Files
test/intern/cycles/kernel/bvh/local.h
Brecht Van Lommel 484ad31653 Cycles: simplify handling of ray distance in GPU rendering
All our intersections functions now work with unnormalized ray direction,
which means we no longer need to transform ray distance between world and
object space, they can all remain in world space.

There doesn't seem to be any real performance difference one way or the
other, but it does simplify the code.
2022-07-25 13:27:40 +02:00

230 lines
8.0 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
* and code copyright 2009-2012 Intel 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 for finding local intersections
* around the shading point, for subsurface scattering and bevel. We disable
* various features for performance, and for instanced objects avoid traversing
* other parts of the scene.
*
* 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,
ccl_private LocalIntersection *local_isect,
int local_object,
ccl_private uint *lcg_state,
int max_hits)
{
/* todo:
* - test if pushing distance on the stack helps (for non shadow rays)
* - separate version for shadow rays
* - 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_fetch(object_node, local_object);
/* 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;
float isect_t = ray->tmax;
if (local_isect != NULL) {
local_isect->num_hits = 0;
}
kernel_assert((local_isect == NULL) == (max_hits == 0));
const int object_flag = kernel_data_fetch(object_flag, local_object);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_push(kg, local_object, ray, &P, &dir, &idir);
#else
bvh_instance_push(kg, local_object, ray, &P, &dir, &idir);
#endif
object = local_object;
}
/* 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,
isect_t,
node_addr,
PATH_RAY_ALL_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);
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 */
switch (type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
/* intersect ray against primitive */
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_data_fetch(prim_type, prim_addr) == type);
/* Only intersect with matching object, for instanced objects we
* already know we are only intersecting the right object. */
if (object == OBJECT_NONE) {
if (kernel_data_fetch(prim_object, prim_addr) != local_object) {
continue;
}
}
/* Skip self intersection. */
const int prim = kernel_data_fetch(prim_index, prim_addr);
if (intersection_skip_self_local(ray->self, prim)) {
continue;
}
if (triangle_intersect_local(kg,
local_isect,
P,
dir,
local_object,
prim,
prim_addr,
tmin,
isect_t,
lcg_state,
max_hits)) {
return true;
}
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
/* intersect ray against primitive */
for (; prim_addr < prim_addr2; prim_addr++) {
kernel_assert(kernel_data_fetch(prim_type, prim_addr) == type);
/* Only intersect with matching object, for instanced objects we
* already know we are only intersecting the right object. */
if (object == OBJECT_NONE) {
if (kernel_data_fetch(prim_object, prim_addr) != local_object) {
continue;
}
}
/* Skip self intersection. */
const int prim = kernel_data_fetch(prim_index, prim_addr);
if (intersection_skip_self_local(ray->self, prim)) {
continue;
}
if (motion_triangle_intersect_local(kg,
local_isect,
P,
dir,
ray->time,
local_object,
prim,
prim_addr,
tmin,
isect_t,
lcg_state,
max_hits)) {
return true;
}
}
break;
}
#endif
default: {
break;
}
}
}
} while (node_addr != ENTRYPOINT_SENTINEL);
} while (node_addr != ENTRYPOINT_SENTINEL);
return false;
}
ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals kg,
ccl_private const Ray *ray,
ccl_private LocalIntersection *local_isect,
int local_object,
ccl_private uint *lcg_state,
int max_hits)
{
return BVH_FUNCTION_FULL_NAME(BVH)(kg, ray, local_isect, local_object, lcg_state, max_hits);
}
#undef BVH_FUNCTION_NAME
#undef BVH_FUNCTION_FEATURES
#undef NODE_INTERSECT