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-rw-r--r--intern/cycles/kernel/geom/geom_bvh.h76
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_shadow.h374
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_subsurface.h11
-rw-r--r--intern/cycles/kernel/geom/geom_bvh_traversal.h19
-rw-r--r--intern/cycles/kernel/geom/geom_object.h33
-rw-r--r--intern/cycles/kernel/kernel_shadow.h208
-rw-r--r--intern/cycles/kernel/kernel_types.h1
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__