Files
test/intern/cycles/kernel/geom/triangle.h
Brecht Van Lommel 898187cfab Fix #118466: Cycles renders black on Metal + AMD
Global built-ins appear to not work on AMD cards.

Also add a tweak to avoid a performance regression, similar
to what was done before. Disable adaptive subdivision kernel
code if not used.

Pull Request: https://projects.blender.org/blender/blender/pulls/119175
2024-03-08 16:41:27 +01:00

370 lines
13 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Triangle Primitive
*
* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
* ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage */
#pragma once
#include "util/color.h"
CCL_NAMESPACE_BEGIN
/* Normal on triangle. */
ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* return normal */
if (object_negative_scale_applied(sd->object_flag)) {
return normalize(cross(v2 - v0, v1 - v0));
}
else {
return normalize(cross(v1 - v0, v2 - v0));
}
}
/* Point and normal on triangle. */
ccl_device_inline void triangle_point_normal(KernelGlobals kg,
int object,
int prim,
float u,
float v,
ccl_private float3 *P,
ccl_private float3 *Ng,
ccl_private int *shader)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute point */
float w = 1.0f - u - v;
*P = (w * v0 + u * v1 + v * v2);
/* get object flags */
int object_flag = kernel_data_fetch(object_flag, object);
/* compute normal */
if (object_negative_scale_applied(object_flag)) {
*Ng = normalize(cross(v2 - v0, v1 - v0));
}
else {
*Ng = normalize(cross(v1 - v0, v2 - v0));
}
/* shader`*/
*shader = kernel_data_fetch(tri_shader, prim);
}
/* Triangle vertex locations */
ccl_device_inline void triangle_vertices(KernelGlobals kg, int prim, float3 P[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
}
/* Triangle vertex locations and vertex normals */
ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
int prim,
float3 P[3],
float3 N[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
N[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
N[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
N[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
}
/* Interpolate smooth vertex normal from vertices */
ccl_device_inline float3
triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
float3 N = safe_normalize((1.0f - u - v) * n0 + u * n1 + v * n2);
return is_zero(N) ? Ng : N;
}
ccl_device_inline float3 triangle_smooth_normal_unnormalized(
KernelGlobals kg, ccl_private const ShaderData *sd, float3 Ng, int prim, float u, float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
/* ensure that the normals are in object space */
if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
object_inverse_normal_transform(kg, sd, &n0);
object_inverse_normal_transform(kg, sd, &n1);
object_inverse_normal_transform(kg, sd, &n2);
}
float3 N = (1.0f - u - v) * n0 + u * n1 + v * n2;
return is_zero(N) ? Ng : N;
}
/* Ray differentials on triangle */
ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
int prim,
ccl_private float3 *dPdu,
ccl_private float3 *dPdv)
{
/* fetch triangle vertex coordinates */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 p0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 p1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 p2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute derivatives of P w.r.t. uv */
*dPdu = (p1 - p0);
*dPdv = (p2 - p0);
}
/* Reading attributes on various triangle elements */
ccl_device float triangle_attribute_float(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float *dx,
ccl_private float *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float, tri + 0);
f1 = kernel_data_fetch(attributes_float, tri + 1);
f2 = kernel_data_fetch(attributes_float, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = 0.0f;
if (dy)
*dy = 0.0f;
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float, offset);
}
else {
return 0.0f;
}
}
}
ccl_device float2 triangle_attribute_float2(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float2 *dx,
ccl_private float2 *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float2 f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float2, tri + 0);
f1 = kernel_data_fetch(attributes_float2, tri + 1);
f2 = kernel_data_fetch(attributes_float2, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float2, offset);
}
else {
return make_float2(0.0f, 0.0f);
}
}
}
ccl_device float3 triangle_attribute_float3(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float3 *dx,
ccl_private float3 *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float3 f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float3, tri + 0);
f1 = kernel_data_fetch(attributes_float3, tri + 1);
f2 = kernel_data_fetch(attributes_float3, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float3(0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float3(0.0f, 0.0f, 0.0f);
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float3, offset);
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
}
}
}
ccl_device float4 triangle_attribute_float4(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float4 *dx,
ccl_private float4 *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
ATTR_ELEMENT_CORNER_BYTE))
{
float4 f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
if (desc.element == ATTR_ELEMENT_CORNER) {
f0 = kernel_data_fetch(attributes_float4, tri + 0);
f1 = kernel_data_fetch(attributes_float4, tri + 1);
f2 = kernel_data_fetch(attributes_float4, tri + 2);
}
else {
f0 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 0)));
f1 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 1)));
f2 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 2)));
}
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = zero_float4();
if (dy)
*dy = zero_float4();
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float4, offset);
}
else {
return zero_float4();
}
}
}
CCL_NAMESPACE_END