diff options
-rw-r--r-- | intern/cycles/kernel/geom/geom_bvh.h | 76 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_bvh_shadow.h | 374 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_bvh_subsurface.h | 11 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_bvh_traversal.h | 19 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_object.h | 33 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_shadow.h | 208 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_types.h | 1 |
7 files changed, 674 insertions, 48 deletions
diff --git a/intern/cycles/kernel/geom/geom_bvh.h b/intern/cycles/kernel/geom/geom_bvh.h index 12ebc646c14..dd7c25d581d 100644 --- a/intern/cycles/kernel/geom/geom_bvh.h +++ b/intern/cycles/kernel/geom/geom_bvh.h @@ -93,6 +93,36 @@ CCL_NAMESPACE_BEGIN #include "geom_bvh_subsurface.h" #endif +#if defined(__SHADOW_RECORD_ALL__) +#define BVH_FUNCTION_NAME bvh_intersect_shadow_all +#define BVH_FUNCTION_FEATURES 0 +#include "geom_bvh_shadow.h" +#endif + +#if defined(__SUBSURFACE__) && defined(__INSTANCING__) +#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_instancing +#define BVH_FUNCTION_FEATURES BVH_INSTANCING +#include "geom_bvh_shadow.h" +#endif + +#if defined(__SUBSURFACE__) && defined(__HAIR__) +#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair +#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR +#include "geom_bvh_shadow.h" +#endif + +#if defined(__SUBSURFACE__) && defined(__OBJECT_MOTION__) +#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_motion +#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION +#include "geom_bvh_shadow.h" +#endif + +#if defined(__SUBSURFACE__) && defined(__HAIR__) && defined(__OBJECT_MOTION__) +#define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair_motion +#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_MOTION +#include "geom_bvh_shadow.h" +#endif + /* to work around titan bug when using arrays instead of textures */ #if !defined(__KERNEL_CUDA__) || defined(__KERNEL_CUDA_TEX_STORAGE__) ccl_device_inline @@ -185,6 +215,52 @@ uint scene_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection } #endif +/* to work around titan bug when using arrays instead of textures */ +#ifdef __SHADOW_RECORD_ALL__ +#if !defined(__KERNEL_CUDA__) || defined(__KERNEL_CUDA_TEX_STORAGE__) +ccl_device_inline +#else +ccl_device_noinline +#endif +uint scene_intersect_shadow_all(KernelGlobals *kg, const Ray *ray, Intersection *isect, uint max_hits, uint *num_hits) +{ +#ifdef __OBJECT_MOTION__ + if(kernel_data.bvh.have_motion) { +#ifdef __HAIR__ + if(kernel_data.bvh.have_curves) + return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, max_hits, num_hits); +#endif /* __HAIR__ */ + + return bvh_intersect_shadow_all_motion(kg, ray, isect, max_hits, num_hits); + } +#endif /* __OBJECT_MOTION__ */ + +#ifdef __HAIR__ + if(kernel_data.bvh.have_curves) + return bvh_intersect_shadow_all_hair(kg, ray, isect, max_hits, num_hits); +#endif /* __HAIR__ */ + +#ifdef __KERNEL_CPU__ + +#ifdef __INSTANCING__ + if(kernel_data.bvh.have_instancing) + return bvh_intersect_shadow_all_instancing(kg, ray, isect, max_hits, num_hits); +#endif /* __INSTANCING__ */ + + return bvh_intersect_shadow_all(kg, ray, isect, max_hits, num_hits); +#else /* __KERNEL_CPU__ */ + +#ifdef __INSTANCING__ + return bvh_intersect_shadow_all_instancing(kg, ray, isect, max_hits, num_hits); +#else + return bvh_intersect_shadow_all(kg, ray, isect, max_hits, num_hits); +#endif /* __INSTANCING__ */ + +#endif /* __KERNEL_CPU__ */ +} +#endif + + /* Ray offset to avoid self intersection. * * This function should be used to compute a modified ray start position for diff --git a/intern/cycles/kernel/geom/geom_bvh_shadow.h b/intern/cycles/kernel/geom/geom_bvh_shadow.h new file mode 100644 index 00000000000..6e981fb7080 --- /dev/null +++ b/intern/cycles/kernel/geom/geom_bvh_shadow.h @@ -0,0 +1,374 @@ +/* + * 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_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_array, const uint max_hits, uint *num_hits) +{ + /* todo: + * - likely and unlikely for if() statements + * - 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 dir = bvh_clamp_direction(ray->D); + float3 idir = bvh_inverse_direction(dir); + int object = OBJECT_NONE; + float isect_t = tmax; + +#if FEATURE(BVH_MOTION) + Transform ob_tfm; +#endif + +#if FEATURE(BVH_INSTANCING) + int num_hits_in_instance = 0; +#endif + + *num_hits = 0; + isect_array->t = tmax; + +#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); + + /* 