Files
test2/intern/cycles/kernel/geom/triangle.h
William Leeson 6c03339e48 Cycles: reduce mesh memory usage by unflattening
To improve mesh upload speeds and reduce the size of the scene data which allows larger scenes to be rendered.

The meshes in Cycles are currently stored as flattened meshes, where each triangle is stored as a set of 3 vertices. Unflattening writes out the vertices in a list according to the index buffer. This uses a lot of memory and for current hardware does not provide a noticeable benefit. This change unflattens the mesh by directly using the meshes vertex and index buffers directly and skips the unflattening. This change allows for larger scenes and also a reduction in the sizes of the meshes. Further it results in a decrease the amount of time it takes to upload the data to a GPU. This is especially important for when multiple GPUs are used in a single machine.

Pull Request #105173
2023-02-27 10:39:19 +01:00

366 lines
13 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
/* Triangle Primitive
*
* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
* ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage */
#pragma once
CCL_NAMESPACE_BEGIN
/* Normal on triangle. */
ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* return normal */
if (object_negative_scale_applied(sd->object_flag)) {
return normalize(cross(v2 - v0, v1 - v0));
}
else {
return normalize(cross(v1 - v0, v2 - v0));
}
}
/* Point and normal on triangle. */
ccl_device_inline void triangle_point_normal(KernelGlobals kg,
int object,
int prim,
float u,
float v,
ccl_private float3 *P,
ccl_private float3 *Ng,
ccl_private int *shader)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute point */
float w = 1.0f - u - v;
*P = (w * v0 + u * v1 + v * v2);
/* get object flags */
int object_flag = kernel_data_fetch(object_flag, object);
/* compute normal */
if (object_negative_scale_applied(object_flag)) {
*Ng = normalize(cross(v2 - v0, v1 - v0));
}
else {
*Ng = normalize(cross(v1 - v0, v2 - v0));
}
/* shader`*/
*shader = kernel_data_fetch(tri_shader, prim);
}
/* Triangle vertex locations */
ccl_device_inline void triangle_vertices(KernelGlobals kg, int prim, float3 P[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
}
/* Triangle vertex locations and vertex normals */
ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
int prim,
float3 P[3],
float3 N[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
N[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
N[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
N[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
}
/* Interpolate smooth vertex normal from vertices */
ccl_device_inline float3
triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
float3 N = safe_normalize((1.0f - u - v) * n0 + u * n1 + v * n2);
return is_zero(N) ? Ng : N;
}
ccl_device_inline float3 triangle_smooth_normal_unnormalized(
KernelGlobals kg, ccl_private const ShaderData *sd, float3 Ng, int prim, float u, float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
/* ensure that the normals are in object space */
if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
object_inverse_normal_transform(kg, sd, &n0);
object_inverse_normal_transform(kg, sd, &n1);
object_inverse_normal_transform(kg, sd, &n2);
}
float3 N = (1.0f - u - v) * n0 + u * n1 + v * n2;
return is_zero(N) ? Ng : N;
}
/* Ray differentials on triangle */
ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
int prim,
ccl_private float3 *dPdu,
ccl_private float3 *dPdv)
{
/* fetch triangle vertex coordinates */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 p0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 p1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 p2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute derivatives of P w.r.t. uv */
*dPdu = (p1 - p0);
*dPdv = (p2 - p0);
}
/* Reading attributes on various triangle elements */
ccl_device float triangle_attribute_float(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float *dx,
ccl_private float *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float, tri + 0);
f1 = kernel_data_fetch(attributes_float, tri + 1);
f2 = kernel_data_fetch(attributes_float, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = 0.0f;
if (dy)
*dy = 0.0f;
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float, offset);
}
else {
return 0.0f;
}
}
}
ccl_device float2 triangle_attribute_float2(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float2 *dx,
ccl_private float2 *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float2 f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float2, tri + 0);
f1 = kernel_data_fetch(attributes_float2, tri + 1);
f2 = kernel_data_fetch(attributes_float2, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float2, offset);
}
else {
return make_float2(0.0f, 0.0f);
}
}
}
ccl_device float3 triangle_attribute_float3(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float3 *dx,
ccl_private float3 *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float3 f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float3, tri + 0);
f1 = kernel_data_fetch(attributes_float3, tri + 1);
f2 = kernel_data_fetch(attributes_float3, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = make_float3(0.0f, 0.0f, 0.0f);
if (dy)
*dy = make_float3(0.0f, 0.0f, 0.0f);
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float3, offset);
}
else {
return make_float3(0.0f, 0.0f, 0.0f);
}
}
}
ccl_device float4 triangle_attribute_float4(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float4 *dx,
ccl_private float4 *dy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
ATTR_ELEMENT_CORNER_BYTE)) {
float4 f0, f1, f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
if (desc.element == ATTR_ELEMENT_CORNER) {
f0 = kernel_data_fetch(attributes_float4, tri + 0);
f1 = kernel_data_fetch(attributes_float4, tri + 1);
f2 = kernel_data_fetch(attributes_float4, tri + 2);
}
else {
f0 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 0)));
f1 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 1)));
f2 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 2)));
}
}
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
if (dy)
*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
else {
#ifdef __RAY_DIFFERENTIALS__
if (dx)
*dx = zero_float4();
if (dy)
*dy = zero_float4();
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
desc.offset;
return kernel_data_fetch(attributes_float4, offset);
}
else {
return zero_float4();
}
}
}
CCL_NAMESPACE_END