Cycles: code refactoring to deduplicate the various BVH traversal variations.

Now there is a single BVH traversal code with #ifdefs for various features.
At runtime it will then select the appropriate variation to use depending if
instancing, hair or motion blur is in use.

This makes scenes without hair render a bit faster, especially after the
minimum width feature was added. It's not the most beautiful code, but we can't
use c++ templates and there were already 4 copies, adding 4 more to handle the
hair case separately would be too much.
This commit is contained in:
Brecht Van Lommel 2013-04-17 20:07:22 +00:00
parent f3f5e9553e
commit ed1a08382f
8 changed files with 421 additions and 569 deletions

@ -22,6 +22,7 @@ set(SRC_HEADERS
kernel.h
kernel_accumulate.h
kernel_bvh.h
kernel_bvh_traversal.h
kernel_camera.h
kernel_compat_cpu.h
kernel_compat_cuda.h

@ -750,293 +750,7 @@ __device_inline void bvh_curve_intersect(KernelGlobals *kg, Intersection *isect,
}
#endif
#ifdef __HAIR__
__device bool bvh_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f)
#else
__device bool bvh_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
#endif
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = bvh_inverse_direction(ray->D);
int object = ~0;
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
bool traverseChild0, traverseChild1, closestChild1;
int nodeAddrChild1;
#ifdef __HAIR__
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, visibility, nodeAddr, difl, extmax);
#else
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, visibility, nodeAddr);
#endif
if(traverseChild0 != traverseChild1) {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
}
else {
if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
else {
/* both children were intersected, push the farther one */
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
int primAddr = __float_as_int(leaf.x);
#ifdef __INSTANCING__
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
while(primAddr < primAddr2) {
/* intersect ray against primitive */
#ifdef __HAIR__
uint segment = kernel_tex_fetch(__prim_segment, primAddr);
if(segment != ~0) {
if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_INTERPOLATE)
bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax);
else
bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax);
}
else
#endif
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
/* shadow ray early termination */
if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
return true;
primAddr++;
}
#ifdef __INSTANCING__
}
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
#endif
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#ifdef __INSTANCING__
if(stackPtr >= 0) {
kernel_assert(object != ~0);
/* instance pop */
bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return (isect->prim != ~0);
}
#ifdef __OBJECT_MOTION__
__device bool bvh_intersect_motion(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = bvh_inverse_direction(ray->D);
int object = ~0;
Transform ob_tfm;
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
bool traverseChild0, traverseChild1, closestChild1;
int nodeAddrChild1;
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, visibility, nodeAddr);
if(traverseChild0 != traverseChild1) {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
}
else {
if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
else {
/* both children were intersected, push the farther one */
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
int primAddr = __float_as_int(leaf.x);
if(primAddr >= 0) {
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
while(primAddr < primAddr2) {
/* intersect ray against primitive */
#ifdef __HAIR__
uint segment = kernel_tex_fetch(__prim_segment, primAddr);
if(segment != ~0) {
if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_INTERPOLATE)
bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment);
else
bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment);
}
else
#endif
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
/* shadow ray early termination */
if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
return true;
primAddr++;
}
}
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
bvh_instance_motion_push(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
if(stackPtr >= 0) {
kernel_assert(object != ~0);
/* instance pop */
bvh_instance_motion_pop(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return (isect->prim != ~0);
}
#endif
#ifdef __HAIR__
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f)
#else
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
#endif
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion)
return bvh_intersect_motion(kg, ray, visibility, isect);
else
#ifdef __HAIR__
return bvh_intersect(kg, ray, visibility, isect, lcg_state, difl, extmax);
#else
return bvh_intersect(kg, ray, visibility, isect);
#endif
#else
return bvh_intersect(kg, ray, visibility, isect);
#endif
}
#ifdef __SUBSURFACE__
/* Special ray intersection routines for subsurface scattering. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point. */
@ -1081,283 +795,154 @@ __device_inline void bvh_triangle_intersect_subsurface(KernelGlobals *kg, Inters
}
}
}
#endif
__device_inline int bvh_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random)
/* BVH intersection function variations */
#define BVH_INSTANCING 1
#define BVH_MOTION 2
#define BVH_HAIR 4
#define BVH_HAIR_MINIMUM_WIDTH 8
#define BVH_SUBSURFACE 16
#define BVH_FUNCTION_NAME bvh_intersect
#define BVH_FUNCTION_FEATURES 0
#include "kernel_bvh_traversal.h"
#if defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING
#include "kernel_bvh_traversal.h"
#endif
#if defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
#include "kernel_bvh_traversal.h"
#endif
#if defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION
#include "kernel_bvh_traversal.h"
#endif
#if defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
#include "kernel_bvh_traversal.h"
#endif
#if defined(__SUBSURFACE__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface
#define BVH_FUNCTION_FEATURES BVH_SUBSURFACE
#include "kernel_bvh_traversal.h"
#endif
#if defined(__SUBSURFACE__) && defined(__INSTANCING__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_instancing
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE
#include "kernel_bvh_traversal.h"
#endif
