Cycles: Fix speed regression on GPU
Avoid construction of temporary array and make utility function force-inlined. Additionally avoid calling float4_to_float3 twice. This brings render times to the same values as before current patch series.
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@ -51,19 +51,22 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const ssef *verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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#else
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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const float3 verts[3] = {float4_to_float3(tri_a),
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float4_to_float3(tri_b),
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float4_to_float3(tri_c)};
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#endif
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float t, u, v;
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if(ray_triangle_intersect(isect_precalc,
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P, isect->t,
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verts,
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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ssef_verts,
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#else
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float4_to_float3(tri_a),
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float4_to_float3(tri_b),
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float4_to_float3(tri_c),
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#endif
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&u, &v, &t))
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{
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#ifdef __VISIBILITY_FLAG__
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@ -105,19 +108,22 @@ ccl_device_inline void triangle_intersect_subsurface(
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const ssef *verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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#else
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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const float3 verts[3] = {float4_to_float3(tri_a),
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float4_to_float3(tri_b),
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float4_to_float3(tri_c)};
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const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
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tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
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tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
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#endif
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float t, u, v;
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if(!ray_triangle_intersect(isect_precalc,
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P, tmax,
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verts,
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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ssef_verts,
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#else
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tri_a,
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tri_b,
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tri_c,
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#endif
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&u, &v, &t))
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{
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return;
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@ -156,15 +162,11 @@ ccl_device_inline void triangle_intersect_subsurface(
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/* Record geometric normal. */
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/* TODO(sergey): Check whether it's faster to re-use ssef verts. */
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
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tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
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tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
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#endif
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/* TODO(sergey): Use float4_to_float3() on just an edges. */
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const float3 v0 = float4_to_float3(tri_a);
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const float3 v1 = float4_to_float3(tri_b);
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const float3 v2 = float4_to_float3(tri_c);
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ss_isect->Ng[hit] = normalize(cross(v1 - v0, v2 - v0));
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ss_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
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}
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#endif
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@ -153,13 +153,13 @@ void ray_triangle_intersect_precalc(float3 dir,
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isect_precalc->kz = kz;
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}
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ccl_device_inline bool ray_triangle_intersect(
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ccl_device_forceinline bool ray_triangle_intersect(
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const TriangleIsectPrecalc *isect_precalc,
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float3 ray_P, float ray_t,
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const ssef *ssef_verts,
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#else
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const float3 *verts,
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const float3 tri_a, const float3 tri_b, const float3 tri_c,
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#endif
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float *isect_u, float *isect_v, float *isect_t)
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{
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@ -230,9 +230,9 @@ ccl_device_inline bool ray_triangle_intersect(
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}
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#else
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/* Calculate vertices relative to ray origin. */
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const float3 A = verts[0] - ray_P;
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const float3 B = verts[1] - ray_P;
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const float3 C = verts[2] - ray_P;
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const float3 A = make_float3(tri_a.x - ray_P.x, tri_a.y - ray_P.y, tri_a.z - ray_P.z);
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const float3 B = make_float3(tri_b.x - ray_P.x, tri_b.y - ray_P.y, tri_b.z - ray_P.z);
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const float3 C = make_float3(tri_c.x - ray_P.x, tri_c.y - ray_P.y, tri_c.z - ray_P.z);
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const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
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const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
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