Mostly this is making inlining match CUDA 7.5 in a few performance critical places. The end result is that performance is now better than before, possibly due to less register spilling or other CUDA 8.0 compiler improvements. On benchmarks scenes, there are 3% to 35% render time reductions. Stack memory usage is reduced a little too. Reviewed By: sergey Differential Revision: https://developer.blender.org/D2269
378 lines
12 KiB
C
378 lines
12 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/* BVH
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*
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* Bounding volume hierarchy for ray tracing. We compile different variations
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* of the same BVH traversal function for faster rendering when some types of
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* primitives are not needed, using #includes to work around the lack of
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* C++ templates in OpenCL.
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*
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* Originally based on "Understanding the Efficiency of Ray Traversal on GPUs",
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* the code has been extended and modified to support more primitives and work
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* with CPU/CUDA/OpenCL. */
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CCL_NAMESPACE_BEGIN
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#include "bvh_types.h"
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/* Common QBVH functions. */
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#ifdef __QBVH__
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# include "qbvh_nodes.h"
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#endif
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/* Regular BVH traversal */
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#include "bvh_nodes.h"
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#define BVH_FUNCTION_NAME bvh_intersect
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#define BVH_FUNCTION_FEATURES 0
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#include "bvh_traversal.h"
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#if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING
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# include "bvh_traversal.h"
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#endif
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#if defined(__HAIR__)
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# define BVH_FUNCTION_NAME bvh_intersect_hair
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
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# include "bvh_traversal.h"
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#endif
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#if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
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# include "bvh_traversal.h"
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#endif
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#if defined(__HAIR__) && defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_hair_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
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# include "bvh_traversal.h"
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#endif
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/* Subsurface scattering BVH traversal */
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#if defined(__SUBSURFACE__)
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# define BVH_FUNCTION_NAME bvh_intersect_subsurface
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# define BVH_FUNCTION_FEATURES BVH_HAIR
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# include "bvh_subsurface.h"
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_subsurface_motion
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# define BVH_FUNCTION_FEATURES BVH_MOTION|BVH_HAIR
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# include "bvh_subsurface.h"
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# endif
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#endif /* __SUBSURFACE__ */
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/* Volume BVH traversal */
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#if defined(__VOLUME__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume
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# define BVH_FUNCTION_FEATURES BVH_HAIR
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# include "bvh_volume.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
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# include "bvh_volume.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION|BVH_HAIR
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# include "bvh_volume.h"
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# endif
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#endif /* __VOLUME__ */
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/* Record all intersections - Shadow BVH traversal */
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#if defined(__SHADOW_RECORD_ALL__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all
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# define BVH_FUNCTION_FEATURES 0
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# include "bvh_shadow_all.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING
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# include "bvh_shadow_all.h"
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# endif
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# if defined(__HAIR__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
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# include "bvh_shadow_all.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
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# include "bvh_shadow_all.h"
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# endif
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# if defined(__HAIR__) && defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_MOTION
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# include "bvh_shadow_all.h"
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# endif
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#endif /* __SHADOW_RECORD_ALL__ */
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/* Record all intersections - Volume BVH traversal */
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#if defined(__VOLUME_RECORD_ALL__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_all
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# define BVH_FUNCTION_FEATURES BVH_HAIR
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# include "bvh_volume_all.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_all_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR
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# include "bvh_volume_all.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_all_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION|BVH_HAIR
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# include "bvh_volume_all.h"
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# endif
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#endif /* __VOLUME_RECORD_ALL__ */
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#undef BVH_FEATURE
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#undef BVH_NAME_JOIN
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#undef BVH_NAME_EVAL
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#undef BVH_FUNCTION_FULL_NAME
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/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
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ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
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const Ray ray,
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const uint visibility,
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Intersection *isect,
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uint *lcg_state,
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float difl,
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float extmax)
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{
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#ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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# ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_hair_motion(kg, &ray, isect, visibility, lcg_state, difl, extmax);
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# endif /* __HAIR__ */
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return bvh_intersect_motion(kg, &ray, isect, visibility);
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}
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#endif /* __OBJECT_MOTION__ */
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#ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_hair(kg, &ray, isect, visibility, lcg_state, difl, extmax);
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#endif /* __HAIR__ */
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#ifdef __KERNEL_CPU__
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# ifdef __INSTANCING__
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if(kernel_data.bvh.have_instancing)
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return bvh_intersect_instancing(kg, &ray, isect, visibility);
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# endif /* __INSTANCING__ */
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return bvh_intersect(kg, &ray, isect, visibility);
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#else /* __KERNEL_CPU__ */
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# ifdef __INSTANCING__
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return bvh_intersect_instancing(kg, &ray, isect, visibility);
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# else
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return bvh_intersect(kg, &ray, isect, visibility);
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# endif /* __INSTANCING__ */
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#endif /* __KERNEL_CPU__ */
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}
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#ifdef __SUBSURFACE__
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ccl_device_intersect void scene_intersect_subsurface(KernelGlobals *kg,
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const Ray *ray,
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SubsurfaceIntersection *ss_isect,
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int subsurface_object,
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uint *lcg_state,
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int max_hits)
