Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'intern/cycles/kernel/bvh/util.h')
-rw-r--r--intern/cycles/kernel/bvh/util.h82
1 files changed, 67 insertions, 15 deletions
diff --git a/intern/cycles/kernel/bvh/util.h b/intern/cycles/kernel/bvh/util.h
index d53198f97a3..a57703a8b8c 100644
--- a/intern/cycles/kernel/bvh/util.h
+++ b/intern/cycles/kernel/bvh/util.h
@@ -5,7 +5,59 @@
CCL_NAMESPACE_BEGIN
-#if defined(__KERNEL_CPU__)
+ccl_device_inline bool intersection_ray_valid(ccl_private const Ray *ray)
+{
+ /* NOTE: Due to some vectorization code non-finite origin point might
+ * cause lots of false-positive intersections which will overflow traversal
+ * stack.
+ * This code is a quick way to perform early output, to avoid crashes in
+ * such cases.
+ * From production scenes so far it seems it's enough to test first element
+ * only.
+ * Scene intersection may also called with empty rays for conditional trace
+ * calls that evaluate to false, so filter those out.
+ */
+ return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x) && len_squared(ray->D) != 0.0f;
+}
+
+/* Offset intersection distance by the smallest possible amount, to skip
+ * intersections at this distance. This works in cases where the ray start
+ * position is unchanged and only tmin is updated, since for self
+ * intersection we'll be comparing against the exact same distances. */
+ccl_device_forceinline float intersection_t_offset(const float t)
+{
+ /* This is a simplified version of `nextafterf(t, FLT_MAX)`, only dealing with
+ * non-negative and finite t. */
+ kernel_assert(t >= 0.0f && isfinite_safe(t));
+ const uint32_t bits = (t == 0.0f) ? 1 : __float_as_uint(t) + 1;
+ return __uint_as_float(bits);
+}
+
+/* Ray offset to avoid self intersection.
+ *
+ * This function can be used to compute a modified ray start position for rays
+ * leaving from a surface. This is from:
+ * "A Fast and Robust Method for Avoiding Self-Intersection"
+ * Ray Tracing Gems, chapter 6.
+ */
+ccl_device_inline float3 ray_offset(const float3 P, const float3 Ng)
+{
+ const float int_scale = 256.0f;
+ const int3 of_i = make_int3(
+ (int)(int_scale * Ng.x), (int)(int_scale * Ng.y), (int)(int_scale * Ng.z));
+
+ const float3 p_i = make_float3(
+ __int_as_float(__float_as_int(P.x) + ((P.x < 0) ? -of_i.x : of_i.x)),
+ __int_as_float(__float_as_int(P.y) + ((P.y < 0) ? -of_i.y : of_i.y)),
+ __int_as_float(__float_as_int(P.z) + ((P.z < 0) ? -of_i.z : of_i.z)));
+ const float origin = 1.0f / 32.0f;
+ const float float_scale = 1.0f / 65536.0f;
+ return make_float3(fabsf(P.x) < origin ? P.x + float_scale * Ng.x : p_i.x,
+ fabsf(P.y) < origin ? P.y + float_scale * Ng.y : p_i.y,
+ fabsf(P.z) < origin ? P.z + float_scale * Ng.z : p_i.z);
+}
+
+#ifndef __KERNEL_GPU__
ccl_device int intersections_compare(const void *a, const void *b)
{
const Intersection *isect_a = (const Intersection *)a;
@@ -53,20 +105,20 @@ ccl_device_forceinline int intersection_get_shader_flags(KernelGlobals kg,
int shader = 0;
if (type & PRIMITIVE_TRIANGLE) {
- shader = kernel_tex_fetch(__tri_shader, prim);
+ shader = kernel_data_fetch(tri_shader, prim);
}
#ifdef __POINTCLOUD__
else if (type & PRIMITIVE_POINT) {
- shader = kernel_tex_fetch(__points_shader, prim);
+ shader = kernel_data_fetch(points_shader, prim);
}
#endif
#ifdef __HAIR__
else if (type & PRIMITIVE_CURVE) {
- shader = kernel_tex_fetch(__curves, prim).shader_id;
+ shader = kernel_data_fetch(curves, prim).shader_id;
}
#endif
- return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
+ return kernel_data_fetch(shaders, (shader & SHADER_MASK)).flags;
}
ccl_device_forceinline int intersection_get_shader_from_isect_prim(KernelGlobals kg,
@@ -76,16 +128,16 @@ ccl_device_forceinline int intersection_get_shader_from_isect_prim(KernelGlobals
int shader = 0;
if (isect_type & PRIMITIVE_TRIANGLE) {
- shader = kernel_tex_fetch(__tri_shader, prim);
+ shader = kernel_data_fetch(tri_shader, prim);
}
#ifdef __POINTCLOUD__
else if (isect_type & PRIMITIVE_POINT) {
- shader = kernel_tex_fetch(__points_shader, prim);
+ shader = kernel_data_fetch(points_shader, prim);
}
#endif
#ifdef __HAIR__
else if (isect_type & PRIMITIVE_CURVE) {
- shader = kernel_tex_fetch(__curves, prim).shader_id;
+ shader = kernel_data_fetch(curves, prim).shader_id;
}
#endif
@@ -101,7 +153,7 @@ ccl_device_forceinline int intersection_get_shader(
ccl_device_forceinline int intersection_get_object_flags(
KernelGlobals kg, ccl_private const Intersection *ccl_restrict isect)
{
- return kernel_tex_fetch(__object_flag, isect->object);
+ return kernel_data_fetch(object_flag, isect->object);
}
/* TODO: find a better (faster) solution for this. Maybe store offset per object for
@@ -110,8 +162,8 @@ ccl_device_inline int intersection_find_attribute(KernelGlobals kg,
const int object,
const uint id)
{
- uint attr_offset = kernel_tex_fetch(__objects, object).attribute_map_offset;
- AttributeMap attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+ uint attr_offset = kernel_data_fetch(objects, object).attribute_map_offset;
+ AttributeMap attr_map = kernel_data_fetch(attributes_map, attr_offset);
while (attr_map.id != id) {
if (UNLIKELY(attr_map.id == ATTR_STD_NONE)) {
@@ -126,7 +178,7 @@ ccl_device_inline int intersection_find_attribute(KernelGlobals kg,
else {
attr_offset += ATTR_PRIM_TYPES;
}
- attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+ attr_map = kernel_data_fetch(attributes_map, attr_offset);
}
/* return result */
@@ -151,12 +203,12 @@ ccl_device_inline float intersection_curve_shadow_transparency(KernelGlobals kg,
}
/* Interpolate transparency between curve keys. */
- const KernelCurve kcurve = kernel_tex_fetch(__curves, prim);
+ const KernelCurve kcurve = kernel_data_fetch(curves, prim);
const int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(kcurve.type);
const int k1 = k0 + 1;
- const float f0 = kernel_tex_fetch(__attributes_float, offset + k0);
- const float f1 = kernel_tex_fetch(__attributes_float, offset + k1);
+ const float f0 = kernel_data_fetch(attributes_float, offset + k0);
+ const float f1 = kernel_data_fetch(attributes_float, offset + k1);
return (1.0f - u) * f0 + u * f1;
}