#if defined(__SUBSURFACE__) && defined(__HAIR__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
#include "kernel_bvh_traversal.h"
#endif
#if defined(__SUBSURFACE__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE|BVH_MOTION
#include "kernel_bvh_traversal.h"
#endif
#if defined(__SUBSURFACE__) && defined(__HAIR__) && defined(__OBJECT_MOTION__)
#define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair_motion
#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
#include "kernel_bvh_traversal.h"
#endif
#ifdef __HAIR__
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f)
#else
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
#endif
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = bvh_inverse_direction(ray->D);
int object = ~0;
int num_hits = 0;
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
bool traverseChild0, traverseChild1, closestChild1;
int nodeAddrChild1;
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, ~0, nodeAddr);
if(traverseChild0 != traverseChild1) {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
}
else {
if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
else {
/* both children were intersected, push the farther one */
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
int primAddr = __float_as_int(leaf.x);
#ifdef __INSTANCING__
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
while(primAddr < primAddr2) {
/* only primitives from the same object */
uint tri_object = (object == ~0)? kernel_tex_fetch(__prim_object, primAddr): object;
if(tri_object == subsurface_object) {
/* intersect ray against primitive */
#ifdef __HAIR__
uint segment = kernel_tex_fetch(__prim_segment, primAddr);
if(segment == ~0) /* ignore hair for sss */
#endif
bvh_triangle_intersect_subsurface(kg, isect, P, idir, object, primAddr, tmax, &num_hits, subsurface_random);
}
primAddr++;
}
#ifdef __INSTANCING__
}
else {
/* instance push */
if(subsurface_object == kernel_tex_fetch(__prim_object, -primAddr-1)) {
object = subsurface_object;
bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
else {
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
}
#endif
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#ifdef __INSTANCING__
if(stackPtr >= 0) {
kernel_assert(object != ~0);
/* instance pop */
bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return num_hits;
}
#ifdef __OBJECT_MOTION__
__device bool bvh_intersect_motion_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = bvh_inverse_direction(ray->D);
int object = ~0;
int num_hits = 0;
Transform ob_tfm;
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
bool traverseChild0, traverseChild1, closestChild1;
int nodeAddrChild1;
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, ~0, nodeAddr);
if(traverseChild0 != traverseChild1) {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
}
else {
if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
else {
/* both children were intersected, push the farther one */
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
int primAddr = __float_as_int(leaf.x);
if(primAddr >= 0) {
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
while(primAddr < primAddr2) {
/* only primitives from the same object */
uint tri_object = (object == ~0)? kernel_tex_fetch(__prim_object, primAddr): object;
if(tri_object == subsurface_object) {
/* intersect ray against primitive */
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
uint segment = kernel_tex_fetch(__prim_segment, primAddr);
if(segment == ~0) /* ignore hair for sss */
#endif
bvh_triangle_intersect_subsurface(kg, isect, P, idir, object, primAddr, tmax, &num_hits, subsurface_random);
}
if(kernel_data.bvh.have_curves)
return bvh_intersect_hair_motion(kg, ray, isect, visibility, lcg_state, difl, extmax);
#endif /* __HAIR__ */
primAddr++;
}
}
else {
/* instance push */
if(subsurface_object == kernel_tex_fetch(__prim_object, -primAddr-1)) {
object = subsurface_object;
object = kernel_tex_fetch(__prim_object, -primAddr-1);
bvh_instance_motion_push(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
return bvh_intersect_motion(kg, ray, isect, visibility);
}
#endif /* __OBJECT_MOTION__ */
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_hair(kg, ray, isect, visibility, lcg_state, difl, extmax);
#endif /* __HAIR__ */
nodeAddr = kernel_tex_fetch(__object_node, object);
}
else {
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
}
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#ifdef __KERNEL_CPU__
if(stackPtr >= 0) {
kernel_assert(object != ~0);
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_instancing(kg, ray, isect, visibility);
#endif /* __INSTANCING__ */
/* instance pop */
bvh_instance_motion_pop(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return bvh_intersect(kg, ray, isect, visibility);
#else /* __KERNEL_CPU__ */
return num_hits;
#ifdef __INSTANCING__
return bvh_intersect_instancing(kg, ray, isect, visibility);
#else
return bvh_intersect(kg, ray, isect, visibility);
#endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */
}
#endif
#ifdef __SUBSURFACE__
__device_inline int scene_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion)
return bvh_intersect_motion_subsurface(kg, ray, isect, subsurface_object, subsurface_random);
else
return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random);
if(kernel_data.bvh.have_motion) {
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_subsurface_hair_motion(kg, ray, isect, subsurface_object, subsurface_random);
#endif /* __HAIR__ */
return bvh_intersect_subsurface_motion(kg, ray, isect, subsurface_object, subsurface_random);
}
#endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__
if(kernel_data.bvh.have_curves)
return bvh_intersect_subsurface_hair(kg, ray, isect, subsurface_object, subsurface_random);
#endif /* __HAIR__ */
#ifdef __KERNEL_CPU__
#ifdef __INSTANCING__
if(kernel_data.bvh.have_instancing)
return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, subsurface_random);
#endif /* __INSTANCING__ */
return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random);
#else /* __KERNEL_CPU__ */
#ifdef __INSTANCING__
return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, subsurface_random);
#else
return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random);
#endif
#endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */
}
#endif
/* Ray offset to avoid self intersection */