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) & PATH_RAY_SHADOW); + traverseChild1 = (c1max >= c1min) && (__float_as_uint(cnodes.w) & PATH_RAY_SHADOW); +#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); + 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) & PATH_RAY_SHADOW); + traverseChild1 = (_mm_movemask_ps(lrhit) & 2) && (__float_as_uint(cnodes.w) & PATH_RAY_SHADOW); +#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; + uint type = kernel_tex_fetch(__prim_type, primAddr); + + /* todo: specialized intersect functions which don't fill in + * isect unless needed and check SD_HAS_TRANSPARENT_SHADOW? + * might give a few % performance improvement */ + + switch(type & PRIMITIVE_ALL) { + case PRIMITIVE_TRIANGLE: { + hit = triangle_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr); + break; + } + case PRIMITIVE_MOTION_TRIANGLE: { + hit = motion_triangle_intersect(kg, isect_array, P, dir, ray->time, PATH_RAY_SHADOW, object, primAddr); + break; + } +#if FEATURE(BVH_HAIR) + case PRIMITIVE_CURVE: + case PRIMITIVE_MOTION_CURVE: { + if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) + hit = bvh_cardinal_curve_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr, ray->time, type, NULL, 0, 0); + else + hit = bvh_curve_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr, ray->time, type, NULL, 0, 0); + break; + } +#endif + default: { + hit = false; + break; + } + } + + /* shadow ray early termination */ + if(hit) { + /* 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? */ + int prim = kernel_tex_fetch(__prim_index, isect_array->prim); + int shader = 0; + +#ifdef __HAIR__ + if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE) { +#endif + float4 Ns = kernel_tex_fetch(__tri_normal, prim); + shader = __float_as_int(Ns.w); +#ifdef __HAIR__ + } + else { + float4 str = kernel_tex_fetch(__curves, prim); + shader = __float_as_int(str.z); + } +#endif + int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2); + + /* if no transparent shadows, all light is blocked */ + if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) { + return true; + } + /* if maximum number of hits reached, block all light */ + else if(*num_hits == max_hits) { + return true; + } + + /* move on to next entry in intersections array */ + isect_array++; + (*num_hits)++; +#if FEATURE(BVH_INSTANCING) + num_hits_in_instance++; +#endif + + isect_array->t = isect_t; + } + + 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, &dir, &idir, &isect_t, &ob_tfm); +#else + bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t); +#endif + + num_hits_in_instance = 0; + +#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); + + isect_array->t = isect_t; + 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 != OBJECT_NONE); + + if(num_hits_in_instance) { + float t_fac; + +#if FEATURE(BVH_MOTION) + bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_tfm); +#else + bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac); +#endif + + /* scale isect->t to adjust for instancing */ + for(int i = 0; i < num_hits_in_instance; i++) + (isect_array-i-1)->t *= t_fac; + } + else { + float ignore_t = FLT_MAX; + +#if FEATURE(BVH_MOTION) + bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &ignore_t, &ob_tfm); +#else + bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &ignore_t); +#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); + + isect_t = tmax; + isect_array->t = isect_t; + 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 = OBJECT_NONE; + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } +#endif + } while(nodeAddr != ENTRYPOINT_SENTINEL); + + return false; +} + +#undef FEATURE +#undef BVH_FUNCTION_NAME +#undef BVH_FUNCTION_FEATURES + diff --git a/intern/cycles/kernel/geom/geom_bvh_subsurface.h b/intern/cycles/kernel/geom/geom_bvh_subsurface.h index 6b71ffc24ba..30fc3d68feb 100644 --- a/intern/cycles/kernel/geom/geom_bvh_subsurface.h +++ b/intern/cycles/kernel/geom/geom_bvh_subsurface.h @@ -48,12 +48,11 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio int nodeAddr = 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; + float isect_t = ray->t; const uint visibility = PATH_RAY_ALL_VISIBILITY; uint num_hits = 0; @@ -236,9 +235,9 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio object = subsurface_object; #if FEATURE(BVH_MOTION) - bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm, tmax); + bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm); #else - bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t, tmax); + bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t); #endif #if defined(__KERNEL_SSE2__) @@ -272,9 +271,9 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio /* instance pop */ #if FEATURE(BVH_MOTION) - bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm, tmax); + bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm); #else - bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect_t, tmax); + bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect_t); #endif #if defined(__KERNEL_SSE2__) diff --git a/intern/cycles/kernel/geom/geom_bvh_traversal.h b/intern/cycles/kernel/geom/geom_bvh_traversal.h index 566aa421474..6cb622d384c 100644 --- a/intern/cycles/kernel/geom/geom_bvh_traversal.h +++ b/intern/cycles/kernel/geom/geom_bvh_traversal.h @@ -53,7 +53,6 @@ ccl_device bool BVH_FUNCTION_NAME int nodeAddr = 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); @@ -63,7 +62,7 @@ ccl_device bool BVH_FUNCTION_NAME Transform ob_tfm; #endif - isect->t = tmax; + isect->t = ray->t; isect->object = OBJECT_NONE; isect->prim = PRIM_NONE; isect->u = 0.0f; @@ -264,18 +263,10 @@ ccl_device bool BVH_FUNCTION_NAME #if FEATURE(BVH_HAIR) case PRIMITIVE_CURVE: case PRIMITIVE_MOTION_CURVE: { -#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) hit = bvh_cardinal_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type, lcg_state, difl, extmax); else hit = bvh_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type, lcg_state, difl, extmax); -#else - if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) - hit = bvh_cardinal_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type); - else - hit = bvh_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type); -#endif - break; } #endif @@ -307,9 +298,9 @@ ccl_device bool BVH_FUNCTION_NAME object = kernel_tex_fetch(__prim_object, -primAddr-1); #if FEATURE(BVH_MOTION) - bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_tfm, tmax); + bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_tfm); #else - bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect->t, tmax); + bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect->t); #endif #if defined(__KERNEL_SSE2__) @@ -337,9 +328,9 @@ ccl_device bool BVH_FUNCTION_NAME /* instance pop */ #if FEATURE(BVH_MOTION) - bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_tfm, tmax); + bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_tfm); #else - bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect->t, tmax); + bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect->t); #endif #if defined(__KERNEL_SSE2__) diff --git a/intern/cycles/kernel/geom/geom_object.h b/intern/cycles/kernel/geom/geom_object.h index 71ad4a55088..431cd6321d5 100644 --- a/intern/cycles/kernel/geom/geom_object.h +++ b/intern/cycles/kernel/geom/geom_object.h @@ -377,7 +377,7 @@ ccl_device_inline float3 bvh_inverse_direction(float3 dir) /* Transform ray into object space to enter static object in BVH */ -ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, const float tmax) +ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t) { Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM); @@ -393,7 +393,7 @@ ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ra /* Transorm ray to exit static object in BVH */ -ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, const float tmax) +ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t) { if(*t != FLT_MAX) { Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); @@ -405,10 +405,23 @@ ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *idir = bvh_inverse_direction(*dir); } +/* Same as above, but returns scale factor to apply to multiple intersection distances */ + +ccl_device_inline void bvh_instance_pop_factor(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t_fac) +{ + Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM); + *t_fac = len(transform_direction(&tfm, 1.0f/(*idir))); + + *P = ray->P; + *dir = bvh_clamp_direction(ray->D); + *idir = bvh_inverse_direction(*dir); +} + + #ifdef __OBJECT_MOTION__ /* Transform ray into object space to enter motion blurred object in BVH */ -ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, Transform *tfm, const float tmax) +ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, Transform *tfm) { Transform itfm; *tfm = object_fetch_transform_motion_test(kg, object, ray->time, &itfm); @@ -425,7 +438,7 @@ ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg, int object, c /* Transorm ray to exit motion blurred object in BVH */ -ccl_device_inline void bvh_instance_motion_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, Transform *tfm, const float tmax) +ccl_device_inline void