diff options
Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle_intersect.h')
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle_intersect.h | 1229 |
1 files changed, 622 insertions, 607 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h index 56dbc4473fa..bcad03102d2 100644 --- a/intern/cycles/kernel/geom/geom_triangle_intersect.h +++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h @@ -1,4 +1,4 @@ - /* +/* * Copyright 2014, Blender Foundation. * * Licensed under the Apache License, Version 2.0 (the "License"); @@ -30,447 +30,464 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg, int object, int prim_addr) { - const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); + const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex]; + const ssef *ssef_verts = (ssef *)&kg->__prim_tri_verts.data[tri_vindex]; #else - const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), - tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), - tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); + const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0), + tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1), + tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2); #endif - float t, u, v; - if(ray_triangle_intersect(P, - dir, - isect->t, + float t, u, v; + if (ray_triangle_intersect(P, + dir, + isect->t, #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - ssef_verts, + ssef_verts, #else - float4_to_float3(tri_a), - float4_to_float3(tri_b), - float4_to_float3(tri_c), + float4_to_float3(tri_a), + float4_to_float3(tri_b), + float4_to_float3(tri_c), #endif - &u, &v, &t)) - { + &u, + &v, + &t)) { #ifdef __VISIBILITY_FLAG__ - /* Visibility flag test. we do it here under the assumption - * that most triangles are culled by node flags. - */ - if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility) + /* Visibility flag test. we do it here under the assumption + * that most triangles are culled by node flags. + */ + if (kernel_tex_fetch(__prim_visibility, prim_addr) & visibility) #endif - { - isect->prim = prim_addr; - isect->object = object; - isect->type = PRIMITIVE_TRIANGLE; - isect->u = u; - isect->v = v; - isect->t = t; - return true; - } - } - return false; + { + isect->prim = prim_addr; + isect->object = object; + isect->type = PRIMITIVE_TRIANGLE; + isect->u = u; + isect->v = v; + isect->t = t; + return true; + } + } + return false; } #ifdef __KERNEL_AVX2__ -#define cross256(A,B, C,D) _mm256_fmsub_ps(A,B, _mm256_mul_ps(C,D)) -ccl_device_inline int ray_triangle_intersect8( - KernelGlobals *kg, - float3 ray_P, - float3 ray_dir, - Intersection **isect, - uint visibility, - int object, - __m256 *triA, - __m256 *triB, - __m256 *triC, - int prim_addr, - int prim_num, - uint *num_hits, - uint max_hits, - int *num_hits_in_instance, - float isect_t) +# define cross256(A, B, C, D) _mm256_fmsub_ps(A, B, _mm256_mul_ps(C, D)) +ccl_device_inline int ray_triangle_intersect8(KernelGlobals *kg, + float3 ray_P, + float3 ray_dir, + Intersection **isect, + uint visibility, + int object, + __m256 *triA, + __m256 *triB, + __m256 *triC, + int prim_addr, + int prim_num, + uint *num_hits, + uint max_hits, + int *num_hits_in_instance, + float isect_t) { - const unsigned char prim_num_mask = (1 << prim_num) - 1; - - const __m256i zero256 = _mm256_setzero_si256(); - - const __m256 Px256 = _mm256_set1_ps(ray_P.x); - const __m256 Py256 = _mm256_set1_ps(ray_P.y); - const __m256 Pz256 = _mm256_set1_ps(ray_P.z); - - const __m256 dirx256 = _mm256_set1_ps(ray_dir.x); - const __m256 diry256 = _mm256_set1_ps(ray_dir.y); - const __m256 dirz256 = _mm256_set1_ps(ray_dir.z); - - /* Calculate vertices relative to ray origin. */ - __m256 v0_x_256 = _mm256_sub_ps(triC[0], Px256); - __m256 v0_y_256 = _mm256_sub_ps(triC[1], Py256); - __m256 v0_z_256 = _mm256_sub_ps(triC[2], Pz256); - - __m256 v1_x_256 = _mm256_sub_ps(triA[0], Px256); - __m256 v1_y_256 = _mm256_sub_ps(triA[1], Py256); - __m256 v1_z_256 = _mm256_sub_ps(triA[2], Pz256); - - __m256 v2_x_256 = _mm256_sub_ps(triB[0], Px256); - __m256 v2_y_256 = _mm256_sub_ps(triB[1], Py256); - __m256 v2_z_256 = _mm256_sub_ps(triB[2], Pz256); - - __m256 v0_v1_x_256 = _mm256_add_ps(v0_x_256, v1_x_256); - __m256 v0_v1_y_256 = _mm256_add_ps(v0_y_256, v1_y_256); - __m256 v0_v1_z_256 = _mm256_add_ps(v0_z_256, v1_z_256); - - __m256 v0_v2_x_256 = _mm256_add_ps(v0_x_256, v2_x_256); - __m256 v0_v2_y_256 = _mm256_add_ps(v0_y_256, v2_y_256); - __m256 v0_v2_z_256 = _mm256_add_ps(v0_z_256, v2_z_256); - - __m256 v1_v2_x_256 = _mm256_add_ps(v1_x_256, v2_x_256); - __m256 v1_v2_y_256 = _mm256_add_ps(v1_y_256, v2_y_256); - __m256 v1_v2_z_256 = _mm256_add_ps(v1_z_256, v2_z_256); - - /* Calculate triangle edges. */ - __m256 e0_x_256 = _mm256_sub_ps(v2_x_256, v0_x_256); - __m256 e0_y_256 = _mm256_sub_ps(v2_y_256, v0_y_256); - __m256 e0_z_256 = _mm256_sub_ps(v2_z_256, v0_z_256); - - __m256 e1_x_256 = _mm256_sub_ps(v0_x_256, v1_x_256); - __m256 e1_y_256 = _mm256_sub_ps(v0_y_256, v1_y_256); - __m256 e1_z_256 = _mm256_sub_ps(v0_z_256, v1_z_256); - - __m256 e2_x_256 = _mm256_sub_ps(v1_x_256, v2_x_256); - __m256 e2_y_256 = _mm256_sub_ps(v1_y_256, v2_y_256); - __m256 e2_z_256 = _mm256_sub_ps(v1_z_256, v2_z_256); - - /* Perform edge tests. */ - /* cross (AyBz - AzBy, AzBx -AxBz, AxBy - AyBx) */ - __m256 U_x_256 = cross256(v0_v2_y_256, e0_z_256, v0_v2_z_256, e0_y_256); - __m256 U_y_256 = cross256(v0_v2_z_256, e0_x_256, v0_v2_x_256, e0_z_256); - __m256 