@ -0,0 +1,239 @@
/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, 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.
*/
/* This is a template BVH traversal function, where various features can be
* enabled/disabled. This way we can compile optimized versions for each case
* without new features slowing things down.
*
* BVH_INSTANCING: object instancing
* BVH_HAIR: hair curve rendering
* BVH_HAIR_MINIMUM_WIDTH: hair curve rendering with minimum width
* BVH_SUBSURFACE: subsurface same object, random triangle intersection
* BVH_MOTION: motion blur rendering
*
*/
#define FEATURE(f) (((BVH_FUNCTION_FEATURES) & (f)) != 0)
__device bool BVH_FUNCTION_NAME
(KernelGlobals *kg, const Ray *ray, Intersection *isect
#if FEATURE(BVH_SUBSURFACE)
, int subsurface_object, float subsurface_random
#else
, const uint visibility
#endif
#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) && !FEATURE(BVH_SUBSURFACE)
, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f
#endif
)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = bvh_inverse_direction(ray->D);
int object = ~0;
#if FEATURE(BVH_SUBSURFACE)
const uint visibility = ~0;
int num_hits = 0;
#endif
#if FEATURE(BVH_MOTION)
Transform ob_tfm;
#endif
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
bool traverseChild0, traverseChild1, closestChild1;
int nodeAddrChild1;
#if FEATURE(BVH_HAIR_MINIMUM_WIDTH) && !FEATURE(BVH_SUBSURFACE)
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, visibility, nodeAddr, difl, extmax);
#else
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, visibility, nodeAddr);
#endif
if(traverseChild0 != traverseChild1) {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
}
else {
if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
else {
/* both children were intersected, push the farther one */
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
int primAddr = __float_as_int(leaf.x);
#if FEATURE(BVH_INSTANCING)
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* primitive intersection */
while(primAddr < primAddr2) {
#if FEATURE(BVH_SUBSURFACE)
/* only primitives from the same object */
uint tri_object = (object == ~0)? kernel_tex_fetch(__prim_object, primAddr): object;
if(tri_object == subsurface_object) {
#endif
/* intersect ray against primitive */
#if FEATURE(BVH_HAIR)
uint segment = kernel_tex_fetch(__prim_segment, primAddr);
#if !FEATURE(BVH_SUBSURFACE)
if(segment != ~0) {
if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_INTERPOLATE)
#if FEATURE(BVH_HAIR_MINIMUM_WIDTH)
bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax);
else
bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax);
#else
bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment);
else
bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment);
#endif
}
else
#endif
#endif
#if FEATURE(BVH_SUBSURFACE)
#if FEATURE(BVH_HAIR)
if(segment == ~0)
#endif
bvh_triangle_intersect_subsurface(kg, isect, P, idir, object, primAddr, tmax, &num_hits, subsurface_random);
}
#else
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
/* shadow ray early termination */
if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
return true;
#endif
primAddr++;
}
}
#if FEATURE(BVH_INSTANCING)
else {
/* instance push */
#if FEATURE(BVH_SUBSURFACE)
if(subsurface_object == kernel_tex_fetch(__prim_object, -primAddr-1)) {
object = subsurface_object;
#else
object = kernel_tex_fetch(__prim_object, -primAddr-1);
#endif
#if FEATURE(BVH_MOTION)
bvh_instance_motion_push(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
#else
bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
#endif
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
#if FEATURE(BVH_SUBSURFACE)
}
else {
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif
}
}
#endif
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if FEATURE(BVH_INSTANCING)
if(stackPtr >= 0) {
kernel_assert(object != ~0);
/* instance pop */
#if FEATURE(BVH_MOTION)
bvh_instance_motion_pop(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
#else
bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
#endif
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if FEATURE(BVH_SUBSURAFACE)
return (num_hits != 0);
#else
return (isect->prim != ~0);
#endif
}
#undef FEATURE
#undef BVH_FUNCTION_NAME
#undef BVH_FUNCTION_FEATURES

