ, zero);
-
- const ssef dirX(ray_dir.x);
- const ssef dirY(ray_dir.y);
- const ssef dirZ(ray_dir.z);
-
- ssef UVWW = madd(crossX, dirX, madd(crossY, dirY, crossZ * dirZ));
-#else /* __KERNEL_SSE2__ */
const float U = dot(cross(v2 + v0, e0), ray_dir);
const float V = dot(cross(v0 + v1, e1), ray_dir);
const float W = dot(cross(v1 + v2, e2), ray_dir);
-#endif /* __KERNEL_SSE2__ */
-#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- int uvw_sign = movemask(UVWW) & 0x7;
- if (uvw_sign != 0) {
- if (uvw_sign != 0x7) {
- return false;
- }
- }
-#else
const float minUVW = min(U, min(V, W));
const float maxUVW = max(U, max(V, W));
if (minUVW < 0.0f && maxUVW > 0.0f) {
return false;
}
-#endif
/* Calculate geometry normal and denominator. */
const float3 Ng1 = cross(e1, e0);
@@ -180,14 +140,8 @@ ccl_device_forceinline bool ray_triangle_intersect(float3 ray_P,
}
const float inv_den = 1.0f / den;
-#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- UVWW *= inv_den;
- _mm_store_ss(isect_u, UVWW);
- _mm_store_ss(isect_v, shuffle<1, 1, 3, 3>(UVWW));
-#else
*isect_u = U * inv_den;
*isect_v = V * inv_den;
-#endif
*isect_t = T * inv_den;
return true;