Previously the storage here was optimized to avoid indirections in BVH2 traversal. This helps improve performance a bit, but makes performance and memory usage of Embree and OptiX BVHs a bit worse also. It also adds code complexity in other parts of the code. Now decouple triangle and curve primitive storage from BVH2. * Reduced peak memory usage on all devices * Bit better performance for OptiX and Embree * Bit worse performance for CUDA * Simplified code: ** Intersection.prim/object now matches ShaderData.prim/object ** No more offset manipulation for mesh displacement before a BVH is built ** Remove primitive packing code and flags for Embree and OptiX ** Curve segments are now stored in a KernelCurve struct * Also happens to fix a bug in baking with incorrect prim/object Fixes T91968, T91770, T91902 Differential Revision: https://developer.blender.org/D12766
300 lines
10 KiB
C
300 lines
10 KiB
C
/*
|
|
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
|
|
* and code copyright 2009-2012 Intel Corporation
|
|
*
|
|
* Modifications Copyright 2011-2013, Blender Foundation.
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#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_MOTION: motion blur rendering
|
|
*/
|
|
|
|
#ifndef __KERNEL_GPU__
|
|
ccl_device
|
|
#else
|
|
ccl_device_inline
|
|
#endif
|
|
bool BVH_FUNCTION_FULL_NAME(BVH)(const KernelGlobals *kg,
|
|
const Ray *ray,
|
|
Intersection *isect_array,
|
|
const uint visibility,
|
|
const uint max_hits,
|
|
uint *num_hits)
|
|
{
|
|
/* 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 */
|
|
const float tmax = ray->t;
|
|
float3 P = ray->P;
|
|
float3 dir = bvh_clamp_direction(ray->D);
|
|
float3 idir = bvh_inverse_direction(dir);
|
|
int object = OBJECT_NONE;
|
|
float isect_t = tmax;
|
|
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
Transform ob_itfm;
|
|
#endif
|
|
|
|
float t_world_to_instance = 1.0f;
|
|
|
|
*num_hits = 0;
|
|
Intersection *isect = isect_array;
|
|
|
|
/* 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_tex_fetch(__bvh_nodes, node_addr + 0);
|
|
|
|
traverse_mask = NODE_INTERSECT(kg,
|
|
P,
|
|
#if BVH_FEATURE(BVH_HAIR)
|
|
dir,
|
|
#endif
|
|
idir,
|
|
isect_t,
|
|
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_tex_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 */
|
|
while (prim_addr < prim_addr2) {
|
|
kernel_assert((kernel_tex_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 */
|
|
|
|
switch (type & PRIMITIVE_ALL) {
|
|
case PRIMITIVE_TRIANGLE: {
|
|
hit = triangle_intersect(
|
|
kg, isect, P, dir, isect_t, visibility, object, prim_addr);
|
|
break;
|
|
}
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
case PRIMITIVE_MOTION_TRIANGLE: {
|
|
hit = motion_triangle_intersect(
|
|
kg, isect, P, dir, isect_t, ray->time, visibility, object, 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_ALL_MOTION) && kernel_data.bvh.use_bvh_steps) {
|
|
const float2 prim_time = kernel_tex_fetch(__prim_time, prim_addr);
|
|
if (ray->time < prim_time.x || ray->time > prim_time.y) {
|
|
hit = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int curve_object = kernel_tex_fetch(__prim_object, prim_addr);
|
|
const int curve_type = kernel_tex_fetch(__prim_type, prim_addr);
|
|
const int curve_prim = kernel_tex_fetch(__prim_index, prim_addr);
|
|
hit = curve_intersect(
|
|
