Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton
2018-11-22 15:16:45 +11:00
9 changed files with 247 additions and 283 deletions

View File

@@ -71,28 +71,23 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
}
#ifdef __KERNEL_AVX2__
#define cross256(A,B, C,D) _mm256_fmsub_ps(A,B, _mm256_mul_ps(C,D))
#if defined(__KERNEL_CUDA__) && __CUDA_ARCH__ < 300
ccl_device_inline
#else
ccl_device_forceinline
#endif
int ray_triangle_intersect8(KernelGlobals *kg,
float3 ray_P,
float3 ray_dir,
Intersection **isect,
uint visibility,
int object,
__m256 *triA,
__m256 *triB,
__m256 *triC,
int prim_addr,
int prim_num,
uint *num_hits,
uint max_hits,
int *num_hits_in_instance,
float isec_t)
ccl_device_inline int ray_triangle_intersect8(
KernelGlobals *kg,
float3 ray_P,
float3 ray_dir,
Intersection **isect,
uint visibility,
int object,
__m256 *triA,
__m256 *triB,
__m256 *triC,
int prim_addr,
int prim_num,
uint *num_hits,
uint max_hits,
int *num_hits_in_instance,
float isect_t)
{
const unsigned char prim_num_mask = (1 << prim_num) - 1;
@@ -108,10 +103,6 @@ int ray_triangle_intersect8(KernelGlobals *kg,
const __m256 dirz256 = _mm256_set1_ps(ray_dir.z);
/* Calculate vertices relative to ray origin. */
/* const float3 v0 = tri_c - P;
const float3 v1 = tri_a - P;
const float3 v2 = tri_b - P; */
__m256 v0_x_256 = _mm256_sub_ps(triC[0], Px256);
__m256 v0_y_256 = _mm256_sub_ps(triC[1], Py256);
__m256 v0_z_256 = _mm256_sub_ps(triC[2], Pz256);
@@ -136,11 +127,7 @@ int ray_triangle_intersect8(KernelGlobals *kg,
__m256 v1_v2_y_256 = _mm256_add_ps(v1_y_256, v2_y_256);
__m256 v1_v2_z_256 = _mm256_add_ps(v1_z_256, v2_z_256);
/* Calculate triangle edges.
const float3 e0 = v2 - v0;
const float3 e1 = v0 - v1;
const float3 e2 = v1 - v2;*/
/* Calculate triangle edges. */
__m256 e0_x_256 = _mm256_sub_ps(v2_x_256, v0_x_256);
__m256 e0_y_256 = _mm256_sub_ps(v2_y_256, v0_y_256);
__m256 e0_z_256 = _mm256_sub_ps(v2_z_256, v0_z_256);
@@ -153,48 +140,32 @@ int ray_triangle_intersect8(KernelGlobals *kg,
__m256 e2_y_256 = _mm256_sub_ps(v1_y_256, v2_y_256);
__m256 e2_z_256 = _mm256_sub_ps(v1_z_256, v2_z_256);
/* Perform edge tests.
