Files
test/intern/cycles/util/hash.h
Brecht Van Lommel 57342a51f8 Fix: Cycles: Ubsan warnings with new voronoi texture hashing
Signed integer overflow is undefined, but works reliably enough for us
anyway, so just silence it like the Blender implementation already does.

This also caused some tests like cycles_displacement_cpu to run much slower
(3s -> 42s) due to the overhead of detecting and ignoring repeated warnings.

Pull Request: https://projects.blender.org/blender/blender/pulls/146783
2025-09-25 17:48:22 +02:00

651 lines
15 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "util/defines.h"
#include "util/math.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
/* [0, uint_max] -> [0.0, 1.0) */
ccl_device_forceinline float uint_to_float_excl(const uint n)
{
/* NOTE: we divide by 4294967808 instead of 2^32 because the latter
* leads to a [0.0, 1.0] mapping instead of [0.0, 1.0) due to floating
* point rounding error. 4294967808 unfortunately leaves (precisely)
* one unused ULP between the max number this outputs and 1.0, but
* that's the best you can do with this construction. */
return (float)n * (1.0f / 4294967808.0f);
}
/* [0, uint_max] -> [0.0, 1.0] */
ccl_device_forceinline float uint_to_float_incl(const uint n)
{
return (float)n * (1.0f / (float)0xFFFFFFFFu);
}
/* PCG 2D, 3D and 4D hash functions,
* from "Hash Functions for GPU Rendering" JCGT 2020
* https://jcgt.org/published/0009/03/02/
*
* Slightly modified to only use signed integers,
* so that they can also be implemented in OSL.
*
* Silence UBsan warnings about signed integer overflow. */
ccl_ignore_integer_overflow ccl_device_inline int2 hash_pcg2d_i(int2 v)
{
v = v * make_int2(1664525) + make_int2(1013904223);
v.x += v.y * 1664525;
v.y += v.x * 1664525;
v = v ^ (v >> 16);
v.x += v.y * 1664525;
v.y += v.x * 1664525;
return v & make_int2(0x7FFFFFFF);
}
ccl_ignore_integer_overflow ccl_device_inline int3 hash_pcg3d_i(int3 v)
{
v = v * make_int3(1664525) + make_int3(1013904223);
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
v = v ^ (v >> 16);
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
return v & make_int3(0x7FFFFFFF);
}
ccl_ignore_integer_overflow ccl_device_inline int4 hash_pcg4d_i(int4 v)
{
v = v * make_int4(1664525) + make_int4(1013904223);
v.x += v.y * v.w;
v.y += v.z * v.x;
v.z += v.x * v.y;
v.w += v.y * v.z;
v = v ^ (v >> 16);
v.x += v.y * v.w;
v.y += v.z * v.x;
v.z += v.x * v.y;
v.w += v.y * v.z;
return v & make_int4(0x7FFFFFFF);
}
/* ***** Jenkins Lookup3 Hash Functions ***** */
/* Source: http://burtleburtle.net/bob/c/lookup3.c */
#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
#define mix(a, b, c) \
{ \
a -= c; \
a ^= rot(c, 4); \
c += b; \
b -= a; \
b ^= rot(a, 6); \
a += c; \
c -= b; \
c ^= rot(b, 8); \
b += a; \
a -= c; \
a ^= rot(c, 16); \
c += b; \
b -= a; \
b ^= rot(a, 19); \
a += c; \
c -= b; \
c ^= rot(b, 4); \
b += a; \
} \
((void)0)
#define final(a, b, c) \
{ \
c ^= b; \
c -= rot(b, 14); \
a ^= c; \
a -= rot(c, 11); \
b ^= a; \
b -= rot(a, 25); \
c ^= b; \
c -= rot(b, 16); \
a ^= c; \