bvh_instance_motion_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, Transform *tfm) { if(*t != FLT_MAX) *t *= len(transform_direction(tfm, 1.0f/(*idir))); @@ -434,6 +447,18 @@ ccl_device_inline void bvh_instance_motion_pop(KernelGlobals *kg, int object, co *dir = bvh_clamp_direction(ray->D); *idir = bvh_inverse_direction(*dir); } + +/* Same as above, but returns scale factor to apply to multiple intersection distances */ + +ccl_device_inline void bvh_instance_motion_pop_factor(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t_fac, Transform *tfm) +{ + *t_fac = len(transform_direction(tfm, 1.0f/(*idir))); + + *P = ray->P; + *dir = bvh_clamp_direction(ray->D); + *idir = bvh_inverse_direction(*dir); +} + #endif CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_shadow.h b/intern/cycles/kernel/kernel_shadow.h index 459ee8567cc..c02118fd17c 100644 --- a/intern/cycles/kernel/kernel_shadow.h +++ b/intern/cycles/kernel/kernel_shadow.h @@ -16,27 +16,194 @@ CCL_NAMESPACE_BEGIN +#ifdef __SHADOW_RECORD_ALL__ + +/* Shadow function to compute how much light is blocked, CPU variation. + * + * We trace a single ray. If it hits any opaque surface, or more than a given + * number of transparent surfaces is hit, then we consider the geometry to be + * entirely blocked. If not, all transparent surfaces will be recorded and we + * will shade them one by one to determine how much light is blocked. This all + * happens in one scene intersection function. + * + * Recording all hits works well in some cases but may be slower in others. If + * we have many semi-transparent hairs, one intersection may be faster because + * you'd be reinteresecting the same hairs a lot with each step otherwise. If + * however there is mostly binary transparency then we may be recording many + * unnecessary intersections when one of the first surfaces blocks all light. + * + * From tests in real scenes it seems the performance loss is either minimal, + * or there is a performance increase anyway due to avoiding the need to send + * two rays with transparent shadows. + * + * This is CPU only because of qsort, and malloc or high stack space usage to + * record all these intersections. */ + +ccl_device_noinline int shadow_intersections_compare(const void *a, const void *b) +{ + const Intersection *isect_a = (const Intersection*)a; + const Intersection *isect_b = (const Intersection*)b; + + if(isect_a->t < isect_b->t) + return -1; + else if(isect_a->t > isect_b->t) + return 1; + else + return 0; +} + +#define STACK_MAX_HITS 64 + ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow) { *shadow = make_float3(1.0f, 1.0f, 1.0f); if(ray->t == 0.0f) return false; + + bool blocked; + + if(kernel_data.integrator.transparent_shadows) { + /* intersect to find an opaque surface, or record all transparent surface hits */ + Intersection hits_stack[STACK_MAX_HITS]; + Intersection *hits; + uint max_hits = kernel_data.integrator.transparent_max_bounce - state->transparent_bounce - 1; + + /* prefer to use stack but use dynamic allocation if too deep max hits + * we need max_hits + 1 storage space due to the logic in + * scene_intersect_shadow_all which will first store and then check if + * the limit is exceeded */ + if(max_hits + 1 <= STACK_MAX_HITS) + hits = hits_stack; + else + hits = (Intersection*)malloc(sizeof(Intersection)*(max_hits + 1)); + + uint num_hits; + blocked = scene_intersect_shadow_all(kg, ray, hits, max_hits, &num_hits); + + /* if no opaque surface found but we did find transparent hits, shade them */ + if(!blocked && num_hits > 0) { + float3 throughput = make_float3(1.0f, 1.0f, 1.0f); + float3 Pend = ray->P + ray->D*ray->t; + float last_t = 0.0f; + int bounce = state->transparent_bounce; + Intersection *isect = hits; +#ifdef __VOLUME__ + PathState ps = *state; +#endif + + qsort(hits, num_hits, sizeof(Intersection), shadow_intersections_compare); + + for(int hit = 0; hit < num_hits; hit++, isect++) { + /* adjust intersection distance for moving ray forward */ + float new_t = isect->t; + isect->t -= last_t; + + /* skip hit if we did not move forward, step by step raytracing + * would have skipped it as well then */ + if(last_t == new_t) + continue; + + last_t = new_t; + +#ifdef __VOLUME__ + /* attenuation between last surface and next surface */ + if(ps.volume_stack[0].shader != SHADER_NONE) { + Ray segment_ray = *ray; + segment_ray.t = isect->t; + kernel_volume_shadow(kg, &ps, &segment_ray, &throughput); + } +#endif + + /* setup shader data at surface */ + ShaderData sd; + shader_setup_from_ray(kg, &sd, isect, ray, state->bounce+1, bounce); + + /* attenuation from transparent surface */ + if(!