U_z_256 = cross256(v0_v2_x_256, e0_y_256, v0_v2_y_256, e0_x_256); - /* vertical dot */ - __m256 U_256 = _mm256_mul_ps(U_x_256, dirx256); - U_256 = _mm256_fmadd_ps(U_y_256, diry256, U_256); - U_256 = _mm256_fmadd_ps(U_z_256, dirz256, U_256); - - __m256 V_x_256 = cross256(v0_v1_y_256, e1_z_256, v0_v1_z_256, e1_y_256); - __m256 V_y_256 = cross256(v0_v1_z_256, e1_x_256, v0_v1_x_256, e1_z_256); - __m256 V_z_256 = cross256(v0_v1_x_256, e1_y_256, v0_v1_y_256, e1_x_256); - /* vertical dot */ - __m256 V_256 = _mm256_mul_ps(V_x_256, dirx256); - V_256 = _mm256_fmadd_ps(V_y_256, diry256, V_256); - V_256 = _mm256_fmadd_ps(V_z_256, dirz256, V_256); - - __m256 W_x_256 = cross256(v1_v2_y_256, e2_z_256, v1_v2_z_256, e2_y_256); - __m256 W_y_256 = cross256(v1_v2_z_256, e2_x_256, v1_v2_x_256, e2_z_256); - __m256 W_z_256 = cross256(v1_v2_x_256, e2_y_256, v1_v2_y_256, e2_x_256); - /* vertical dot */ - __m256 W_256 = _mm256_mul_ps(W_x_256, dirx256); - W_256 = _mm256_fmadd_ps(W_y_256, diry256,W_256); - W_256 = _mm256_fmadd_ps(W_z_256, dirz256,W_256); - - __m256i U_256_1 = _mm256_srli_epi32(_mm256_castps_si256(U_256), 31); - __m256i V_256_1 = _mm256_srli_epi32(_mm256_castps_si256(V_256), 31); - __m256i W_256_1 = _mm256_srli_epi32(_mm256_castps_si256(W_256), 31); - __m256i UVW_256_1 = _mm256_add_epi32(_mm256_add_epi32(U_256_1, V_256_1), W_256_1); - - const __m256i one256 = _mm256_set1_epi32(1); - const __m256i two256 = _mm256_set1_epi32(2); - - __m256i mask_minmaxUVW_256 = _mm256_or_si256( - _mm256_cmpeq_epi32(one256, UVW_256_1), - _mm256_cmpeq_epi32(two256, UVW_256_1)); - - unsigned char mask_minmaxUVW_pos = _mm256_movemask_ps(_mm256_castsi256_ps(mask_minmaxUVW_256)); - if((mask_minmaxUVW_pos & prim_num_mask) == prim_num_mask) { //all bits set - return false; - } - - /* Calculate geometry normal and denominator. */ - __m256 Ng1_x_256 = cross256(e1_y_256, e0_z_256, e1_z_256, e0_y_256); - __m256 Ng1_y_256 = cross256(e1_z_256, e0_x_256, e1_x_256, e0_z_256); - __m256 Ng1_z_256 = cross256(e1_x_256, e0_y_256, e1_y_256, e0_x_256); - - Ng1_x_256 = _mm256_add_ps(Ng1_x_256, Ng1_x_256); - Ng1_y_256 = _mm256_add_ps(Ng1_y_256, Ng1_y_256); - Ng1_z_256 = _mm256_add_ps(Ng1_z_256, Ng1_z_256); - - /* vertical dot */ - __m256 den_256 = _mm256_mul_ps(Ng1_x_256, dirx256); - den_256 = _mm256_fmadd_ps(Ng1_y_256, diry256,den_256); - den_256 = _mm256_fmadd_ps(Ng1_z_256, dirz256,den_256); - - /* Perform depth test. */ - __m256 T_256 = _mm256_mul_ps(Ng1_x_256, v0_x_256); - T_256 = _mm256_fmadd_ps(Ng1_y_256, v0_y_256,T_256); - T_256 = _mm256_fmadd_ps(Ng1_z_256, v0_z_256,T_256); - - const __m256i c0x80000000 = _mm256_set1_epi32(0x80000000); - __m256i sign_den_256 = _mm256_and_si256(_mm256_castps_si256(den_256), c0x80000000); - - __m256 sign_T_256 = _mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(T_256), sign_den_256)); - - unsigned char mask_sign_T = _mm256_movemask_ps(sign_T_256); - if(((mask_minmaxUVW_pos | mask_sign_T) & prim_num_mask) == prim_num_mask) { - return false; - } - - __m256 xor_signmask_256 = _mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)); - - ccl_align(32) float den8[8], U8[8], V8[8], T8[8], sign_T8[8], xor_signmask8[8]; - ccl_align(32) unsigned int mask_minmaxUVW8[8]; - - if(visibility == PATH_RAY_SHADOW_OPAQUE) { - __m256i mask_final_256 = _mm256_cmpeq_epi32(mask_minmaxUVW_256, zero256); - __m256i maskden256 = _mm256_cmpeq_epi32(_mm256_castps_si256(den_256), zero256); - __m256i mask0 = _mm256_cmpgt_epi32(zero256, _mm256_castps_si256(sign_T_256)); - __m256 rayt_256 = _mm256_set1_ps((*isect)->t); - __m256i mask1 = _mm256_cmpgt_epi32(_mm256_castps_si256(sign_T_256), - _mm256_castps_si256( - _mm256_mul_ps(_mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)), rayt_256) - ) - ); - mask0 = _mm256_or_si256(mask1, mask0); - mask_final_256 = _mm256_andnot_si256(mask0, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask) - mask_final_256 = _mm256_andnot_si256(maskden256, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask) & (~maskden) - unsigned char mask_final = _mm256_movemask_ps(_mm256_castsi256_ps(mask_final_256)); - if((mask_final & prim_num_mask) == 0) { - return false; - } - const int i = __bsf(mask_final); - __m256 inv_den_256 = _mm256_rcp_ps(den_256); - U_256 = _mm256_mul_ps(U_256, inv_den_256); - V_256 = _mm256_mul_ps(V_256, inv_den_256); - T_256 = _mm256_mul_ps(T_256, inv_den_256); - _mm256_store_ps(U8, U_256); - _mm256_store_ps(V8, V_256); - _mm256_store_ps(T8, T_256); - /* NOTE: Here we assume visibility for all triangles in the node is - * the same. */ - (*isect)->u = U8[i]; - (*isect)->v = V8[i]; - (*isect)->t = T8[i]; - (*isect)->prim = (prim_addr + i); - (*isect)->object = object; - (*isect)->type = PRIMITIVE_TRIANGLE; - return true; - } - else { - _mm256_store_ps(den8, den_256); - _mm256_store_ps(U8, U_256); - _mm256_store_ps(V8, V_256); - _mm256_store_ps(T8, T_256); - - _mm256_store_ps(sign_T8, sign_T_256); - _mm256_store_ps(xor_signmask8, xor_signmask_256); - _mm256_store_si256((__m256i*)mask_minmaxUVW8, mask_minmaxUVW_256); - - int ret = false; - - if(visibility == PATH_RAY_SHADOW) { - for(int i = 0; i < prim_num; i++) { - if(mask_minmaxUVW8[i]) { - continue; - } -#ifdef __VISIBILITY_FLAG__ - if((kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility) == 0) { - continue; - } -#endif - if((sign_T8[i] < 0.0f) || - (sign_T8[i] > (*isect)->t * xor_signmask8[i])) - { - continue; - } - if(!den8[i]) { - continue; - } - const