a -= rot(c, 4); \
b ^= a; \
b -= rot(a, 14); \
c ^= b; \
c -= rot(b, 24); \
} \
((void)0)
ccl_device_inline uint hash_uint(const uint kx)
{
uint a;
uint b;
uint c;
a = b = c = 0xdeadbeef + (1 << 2) + 13;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline uint hash_uint2(const uint kx, const uint ky)
{
uint a;
uint b;
uint c;
a = b = c = 0xdeadbeef + (2 << 2) + 13;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline uint hash_uint3(const uint kx, const uint ky, const uint kz)
{
uint a;
uint b;
uint c;
a = b = c = 0xdeadbeef + (3 << 2) + 13;
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline uint hash_uint4(const uint kx, const uint ky, const uint kz, const uint kw)
{
uint a;
uint b;
uint c;
a = b = c = 0xdeadbeef + (4 << 2) + 13;
a += kx;
b += ky;
c += kz;
mix(a, b, c);
a += kw;
final(a, b, c);
return c;
}
#undef rot
#undef final
#undef mix
/* Hashing uint or uint[234] into a float in the range [0, 1]. */
ccl_device_inline float hash_uint_to_float(const uint kx)
{
return uint_to_float_incl(hash_uint(kx));
}
ccl_device_inline float hash_uint2_to_float(const uint kx, const uint ky)
{
return uint_to_float_incl(hash_uint2(kx, ky));
}
ccl_device_inline float hash_uint3_to_float(const uint kx, const uint ky, const uint kz)
{
return uint_to_float_incl(hash_uint3(kx, ky, kz));
}
ccl_device_inline float hash_uint4_to_float(const uint kx,
const uint ky,
const uint kz,
const uint kw)
{
return uint_to_float_incl(hash_uint4(kx, ky, kz, kw));
}
/* Hashing float or float[234] into a float in the range [0, 1]. */
ccl_device_inline float hash_float_to_float(const float k)
{
return hash_uint_to_float(__float_as_uint(k));
}
ccl_device_inline float hash_float2_to_float(const float2 k)
{
return hash_uint2_to_float(__float_as_uint(k.x), __float_as_uint(k.y));
}
ccl_device_inline float hash_float3_to_float(const float3 k)
{
return hash_uint3_to_float(__float_as_uint(k.x), __float_as_uint(k.y), __float_as_uint(k.z));
}
ccl_device_inline float hash_float4_to_float(const float4 k)
{
return hash_uint4_to_float(
__float_as_uint(k.x), __float_as_uint(k.y), __float_as_uint(k.z), __float_as_uint(k.w));
}
/* Hashing int[234] into float[234] of components in the range [0, 1].
* These are based on PCG 2D/3D/4D. */
ccl_device_inline float2 hash_int2_to_float2(const int2 k)
{
int2 h = hash_pcg2d_i(k);
float2 f = make_float2((float)h.x, (float)h.y);
return f * (1.0f / (float)0x7FFFFFFFu);
}
ccl_device_inline float3 hash_int3_to_float3(const int3 k)
{
int3 h = hash_pcg3d_i(k);
float3 f = make_float3((float)h.x, (float)h.y, (float)h.z);
return f * (1.0f / (float)0x7FFFFFFFu);
}
ccl_device_inline float4 hash_int4_to_float4(const int4 k)
{
int4 h = hash_pcg4d_i(k);
float4 f = make_float4(h);
return f * (1.0f / (float)0x7FFFFFFFu);
}
ccl_device_inline float3 hash_int2_to_float3(const int2 k)
{
return hash_int3_to_float3(make_int3(k.x, k.y, 0));
}
ccl_device_inline float3 hash_int4_to_float3(const int4 k)
{
return make_float3(hash_int4_to_float4(k));
}
/* Hashing int[234] / float[234] into float[234] of components in the range [0, 1].