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{
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#ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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return bvh_intersect_subsurface_motion(kg,
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ray,
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ss_isect,
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subsurface_object,
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lcg_state,
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max_hits);
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}
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#endif /* __OBJECT_MOTION__ */
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return bvh_intersect_subsurface(kg,
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ray,
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ss_isect,
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subsurface_object,
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lcg_state,
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max_hits);
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}
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#endif
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#ifdef __SHADOW_RECORD_ALL__
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ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg, const Ray *ray, Intersection *isect, uint max_hits, uint *num_hits)
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{
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# ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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# ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, max_hits, num_hits);
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# endif /* __HAIR__ */
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return bvh_intersect_shadow_all_motion(kg, ray, isect, max_hits, num_hits);
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}
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# endif /* __OBJECT_MOTION__ */
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# ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_shadow_all_hair(kg, ray, isect, max_hits, num_hits);
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# endif /* __HAIR__ */
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# ifdef __INSTANCING__
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if(kernel_data.bvh.have_instancing)
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return bvh_intersect_shadow_all_instancing(kg, ray, isect, max_hits, num_hits);
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# endif /* __INSTANCING__ */
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return bvh_intersect_shadow_all(kg, ray, isect, max_hits, num_hits);
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}
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#endif /* __SHADOW_RECORD_ALL__ */
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#ifdef __VOLUME__
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ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect,
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const uint visibility)
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{
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# ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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return bvh_intersect_volume_motion(kg, ray, isect, visibility);
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}
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# endif /* __OBJECT_MOTION__ */
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# ifdef __KERNEL_CPU__
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# ifdef __INSTANCING__
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if(kernel_data.bvh.have_instancing)
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return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
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# endif /* __INSTANCING__ */
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return bvh_intersect_volume(kg, ray, isect, visibility);
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# else /* __KERNEL_CPU__ */
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# ifdef __INSTANCING__
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return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
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# else
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return bvh_intersect_volume(kg, ray, isect, visibility);
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# endif /* __INSTANCING__ */
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# endif /* __KERNEL_CPU__ */
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}
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#endif /* __VOLUME__ */
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#ifdef __VOLUME_RECORD_ALL__
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ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect,
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const uint max_hits,
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const uint visibility)
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{
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# ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits, visibility);
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}
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# endif /* __OBJECT_MOTION__ */
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# ifdef __INSTANCING__
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if(kernel_data.bvh.have_instancing)
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return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits, visibility);
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# endif /* __INSTANCING__ */
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return bvh_intersect_volume_all(kg, ray, isect, max_hits, visibility);
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}
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#endif /* __VOLUME_RECORD_ALL__ */
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/* Ray offset to avoid self intersection.
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*
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* This function should be used to compute a modified ray start position for
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* rays leaving from a surface. */
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ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
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{
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#ifdef __INTERSECTION_REFINE__
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const float epsilon_f = 1e-5f;
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/* ideally this should match epsilon_f, but instancing and motion blur
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* precision makes it problematic */
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const float epsilon_test = 1.0f;
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const int epsilon_i = 32;
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float3 res;
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/* x component */
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if(fabsf(P.x) < epsilon_test) {
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res.x = P.x + Ng.x*epsilon_f;
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}
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else {
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uint ix = __float_as_uint(P.x);
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ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
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res.x = __uint_as_float(ix);
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}
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/* y component */
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if(fabsf(P.y) < epsilon_test) {
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res.y = P.y + Ng.y*epsilon_f;
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}
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else {
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uint iy = __float_as_uint(P.y);
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iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
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res.y = __uint_as_float(iy);
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}
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/* z component */
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if(fabsf(P.z) < epsilon_test) {
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res.z = P.z + Ng.z*epsilon_f;
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}
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else {
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uint iz = __float_as_uint(P.z);
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iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
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res.z = __uint_as_float(iz);
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}
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return res;
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#else
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const float epsilon_f = 1e-4f;
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return P + epsilon_f*Ng;
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#endif
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}
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#if defined(__SHADOW_RECORD_ALL__) || defined (__VOLUME_RECORD_ALL__)
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/* ToDo: Move to another file? */
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ccl_device int intersections_compare(const void *a, const void *b)
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{
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const Intersection *isect_a = (const Intersection*)a;
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const Intersection *isect_b = (const Intersection*)b;
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if(isect_a->t < isect_b->t)
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return -1;
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else if(isect_a->t > isect_b->t)
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return 1;
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else
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return 0;
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}
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#endif
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CCL_NAMESPACE_END
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