float inv_den = 1.0f / den8[i]; - (*isect)->u = U8[i] * inv_den; - (*isect)->v = V8[i] * inv_den; - (*isect)->t = T8[i] * inv_den; - (*isect)->prim = (prim_addr + i); - (*isect)->object = object; - (*isect)->type = PRIMITIVE_TRIANGLE; - const int prim = kernel_tex_fetch(__prim_index, (*isect)->prim); - int shader = 0; -#ifdef __HAIR__ - if(kernel_tex_fetch(__prim_type, (*isect)->prim) & PRIMITIVE_ALL_TRIANGLE) -#endif - { - shader = kernel_tex_fetch(__tri_shader, prim); - } -#ifdef __HAIR__ - else { - float4 str = kernel_tex_fetch(__curves, prim); - shader = __float_as_int(str.z); - } -#endif - const int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags; - /* If no transparent shadows, all light is blocked. */ - if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) { - return 2; - } - /* If maximum number of hits reached, block all light. */ - else if(num_hits == NULL || *num_hits == max_hits) { - return 2; - } - /* Move on to next entry in intersections array. */ - ret = true; - (*isect)++; - (*num_hits)++; - (*num_hits_in_instance)++; - (*isect)->t = isect_t; - } - } - else { - for(int i = 0; i < prim_num; i++) { - if(mask_minmaxUVW8[i]) { - continue; - } -#ifdef __VISIBILITY_FLAG__ - if((kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility) == 0) { - continue; - } -#endif - if((sign_T8[i] < 0.0f) || - (sign_T8[i] > (*isect)->t * xor_signmask8[i])) - { - continue; - } - if(!den8[i]) { - continue; - } - const float inv_den = 1.0f / den8[i]; - (*isect)->u = U8[i] * inv_den; - (*isect)->v = V8[i] * inv_den; - (*isect)->t = T8[i] * inv_den; - (*isect)->prim = (prim_addr + i); - (*isect)->object = object; - (*isect)->type = PRIMITIVE_TRIANGLE; - ret = true; - } - } - return ret; - } + const unsigned char prim_num_mask = (1 << prim_num) - 1; + + const __m256i zero256 = _mm256_setzero_si256(); + + const __m256 Px256 = _mm256_set1_ps(ray_P.x); + const __m256 Py256 = _mm256_set1_ps(ray_P.y); + const __m256 Pz256 = _mm256_set1_ps(ray_P.z); + + const __m256 dirx256 = _mm256_set1_ps(ray_dir.x); + const __m256 diry256 = _mm256_set1_ps(ray_dir.y); + const __m256 dirz256 = _mm256_set1_ps(ray_dir.z); + + /* Calculate vertices relative to ray origin. */ + __m256 v0_x_256 = _mm256_sub_ps(triC[0], Px256); + __m256 v0_y_256 = _mm256_sub_ps(triC[1], Py256); + __m256 v0_z_256 = _mm256_sub_ps(triC[2], Pz256); + + __m256 v1_x_256 = _mm256_sub_ps(triA[0], Px256); + __m256 v1_y_256 = _mm256_sub_ps(triA[1], Py256); + __m256 v1_z_256 = _mm256_sub_ps(triA[2], Pz256); + + __m256 v2_x_256 = _mm256_sub_ps(triB[0], Px256); + __m256 v2_y_256 = _mm256_sub_ps(triB[1], Py256); + __m256 v2_z_256 = _mm256_sub_ps(triB[2], Pz256); + + __m256 v0_v1_x_256 = _mm256_add_ps(v0_x_256, v1_x_256); + __m256 v0_v1_y_256 = _mm256_add_ps(v0_y_256, v1_y_256); + __m256 v0_v1_z_256 = _mm256_add_ps(v0_z_256, v1_z_256); + + __m256 v0_v2_x_256 = _mm256_add_ps(v0_x_256, v2_x_256); + __m256 v0_v2_y_256 = _mm256_add_ps(v0_y_256, v2_y_256); + __m256 v0_v2_z_256 = _mm256_add_ps(v0_z_256, v2_z_256); + + __m256 v1_v2_x_256 = _mm256_add_ps(v1_x_256, v2_x_256); + __m256 v1_v2_y_256 = _mm256_add_ps(v1_y_256, v2_y_256); + __m256 v1_v2_z_256 = _mm256_add_ps(v1_z_256, v2_z_256); + + /* Calculate triangle edges. */ + __m256 e0_x_256 = _mm256_sub_ps(v2_x_256, v0_x_256); + __m256 e0_y_256 = _mm256_sub_ps(v2_y_256, v0_y_256); + __m256 e0_z_256 = _mm256_sub_ps(v2_z_256, v0_z_256); + + __m256 e1_x_256 = _mm256_sub_ps(v0_x_256, v1_x_256); + __m256 e1_y_256 = _mm256_sub_ps(v0_y_256, v1_y_256); + __m256 e1_z_256 = _mm256_sub_ps(v0_z_256, v1_z_256); + + __m256 e2_x_256 = _mm256_sub_ps(v1_x_256, v2_x_256); + __m256 e2_y_256 = _mm256_sub_ps(v1_y_256, v2_y_256); + __m256 e2_z_256 = _mm256_sub_ps(v1_z_256, v2_z_256); + + /* Perform edge tests. */ + /* cross (AyBz - AzBy, AzBx -AxBz, AxBy - AyBx) */ + __m256 U_x_256 = cross256(v0_v2_y_256, e0_z_256, v0_v2_z_256, e0_y_256); + __m256 U_y_256 = cross256(v0_v2_z_256, e0_x_256, v0_v2_x_256, e0_z_256); + __m256 U_z_256 = cross256(v0_v2_x_256, e0_y_256, v0_v2_y_256, e0_x_256); + /* vertical dot */ + __m256 U_256 = _mm256_mul_ps(U_x_256, dirx256); + U_256 = _mm256_fmadd_ps(U_y_256, diry256, U_256); + U_256 = _mm256_fmadd_ps(U_z_256, dirz256, U_256); + + __m256 V_x_256 = cross256(v0_v1_y_256, e1_z_256, v0_v1_z_256, e1_y_256); + __m256 V_y_256 = cross256(v0_v1_z_256, e1_x_256, v0_v1_x_256, e1_z_256); + __m256 V_z_256 = cross256(v0_v1_x_256, e1_y_256, v0_v1_y_256, e1_x_256); + /* vertical dot */ + __m256 V_256 = _mm256_mul_ps(V_x_256, dirx256); + V_256 = _mm256_fmadd_ps(V_y_256, diry256, V_256); + V_256 = _mm256_fmadd_ps(V_z_256, dirz256, V_256); + + __m256 W_x_256 = cross256(v1_v2_y_256, e2_z_256, v1_v2_z_256, e2_y_256); + __m256 W_y_256 = cross256(v1_v2_z_256, e2_x_256, v1_v2_x_256, e2_z_256); + __m256 W_z_256 = cross256(v1_v2_x_256, e2_y_256, v1_v2_y_256, e2_x_256); + /* vertical dot */ + __m256 W_256 = _mm256_mul_ps(W_x_256, dirx256); + W_256 = _mm256_fmadd_ps(W_y_256, diry256, W_256); + W_256 = _mm256_fmadd_ps(W_z_256, dirz256, W_256); + + __m256i U_256_1 = _mm256_srli_epi32(_mm256_castps_si256(U_256), 31); + __m256i V_256_1 = _mm256_srli_epi32(_mm256_castps_si256(V_256), 31); + __m256i W_256_1 = _mm256_srli_epi32(_mm256_castps_si256(W_256), 31); + __m256i UVW_256_1 = _mm256_add_epi32(_mm256_add_epi32(U_256_1, V_256_1), W_256_1); + + const __m256i one256 = _mm256_set1_epi32(1); + const __m256i two256 = _mm256_set1_epi32(2); + + __m256i mask_minmaxUVW_256 = _mm256_or_si256(_mm256_cmpeq_epi32(one256, UVW_256_1), + _mm256_cmpeq_epi32(two256, UVW_256_1)); + + unsigned char mask_minmaxUVW_pos = _mm256_movemask_ps(_mm256_castsi256_ps(mask_minmaxUVW_256)); + if ((mask_minmaxUVW_pos & prim_num_mask) == prim_num_mask) { //all bits set + return false; + } + + /* Calculate geometry normal and denominator. */ + __m256 Ng1_x_256 = cross256(e1_y_256, e0_z_256, e1_z_256, e0_y_256); + __m256 Ng1_y_256 = cross256(e1_z_256, e0_x_256, e1_x_256, e0_z_256); + __m256 Ng1_z_256 = cross256(e1_x_256, e0_y_256, e1_y_256, e0_x_256); + + Ng1_x_256 = _mm256_add_ps(Ng1_x_256, Ng1_x_256); + Ng1_y_256 = _mm256_add_ps(Ng1_y_256, Ng1_y_256); + Ng1_z_256 = _mm256_add_ps(Ng1_z_256, Ng1_z_256); + + /* vertical dot */ + __m256 den_256 = _mm256_mul_ps(Ng1_x_256, dirx256); + den_256 = _mm256_fmadd_ps(Ng1_y_256, diry256, den_256); + den_256 = _mm256_fmadd_ps(Ng1_z_256, dirz256, den_256); + + /* Perform depth test. */ + __m256 T_256 = _mm256_mul_ps(Ng1_x_256, v0_x_256); + T_256 = _mm256_fmadd_ps(Ng1_y_256, v0_y_256, T_256); + T_256 = _mm256_fmadd_ps(Ng1_z_256, v0_z_256, T_256); + + const __m256i c0x80000000 = _mm256_set1_epi32(0x80000000); + __m256i sign_den_256 = _mm256_and_si256(_mm256_castps_si256(den_256), c0x80000000); + + __m256 sign_T_256 = _mm256_castsi256_ps( + _mm256_xor_si256(_mm256_castps_si256(T_256), sign_den_256)); + + unsigned char mask_sign_T = _mm256_movemask_ps(sign_T_256); + if (((mask_minmaxUVW_pos | mask_sign_T) & prim_num_mask) == prim_num_mask) { + return false; + } + + __m256 xor_signmask_256 = _mm256_castsi256_ps( + _mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)); + + ccl_align(32) float den8[8], U8[8], V8[8], T8[8], sign_T8[8], xor_signmask8[8]; + ccl_align(32) unsigned int mask_minmaxUVW8[8]; + + if (visibility == PATH_RAY_SHADOW_OPAQUE) { + __m256i mask_final_256 = _mm256_cmpeq_epi32(mask_minmaxUVW_256, zero256); + __m256i maskden256 = _mm256_cmpeq_epi32(_mm256_castps_si256(den_256), zero256); + __m256i mask0 = _mm256_cmpgt_epi32(zero256, _mm256_castps_si256(sign_T_256)); + __m256 rayt_256 = _mm256_set1_ps((*isect)->t); + __m256i mask1 = _mm256_cmpgt_epi32( + _mm256_castps_si256(sign_T_256), + _mm256_castps_si256(_mm256_mul_ps( + _mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)), + rayt_256))); + mask0 = _mm256_or_si256(mask1, mask0); + mask_final_256 = _mm256_andnot_si256(mask0, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask) + mask_final_256 = _mm256_andnot_si256( + maskden256, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask) & (~maskden) + unsigned char mask_final = _mm256_movemask_ps(_mm256_castsi256_ps(mask_final_256)); + if ((mask_final & prim_num_mask) == 0) { + return false; + } + const int i = __bsf(mask_final); + __m256 inv_den_256 = _mm256_rcp_ps(den_256); + U_256 = _mm256_mul_ps(U_256, inv_den_256); + V_256 = _mm256_mul_ps(V_256, inv_den_256); + T_256 = _mm256_mul_ps(T_256, inv_den_256); + _mm256_store_ps(U8, U_256); + _mm256_store_ps(V8, V_256); + _mm256_store_ps(T8, T_256); + /* NOTE: Here we assume visibility for all triangles in the node is + * the same. */ + (*isect)->u = U8[i]; + (*isect)->v = V8[i]; + (*isect)->t = T8[i]; + (*isect)->prim = (prim_addr + i); + (*isect)->object = object; + (*isect)->type = PRIMITIVE_TRIANGLE; + return true; + } + else { + _mm256_store_ps(den8, den_256); + _mm256_store_ps(U8, U_256); + _mm256_store_ps(V8, V_256); + _mm256_store_ps(T8, T_256); + + _mm256_store_ps(sign_T8, sign_T_256); + _mm256_store_ps(xor_signmask8, xor_signmask_256); + _mm256_store_si256((__m256i *)mask_minmaxUVW8, mask_minmaxUVW_256); + + int ret = false; + + if (visibility == PATH_RAY_SHADOW) { + for (int i = 0; i < prim_num; i++) { + if (mask_minmaxUVW8[i]) { + continue; + } +# ifdef __VISIBILITY_FLAG__ + if ((kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility) == 0) { + continue; + } +# endif + if ((sign_T8[i] < 0.0f) || (sign_T8[i] > (*isect)->t * xor_signmask8[i])) { + continue; + } + if (!den8[i]) { + continue; + } + const float inv_den = 1.0f / den8[i]; + (*isect)->u = U8[i] * inv_den; + (*isect)->v = V8[i] * inv_den; + (*isect)->t = T8[i] * inv_den; + (*isect)->prim = (prim_addr + i); + (*isect)->object = object; + (*isect)->type = PRIMITIVE_TRIANGLE; + const int prim = kernel_tex_fetch(__prim_index, (*isect)->prim); + int shader = 0; +# ifdef __HAIR__ + if (kernel_tex_fetch(__prim_type, (*isect)->prim) & PRIMITIVE_ALL_TRIANGLE) +# endif + { + shader = kernel_tex_fetch(__tri_shader, prim); + } +# ifdef __HAIR__ + else { + float4 str = kernel_tex_fetch(__curves, prim); + shader = __float_as_int(str.z); + } +# endif + const int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags; + /* If no transparent shadows, all light is blocked. */ + if (!