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Diffstat (limited to 'intern/cycles/bvh')
-rw-r--r--intern/cycles/bvh/bvh_build.cpp18
-rw-r--r--intern/cycles/bvh/bvh_embree.cpp89
-rw-r--r--intern/cycles/bvh/bvh_params.h21
3 files changed, 86 insertions, 42 deletions
diff --git a/intern/cycles/bvh/bvh_build.cpp b/intern/cycles/bvh/bvh_build.cpp
index 048c2b95e40..d3497f3a8d8 100644
--- a/intern/cycles/bvh/bvh_build.cpp
+++ b/intern/cycles/bvh/bvh_build.cpp
@@ -832,18 +832,18 @@ BVHNode *BVHBuild::create_leaf_node(const BVHRange &range, const vector<BVHRefer
typedef StackAllocator<256, float2> LeafTimeStackAllocator;
typedef StackAllocator<256, BVHReference> LeafReferenceStackAllocator;
- vector<int, LeafStackAllocator> p_type[PRIMITIVE_NUM_TOTAL];
- vector<int, LeafStackAllocator> p_index[PRIMITIVE_NUM_TOTAL];
- vector<int, LeafStackAllocator> p_object[PRIMITIVE_NUM_TOTAL];
- vector<float2, LeafTimeStackAllocator> p_time[PRIMITIVE_NUM_TOTAL];
- vector<BVHReference, LeafReferenceStackAllocator> p_ref[PRIMITIVE_NUM_TOTAL];
+ vector<int, LeafStackAllocator> p_type[PRIMITIVE_NUM];
+ vector<int, LeafStackAllocator> p_index[PRIMITIVE_NUM];
+ vector<int, LeafStackAllocator> p_object[PRIMITIVE_NUM];
+ vector<float2, LeafTimeStackAllocator> p_time[PRIMITIVE_NUM];
+ vector<BVHReference, LeafReferenceStackAllocator> p_ref[PRIMITIVE_NUM];
/* TODO(sergey): In theory we should be able to store references. */
vector<BVHReference, LeafReferenceStackAllocator> object_references;
- uint visibility[PRIMITIVE_NUM_TOTAL] = {0};
+ uint visibility[PRIMITIVE_NUM] = {0};
/* NOTE: Keep initialization in sync with actual number of primitives. */
- BoundBox bounds[PRIMITIVE_NUM_TOTAL] = {
+ BoundBox bounds[PRIMITIVE_NUM] = {
BoundBox::empty, BoundBox::empty, BoundBox::empty, BoundBox::empty};
int ob_num = 0;
int num_new_prims = 0;
@@ -877,7 +877,7 @@ BVHNode *BVHBuild::create_leaf_node(const BVHRange &range, const vector<BVHRefer
* TODO(sergey): With some pointer trickery we can write directly to the
* destination buffers for the non-spatial split BVH.
*/
- BVHNode *leaves[PRIMITIVE_NUM_TOTAL + 1] = {NULL};
+ BVHNode *leaves[PRIMITIVE_NUM + 1] = {NULL};
int num_leaves = 0;
size_t start_index = 0;
vector<int, LeafStackAllocator> local_prim_type, local_prim_index, local_prim_object;
@@ -888,7 +888,7 @@ BVHNode *BVHBuild::create_leaf_node(const BVHRange &range, const vector<BVHRefer
if (need_prim_time) {
local_prim_time.resize(num_new_prims);
}
- for (int i = 0; i < PRIMITIVE_NUM_TOTAL; ++i) {
+ for (int i = 0; i < PRIMITIVE_NUM; ++i) {
int num = (int)p_type[i].size();
if (num != 0) {
assert(p_type[i].size() == p_index[i].size());
diff --git a/intern/cycles/bvh/bvh_embree.cpp b/intern/cycles/bvh/bvh_embree.cpp
index 62f543941a9..96852510b63 100644
--- a/intern/cycles/bvh/bvh_embree.cpp
+++ b/intern/cycles/bvh/bvh_embree.cpp
@@ -37,10 +37,10 @@
/* Kernel includes are necessary so that the filter function for Embree can access the packed BVH.
