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Diffstat (limited to 'intern/cycles/kernel/bvh/qbvh_local.h')
-rw-r--r--intern/cycles/kernel/bvh/qbvh_local.h291
1 files changed, 0 insertions, 291 deletions
diff --git a/intern/cycles/kernel/bvh/qbvh_local.h b/intern/cycles/kernel/bvh/qbvh_local.h
deleted file mode 100644
index b21f79bd3a0..00000000000
--- a/intern/cycles/kernel/bvh/qbvh_local.h
+++ /dev/null
@@ -1,291 +0,0 @@
-/*
- * 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 for finding local intersections
- * around the shading point, for subsurface scattering and bevel. We disable
- * various features for performance, and for instanced objects avoid traversing
- * other parts of the scene.
- *
- * BVH_MOTION: motion blur rendering
- */
-
-#if BVH_FEATURE(BVH_HAIR)
-# define NODE_INTERSECT qbvh_node_intersect
-#else
-# define NODE_INTERSECT qbvh_aligned_node_intersect
-#endif
-
-ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
- const Ray *ray,
- LocalIntersection *local_isect,
- int local_object,
- uint *lcg_state,
- int max_hits)
-{
- /* TODO(sergey):
- * - Test if pushing distance on the stack helps (for non shadow rays).
- * - Separate version for shadow rays.
- * - Likely and unlikely for if() statements.
- * - SSE for hair.
- * - Test restrict attribute for pointers.
- */
-
- /* Traversal stack in CUDA thread-local memory. */
- QBVHStackItem traversal_stack[BVH_QSTACK_SIZE];
- traversal_stack[0].addr = ENTRYPOINT_SENTINEL;
-
- /* Traversal variables in registers. */
- int stack_ptr = 0;
- int node_addr = kernel_tex_fetch(__object_node, local_object);
-
- /* Ray parameters in registers. */
- float3 P = ray->P;
- float3 dir = bvh_clamp_direction(ray->D);
- float3 idir = bvh_inverse_direction(dir);
- int object = OBJECT_NONE;
- float isect_t = ray->t;
-
- if (local_isect != NULL) {
- local_isect->num_hits = 0;
- }
- kernel_assert((local_isect == NULL) == (max_hits == 0));
-
- const int object_flag = kernel_tex_fetch(__object_flag, local_object);
- if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
-#if BVH_FEATURE(BVH_MOTION)
- Transform ob_itfm;
- isect_t = bvh_instance_motion_push(kg, local_object, ray, &P, &dir, &idir, isect_t, &ob_itfm);
-#else
- isect_t = bvh_instance_push(kg, local_object, ray, &P, &dir, &idir, isect_t);
-#endif
- object = local_object;
- }
-
- ssef tnear(0.0f), tfar(isect_t);
-#if BVH_FEATURE(BVH_HAIR)
- sse3f dir4(ssef(dir.x), ssef(dir.y), ssef(dir.z));
-#endif
- sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
-
-#ifdef __KERNEL_AVX2__
- float3 P_idir = P * idir;
- sse3f P_idir4(P_idir.x, P_idir.y, P_idir.z);
-#endif
-#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
- sse3f org4(ssef(P.x), ssef(P.y), ssef(P.z));
-#endif
-
- /* Offsets to select the side that becomes the lower or upper bound. */
- int near_x, near_y, near_z;
- int far_x, far_y, far_z;
- qbvh_near_far_idx_calc(idir, &near_x, &near_y, &near_z, &far_x, &far_y, &far_z);
-
- /* Traversal loop. */
- do {
- do {
- /* Traverse internal nodes. */
- while (node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
- ssef dist;
- int child_mask = NODE_INTERSECT(kg,
- tnear,
- tfar,
-#ifdef __KERNEL_AVX2__
- P_idir4,
-#endif
-#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
- org4,
-#endif
-#if BVH_FEATURE(BVH_HAIR)
- dir4,
-#endif
- idir4,
- near_x,
- near_y,
- near_z,
- far_x,
- far_y,
- far_z,
- node_addr,
- &dist);
-
- if (child_mask != 0) {
- float4 inodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
- float4 cnodes;
-#if BVH_FEATURE(BVH_HAIR)
- if (__float_as_uint(inodes.x) & PATH_RAY_NODE_UNALIGNED) {
- cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 13);
- }
- else
-#endif
- {
- cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 7);
- }
-
- /* One child is hit, continue with that child. */
- int r = __bscf(child_mask);
- if (child_mask == 0) {
- node_addr = __float_as_int(cnodes[r]);
- continue;
- }
-
- /* Two children are hit, push far child, and continue with
- * closer child.
