This PR fixes the (currently unused) scene-based selective feature compilation macros. These feature based macros haven't been used for a few years, and enabling them currently results in compilation errors. The only functional change in this PR is in geom/primitive.h where undef-ing `__HAIR__` had exposed an inconsistency in how pointcloud attributes were being fetched. Using the more general `primitive_surface_attribute_float4` (instead of `curve_attribute_float4`) fixed a compilation error that occurred when rendering pointcloud unit test scenes with adaptive compilation enabled. Pull Request: https://projects.blender.org/blender/blender/pulls/121216
338 lines
12 KiB
C
338 lines
12 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 NVIDIA Corporation
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* SPDX-FileCopyrightText: 2009-2012 Intel Corporation
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Adapted code from NVIDIA Corporation. */
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#if BVH_FEATURE(BVH_HAIR)
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# define NODE_INTERSECT bvh_node_intersect
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#else
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# define NODE_INTERSECT bvh_aligned_node_intersect
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#endif
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/* This is a template BVH traversal function, where various features can be
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* enabled/disabled. This way we can compile optimized versions for each case
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* without new features slowing things down.
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*
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* BVH_HAIR: hair curve rendering
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* BVH_POINTCLOUD: point cloud rendering
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* BVH_MOTION: motion blur rendering
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*/
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#ifndef __KERNEL_GPU__
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ccl_device
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#else
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ccl_device_inline
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#endif
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bool
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BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals kg,
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ccl_private const Ray *ray,
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IntegratorShadowState state,
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const uint visibility,
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const uint max_hits,
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ccl_private uint *r_num_recorded_hits,
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ccl_private float *r_throughput)
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{
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/* todo:
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* - likely and unlikely for if() statements
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* - test restrict attribute for pointers
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*/
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/* traversal stack in CUDA thread-local memory */
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int traversal_stack[BVH_STACK_SIZE];
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traversal_stack[0] = ENTRYPOINT_SENTINEL;
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/* traversal variables in registers */
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int stack_ptr = 0;
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int node_addr = kernel_data.bvh.root;
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/* ray parameters in registers */
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float3 P = ray->P;
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float3 dir = bvh_clamp_direction(ray->D);
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float3 idir = bvh_inverse_direction(dir);
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float tmin = ray->tmin;
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int object = OBJECT_NONE;
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uint num_hits = 0;
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/* Max distance in world space. May be dynamically reduced when max number of
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* recorded hits is exceeded and we no longer need to find hits beyond the max
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* distance found. */
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const float tmax = ray->tmax;
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float tmax_hits = tmax;
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*r_num_recorded_hits = 0;
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*r_throughput = 1.0f;
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/* traversal loop */
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do {
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do {
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/* traverse internal nodes */
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while (node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
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int node_addr_child1, traverse_mask;
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float dist[2];
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float4 cnodes = kernel_data_fetch(bvh_nodes, node_addr + 0);
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traverse_mask = NODE_INTERSECT(kg,
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P,
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#if BVH_FEATURE(BVH_HAIR)
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dir,
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#endif
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idir,
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tmin,
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tmax,
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node_addr,
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visibility,
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dist);
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node_addr = __float_as_int(cnodes.z);
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node_addr_child1 = __float_as_int(cnodes.w);
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if (traverse_mask == 3) {
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/* Both children were intersected, push the farther one. */
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bool is_closest_child1 = (dist[1] < dist[0]);
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if (is_closest_child1) {
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int tmp = node_addr;
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node_addr = node_addr_child1;
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node_addr_child1 = tmp;
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}
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_STACK_SIZE);
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traversal_stack[stack_ptr] = node_addr_child1;
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}
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else {
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/* One child was intersected. */
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if (traverse_mask == 2) {
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node_addr = node_addr_child1;
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}
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else if (traverse_mask == 0) {
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/* Neither child was intersected. */
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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}
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}
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}
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/* if node is leaf, fetch triangle list */
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if (node_addr < 0) {
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float4 leaf = kernel_data_fetch(bvh_leaf_nodes, (-node_addr - 1));
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int prim_addr = __float_as_int(leaf.x);
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if (prim_addr >= 0) {
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const int prim_addr2 = __float_as_int(leaf.y);
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const uint type = __float_as_int(leaf.w);
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/* pop */
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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/* primitive intersection */
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for (; prim_addr < prim_addr2; prim_addr++) {
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kernel_assert((kernel_data_fetch(prim_type, prim_addr) & PRIMITIVE_ALL) ==
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(type & PRIMITIVE_ALL));
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bool hit;
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/* todo: specialized intersect functions which don't fill in
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* isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
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* might give a few % performance improvement */
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Intersection isect ccl_optional_struct_init;
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const int prim_object = (object == OBJECT_NONE) ?