const float U = dot(cross(v2 + v0, e0), ray_dir);
const float V = dot(cross(v0 + v1, e1), ray_dir);
const float W = dot(cross(v1 + v2, e2), ray_dir);*/
//cross (AyBz - AzBy, AzBx -AxBz, AxBy - AyBx)
/* Perform edge tests. */
/* cross (AyBz - AzBy, AzBx -AxBz, AxBy - AyBx) */
__m256 U_x_256 = cross256(v0_v2_y_256, e0_z_256, v0_v2_z_256, e0_y_256);
__m256 U_y_256 = cross256(v0_v2_z_256, e0_x_256, v0_v2_x_256, e0_z_256);
__m256 U_z_256 = cross256(v0_v2_x_256, e0_y_256, v0_v2_y_256, e0_x_256);
//vertical dot
/* vertical dot */
__m256 U_256 = _mm256_mul_ps(U_x_256, dirx256);
U_256 = _mm256_fmadd_ps(U_y_256, diry256, U_256); //_mm256_add_ps(U_256, _mm256_mul_ps(U_y_256, diry256));
U_256 = _mm256_fmadd_ps(U_z_256, dirz256, U_256); //_mm256_add_ps(U_256, _mm256_mul_ps(U_z_256, dirz256));
U_256 = _mm256_fmadd_ps(U_y_256, diry256, U_256);
U_256 = _mm256_fmadd_ps(U_z_256, dirz256, U_256);
__m256 V_x_256 = cross256(v0_v1_y_256, e1_z_256, v0_v1_z_256, e1_y_256);
__m256 V_y_256 = cross256(v0_v1_z_256, e1_x_256, v0_v1_x_256, e1_z_256);
__m256 V_z_256 = cross256(v0_v1_x_256, e1_y_256, v0_v1_y_256, e1_x_256);
//vertical dot
/* vertical dot */
__m256 V_256 = _mm256_mul_ps(V_x_256, dirx256);
V_256 = _mm256_fmadd_ps(V_y_256, diry256, V_256);// _mm256_add_ps(V_256, _mm256_mul_ps(V_y_256, diry256));
V_256 = _mm256_fmadd_ps(V_z_256, dirz256, V_256);// _mm256_add_ps(V_256, _mm256_mul_ps(V_z_256, dirz256));
V_256 = _mm256_fmadd_ps(V_y_256, diry256, V_256);
V_256 = _mm256_fmadd_ps(V_z_256, dirz256, V_256);
__m256 W_x_256 = cross256(v1_v2_y_256, e2_z_256, v1_v2_z_256, e2_y_256);
__m256 W_y_256 = cross256(v1_v2_z_256, e2_x_256, v1_v2_x_256, e2_z_256);
__m256 W_z_256 = cross256(v1_v2_x_256, e2_y_256, v1_v2_y_256, e2_x_256);
//vertical dot
/* vertical dot */
__m256 W_256 = _mm256_mul_ps(W_x_256, dirx256);
W_256 = _mm256_fmadd_ps(W_y_256, diry256,W_256);//_mm256_add_ps(W_256, _mm256_mul_ps(W_y_256, diry256));
W_256 = _mm256_fmadd_ps(W_z_256, dirz256,W_256);//_mm256_add_ps(W_256, _mm256_mul_ps(W_z_256, dirz256));
W_256 = _mm256_fmadd_ps(W_y_256, diry256,W_256);
W_256 = _mm256_fmadd_ps(W_z_256, dirz256,W_256);
//const float minUVW = min(U, min(V, W));
//const float maxUVW = max(U, max(V, W));
#if 0
__m256 minUVW_256 = _mm256_min_ps(U_256, _mm256_min_ps(V_256, W_256));
__m256 maxUVW_256 = _mm256_max_ps(U_256, _mm256_max_ps(V_256, W_256));
//if(minUVW < 0.0f && maxUVW > 0.0f)
__m256i mask_minmaxUVW_256 = _mm256_and_si256(
_mm256_cmpgt_epi32(zero256, _mm256_castps_si256(minUVW_256)),
//_mm256_castps_si256(minUVW_256),
_mm256_cmpgt_epi32(_mm256_castps_si256(maxUVW_256), zero256));
#else
__m256i U_256_1 = _mm256_srli_epi32(_mm256_castps_si256(U_256), 31);
__m256i V_256_1 = _mm256_srli_epi32(_mm256_castps_si256(V_256), 31);
__m256i W_256_1 = _mm256_srli_epi32(_mm256_castps_si256(W_256), 31);
@@ -204,9 +175,8 @@ int ray_triangle_intersect8(KernelGlobals *kg,