(flag & SD_HAS_TRANSPARENT_SHADOW)) { + return 2; + } + /* If maximum number of hits reached, block all light. */ + else if (num_hits == NULL || *num_hits == max_hits) { + return 2; + } + /* Move on to next entry in intersections array. */ + ret = true; + (*isect)++; + (*num_hits)++; + (*num_hits_in_instance)++; + (*isect)->t = isect_t; + } + } + else { + for (int i = 0; i < prim_num; i++) { + if (mask_minmaxUVW8[i]) { + continue; + } +# ifdef __VISIBILITY_FLAG__ + if ((kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility) == 0) { + continue; + } +# endif + if ((sign_T8[i] < 0.0f) || (sign_T8[i] > (*isect)->t * xor_signmask8[i])) { + continue; + } + if (!den8[i]) { + continue; + } + const float inv_den = 1.0f / den8[i]; + (*isect)->u = U8[i] * inv_den; + (*isect)->v = V8[i] * inv_den; + (*isect)->t = T8[i] * inv_den; + (*isect)->prim = (prim_addr + i); + (*isect)->object = object; + (*isect)->type = PRIMITIVE_TRIANGLE; + ret = true; + } + } + return ret; + } } -ccl_device_inline int triangle_intersect8( - KernelGlobals *kg, - Intersection **isect, - float3 P, - float3 dir, - uint visibility, - int object, - int prim_addr, - int prim_num, - uint *num_hits, - uint max_hits, - int *num_hits_in_instance, - float isect_t) - { - __m128 tri_a[8], tri_b[8], tri_c[8]; - __m256 tritmp[12], tri[12]; - __m256 triA[3], triB[3], triC[3]; - - int i, r; - - uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); - for(i = 0; i < prim_num; i++) { - tri_a[i] = *(__m128*)&kg->__prim_tri_verts.data[tri_vindex++]; - tri_b[i] = *(__m128*)&kg->__prim_tri_verts.data[tri_vindex++]; - tri_c[i] = *(__m128*)&kg->__prim_tri_verts.data[tri_vindex++]; - } - //create 9 or 12 placeholders - tri[0] = _mm256_castps128_ps256(tri_a[0]); //_mm256_zextps128_ps256 - tri[1] = _mm256_castps128_ps256(tri_b[0]);//_mm256_zextps128_ps256 - tri[2] = _mm256_castps128_ps256(tri_c[0]);//_mm256_zextps128_ps256 - - tri[3] = _mm256_castps128_ps256(tri_a[1]); //_mm256_zextps128_ps256 - tri[4] = _mm256_castps128_ps256(tri_b[1]);//_mm256_zextps128_ps256 - tri[5] = _mm256_castps128_ps256(tri_c[1]);//_mm256_zextps128_ps256 - - tri[6] = _mm256_castps128_ps256(tri_a[2]); //_mm256_zextps128_ps256 - tri[7] = _mm256_castps128_ps256(tri_b[2]);//_mm256_zextps128_ps256 - tri[8] = _mm256_castps128_ps256(tri_c[2]);//_mm256_zextps128_ps256 - - if(prim_num > 3) { - tri[9] = _mm256_castps128_ps256(tri_a[3]); //_mm256_zextps128_ps256 - tri[10] = _mm256_castps128_ps256(tri_b[3]);//_mm256_zextps128_ps256 - tri[11] = _mm256_castps128_ps256(tri_c[3]);//_mm256_zextps128_ps256 - } - - for(i = 4, r = 0; i < prim_num; i ++, r += 3) { - tri[r] = _mm256_insertf128_ps(tri[r] , tri_a[i], 1); - tri[r + 1] = _mm256_insertf128_ps(tri[r + 1], tri_b[i], 1); - tri[r + 2] = _mm256_insertf128_ps(tri[r + 2], tri_c[i], 1); - } - - //------------------------------------------------ - //0! Xa0 Ya0 Za0 1 Xa4 Ya4 Za4 1 - //1! Xb0 Yb0 Zb0 1 Xb4 Yb4 Zb4 1 - //2! Xc0 Yc0 Zc0 1 Xc4 Yc4 Zc4 1 - - //3! Xa1 Ya1 Za1 1 Xa5 Ya5 Za5 1 - //4! Xb1 Yb1 Zb1 1 Xb5 Yb5 Zb5 1 - //5! Xc1 Yc1 Zc1 1 Xc5 Yc5 Zc5 1 - - //6! Xa2 Ya2 Za2 1 Xa6 Ya6 Za6 1 - //7! Xb2 Yb2 Zb2 1 Xb6 Yb6 Zb6 1 - //8! Xc2 Yc2 Zc2 1 Xc6 Yc6 Zc6 1 - - //9! Xa3 Ya3 Za3 1 Xa7 Ya7 Za7 1 - //10! Xb3 Yb3 Zb3 1 Xb7 Yb7 Zb7 1 - //11! Xc3 Yc3 Zc3 1 Xc7 Yc7 Zc7 1 - - //"transpose" - tritmp[0] = _mm256_unpacklo_ps(tri[0], tri[3]); //0! Xa0 Xa1 Ya0 Ya1 Xa4 Xa5 Ya4 Ya5 - tritmp[1] = _mm256_unpackhi_ps(tri[0], tri[3]); //1! Za0 Za1 1 1 Za4 Za5 1 1 - - tritmp[2] = _mm256_unpacklo_ps(tri[6], tri[9]); //2! Xa2 Xa3 Ya2 Ya3 Xa6 Xa7 Ya6 Ya7 - tritmp[3] = _mm256_unpackhi_ps(tri[6], tri[9]); //3! Za2 Za3 1 1 Za6 Za7 1 1 - - tritmp[4] = _mm256_unpacklo_ps(tri[1], tri[4]); //4! Xb0 Xb1 Yb0 Yb1 Xb4 Xb5 Yb4 Yb5 - tritmp[5] = _mm256_unpackhi_ps(tri[1], tri[4]); //5! Zb0 Zb1 1 1 Zb4 Zb5 1 1 - - tritmp[6] = _mm256_unpacklo_ps(tri[7], tri[10]); //6! Xb2 Xb3 Yb2 Yb3 Xb6 Xb7 Yb6 Yb7 - tritmp[7] = _mm256_unpackhi_ps(tri[7], tri[10]); //7! Zb2 Zb3 1 1 Zb6 Zb7 1 1 - - tritmp[8] = _mm256_unpacklo_ps(tri[2], tri[5]); //8! Xc0 Xc1 Yc0 Yc1 Xc4 Xc5 Yc4 Yc5 - tritmp[9] = _mm256_unpackhi_ps(tri[2], tri[5]); //9! Zc0 Zc1 1 1 Zc4 Zc5 1 1 - - tritmp[10] = _mm256_unpacklo_ps(tri[8], tri[11]); //10! Xc2 Xc3 Yc2 Yc3 Xc6 Xc7 Yc6 Yc7 - tritmp[11] = _mm256_unpackhi_ps(tri[8], tri[11]); //11! Zc2 Zc3 1 1 Zc6 Zc7 1 1 - - /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ - triA[0] = _mm256_castpd_ps(_mm256_unpacklo_pd(_mm256_castps_pd(tritmp[0]), _mm256_castps_pd(tritmp[2]))); // Xa0 Xa1 Xa2 Xa3 Xa4 Xa5 Xa6 Xa7 - triA[1] = _mm256_castpd_ps(_mm256_unpackhi_pd(_mm256_castps_pd(tritmp[0]), _mm256_castps_pd(tritmp[2]))); // Ya0 Ya1 Ya2 Ya3 Ya4 Ya5 Ya6 Ya7 - triA[2] = _mm256_castpd_ps(_mm256_unpacklo_pd(_mm256_castps_pd(tritmp[1]), _mm256_castps_pd(tritmp[3]))); // Za0 Za1 Za2 Za3 Za4 Za5 Za6 Za7 - - triB[0] = _mm256_castpd_ps(_mm256_unpacklo_pd(_mm256_castps_pd(tritmp[4]), _mm256_castps_pd(tritmp[6]))); // Xb0 Xb1 Xb2 Xb3 Xb4 Xb5 Xb5 Xb7 - triB[1] = _mm256_castpd_ps(_mm256_unpackhi_pd(_mm256_castps_pd(tritmp[4]), _mm256_castps_pd(tritmp[6]))); // Yb0 Yb1 Yb2 Yb3 Yb4 Yb5 Yb5 Yb7 - triB[2] = _mm256_castpd_ps(_mm256_unpacklo_pd(_mm256_castps_pd(tritmp[5]), _mm256_castps_pd(tritmp[7]))); // Zb0 Zb1 Zb2 Zb3 Zb4 Zb5 Zb5 Zb7 - - triC[0] = _mm256_castpd_ps(_mm256_unpacklo_pd(_mm256_castps_pd(tritmp[8]), _mm256_castps_pd(tritmp[10]))); //Xc0 Xc1 Xc2 Xc3 Xc4 Xc5 Xc6 Xc7 - triC[1] = _mm256_castpd_ps(_mm256_unpackhi_pd(_mm256_castps_pd(tritmp[8]), _mm256_castps_pd(tritmp[10]))); //Yc0 Yc1 Yc2 Yc3 Yc4 Yc5 Yc6 Yc7 - triC[2] = _mm256_castpd_ps(_mm256_unpacklo_pd(_mm256_castps_pd(tritmp[9]), _mm256_castps_pd(tritmp[11]))); //Zc0 Zc1 Zc2 Zc3 Zc4 Zc5 Zc6 Zc7 - - /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ - - int result = ray_triangle_intersect8(kg, P, - dir, - isect, - visibility, object, - triA, - triB, - triC, - prim_addr, - prim_num, - num_hits, - max_hits, - num_hits_in_instance, - isect_t); - return result; +ccl_device_inline int triangle_intersect8(KernelGlobals *kg, + Intersection **isect, + float3 P, + float3 dir, + uint visibility, + int object, + int prim_addr, + int prim_num, + uint *num_hits, + uint max_hits, + int *num_hits_in_instance, + float