kg, isect, P, dir, isect_t, curve_object, curve_prim, ray->time, curve_type);
|
|
|
|
break;
|
|
}
|
|
#endif
|
|
default: {
|
|
hit = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* shadow ray early termination */
|
|
if (hit) {
|
|
/* Convert intersection distance to world space. */
|
|
isect->t /= t_world_to_instance;
|
|
|
|
/* 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);
|
|
|
|
if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || max_hits == 0) {
|
|
/* If no transparent shadows, all light is blocked and we can
|
|
* stop immediately. */
|
|
return true;
|
|
}
|
|
|
|
/* Increase the number of hits, possibly beyond max_hits, we will
|
|
* simply not record those and only keep the max_hits closest. */
|
|
(*num_hits)++;
|
|
|
|
if (*num_hits >= max_hits) {
|
|
/* If maximum number of hits reached, find the intersection with
|
|
* the largest distance to potentially replace when another hit
|
|
* is found. */
|
|
const int num_recorded_hits = min(max_hits, *num_hits);
|
|
float max_recorded_t = isect_array[0].t;
|
|
int max_recorded_hit = 0;
|
|
|
|
for (int i = 1; i < num_recorded_hits; i++) {
|
|
if (isect_array[i].t > max_recorded_t) {
|
|
max_recorded_t = isect_array[i].t;
|
|
max_recorded_hit = i;
|
|
}
|
|
}
|
|
|
|
isect = isect_array + max_recorded_hit;
|
|
|
|
/* Limit the ray distance and stop counting hits beyond this. */
|
|
isect_t = max_recorded_t * t_world_to_instance;
|
|
}
|
|
else {
|
|
/* Still have space for intersection, use next hit. */
|
|
isect = isect + 1;
|
|
}
|
|
}
|
|
|
|
prim_addr++;
|
|
}
|
|
}
|
|
else {
|
|
/* instance push */
|
|
object = kernel_tex_fetch(__prim_object, -prim_addr - 1);
|
|
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
t_world_to_instance = bvh_instance_motion_push(
|
|
kg, object, ray, &P, &dir, &idir, &ob_itfm);
|
|
#else
|
|
t_world_to_instance = bvh_instance_push(kg, object, ray, &P, &dir, &idir);
|
|
#endif
|
|
|
|
/* Convert intersection to object space. */
|
|
isect_t *= t_world_to_instance;
|
|
|
|
++stack_ptr;
|
|
kernel_assert(stack_ptr < BVH_STACK_SIZE);
|
|
traversal_stack[stack_ptr] = ENTRYPOINT_SENTINEL;
|
|
|
|
node_addr = kernel_tex_fetch(__object_node, object);
|
|
}
|
|
}
|
|
} while (node_addr != ENTRYPOINT_SENTINEL);
|
|
|
|
if (stack_ptr >= 0) {
|
|
kernel_assert(object != OBJECT_NONE);
|
|
|
|
/* Instance pop. */
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
|
|
#else
|
|
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
|
|
#endif
|
|
|
|
/* Restore world space ray length. If max number of hits exceeded this
|
|
* distance is reduced to recorded only the closest hits. If not use
|
|
* the original ray length. */
|
|
isect_t = (max_hits && *num_hits > max_hits) ? isect->t : tmax;
|
|
|
|
object = OBJECT_NONE;
|
|
t_world_to_instance = 1.0f;
|
|
node_addr = traversal_stack[stack_ptr];
|
|
--stack_ptr;
|
|
}
|
|
} while (node_addr != ENTRYPOINT_SENTINEL);
|
|
|
|
return false;
|
|
}
|
|
|
|
ccl_device_inline bool BVH_FUNCTION_NAME(const KernelGlobals *kg,
|
|
const Ray *ray,
|
|
Intersection *isect_array,
|
|
const uint visibility,
|
|
const uint max_hits,
|
|
uint *num_hits)
|
|
{
|
|
return BVH_FUNCTION_FULL_NAME(BVH)(kg, ray, isect_array, visibility, max_hits, num_hits);
|
|
}
|
|
|
|
#undef BVH_FUNCTION_NAME
|
|
#undef BVH_FUNCTION_FEATURES
|
|
#undef NODE_INTERSECT
|