const __m256i two256 = _mm256_set1_epi32(2);
__m256i mask_minmaxUVW_256 = _mm256_or_si256(
_mm256_cmpeq_epi32(one256, UVW_256_1),
_mm256_cmpeq_epi32(two256, UVW_256_1) );
#endif
_mm256_cmpeq_epi32(one256, UVW_256_1),
_mm256_cmpeq_epi32(two256, UVW_256_1));
unsigned char mask_minmaxUVW_pos = _mm256_movemask_ps(_mm256_castsi256_ps(mask_minmaxUVW_256));
if((mask_minmaxUVW_pos & prim_num_mask) == prim_num_mask) { //all bits set
@@ -214,231 +184,187 @@ int ray_triangle_intersect8(KernelGlobals *kg,
}
/* Calculate geometry normal and denominator. */
// const float3 Ng1 = cross(e1, e0);
//const Vec3vfM Ng1 = stable_triangle_normal(e2,e1,e0);
__m256 Ng1_x_256 = cross256(e1_y_256, e0_z_256, e1_z_256, e0_y_256);
__m256 Ng1_y_256 = cross256(e1_z_256, e0_x_256, e1_x_256, e0_z_256);
__m256 Ng1_z_256 = cross256(e1_x_256, e0_y_256, e1_y_256, e0_x_256);
//const float3 Ng = Ng1 + Ng1;
Ng1_x_256 = _mm256_add_ps(Ng1_x_256, Ng1_x_256);
Ng1_y_256 = _mm256_add_ps(Ng1_y_256, Ng1_y_256);
Ng1_z_256 = _mm256_add_ps(Ng1_z_256, Ng1_z_256);
//const float den = dot3(Ng, dir);
//vertical dot
/* vertical dot */
__m256 den_256 = _mm256_mul_ps(Ng1_x_256, dirx256);
den_256 = _mm256_fmadd_ps(Ng1_y_256, diry256,den_256);//_mm256_add_ps(den_256, _mm256_mul_ps(Ng1_y_256, diry256));
den_256 = _mm256_fmadd_ps(Ng1_z_256, dirz256,den_256);//_mm256_add_ps(den_256, _mm256_mul_ps(Ng1_z_256, dirz256));
// __m256i maskden256 = _mm256_cmpeq_epi32(_mm256_castps_si256(den_256), zero256);
den_256 = _mm256_fmadd_ps(Ng1_y_256, diry256,den_256);
den_256 = _mm256_fmadd_ps(Ng1_z_256, dirz256,den_256);
/* Perform depth test. */
//const float T = dot3(v0, Ng);
__m256 T_256 = _mm256_mul_ps(Ng1_x_256, v0_x_256);
T_256 = _mm256_fmadd_ps(Ng1_y_256, v0_y_256,T_256);//_mm256_add_ps(T_256, _mm256_mul_ps(Ng1_y_256, v0_y_256));
T_256 = _mm256_fmadd_ps(Ng1_z_256, v0_z_256,T_256);//_mm256_add_ps(T_256, _mm256_mul_ps(Ng1_z_256, v0_z_256));
T_256 = _mm256_fmadd_ps(Ng1_y_256, v0_y_256,T_256);
T_256 = _mm256_fmadd_ps(Ng1_z_256, v0_z_256,T_256);
//const int sign_den = (__float_as_int(den) & 0x80000000);
const __m256i c0x80000000 = _mm256_set1_epi32(0x80000000);
__m256i sign_den_256 = _mm256_and_si256(_mm256_castps_si256(den_256), c0x80000000);
//const float sign_T = xor_signmask(T, sign_den);
__m256 sign_T_256 = _mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(T_256), sign_den_256));
/*if((sign_T < 0.0f) || mask_minmaxUVW_pos { return false;} */
unsigned char mask_sign_T = _mm256_movemask_ps(sign_T_256);
if(((mask_minmaxUVW_pos | mask_sign_T) & prim_num_mask) == prim_num_mask) {
return false;
} /**/
}
__m256 xor_signmask_256 = _mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256));
ccl_align(32) float den8[8], U8[8], V8[8], T8[8], sign_T8[8], xor_signmask8[8];
ccl_align(32) unsigned int mask_minmaxUVW8[8];
if(visibility == PATH_RAY_SHADOW_OPAQUE){