@ -251,14 +251,19 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
uint visibility = path_state_ray_visibility(kg, &state);
#ifdef __HAIR__
float difl = 0.0f;
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve_kernel_data.minimum_width * len(pixdiff) * 0.5f;
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve_kernel_data.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve_kernel_data.maximum_width;
lcg_state = lcg_init(*rng + rng_offset + sample*0x51633e2d);
}
float extmax = kernel_data.curve_kernel_data.maximum_width;
uint lcg_state = lcg_init(*rng + rng_offset + sample);
bool hit = scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax);
#else
@ -376,7 +381,7 @@ __device float4 kernel_path_progressive(KernelGlobals *kg, RNG *rng, int sample,
/* do bssrdf scatter step if we picked a bssrdf closure */
if(sc) {
uint lcg_state = lcg_init(*rng + rng_offset + sample);
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false);
}
}
@ -600,7 +605,7 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray
/* do bssrdf scatter step if we picked a bssrdf closure */
if(sc) {
uint lcg_state = lcg_init(*rng + rng_offset + sample);
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false);
}
}
@ -922,14 +927,19 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
uint visibility = path_state_ray_visibility(kg, &state);
#ifdef __HAIR__
float difl = 0.0f;
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve_kernel_data.minimum_width * len(pixdiff) * 0.5f;
float difl = 0.0f, extmax = 0.0f;
uint lcg_state = 0;
if(kernel_data.bvh.have_curves) {
if((kernel_data.cam.resolution == 1) && (state.flag & PATH_RAY_CAMERA)) {
float3 pixdiff = ray.dD.dx + ray.dD.dy;
/*pixdiff = pixdiff - dot(pixdiff, ray.D)*ray.D;*/
difl = kernel_data.curve_kernel_data.minimum_width * len(pixdiff) * 0.5f;
}
extmax = kernel_data.curve_kernel_data.maximum_width;
lcg_state = lcg_init(*rng + rng_offset + sample*0x51633e2d);
}
float extmax = kernel_data.curve_kernel_data.maximum_width;
uint lcg_state = lcg_init(*rng + rng_offset + sample);
if(!scene_intersect(kg, &ray, visibility, &isect, &lcg_state, difl, extmax)) {
#else
@ -1015,7 +1025,7 @@ __device float4 kernel_path_non_progressive(KernelGlobals *kg, RNG *rng, int sam
continue;
/* set up random number generator */
uint lcg_state = lcg_init(*rng + rng_offset + sample);
uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb);
int num_samples = kernel_data.integrator.subsurface_samples;
float num_samples_inv = 1.0f/num_samples;