isect_t) +{ + __m128 tri_a[8], tri_b[8], tri_c[8]; + __m256 tritmp[12], tri[12]; + __m256 triA[3], triB[3], triC[3]; + + int i, r; + + uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); + for (i = 0; i < prim_num; i++) { + tri_a[i] = *(__m128 *)&kg->__prim_tri_verts.data[tri_vindex++]; + tri_b[i] = *(__m128 *)&kg->__prim_tri_verts.data[tri_vindex++]; + tri_c[i] = *(__m128 *)&kg->__prim_tri_verts.data[tri_vindex++]; + } + //create 9 or 12 placeholders + tri[0] = _mm256_castps128_ps256(tri_a[0]); //_mm256_zextps128_ps256 + tri[1] = _mm256_castps128_ps256(tri_b[0]); //_mm256_zextps128_ps256 + tri[2] = _mm256_castps128_ps256(tri_c[0]); //_mm256_zextps128_ps256 + + tri[3] = _mm256_castps128_ps256(tri_a[1]); //_mm256_zextps128_ps256 + tri[4] = _mm256_castps128_ps256(tri_b[1]); //_mm256_zextps128_ps256 + tri[5] = _mm256_castps128_ps256(tri_c[1]); //_mm256_zextps128_ps256 + + tri[6] = _mm256_castps128_ps256(tri_a[2]); //_mm256_zextps128_ps256 + tri[7] = _mm256_castps128_ps256(tri_b[2]); //_mm256_zextps128_ps256 + tri[8] = _mm256_castps128_ps256(tri_c[2]); //_mm256_zextps128_ps256 + + if (prim_num > 3) { + tri[9] = _mm256_castps128_ps256(tri_a[3]); //_mm256_zextps128_ps256 + tri[10] = _mm256_castps128_ps256(tri_b[3]); //_mm256_zextps128_ps256 + tri[11] = _mm256_castps128_ps256(tri_c[3]); //_mm256_zextps128_ps256 + } + + for (i = 4, r = 0; i < prim_num; i++, r += 3) { + tri[r] = _mm256_insertf128_ps(tri[r], tri_a[i], 1); + tri[r + 1] = _mm256_insertf128_ps(tri[r + 1], tri_b[i], 1); + tri[r + 2] = _mm256_insertf128_ps(tri[r + 2], tri_c[i], 1); + } + + //------------------------------------------------ + //0! Xa0 Ya0 Za0 1 Xa4 Ya4 Za4 1 + //1! Xb0 Yb0 Zb0 1 Xb4 Yb4 Zb4 1 + //2! Xc0 Yc0 Zc0 1 Xc4 Yc4 Zc4 1 + + //3! Xa1 Ya1 Za1 1 Xa5 Ya5 Za5 1 + //4! Xb1 Yb1 Zb1 1 Xb5 Yb5 Zb5 1 + //5! Xc1 Yc1 Zc1 1 Xc5 Yc5 Zc5 1 + + //6! Xa2 Ya2 Za2 1 Xa6 Ya6 Za6 1 + //7! Xb2 Yb2 Zb2 1 Xb6 Yb6 Zb6 1 + //8! Xc2 Yc2 Zc2 1 Xc6 Yc6 Zc6 1 + + //9! Xa3 Ya3 Za3 1 Xa7 Ya7 Za7 1 + //10! Xb3 Yb3 Zb3 1 Xb7 Yb7 Zb7 1 + //11! Xc3 Yc3 Zc3 1 Xc7 Yc7 Zc7 1 + + //"transpose" + tritmp[0] = _mm256_unpacklo_ps(tri[0], tri[3]); //0! Xa0 Xa1 Ya0 Ya1 Xa4 Xa5 Ya4 Ya5 + tritmp[1] = _mm256_unpackhi_ps(tri[0], tri[3]); //1! Za0 Za1 1 1 Za4 Za5 1 1 + + tritmp[2] = _mm256_unpacklo_ps(tri[6], tri[9]); //2! Xa2 Xa3 Ya2 Ya3 Xa6 Xa7 Ya6 Ya7 + tritmp[3] = _mm256_unpackhi_ps(tri[6], tri[9]); //3! Za2 Za3 1 1 Za6 Za7 1 1 + + tritmp[4] = _mm256_unpacklo_ps(tri[1], tri[4]); //4! Xb0 Xb1 Yb0 Yb1 Xb4 Xb5 Yb4 Yb5 + tritmp[5] = _mm256_unpackhi_ps(tri[1], tri[4]); //5! Zb0 Zb1 1 1 Zb4 Zb5 1 1 + + tritmp[6] = _mm256_unpacklo_ps(tri[7], tri[10]); //6! Xb2 Xb3 Yb2 Yb3 Xb6 Xb7 Yb6 Yb7 + tritmp[7] = _mm256_unpackhi_ps(tri[7], tri[10]); //7! Zb2 Zb3 1 1 Zb6 Zb7 1 1 + + tritmp[8] = _mm256_unpacklo_ps(tri[2], tri[5]); //8! Xc0 Xc1 Yc0 Yc1 Xc4 Xc5 Yc4 Yc5 + tritmp[9] = _mm256_unpackhi_ps(tri[2], tri[5]); //9! Zc0 Zc1 1 1 Zc4 Zc5 1 1 + + tritmp[10] = _mm256_unpacklo_ps(tri[8], tri[11]); //10! Xc2 Xc3 Yc2 Yc3 Xc6 Xc7 Yc6 Yc7 + tritmp[11] = _mm256_unpackhi_ps(tri[8], tri[11]); //11! Zc2 Zc3 1 1 Zc6 Zc7 1 1 + + /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ + triA[0] = _mm256_castpd_ps( + _mm256_unpacklo_pd(_mm256_castps_pd(tritmp[0]), + _mm256_castps_pd(tritmp[2]))); // Xa0 Xa1 Xa2 Xa3 Xa4 Xa5 Xa6 Xa7 + triA[1] = _mm256_castpd_ps( + _mm256_unpackhi_pd(_mm256_castps_pd(tritmp[0]), + _mm256_castps_pd(tritmp[2]))); // Ya0 Ya1 Ya2 Ya3 Ya4 Ya5 Ya6 Ya7 + triA[2] = _mm256_castpd_ps( + _mm256_unpacklo_pd(_mm256_castps_pd(tritmp[1]), + _mm256_castps_pd(tritmp[3]))); // Za0 Za1 Za2 Za3 Za4 Za5 Za6 Za7 + + triB[0] = _mm256_castpd_ps( + _mm256_unpacklo_pd(_mm256_castps_pd(tritmp[4]), + _mm256_castps_pd(tritmp[6]))); // Xb0 Xb1 Xb2 Xb3 Xb4 Xb5 Xb5 Xb7 + triB[1] = _mm256_castpd_ps( + _mm256_unpackhi_pd(_mm256_castps_pd(tritmp[4]), + _mm256_castps_pd(tritmp[6]))); // Yb0 Yb1 Yb2 Yb3 Yb4 Yb5 Yb5 Yb7 + triB[2] = _mm256_castpd_ps( + _mm256_unpacklo_pd(_mm256_castps_pd(tritmp[5]), + _mm256_castps_pd(tritmp[7]))); // Zb0 Zb1 Zb2 Zb3 Zb4 Zb5 Zb5 Zb7 + + triC[0] = _mm256_castpd_ps( + _mm256_unpacklo_pd(_mm256_castps_pd(tritmp[8]), + _mm256_castps_pd(tritmp[10]))); //Xc0 Xc1 Xc2 Xc3 Xc4 Xc5 Xc6 Xc7 + triC[1] = _mm256_castpd_ps( + _mm256_unpackhi_pd(_mm256_castps_pd(tritmp[8]), + _mm256_castps_pd(tritmp[10]))); //Yc0 Yc1 Yc2 Yc3 Yc4 Yc5 Yc6 Yc7 + triC[2] = _mm256_castpd_ps( + _mm256_unpacklo_pd(_mm256_castps_pd(tritmp[9]), + _mm256_castps_pd(tritmp[11]))); //Zc0 Zc1 Zc2 Zc3 Zc4 Zc5 Zc6 Zc7 + + /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ + + int result = ray_triangle_intersect8(kg, + P, + dir, + isect, + visibility, + object, + triA, + triB, + triC, + prim_addr, + prim_num, + num_hits, + max_hits, + num_hits_in_instance, + isect_t); + return result; } -#endif /* __KERNEL_AVX2__ */ +#endif /* __KERNEL_AVX2__ */ /* Special ray intersection routines for subsurface scattering. In that case we * only want to intersect with primitives in the same object, and if case of @@ -479,106 +496,108 @@ ccl_device_inline int triangle_intersect8( */ #ifdef __BVH_LOCAL__ -ccl_device_inline bool triangle_intersect_local( - KernelGlobals *kg, - LocalIntersection *local_isect, - float3 P, - float3 dir, - int object, - int local_object, - int prim_addr, - float tmax, - uint *lcg_state, - int max_hits) +ccl_device_inline bool triangle_intersect_local(KernelGlobals *kg, + LocalIntersection *local_isect, + float3 P, + float3 dir, + int