Files
test/intern/cycles/kernel/integrator/intersect_shadow.h
Michael Jones 5508b41a40 Cycles: MetalRT optimisations (scene_intersect_shadow + random_walk)
This PR contains optimisations and a general tidy-up of the MetalRT backend.

- Currently `scene_intersect` is used for both normal and (opaque) shadow rays, however the usage patterns are different enough to warrant specialisation. Shadow intersection tests (flagged with `PATH_RAY_SHADOW_OPAQUE`) only need a bool result, but need a larger "self" payload in order to exclude hits against target lights. By specialising we can minimise the payload size in each case (which is helps performance) and avoid some dynamic branching. This PR introduces a new `scene_intersect_shadow` function which is specialised in Metal, and currently redirects to `scene_intersect` in the other backends.

- Currently `scene_intersect_local` is implemented for worst-case payload requirements as demanded by `subsurface_disk` (where `max_hits` is 4). The random_walk case only demands 1 hit result which we can retrieve directly from the intersector object (rather than stashing it in the payload). By specialising, we significantly reduce the payload size for random_walk queries, which has a big impact on performance. Additionally, we only need to use a custom intersection function for the first ray test in a random walk (for self-primitive filtering), so this PR forces faster `opaque` intersection testing for all but the first random walk test.

- Currently `scene_intersect_volume` has a lot of redundant code to handle non-triangle primitives despite volumes only being enclosed by trimeshes. This PR removes this code.

Additionally, this PR tidies up the convoluted intersection function linking code, removes some redundant intersection handlers, and uses more consistent naming of intersection functions.

On a M3 MacBook Pro, these changes give 2-3% performance increase on typical scenes with opaque trimesh materials (e.g. barbershop, classroom junkshop), but can give over 15% performance increase for certain scenes using random walk SSS (e.g. monster).

Pull Request: https://projects.blender.org/blender/blender/pulls/121397
2024-05-10 16:38:02 +02:00