__m256i mask_final_256 = _mm256_cmpeq_epi32(mask_minmaxUVW_256, zero256);//~mask_minmaxUVW_256
__m256i maskden256 = _mm256_cmpeq_epi32(_mm256_castps_si256(den_256), zero256);
__m256i mask0 = _mm256_cmpgt_epi32(zero256, _mm256_castps_si256(sign_T_256));
__m256 rayt_256 = _mm256_set1_ps((*isect)->t);
__m256i mask1 = _mm256_cmpgt_epi32(_mm256_castps_si256(sign_T_256),
_mm256_castps_si256(
_mm256_mul_ps(_mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)), rayt_256)
)
);
/* __m256i mask1 = _mm256_castps_si256(_mm256_cmp_ps(sign_T_256,
_mm256_mul_ps(_mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)), rayt_256),
_CMP_GT_OS
) );*/
mask0 = _mm256_or_si256(mask1, mask0);
//unsigned char mask = _mm256_movemask_ps(_mm256_castsi256_ps(mask0));
//unsigned char maskden = _mm256_movemask_ps(_mm256_castsi256_ps(maskden256));
//unsigned char mask_final = ((~mask) & (~maskden) & (~mask_minmaxUVW_pos));
mask_final_256 = _mm256_andnot_si256(mask0, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask)
mask_final_256 = _mm256_andnot_si256(maskden256, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask) & (~maskden)
unsigned char mask_final = _mm256_movemask_ps(_mm256_castsi256_ps(mask_final_256));
if((mask_final & prim_num_mask) == 0) { //all bits NOT set
return false;
} /**/
unsigned long i = 0;
#if defined(_MSC_VER)
unsigned char res = _BitScanForward(&i, (unsigned long)mask_final);
#else
i = __builtin_ffs(mask_final)-1;
#endif
den_256 = _mm256_rcp_ps(den_256); //inv_den
U_256 = _mm256_mul_ps(U_256, den_256); //*inv_den
V_256 = _mm256_mul_ps(V_256, den_256); //*inv_den
T_256 = _mm256_mul_ps(T_256, den_256); //*inv_den
_mm256_store_ps(U8, U_256);
_mm256_store_ps(V8, V_256);
_mm256_store_ps(T8, T_256);
//here we assume (kernel_tex_fetch(__prim_visibility, (prim_addr +i)) & visibility) is always true
(*isect)->u = U8[i];
(*isect)->v = V8[i];
(*isect)->t = T8[i];
(*isect)->prim = (prim_addr + i);
(*isect)->object = object;
(*isect)->type = PRIMITIVE_TRIANGLE;
return true;
if(visibility == PATH_RAY_SHADOW_OPAQUE) {
__m256i mask_final_256 = _mm256_cmpeq_epi32(mask_minmaxUVW_256, zero256);
__m256i maskden256 = _mm256_cmpeq_epi32(_mm256_castps_si256(den_256), zero256);
__m256i mask0 = _mm256_cmpgt_epi32(zero256, _mm256_castps_si256(sign_T_256));
__m256 rayt_256 = _mm256_set1_ps((*isect)->t);
__m256i mask1 = _mm256_cmpgt_epi32(_mm256_castps_si256(sign_T_256),
_mm256_castps_si256(
_mm256_mul_ps(_mm256_castsi256_ps(_mm256_xor_si256(_mm256_castps_si256(den_256), sign_den_256)), rayt_256)
)
);
mask0 = _mm256_or_si256(mask1, mask0);
mask_final_256 = _mm256_andnot_si256(mask0, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask)
mask_final_256 = _mm256_andnot_si256(maskden256, mask_final_256); //(~mask_minmaxUVW_pos) &(~mask) & (~maskden)
unsigned char mask_final = _mm256_movemask_ps(_mm256_castsi256_ps(mask_final_256));