@ -210,7 +210,7 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int sta
/* intersect with the same object. if multiple intersections are
* found it will randomly pick one of them */
Intersection isect;
if(scene_intersect_subsurface(kg, &ray, &isect, sd->object, u6) == 0)
if(!scene_intersect_subsurface(kg, &ray, &isect, sd->object, u6))
continue;
/* setup new shading point */

@ -713,7 +713,10 @@ typedef struct KernelBVH {
int root;
int attributes_map_stride;
int have_motion;
int pad2;
int have_curves;
int have_instancing;
int pad1, pad2, pad3;
} KernelBVH;
typedef enum CurveFlag {

@ -156,6 +156,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
map<Mesh*, float> surface_area_map;
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
bool have_motion = false;
bool have_curves = false;
objects = dscene->objects.resize(OBJECT_SIZE*scene->objects.size());
if(need_motion == Scene::MOTION_PASS)
@ -176,7 +177,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
float surface_area = 0.0f;
float pass_id = ob->pass_id;
float random_number = (float)ob->random_id * (1.0f/(float)0xFFFFFFFF);
if(transform_uniform_scale(tfm, uniform_scale)) {
map<Mesh*, float>::iterator it = surface_area_map.find(mesh);
@ -282,6 +283,10 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
flag |= SD_HOLDOUT_MASK;
object_flag[i] = flag;
/* have curves */
if(mesh->curves.size())
have_curves = true;
i++;
if(progress.get_cancel()) return;
@ -292,6 +297,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
device->tex_alloc("__objects_vector", dscene->objects_vector);
dscene->data.bvh.have_motion = have_motion;
dscene->data.bvh.have_curves = have_curves;
dscene->data.bvh.have_instancing = true;
}
void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
@ -319,7 +326,7 @@ void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *sc
/* todo: do before to support getting object level coords? */
if(scene->params.bvh_type == SceneParams::BVH_STATIC) {
progress.set_status("Updating Objects", "Applying Static Transformations");
apply_static_transforms(scene, object_flag, progress);
apply_static_transforms(dscene, scene, object_flag, progress);
}
/* allocate object flag */
@ -338,7 +345,7 @@ void ObjectManager::device_free(Device *device, DeviceScene *dscene)
dscene->object_flag.clear();
}
void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Progress& progress)
void ObjectManager::apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress)
{
/* todo: normals and displacement should be done before applying transform! */
/* todo: create objects/meshes in right order! */
@ -352,6 +359,7 @@ void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Pro
bool motion_blur = false;
#endif
int i = 0;
bool have_instancing = false;
foreach(Object *object, scene->objects) {
map<Mesh*, int>::iterator it = mesh_users.find(object->mesh);
@ -377,10 +385,16 @@ void ObjectManager::apply_static_transforms(Scene *scene, uint *object_flag, Pro
object_flag[i] |= SD_TRANSFORM_APPLIED;
}
else
have_instancing = true;
}
else
have_instancing = true;
i++;
}
dscene->data.bvh.have_instancing = have_instancing;
}
void ObjectManager::tag_update(Scene *scene)

@ -79,7 +79,7 @@ public:
void tag_update(Scene *scene);
void apply_static_transforms(Scene *scene, uint *object_flag, Progress& progress);
void apply_static_transforms(DeviceScene *dscene, Scene *scene, uint *object_flag, Progress& progress);
};
CCL_NAMESPACE_END