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6.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
CCL_NAMESPACE_BEGIN
/* Visibility for the shadow ray. */
ccl_device_forceinline uint integrate_intersect_shadow_visibility(KernelGlobals kg,
ConstIntegratorShadowState state)
{
uint visibility = PATH_RAY_SHADOW;
#ifdef __SHADOW_CATCHER__
const uint32_t path_flag = INTEGRATOR_STATE(state, shadow_path, flag);
visibility = SHADOW_CATCHER_PATH_VISIBILITY(path_flag, visibility);
#endif
return visibility;
}
ccl_device bool integrate_intersect_shadow_opaque(KernelGlobals kg,
IntegratorShadowState state,
ccl_private const Ray *ray,
const uint visibility)
{
/* Mask which will pick only opaque visibility bits from the `visibility`.
* Calculate the mask at compile time: the visibility will either be a high bits for the shadow
* catcher objects, or lower bits for the regular objects (there is no need to check the path
* state here again). */
constexpr const uint opaque_mask = SHADOW_CATCHER_VISIBILITY_SHIFT(PATH_RAY_SHADOW_OPAQUE) |
PATH_RAY_SHADOW_OPAQUE;
const bool opaque_hit = scene_intersect_shadow(kg, ray, visibility & opaque_mask);
/* Only record the number of hits if nothing was hit, so that the shadow shading kernel does not
* consider any intersections. There is no need to write anything to the state if the hit is
* opaque because in this case the path is terminated. */
if (!opaque_hit) {
INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = 0;
}
return opaque_hit;
}
ccl_device_forceinline int integrate_shadow_max_transparent_hits(KernelGlobals kg,
ConstIntegratorShadowState state)
{
const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
const int transparent_bounce = INTEGRATOR_STATE(state, shadow_path, transparent_bounce);
return max(transparent_max_bounce - transparent_bounce - 1, 0);
}
#ifdef __TRANSPARENT_SHADOWS__
# ifndef __KERNEL_GPU__
ccl_device int shadow_intersections_compare(const void *a, const void *b)
{
const Intersection *isect_a = (const Intersection *)a;
const Intersection *isect_b = (const Intersection *)b;
if (isect_a->t < isect_b->t)
return -1;
else if (isect_a->t > isect_b->t)
return 1;
else
return 0;
}
# endif
ccl_device_inline void sort_shadow_intersections(IntegratorShadowState state, uint num_hits)
{
kernel_assert(num_hits > 0);
# ifdef __KERNEL_GPU__
/* Use bubble sort which has more friendly memory pattern on GPU. */
bool swapped;
do {
swapped = false;
for (int j = 0; j < num_hits - 1; ++j) {
if (INTEGRATOR_STATE_ARRAY(state, shadow_isect, j, t) >
INTEGRATOR_STATE_ARRAY(state, shadow_isect, j + 1, t))
{
struct Intersection tmp_j ccl_optional_struct_init;
struct Intersection tmp_j_1 ccl_optional_struct_init;
integrator_state_read_shadow_isect(state, &tmp_j, j);
integrator_state_read_shadow_isect(state, &tmp_j_1, j + 1);
integrator_state_write_shadow_isect(state, &tmp_j_1, j);
integrator_state_write_shadow_isect(state, &tmp_j, j + 1);
swapped = true;
}
}
--num_hits;
} while (swapped);
# else
Intersection *isect_array = (Intersection *)state->shadow_isect;
qsort(isect_array, num_hits, sizeof(Intersection), shadow_intersections_compare);
# endif
}
ccl_device bool integrate_intersect_shadow_transparent(KernelGlobals kg,
IntegratorShadowState state,
ccl_private const Ray *ray,
const uint visibility)
{
/* Limit the number hits to the max transparent bounces allowed and the size that we
* have available in the integrator state. */
const uint max_hits = integrate_shadow_max_transparent_hits(kg, state);
uint num_hits = 0;
float throughput = 1.0f;
bool opaque_hit = scene_intersect_shadow_all(
kg, state, ray, visibility, max_hits, &num_hits, &throughput);
/* Computed throughput from baked shadow transparency, where we can bypass recording
* intersections and shader evaluation. */
if (throughput != 1.0f) {
INTEGRATOR_STATE_WRITE(state, shadow_path, throughput) *= throughput;
}
/* If number of hits exceed the transparent bounces limit, make opaque. */
if (num_hits > max_hits) {
opaque_hit = true;
}
if (!opaque_hit) {
const uint num_recorded_hits = min(num_hits, min(max_hits, INTEGRATOR_SHADOW_ISECT_SIZE));
if (num_recorded_hits > 0) {
sort_shadow_intersections(state, num_recorded_hits);
}
INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = num_hits;
}
else {
INTEGRATOR_STATE_WRITE(state, shadow_path, num_hits) = 0;
}
return opaque_hit;
}
#endif
ccl_device void integrator_intersect_shadow(KernelGlobals kg, IntegratorShadowState state)
{
PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW);
/* Read ray from integrator state into local memory. */
Ray ray ccl_optional_struct_init;
integrator_state_read_shadow_ray(state, &ray);
integrator_state_read_shadow_ray_self(kg, state, &ray);
/* Compute visibility. */
const uint visibility = integrate_intersect_shadow_visibility(kg, state);
#ifdef __TRANSPARENT_SHADOWS__
/* TODO: compile different kernels depending on this? Especially for OptiX
* conditional trace calls are bad. */
const bool opaque_hit = (kernel_data.integrator.transparent_shadows) ?
integrate_intersect_shadow_transparent(kg, state, &ray, visibility) :
integrate_intersect_shadow_opaque(kg, state, &ray, visibility);
#else
const bool opaque_hit = integrate_intersect_shadow_opaque(kg, state, &ray, visibility);
#endif
if (opaque_hit) {
/* Hit an opaque surface, shadow path ends here. */
integrator_shadow_path_terminate(kg, state, DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW);
return;
}
else {
/* Hit nothing or transparent surfaces, continue to shadow kernel
* for shading and render buffer output.
*
* TODO: could also write to render buffer directly if no transparent shadows?
* Could save a kernel execution for the common case. */
integrator_shadow_path_next(kg,
state,
DEVICE_KERNEL_INTEGRATOR_INTERSECT_SHADOW,
DEVICE_KERNEL_INTEGRATOR_SHADE_SHADOW);
return;
}
}
CCL_NAMESPACE_END