if((mask_final & prim_num_mask) == 0) {
return false;
}
const int i = __bsf(mask_final);
__m256 inv_den_256 = _mm256_rcp_ps(den_256);
U_256 = _mm256_mul_ps(U_256, inv_den_256);
V_256 = _mm256_mul_ps(V_256, inv_den_256);
T_256 = _mm256_mul_ps(T_256, inv_den_256);
_mm256_store_ps(U8, U_256);
_mm256_store_ps(V8, V_256);
_mm256_store_ps(T8, T_256);
/* NOTE: Here we assume visibility for all triangles in the node is
* the same. */
(*isect)->u = U8[i];
(*isect)->v = V8[i];
(*isect)->t = T8[i];
(*isect)->prim = (prim_addr + i);
(*isect)->object = object;
(*isect)->type = PRIMITIVE_TRIANGLE;
return true;
}
else {
_mm256_store_ps(den8, den_256);
_mm256_store_ps(U8, U_256);
_mm256_store_ps(V8, V_256);
_mm256_store_ps(T8, T_256);
_mm256_store_ps(den8, den_256);
_mm256_store_ps(U8, U_256);
_mm256_store_ps(V8, V_256);
_mm256_store_ps(T8, T_256);
_mm256_store_ps(sign_T8, sign_T_256);
_mm256_store_ps(xor_signmask8, xor_signmask_256);
_mm256_store_si256((__m256i*)mask_minmaxUVW8, mask_minmaxUVW_256);
_mm256_store_ps(sign_T8, sign_T_256);
_mm256_store_ps(xor_signmask8, xor_signmask_256);
_mm256_store_si256((__m256i*)mask_minmaxUVW8, mask_minmaxUVW_256);
int ret = false;
int ret = false;
if(visibility == PATH_RAY_SHADOW) {
for(int i = 0; i < prim_num; i++) {
if(!mask_minmaxUVW8[i]) {
#ifdef __VISIBILITY_FLAG__
if(kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility)
#endif
{
if((sign_T8[i] >= 0.0f) &&
(sign_T8[i] <= (*isect)->t * xor_signmask8[i]))
{
if(den8[i]) {
const float inv_den = 1.0f / den8[i];
(*isect)->u = U8[i] * inv_den;
(*isect)->v = V8[i] * inv_den;
(*isect)->t = T8[i] * inv_den;
(*isect)->prim = (prim_addr + i);
(*isect)->object = object;
(*isect)->type = PRIMITIVE_TRIANGLE;
int prim = kernel_tex_fetch(__prim_index, (*isect)->prim);
int shader = 0;
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_type, (*isect)->prim) & PRIMITIVE_ALL_TRIANGLE)
#endif
{
shader = kernel_tex_fetch(__tri_shader, prim);
}
#ifdef __HAIR__
else {
float4 str = kernel_tex_fetch(__curves, prim);
shader = __float_as_int(str.z);
}
#endif
int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
/* if no transparent shadows, all light is blocked */
if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
return 2;
}
/* if maximum number of hits reached, block all light */
else if(*num_hits == max_hits) {
return 2;
}
/* move on to next entry in intersections array */
ret = true;
(*isect)++;
(*num_hits)++;
(*num_hits_in_instance)++;
(*isect)->t = isec_t;
} //den
} //if sign
} //vis
}//if mask
} //for
}
else { //default case
if(visibility == PATH_RAY_SHADOW) {
for(int i = 0; i < prim_num; i++) {
if(!mask_minmaxUVW8[i]) {
if(mask_minmaxUVW8[i]) {
continue;
}
#ifdef __VISIBILITY_FLAG__
if(kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility)
if((kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility) == 0) {
continue;
}
#endif