(sd.flag & SD_HAS_ONLY_VOLUME)) { + shader_eval_surface(kg, &sd, 0.0f, PATH_RAY_SHADOW, SHADER_CONTEXT_SHADOW); + throughput *= shader_bsdf_transparency(kg, &sd); + } + + /* stop if all light is blocked */ + if(is_zero(throughput)) { + /* free dynamic storage */ + if(hits != hits_stack) + free(hits); + return true; + } + + /* move ray forward */ + ray->P = sd.P; + if(ray->t != FLT_MAX) + ray->D = normalize_len(Pend - ray->P, &ray->t); + +#ifdef __VOLUME__ + /* exit/enter volume */ + kernel_volume_stack_enter_exit(kg, &sd, ps.volume_stack); +#endif + + bounce++; + } + + /* free dynamic storage */ + if(hits != hits_stack) + free(hits); + +#ifdef __VOLUME__ + /* attenuation for last line segment towards light */ + if(ps.volume_stack[0].shader != SHADER_NONE) + kernel_volume_shadow(kg, &ps, ray, &throughput); +#endif + + *shadow *= throughput; + } + } + else { + Intersection isect; +#ifdef __HAIR__ + blocked = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); +#else + blocked = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect); +#endif + } + +#ifdef __VOLUME__ + if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { + /* apply attenuation from current volume shader */ + kernel_volume_shadow(kg, state, ray, shadow); + } +#endif + + return blocked; +} + +#else + +/* Shadow function to compute how much light is blocked, GPU variation. + * + * Here we raytrace from one transparent surface to the next step by step. + * To minimize overhead in cases where we don't need transparent shadows, we + * first trace a regular shadow ray. We check if the hit primitive was + * potentially transparent, and only in that case start marching. this gives + * one extra ray cast for the cases were we do want transparency. */ + +ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray *ray, float3 *shadow) +{ +*shadow = make_float3(1.0f, 1.0f, 1.0f); + + if(ray->t == 0.0f) + return false; Intersection isect; #ifdef __HAIR__ - bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); + bool blocked = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f); #else - bool result = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect); + bool blocked = scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect); #endif #ifdef __TRANSPARENT_SHADOWS__ - if(result && kernel_data.integrator.transparent_shadows) { - /* transparent shadows work in such a way to try to minimize overhead - * in cases where we don't need them. after a regular shadow ray is - * cast we check if the hit primitive was potentially transparent, and - * only in that case start marching. this gives on extra ray cast for - * the cases were we do want transparency. */ + if(blocked && kernel_data.integrator.transparent_shadows) { if(shader_transparent_shadow(kg, &isect)) { float3 throughput = make_float3(1.0f, 1.0f, 1.0f); float3 Pend = ray->P + ray->D*ray->t; @@ -46,21 +213,8 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * #endif for(;;) { - if(bounce >= kernel_data.integrator.transparent_max_bounce) { + if(bounce >= kernel_data.integrator.transparent_max_bounce) return true; - } - else if(bounce >= kernel_data.integrator.transparent_min_bounce) { - /* todo: get random number somewhere for probabilistic terminate */ -#if 0 - float probability = average(throughput); - float terminate = 0.0f; - - if(terminate >= probability) - return true; - - throughput /= probability; -#endif - } #ifdef __HAIR__ if(!scene_intersect(kg, ray, PATH_RAY_SHADOW_TRANSPARENT, &isect, NULL, 0.0f, 0.0f)) { @@ -75,6 +229,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * #endif *shadow *= throughput; + return false; } @@ -100,6 +255,9 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * throughput *= shader_bsdf_transparency(kg, &sd); } + if(is_zero(throughput)) + return true; + /* move ray forward */ ray->P = ray_offset(sd.P, -sd.Ng); if(ray->t != FLT_MAX) @@ -115,15 +273,17 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, PathState *state, Ray * } } #ifdef __VOLUME__ - else if(!result && state->volume_stack[0].shader != SHADER_NONE) { + else if(!blocked && state->volume_stack[0].shader != SHADER_NONE) { /* apply attenuation from current volume shader */ kernel_volume_shadow(kg, state, ray, shadow); } #endif #endif - return result; + return blocked; } +#endif + CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 93e8bf14782..f83345925ea 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -64,6 +64,7 @@ CCL_NAMESPACE_BEGIN #define __SUBSURFACE__ #define __CMJ__ #define __VOLUME__ +#define __SHADOW_RECORD_ALL__ #endif #ifdef __KERNEL_CUDA__ |