*/
# include "kernel/bvh/bvh_embree.h"
-# include "kernel/kernel_compat_cpu.h"
-# include "kernel/kernel_globals.h"
+# include "kernel/bvh/bvh_util.h"
+# include "kernel/device/cpu/compat.h"
+# include "kernel/device/cpu/globals.h"
# include "kernel/kernel_random.h"
-# include "kernel/split/kernel_split_data_types.h"
# include "render/hair.h"
# include "render/mesh.h"
@@ -73,46 +73,69 @@ static void rtc_filter_occluded_func(const RTCFilterFunctionNArguments *args)
const RTCRay *ray = (RTCRay *)args->ray;
RTCHit *hit = (RTCHit *)args->hit;
CCLIntersectContext *ctx = ((IntersectContext *)args->context)->userRayExt;
- KernelGlobals *kg = ctx->kg;
+ const KernelGlobals *kg = ctx->kg;
switch (ctx->type) {
case CCLIntersectContext::RAY_SHADOW_ALL: {
- /* Append the intersection to the end of the array. */
- if (ctx->num_hits < ctx->max_hits) {
- Intersection current_isect;
- kernel_embree_convert_hit(kg, ray, hit, &current_isect);
- for (size_t i = 0; i < ctx->max_hits; ++i) {
+ Intersection current_isect;
+ kernel_embree_convert_hit(kg, ray, hit, &current_isect);
+
+ /* If no transparent shadows, all light is blocked. */
+ const int flags = intersection_get_shader_flags(kg, &current_isect);
+ if (!(flags & (SD_HAS_TRANSPARENT_SHADOW)) || ctx->max_hits == 0) {
+ ctx->opaque_hit = true;
+ return;
+ }
+
+ /* Test if we need to record this transparent intersection. */
+ if (ctx->num_hits < ctx->max_hits || ray->tfar < ctx->max_t) {
+ /* Skip already recorded intersections. */
+ int num_recorded_hits = min(ctx->num_hits, ctx->max_hits);
+
+ for (int i = 0; i < num_recorded_hits; ++i) {
if (current_isect.object == ctx->isect_s[i].object &&
current_isect.prim == ctx->isect_s[i].prim && current_isect.t == ctx->isect_s[i].t) {
/* This intersection was already recorded, skip it. */
*args->valid = 0;
- break;
+ return;
}
}
- Intersection *isect = &ctx->isect_s[ctx->num_hits];
- ++ctx->num_hits;
- *isect = current_isect;
- int prim = kernel_tex_fetch(__prim_index, isect->prim);
- int shader = 0;
- if (kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
- shader = kernel_tex_fetch(__tri_shader, prim);
- }
- else {
- float4 str = kernel_tex_fetch(__curves, prim);
- shader = __float_as_int(str.z);
- }
- int flag = kernel_tex_fetch(__shaders, shader & SHADER_MASK).flags;
- /* If no transparent shadows, all light is blocked. */
- if (flag & (SD_HAS_TRANSPARENT_SHADOW)) {
- /* This tells Embree to continue tracing. */
- *args->valid = 0;
+
+ /* If maximum number of hits was reached, replace the intersection with the
+ * highest distance. We want to find the N closest intersections. */
+ int isect_index = num_recorded_hits;
+ if (num_recorded_hits + 1 >= ctx->max_hits) {
+ float max_t = ctx->isect_s[0].t;
+ int max_recorded_hit = 0;
+
+ for (int i = 1; i < num_recorded_hits; ++i) {
+ if (ctx->isect_s[i].t > max_t) {
+ max_recorded_hit = i;
+ max_t = ctx->isect_s[i].t;
+ }
+ }
+
+ if (num_recorded_hits >= ctx->max_hits) {
+ isect_index = max_recorded_hit;
+ }
+
+ /* Limit the ray distance and stop counting hits beyond this.
+ * TODO: is there some way we can tell Embree to stop intersecting beyond
+ * this distance when max number of hits is reached?. Or maybe it will
+ * become irrelevant if we make max_hits a very high number on the CPU. */
+ ctx->max_t = max(current_isect.t, max_t);
}
+
+ ctx->isect_s[isect_index] = current_isect;
}
- else {
- /* Increase the number of hits beyond ray.max_hits
- * so that the caller can detect this as opaque. */
- ++ctx->num_hits;
- }
+
+ /* Always increase the number of hits, even beyond ray.max_hits so that
+ * the caller can detect this as and consider it opaque, or trace another
+ * ray. */
+ ++ctx->num_hits;
+
+ /* This tells Embree to continue tracing. */
+ *args->valid = 0;
break;
}
case CCLIntersectContext::RAY_LOCAL:
@@ -329,7 +352,7 @@ void BVHEmbree::build(Progress &progress, Stats *stats, RTCDevice rtc_device_)
scene = NULL;
}
- const bool dynamic = params.bvh_type == SceneParams::BVH_DYNAMIC;
+ const bool dynamic = params.bvh_type == BVH_TYPE_DYNAMIC;
scene = rtcNewScene(rtc_device);
const RTCSceneFlags scene_flags = (dynamic ? RTC_SCENE_FLAG_DYNAMIC : RTC_SCENE_FLAG_NONE) |
diff --git a/intern/cycles/bvh/bvh_params.h b/intern/cycles/bvh/bvh_params.h
index 2dc10f30363..31b3971c110 100644
--- a/intern/cycles/bvh/bvh_params.h
+++ b/intern/cycles/bvh/bvh_params.h
@@ -31,6 +31,27 @@ CCL_NAMESPACE_BEGIN
*/
typedef KernelBVHLayout BVHLayout;
+/* Type of BVH, in terms whether it is supported dynamic updates of meshes
+ * or whether modifying geometry requires full BVH rebuild.
+ */
+enum BVHType {
+ /* BVH supports dynamic updates of geometry.
+ *
+ * Faster for updating BVH tree when doing modifications in viewport,
+ * but slower for rendering.
+ */
+ BVH_TYPE_DYNAMIC = 0,
+ /* BVH tree is calculated for specific scene, updates in geometry
+ * requires full tree rebuild.
+ *
+ * Slower to update BVH tree when modifying objects in viewport, also
+ * slower to build final BVH tree but gives best possible render speed.
+ */
+ BVH_TYPE_STATIC = 1,
+
+ BVH_NUM_TYPES,
+};
+
/* Names bitflag type to denote which BVH layouts are supported by
* particular area.
*