{
if((sign_T8[i] >= 0.0f) &&
(sign_T8[i] <= (*isect)->t * xor_signmask8[i]))
{
if(den8[i]) {
const float inv_den = 1.0f / den8[i];
(*isect)->u = U8[i] * inv_den;
(*isect)->v = V8[i] * inv_den;
(*isect)->t = T8[i] * inv_den;
(*isect)->prim = (prim_addr + i);
(*isect)->object = object;
(*isect)->type = PRIMITIVE_TRIANGLE;
ret = true;
} //den
} //if sign
} //vis
}//if mask
} //for
} //default
return ret;
}// else PATH_RAY_SHADOW_OPAQUE
if((sign_T8[i] < 0.0f) ||
(sign_T8[i] > (*isect)->t * xor_signmask8[i]))
{
continue;
}
if(!den8[i]) {
continue;
}
const float inv_den = 1.0f / den8[i];
(*isect)->u = U8[i] * inv_den;
(*isect)->v = V8[i] * inv_den;
(*isect)->t = T8[i] * inv_den;
(*isect)->prim = (prim_addr + i);
(*isect)->object = object;
(*isect)->type = PRIMITIVE_TRIANGLE;
const int prim = kernel_tex_fetch(__prim_index, (*isect)->prim);
int shader = 0;
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_type, (*isect)->prim) & PRIMITIVE_ALL_TRIANGLE)
#endif
{
shader = kernel_tex_fetch(__tri_shader, prim);
}
#ifdef __HAIR__
else {
float4 str = kernel_tex_fetch(__curves, prim);
shader = __float_as_int(str.z);
}
#endif
const int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
/* If no transparent shadows, all light is blocked. */
if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
return 2;
}
/* If maximum number of hits reached, block all light. */
else if(num_hits == NULL || *num_hits == max_hits) {
return 2;
}
/* Move on to next entry in intersections array. */
ret = true;
(*isect)++;
(*num_hits)++;
(*num_hits_in_instance)++;
(*isect)->t = isect_t;
}
}
else {
for(int i = 0; i < prim_num; i++) {
if(mask_minmaxUVW8[i]) {
continue;
}
#ifdef __VISIBILITY_FLAG__
if((kernel_tex_fetch(__prim_visibility, (prim_addr + i)) & visibility) == 0) {
continue;
}
#endif
if((sign_T8[i] < 0.0f) ||
(sign_T8[i] > (*isect)->t * xor_signmask8[i]))
{
continue;
}
if(!den8[i]) {
continue;
}
const float inv_den = 1.0f / den8[i];
(*isect)->u = U8[i] * inv_den;
(*isect)->v = V8[i] * inv_den;
(*isect)->t = T8[i] * inv_den;
(*isect)->prim = (prim_addr + i);
(*isect)->object = object;
(*isect)->type = PRIMITIVE_TRIANGLE;
ret = true;
}
}
return ret;
}
}
//vz static
ccl_device_inline
int triangle_intersect8(KernelGlobals *kg,
Intersection **isect,
float3 P,
float3 dir,
uint visibility,
int object,
int prim_addr,
int prim_num,
uint *num_hits,
uint max_hits,
int *num_hits_in_instance,
float isec_t)
ccl_device_inline int triangle_intersect8(
KernelGlobals *kg,
Intersection **isect,
float3 P,
float3 dir,
uint visibility,
int object,
int prim_addr,
int prim_num,
uint *num_hits,
uint max_hits,
int *num_hits_in_instance,
float isect_t)
{
__m128 tri_a[8], tri_b[8], tri_c[8];
__m256 tritmp[12], tri[12];
@@ -540,7 +466,7 @@ int triangle_intersect8(KernelGlobals *kg,
num_hits,
max_hits,
num_hits_in_instance,
isec_t);
isect_t);
return result;
}