object, + int local_object, + int prim_addr, + float tmax, + uint *lcg_state, + int max_hits) { - /* Only intersect with matching object, for instanced objects we - * already know we are only intersecting the right object. */ - if(object == OBJECT_NONE) { - if(kernel_tex_fetch(__prim_object, prim_addr) != local_object) { - return false; - } - } - - const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); -#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex]; -#else - const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)), - tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)), - tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2)); -#endif - float t, u, v; - if(!ray_triangle_intersect(P, - dir, - tmax, -#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - ssef_verts, -#else - tri_a, tri_b, tri_c, -#endif - &u, &v, &t)) - { - return false; - } - - /* If no actual hit information is requested, just return here. */ - if(max_hits == 0) { - return true; - } - - int hit; - if(lcg_state) { - /* Record up to max_hits intersections. */ - for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) { - if(local_isect->hits[i].t == t) { - return false; - } - } - - local_isect->num_hits++; - - if(local_isect->num_hits <= max_hits) { - hit = local_isect->num_hits - 1; - } - else { - /* reservoir sampling: if we are at the maximum number of - * hits, randomly replace element or skip it */ - hit = lcg_step_uint(lcg_state) % local_isect->num_hits; - - if(hit >= max_hits) - return false; - } - } - else { - /* Record closest intersection only. */ - if(local_isect->num_hits && t > local_isect->hits[0].t) { - return false; - } - - hit = 0; - local_isect->num_hits = 1; - } - - /* Record intersection. */ - Intersection *isect = &local_isect->hits[hit]; - isect->prim = prim_addr; - isect->object = object; - isect->type = PRIMITIVE_TRIANGLE; - isect->u = u; - isect->v = v; - isect->t = t; - - /* Record geometric normal. */ -#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) - const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)), - tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)), - tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2)); -#endif - local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a)); + /* Only intersect with matching object, for instanced objects we + * already know we are only intersecting the right object. */ + if (object == OBJECT_NONE) { + if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) { + return false; + } + } + + const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr); +# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + const ssef *ssef_verts = (ssef *)&kg->__prim_tri_verts.data[tri_vindex]; +# else + const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0)), + tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1)), + tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2)); +# endif + float t, u, v; + if (!ray_triangle_intersect(P, + dir, + tmax, +# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + ssef_verts, +# else + tri_a, + tri_b, + tri_c, +# endif + &u, + &v, + &t)) { + return false; + } + + /* If no actual hit information is requested, just return here. */ + if (max_hits == 0) { + return true; + } + + int hit; + if (lcg_state) { + /* Record up to max_hits intersections. */ + for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) { + if (local_isect->hits[i].t == t) { + return false; + } + } + + local_isect->num_hits++; + + if (local_isect->num_hits <= max_hits) { + hit = local_isect->num_hits - 1; + } + else { + /* reservoir sampling: if we are at the maximum number of + * hits, randomly replace element or skip it */ + hit = lcg_step_uint(lcg_state) % local_isect->num_hits; + + if (hit >= max_hits) + return false; + } + } + else { + /* Record closest intersection only. */ + if (local_isect->num_hits && t > local_isect->hits[0].t) { + return false; + } + + hit = 0; + local_isect->num_hits = 1; + } + + /* Record intersection. */ + Intersection *isect = &local_isect->hits[hit]; + isect->prim = prim_addr; + isect->object = object; + isect->type = PRIMITIVE_TRIANGLE; + isect->u = u; + isect->v = v; + isect->t = t; + + /* Record geometric normal. */ +# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__) + const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0)), + tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1)), + tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2)); +# endif + local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a)); - return false; + return false; } -#endif /* __BVH_LOCAL__ */ +#endif /* __BVH_LOCAL__ */ /* Refine triangle intersection to more precise hit point. For rays that travel * far the precision is often not so good, this reintersects the primitive from @@ -596,61 +615,61 @@ ccl_device_inline float3 triangle_refine(KernelGlobals *kg, const Intersection *isect, const Ray *ray) { - float3 P = ray->P; - float3 D = ray->D; - float t = isect->t; + float3 P = ray->P; + float3 D = ray->D; + float t = isect->t; #ifdef __INTERSECTION_REFINE__ - if(isect->object != OBJECT_NONE) { - if(UNLIKELY(t == 0.0f)) { - return P; - } + if (isect->object != OBJECT_NONE) { + if (UNLIKELY(t == 0.0f)) { + return P; + } # ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_itfm; + Transform tfm = sd->ob_itfm; # else - Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); + Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); # endif - P = transform_point(&tfm, P); - D = transform_direction(&tfm, D*t); - D = normalize_len(D, &t); - } - - P = P + D*t; - - const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim); - const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), - tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), - tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); - float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); - float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); - float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); - float3 qvec = cross(tvec, edge1); - float3 pvec = cross(D, edge2); - float det = dot(edge1, pvec); - if(det != 0.0f) { - /* If determinant is zero it means ray lies in the plane of - * the triangle. It is possible in theory due to watertight - * nature of triangle intersection. For such cases we simply - * don't refine intersection hoping it'll go all fine. - */ - float rt = dot(edge2, qvec) / det; - P = P + D*rt; - } - - if(isect->object != OBJECT_NONE) { + P = transform_point(&tfm, P); + D = transform_direction(&tfm, D * t); + D = normalize_len(D, &t); + } + + P = P + D * t; + + const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim); + const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0), + tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1), + tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2); + float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); + float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); + float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); + float3 qvec = cross(tvec, edge1); + float3 pvec = cross(D, edge2); + float det = dot(edge1, pvec); + if (det != 0.0f) { + /* If determinant is zero it means ray lies in the plane of + * the triangle. It is possible in theory due to watertight + * nature of triangle intersection. For such cases we simply + * don't refine intersection hoping it'll go all fine. + */ + float rt = dot(edge2, qvec) / det; + P = P + D * rt; + } + + if (isect->object != OBJECT_NONE) { # ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_tfm; + Transform tfm = sd->ob_tfm; # else - Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); + Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); # endif - P = transform_point(&tfm, P); - } + P = transform_point(&tfm, P); + } - return P; + return P; #else - return P + D*t; + return P + D * t; #endif } @@ -662,61 +681,57 @@ ccl_device_inline float3 triangle_refine_local(KernelGlobals *kg, const Intersection *isect, const Ray *ray) { - float3 P = ray->P; - float3 D = ray->D; - float t = isect->t; + float3 P = ray->P; + float3 D = ray->D; + float t = isect->t; - if(isect->object != OBJECT_NONE) { + if (isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_itfm; + Transform tfm = sd->ob_itfm; #else - Transform tfm = object_fetch_transform(kg, - isect->object, - OBJECT_INVERSE_TRANSFORM); + Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); #endif - P = transform_point(&tfm, P); - D = transform_direction(&tfm, D); - D = normalize(D); - } + P = transform_point(&tfm, P); + D = transform_direction(&tfm, D); + D = normalize(D); + } - P = P + D*t; + P = P + D * t; #ifdef __INTERSECTION_REFINE__ - const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim); - const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0), - tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1), - tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2); - float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); - float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); - float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); - float3 qvec = cross(tvec, edge1); - float3 pvec = cross(D, edge2); - float det = dot(edge1, pvec); - if(det != 0.0f) { - /* If determinant is zero it means ray lies in the plane of - * the triangle. It is possible in theory due to watertight - * nature of triangle intersection. For such cases we simply - * don't refine intersection hoping it'll go all fine. - */ - float rt = dot(edge2, qvec) / det; - P = P + D*rt; - } -#endif /* __INTERSECTION_REFINE__ */ - - if(isect->object != OBJECT_NONE) { + const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim); + const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0), + tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1), + tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2); + float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z); + float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z); + float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z); + float3 qvec = cross(tvec, edge1); + float3 pvec = cross(D, edge2); + float det = dot(edge1, pvec); + if (det != 0.0f) { + /* If determinant is zero it means ray lies in the plane of + * the triangle. It is possible in theory due to watertight + * nature of triangle intersection. For such cases we simply + * don't refine intersection hoping it'll go all fine. + */ + float rt = dot(edge2, qvec) / det; + P = P + D * rt; + } +#endif /* __INTERSECTION_REFINE__ */ + + if (isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_tfm; + Transform tfm = sd->ob_tfm; #else - Transform tfm = object_fetch_transform(kg, - isect->object, - OBJECT_TRANSFORM); + Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); #endif - P = transform_point(&tfm, P); - } + P = transform_point(&tfm, P); + } - return P; + return P; } CCL_NAMESPACE_END |