*
* Note that while using a more modern hash (e.g. PCG) would be faster, the current
* behavior has to be kept to match what is possible in OSL (OSL lacks bit casts and unsigned
* integers). */
ccl_device_inline float2 hash_float2_to_float2(const float2 k)
{
return make_float2(hash_float2_to_float(k), hash_float3_to_float(make_float3(k.x, k.y, 1.0)));
}
ccl_device_inline float3 hash_float3_to_float3(const float3 k)
{
return make_float3(hash_float3_to_float(k),
hash_float4_to_float(make_float4(k.x, k.y, k.z, 1.0)),
hash_float4_to_float(make_float4(k.x, k.y, k.z, 2.0)));
}
ccl_device_inline float4 hash_float4_to_float4(const float4 k)
{
return make_float4(hash_float4_to_float(k),
hash_float4_to_float(make_float4(k.w, k.x, k.y, k.z)),
hash_float4_to_float(make_float4(k.z, k.w, k.x, k.y)),
hash_float4_to_float(make_float4(k.y, k.z, k.w, k.x)));
}
/* Hashing float or float[234] into float3 of components in range [0, 1]. */
ccl_device_inline float3 hash_float_to_float3(const float k)
{
return make_float3(hash_float_to_float(k),
hash_float2_to_float(make_float2(k, 1.0)),
hash_float2_to_float(make_float2(k, 2.0)));
}
ccl_device_inline float3 hash_float2_to_float3(const float2 k)
{
return make_float3(hash_float2_to_float(k),
hash_float3_to_float(make_float3(k.x, k.y, 1.0)),
hash_float3_to_float(make_float3(k.x, k.y, 2.0)));
}
ccl_device_inline float3 hash_float4_to_float3(const float4 k)
{
return make_float3(hash_float4_to_float(k),
hash_float4_to_float(make_float4(k.z, k.x, k.w, k.y)),
hash_float4_to_float(make_float4(k.w, k.z, k.y, k.x)));
}
/* Hashing float or float[234] into float2 of components in range [0, 1]. */
ccl_device_inline float2 hash_float_to_float2(const float k)
{
return make_float2(hash_float_to_float(k), hash_float2_to_float(make_float2(k, 1.0)));
}
ccl_device_inline float2 hash_float3_to_float2(const float3 k)
{
return make_float2(hash_float3_to_float(make_float3(k.x, k.y, k.z)),
hash_float3_to_float(make_float3(k.z, k.x, k.y)));
}
ccl_device_inline float2 hash_float4_to_float2(const float4 k)
{
return make_float2(hash_float4_to_float(make_float4(k.x, k.y, k.z, k.w)),
hash_float4_to_float(make_float4(k.z, k.x, k.w, k.y)));
}
/* SSE Versions Of Jenkins Lookup3 Hash Functions */
#ifdef __KERNEL_SSE__
# define rot(x, k) (((x) << (k)) | (srl(x, 32 - (k))))
# define mix(a, b, c) \
{ \
a -= c; \
a ^= rot(c, 4); \
c += b; \
b -= a; \
b ^= rot(a, 6); \
a += c; \
c -= b; \
c ^= rot(b, 8); \
b += a; \
a -= c; \
a ^= rot(c, 16); \
c += b; \
b -= a; \
b ^= rot(a, 19); \
a += c; \
c -= b; \
c ^= rot(b, 4); \
b += a; \
}
# define final(a, b, c) \
{ \
c ^= b; \
c -= rot(b, 14); \
a ^= c; \
a -= rot(c, 11); \
b ^= a; \
b -= rot(a, 25); \
c ^= b; \
c -= rot(b, 16); \
a ^= c; \
a -= rot(c, 4); \
b ^= a; \
b -= rot(a, 14); \
c ^= b; \
c -= rot(b, 24); \
}
ccl_device_inline int4 hash_int4(const int4 kx)
{
int4 a;
int4 b;
int4 c;
a = b = c = make_int4(0xdeadbeef + (1 << 2) + 13);
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline int4 hash_int4_2(const int4 kx, const int4 ky)
{
int4 a;
int4 b;
int4 c;
a = b = c = make_int4(0xdeadbeef + (2 << 2) + 13);
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline int4 hash_int4_3(const int4 kx, const int4 ky, const int4 kz)
{
int4 a;
int4 b;
int4 c;
a = b = c = make_int4(0xdeadbeef + (3 << 2) + 13);
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline int4 hash_int4_4(const int4 kx, const int4 ky, const int4 kz, const int4 kw)
{
int4 a;
int4 b;
int4 c;
a = b = c = make_int4(0xdeadbeef + (4 << 2) + 13);
a += kx;
b += ky;
c += kz;
mix(a, b, c);
a += kw;
final(a, b, c);
return c;
}
# if defined(__KERNEL_AVX2__)
ccl_device_inline vint8 hash_int8(vint8 kx)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (1 << 2) + 13);
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline vint8 hash_int8_2(vint8 kx, vint8 ky)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (2 << 2) + 13);
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline vint8 hash_int8_3(vint8 kx, vint8 ky, vint8 kz)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (3 << 2) + 13);
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline vint8 hash_int8_4(vint8 kx, vint8 ky, vint8 kz, vint8 kw)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (4 << 2) + 13);
a += kx;
b += ky;
c += kz;
mix(a, b, c);
a += kw;
final(a, b, c);
return c;
}
# endif
# undef rot
# undef final
# undef mix
#endif
/* ***** Hash Prospector Hash Functions *****
*
* These are based on the high-quality 32-bit hash/mixing functions from
* https://github.com/skeeto/hash-prospector
*/
ccl_device_inline uint hash_hp_uint(uint i)
{
// The actual mixing function from Hash Prospector.
i ^= i >> 16;
i *= 0x21f0aaad;
i ^= i >> 15;
i *= 0xd35a2d97;
i ^= i >> 15;
// The xor is just to make input zero not map to output zero.