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kernel_data_fetch(prim_object, prim_addr) :
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object;
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const int prim = kernel_data_fetch(prim_index, prim_addr);
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if (intersection_skip_self_shadow(ray->self, prim_object, prim)) {
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continue;
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}
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#ifdef __SHADOW_LINKING__
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if (intersection_skip_shadow_link(kg, ray->self, prim_object)) {
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continue;
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}
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#endif
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switch (type & PRIMITIVE_ALL) {
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case PRIMITIVE_TRIANGLE: {
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hit = triangle_intersect(
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kg, &isect, P, dir, tmin, tmax, visibility, prim_object, prim, prim_addr);
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break;
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}
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#if BVH_FEATURE(BVH_MOTION)
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case PRIMITIVE_MOTION_TRIANGLE: {
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hit = motion_triangle_intersect(kg,
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&isect,
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P,
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dir,
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tmin,
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tmax,
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ray->time,
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visibility,
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prim_object,
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prim,
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prim_addr);
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break;
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}
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#endif
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#if BVH_FEATURE(BVH_HAIR) && defined(__HAIR__)
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case PRIMITIVE_CURVE_THICK:
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case PRIMITIVE_MOTION_CURVE_THICK:
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case PRIMITIVE_CURVE_RIBBON:
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case PRIMITIVE_MOTION_CURVE_RIBBON: {
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if ((type & PRIMITIVE_MOTION) && kernel_data.bvh.use_bvh_steps) {
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const float2 prim_time = kernel_data_fetch(prim_time, prim_addr);
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if (ray->time < prim_time.x || ray->time > prim_time.y) {
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hit = false;
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break;
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}
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}
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const int curve_type = kernel_data_fetch(prim_type, prim_addr);
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hit = curve_intersect(
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kg, &isect, P, dir, tmin, tmax, prim_object, prim, ray->time, curve_type);
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break;
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}
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#endif
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#if BVH_FEATURE(BVH_POINTCLOUD) && defined(__POINTCLOUD__)
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case PRIMITIVE_POINT:
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case PRIMITIVE_MOTION_POINT: {
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if ((type & PRIMITIVE_MOTION) && kernel_data.bvh.use_bvh_steps) {
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const float2 prim_time = kernel_data_fetch(prim_time, prim_addr);
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if (ray->time < prim_time.x || ray->time > prim_time.y) {
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hit = false;
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break;
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}
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}
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const int point_type = kernel_data_fetch(prim_type, prim_addr);
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hit = point_intersect(
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kg, &isect, P, dir, tmin, tmax, prim_object, prim, ray->time, point_type);
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break;
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}
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#endif /* BVH_FEATURE(BVH_POINTCLOUD) */
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default: {
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hit = false;
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break;
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}
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}
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/* shadow ray early termination */
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if (hit) {
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/* detect if this surface has a shader with transparent shadows */
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/* todo: optimize so primitive visibility flag indicates if
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* the primitive has a transparent shadow shader? */
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const int flags = intersection_get_shader_flags(kg, isect.prim, isect.type);
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if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || num_hits >= max_hits) {
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/* If no transparent shadows, all light is blocked and we can
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* stop immediately. */
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return true;
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}
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num_hits++;
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bool record_intersection = true;
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/* Always use baked shadow transparency for curves. */
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if (isect.type & PRIMITIVE_CURVE) {
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*r_throughput *= intersection_curve_shadow_transparency(
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kg, isect.object, isect.prim, isect.type, isect.u);
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if (*r_throughput < CURVE_SHADOW_TRANSPARENCY_CUTOFF) {
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return true;
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}
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else {
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record_intersection = false;
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}
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}
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if (record_intersection) {
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/* Test if we need to record this transparent intersection. */
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const uint max_record_hits = min(max_hits, INTEGRATOR_SHADOW_ISECT_SIZE);
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if (*r_num_recorded_hits < max_record_hits || isect.t < tmax_hits) {
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/* If maximum number of hits was reached, replace the intersection with the
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* highest distance. We want to find the N closest intersections. */
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const uint num_recorded_hits = min(*r_num_recorded_hits, max_record_hits);
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uint isect_index = num_recorded_hits;
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if (num_recorded_hits + 1 >= max_record_hits) {
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float max_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 0, t);
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uint max_recorded_hit = 0;
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for (uint i = 1; i < num_recorded_hits; ++i) {
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const float isect_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, i, t);
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if (isect_t > max_t) {
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max_recorded_hit = i;
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max_t = isect_t;
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}
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}
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if (num_recorded_hits >= max_record_hits) {
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isect_index = max_recorded_hit;
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}
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/* Limit the ray distance and stop counting hits beyond this. */
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tmax_hits = max(isect.t, max_t);
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}
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integrator_state_write_shadow_isect(state, &isect, isect_index);
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}
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/* Always increase the number of recorded hits, even beyond the maximum,
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* so that we can detect this and trace another ray if needed. */
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++(*r_num_recorded_hits);
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}
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}
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}
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}
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else {
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/* instance push */
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object = kernel_data_fetch(prim_object, -prim_addr - 1);
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#if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir);
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#else
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bvh_instance_push(kg, object, ray, &P, &dir, &idir);
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#endif
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_STACK_SIZE);
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traversal_stack[stack_ptr] = ENTRYPOINT_SENTINEL;
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node_addr = kernel_data_fetch(object_node, object);
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}
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}
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} while (node_addr != ENTRYPOINT_SENTINEL);
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if (stack_ptr >= 0) {
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kernel_assert(object != OBJECT_NONE);
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/* Instance pop. */
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bvh_instance_pop(ray, &P, &dir, &idir);
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object = OBJECT_NONE;
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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}
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} while (node_addr != ENTRYPOINT_SENTINEL);
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return false;
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}
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ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals kg,
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ccl_private const Ray *ray,
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IntegratorShadowState state,
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const uint visibility,
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const uint max_hits,
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ccl_private uint *num_recorded_hits,
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ccl_private float *throughput)
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{
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return BVH_FUNCTION_FULL_NAME(BVH)(
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kg, ray, state, visibility, max_hits, num_recorded_hits, throughput);
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}
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#undef BVH_FUNCTION_NAME
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#undef BVH_FUNCTION_FEATURES
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#undef NODE_INTERSECT
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