- */
- int c0 = __float_as_int(cnodes[r]);
- float d0 = ((float *)&dist)[r];
- r = __bscf(child_mask);
- int c1 = __float_as_int(cnodes[r]);
- float d1 = ((float *)&dist)[r];
- if (child_mask == 0) {
- if (d1 < d0) {
- node_addr = c1;
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c0;
- traversal_stack[stack_ptr].dist = d0;
- continue;
- }
- else {
- node_addr = c0;
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c1;
- traversal_stack[stack_ptr].dist = d1;
- continue;
- }
- }
-
- /* Here starts the slow path for 3 or 4 hit children. We push
- * all nodes onto the stack to sort them there.
- */
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c1;
- traversal_stack[stack_ptr].dist = d1;
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c0;
- traversal_stack[stack_ptr].dist = d0;
-
- /* Three children are hit, push all onto stack and sort 3
- * stack items, continue with closest child.
- */
- r = __bscf(child_mask);
- int c2 = __float_as_int(cnodes[r]);
- float d2 = ((float *)&dist)[r];
- if (child_mask == 0) {
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c2;
- traversal_stack[stack_ptr].dist = d2;
- qbvh_stack_sort(&traversal_stack[stack_ptr],
- &traversal_stack[stack_ptr - 1],
- &traversal_stack[stack_ptr - 2]);
- node_addr = traversal_stack[stack_ptr].addr;
- --stack_ptr;
- continue;
- }
-
- /* Four children are hit, push all onto stack and sort 4
- * stack items, continue with closest child.
- */
- r = __bscf(child_mask);
- int c3 = __float_as_int(cnodes[r]);
- float d3 = ((float *)&dist)[r];
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c3;
- traversal_stack[stack_ptr].dist = d3;
- ++stack_ptr;
- kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
- traversal_stack[stack_ptr].addr = c2;
- traversal_stack[stack_ptr].dist = d2;
- qbvh_stack_sort(&traversal_stack[stack_ptr],
- &traversal_stack[stack_ptr - 1],
- &traversal_stack[stack_ptr - 2],
- &traversal_stack[stack_ptr - 3]);
- }
-
- node_addr = traversal_stack[stack_ptr].addr;
- --stack_ptr;
- }
-
- /* If node is leaf, fetch triangle list. */
- if (node_addr < 0) {
- float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr - 1));
- int prim_addr = __float_as_int(leaf.x);
-
- int prim_addr2 = __float_as_int(leaf.y);
- const uint type = __float_as_int(leaf.w);
-
- /* Pop. */
- node_addr = traversal_stack[stack_ptr].addr;
- --stack_ptr;
-
- /* Primitive intersection. */
- switch (type & PRIMITIVE_ALL) {
- case PRIMITIVE_TRIANGLE: {
- /* Intersect ray against primitive, */
- for (; prim_addr < prim_addr2; prim_addr++) {
- kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
- if (triangle_intersect_local(kg,
- local_isect,
- P,
- dir,
- object,
- local_object,
- prim_addr,
- isect_t,
- lcg_state,
- max_hits)) {
- return true;
- }
- }
- break;
- }
-#if BVH_FEATURE(BVH_MOTION)
- case PRIMITIVE_MOTION_TRIANGLE: {
- /* Intersect ray against primitive. */
- for (; prim_addr < prim_addr2; prim_addr++) {
- kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == type);
- if (motion_triangle_intersect_local(kg,
- local_isect,
- P,
- dir,
- ray->time,
- object,
- local_object,
- prim_addr,
- isect_t,
- lcg_state,
- max_hits)) {
- return true;
- }
- }
- break;
- }
-#endif
- default:
- break;
- }
- }
- } while (node_addr != ENTRYPOINT_SENTINEL);
- } while (node_addr != ENTRYPOINT_SENTINEL);
-
- return false;
-}
-
-#undef NODE_INTERSECT