// The number is randomly selected and isn't special.
return i ^ 0xe6fe3beb;
}
/* Seedable version of hash_hp_uint() above. */
ccl_device_inline uint hash_hp_seeded_uint(const uint i, uint seed)
{
// Manipulate the seed so it doesn't interact poorly with n when they
// are both e.g. incrementing. This isn't fool-proof, but is good
// enough for practical use.
seed ^= seed << 19;
return hash_hp_uint(i ^ seed);
}
/* Outputs [0.0, 1.0). */
ccl_device_inline float hash_hp_float(const uint i)
{
return uint_to_float_excl(hash_hp_uint(i));
}
/* Outputs [0.0, 1.0). */
ccl_device_inline float hash_hp_seeded_float(const uint i, const uint seed)
{
return uint_to_float_excl(hash_hp_seeded_uint(i, seed));
}
/* ***** Modified Wang Hash Functions *****
*
* These are based on a bespoke modified version of the Wang hash, and
* can serve as a faster hash when quality isn't critical.
*
* The original Wang hash is documented here:
* https://www.burtleburtle.net/bob/hash/integer.html
*/
ccl_device_inline uint hash_wang_seeded_uint(uint i, const uint seed)
{
i = (i ^ 61) ^ seed;
i += i << 3;
i ^= i >> 4;
i *= 0x27d4eb2d;
return i;
}
/* Outputs [0.0, 1.0). */
ccl_device_inline float hash_wang_seeded_float(const uint i, const uint seed)
{
return uint_to_float_excl(hash_wang_seeded_uint(i, seed));
}
/* ***** Index Shuffling Hash Function *****
*
* This function takes an index, the length of the thing the index points
* into, and returns a shuffled index. For example, if you pass indices
* 0 through 19 to this function with a length parameter of 20, it will
* return the indices in a shuffled order with no repeats. Indices
* larger than the length parameter will simply repeat the same shuffled
* pattern over and over.
*
* This is useful for iterating over an array in random shuffled order
* without having to shuffle the array itself.
*
* Passing different seeds results in different random shuffles.
*
* This function runs in average O(1) time.
*
* See https://andrew-helmer.github.io/permute/ for details on how this
* works.
*/
ccl_device_inline uint hash_shuffle_uint(uint i, const uint length, const uint seed)
{
i = i % length;
const uint mask = (1 << (32 - count_leading_zeros(length - 1))) - 1;
do {
i ^= seed;
i *= 0xe170893d;
i ^= seed >> 16;
i ^= (i & mask) >> 4;
i ^= seed >> 8;
i *= 0x0929eb3f;
i ^= seed >> 23;
i ^= (i & mask) >> 1;
i *= 1 | seed >> 27;
i *= 0x6935fa69;
i ^= (i & mask) >> 11;
i *= 0x74dcb303;
i ^= (i & mask) >> 2;
i *= 0x9e501cc3;
i ^= (i & mask) >> 2;
i *= 0xc860a3df;
i &= mask;
i ^= i >> 5;
} while (i >= length);
return i;
}
/**
* 2D hash recommended from "Hash Functions for GPU Rendering" JCGT Vol. 9, No. 3, 2020
* See https://www.shadertoy.com/view/4tXyWN and https://www.shadertoy.com/view/XlGcRh
* http://www.jcgt.org/published/0009/03/02/paper.pdf
*/
ccl_device_inline uint hash_iqnt2d(const uint x, const uint y)
{
const uint qx = 1103515245U * ((x >> 1U) ^ (y));
const uint qy = 1103515245U * ((y >> 1U) ^ (x));
const uint n = 1103515245U * ((qx) ^ (qy >> 3U));
return n;
}
/* ********** */
#ifndef __KERNEL_GPU__
static inline uint hash_string(const char *str)
{
uint i = 0;
uint c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
#endif
CCL_NAMESPACE_END