Files
test/intern/cycles/kernel/bvh/shadow_all.h
Sergey Sharybin 8e49bc4a05 Refactor: Make Cycles shadow linking primitives receive ray self primitives
No functional changes.

Makes it closer to other self-intersection checks, making it easier to
re-use functions from the HW RT kernels.

Pull Request: https://projects.blender.org/blender/blender/pulls/111971
2023-09-06 09:53:29 +02:00

337 lines
12 KiB
C

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