diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-14 20:08:52 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-15 16:42:44 +0300 |
commit | 2f36762defba12f2fc27e538a0c4002c36889ca3 (patch) | |
tree | 9beb9f11e6a6c53f4ce12fb71a270cc037ae4cd0 /intern/cycles | |
parent | 5d565062edc25575bbabf173a4e26f184103944b (diff) |
Cleanup: refactor BVH2 shadow intersection for upcoming changes
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/kernel/bvh/bvh_shadow_all.h | 62 |
1 files changed, 37 insertions, 25 deletions
diff --git a/intern/cycles/kernel/bvh/bvh_shadow_all.h b/intern/cycles/kernel/bvh/bvh_shadow_all.h index 4f2164a86ae..7e2edd2684c 100644 --- a/intern/cycles/kernel/bvh/bvh_shadow_all.h +++ b/intern/cycles/kernel/bvh/bvh_shadow_all.h @@ -57,21 +57,27 @@ ccl_device_inline int node_addr = kernel_data.bvh.root; /* ray parameters in registers */ - const float tmax = ray->t; float3 P = ray->P; float3 dir = bvh_clamp_direction(ray->D); float3 idir = bvh_inverse_direction(dir); int object = OBJECT_NONE; - float isect_t = tmax; #if BVH_FEATURE(BVH_MOTION) Transform ob_itfm; #endif + /* Max distance in world space. May be dynamically reduced when max number of + * recorded hits is exceeded and we no longer need to find hits beyond the max + * distance found. */ + float t_max_world = ray->t; + /* Equal to t_max_world when traversing top level BVH, transformed into local + * space when entering instances. */ + float t_max_current = t_max_world; + /* Conversion from world to local space for the current instance if any, 1.0 + * otherwise. */ float t_world_to_instance = 1.0f; *num_hits = 0; - ccl_private Intersection *isect = isect_array; /* traversal loop */ do { @@ -88,7 +94,7 @@ ccl_device_inline dir, #endif idir, - isect_t, + t_max_current, node_addr, visibility, dist); @@ -144,17 +150,18 @@ ccl_device_inline /* todo: specialized intersect functions which don't fill in * isect unless needed and check SD_HAS_TRANSPARENT_SHADOW? * might give a few % performance improvement */ + Intersection isect ccl_optional_struct_init; switch (type & PRIMITIVE_ALL) { case PRIMITIVE_TRIANGLE: { hit = triangle_intersect( - kg, isect, P, dir, isect_t, visibility, object, prim_addr); + kg, &isect, P, dir, t_max_current, visibility, object, prim_addr); break; } #if BVH_FEATURE(BVH_MOTION) case PRIMITIVE_MOTION_TRIANGLE: { hit = motion_triangle_intersect( - kg, isect, P, dir, isect_t, ray->time, visibility, object, prim_addr); + kg, &isect, P, dir, t_max_current, ray->time, visibility, object, prim_addr); break; } #endif @@ -176,8 +183,15 @@ ccl_device_inline object; const int curve_type = kernel_tex_fetch(__prim_type, prim_addr); const int curve_prim = kernel_tex_fetch(__prim_index, prim_addr); - hit = curve_intersect( - kg, isect, P, dir, isect_t, curve_object, curve_prim, ray->time, curve_type); + hit = curve_intersect(kg, + &isect, + P, + dir, + t_max_current, + curve_object, + curve_prim, + ray->time, + curve_type); break; } @@ -191,13 +205,12 @@ ccl_device_inline /* shadow ray early termination */ if (hit) { /* Convert intersection distance to world space. */ - isect->t /= t_world_to_instance; + isect.t /= t_world_to_instance; /* detect if this surface has a shader with transparent shadows */ - /* todo: optimize so primitive visibility flag indicates if * the primitive has a transparent shadow shader? */ - const int flags = intersection_get_shader_flags(kg, isect->prim, isect->type); + const int flags = intersection_get_shader_flags(kg, isect.prim, isect.type); if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || max_hits == 0) { /* If no transparent shadows, all light is blocked and we can @@ -207,13 +220,13 @@ ccl_device_inline /* Increase the number of hits, possibly beyond max_hits, we will * simply not record those and only keep the max_hits closest. */ - (*num_hits)++; + uint record_index = (*num_hits)++; - if (*num_hits >= max_hits) { + if (record_index >= max_hits - 1) { /* If maximum number of hits reached, find the intersection with * the largest distance to potentially replace when another hit * is found. */ - const int num_recorded_hits = min(max_hits, *num_hits); + const int num_recorded_hits = min(max_hits, record_index); float max_recorded_t = isect_array[0].t; int max_recorded_hit = 0; @@ -224,15 +237,16 @@ ccl_device_inline } } - isect = isect_array + max_recorded_hit; + if (record_index >= max_hits) { + record_index = max_recorded_hit; + } /* Limit the ray distance and stop counting hits beyond this. */ - isect_t = max_recorded_t * t_world_to_instance; - } - else { - /* Still have space for intersection, use next hit. */ - isect = isect + 1; + t_max_world = max(max_recorded_t, isect.t); + t_max_current = t_max_world * t_world_to_instance; } + + isect_array[record_index] = isect; } prim_addr++; @@ -250,7 +264,7 @@ ccl_device_inline #endif /* Convert intersection to object space. */ - isect_t *= t_world_to_instance; + t_max_current *= t_world_to_instance; ++stack_ptr; kernel_assert(stack_ptr < BVH_STACK_SIZE); @@ -271,10 +285,8 @@ ccl_device_inline bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX); #endif - /* Restore world space ray length. If max number of hits exceeded this - * distance is reduced to recorded only the closest hits. If not use - * the original ray length. */ - isect_t = (max_hits && *num_hits > max_hits) ? isect->t : tmax; + /* Restore world space ray length. */ + t_max_current = t_max_world; object = OBJECT_NONE; t_world_to_instance = 1.0f; |