Files
test2/intern/cycles/kernel/bvh/bvh_nodes.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

154 lines
6.5 KiB
C

/*
* Copyright 2011-2016, 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.
*/
// TODO(sergey): Look into avoid use of full Transform and use 3x3 matrix and
// 3-vector which might be faster.
ccl_device_forceinline Transform bvh_unaligned_node_fetch_space(const KernelGlobals *kg,
int node_addr,
int child)
{
Transform space;
const int child_addr = node_addr + child * 3;
space.x = kernel_tex_fetch(__bvh_nodes, child_addr + 1);
space.y = kernel_tex_fetch(__bvh_nodes, child_addr + 2);
space.z = kernel_tex_fetch(__bvh_nodes, child_addr + 3);
return space;
}
ccl_device_forceinline int bvh_aligned_node_intersect(const KernelGlobals *kg,
const float3 P,
const float3 idir,
const float t,
const int node_addr,
const uint visibility,
float dist[2])
{
/* fetch node data */
#ifdef __VISIBILITY_FLAG__
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
#endif
float4 node0 = kernel_tex_fetch(__bvh_nodes, node_addr + 1);
float4 node1 = kernel_tex_fetch(__bvh_nodes, node_addr + 2);
float4 node2 = kernel_tex_fetch(__bvh_nodes, node_addr + 3);
/* intersect ray against child nodes */
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(0.0f, min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz));
float c0max = min4(t, max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz));
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(0.0f, min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz));
float c1max = min4(t, max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz));
dist[0] = c0min;
dist[1] = c1min;
#ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
return (((c0max >= c0min) && (__float_as_uint(cnodes.x) & visibility)) ? 1 : 0) |
(((c1max >= c1min) && (__float_as_uint(cnodes.y) & visibility)) ? 2 : 0);
#else
return ((c0max >= c0min) ? 1 : 0) | ((c1max >= c1min) ? 2 : 0);
#endif
}
ccl_device_forceinline bool bvh_unaligned_node_intersect_child(const KernelGlobals *kg,
const float3 P,
const float3 dir,
const float t,
int node_addr,
int child,
float dist[2])
{
Transform space = bvh_unaligned_node_fetch_space(kg, node_addr, child);
float3 aligned_dir = transform_direction(&space, dir);
float3 aligned_P = transform_point(&space, P);
float3 nrdir = -bvh_inverse_direction(aligned_dir);
float3 lower_xyz = aligned_P * nrdir;
float3 upper_xyz = lower_xyz - nrdir;
const float near_x = min(lower_xyz.x, upper_xyz.x);
const float near_y = min(lower_xyz.y, upper_xyz.y);
const float near_z = min(lower_xyz.z, upper_xyz.z);
const float far_x = max(lower_xyz.x, upper_xyz.x);
const float far_y = max(lower_xyz.y, upper_xyz.y);
const float far_z = max(lower_xyz.z, upper_xyz.z);
const float tnear = max4(0.0f, near_x, near_y, near_z);
const float tfar = min4(t, far_x, far_y, far_z);
*dist = tnear;
return tnear <= tfar;
}
ccl_device_forceinline int bvh_unaligned_node_intersect(const KernelGlobals *kg,
const float3 P,
const float3 dir,
const float3 idir,
const float t,
const int node_addr,
const uint visibility,
float dist[2])
{
int mask = 0;
#ifdef __VISIBILITY_FLAG__
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
#endif
if (bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 0, &dist[0])) {
#ifdef __VISIBILITY_FLAG__
if ((__float_as_uint(cnodes.x) & visibility))
#endif
{
mask |= 1;
}
}
if (bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 1, &dist[1])) {
#ifdef __VISIBILITY_FLAG__
if ((__float_as_uint(cnodes.y) & visibility))
#endif
{
mask |= 2;
}
}
return mask;
}
ccl_device_forceinline int bvh_node_intersect(const KernelGlobals *kg,
const float3 P,
const float3 dir,
const float3 idir,
const float t,
const int node_addr,
const uint visibility,
float dist[2])
{
float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
if (__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
return bvh_unaligned_node_intersect(kg, P, dir, idir, t, node_addr, visibility, dist);
}
else {
return bvh_aligned_node_intersect(kg, P, idir, t, node_addr, visibility, dist);
}
}