blender/intern/cycles/bvh/params.h
2023-11-29 12:39:33 -05:00

338 lines
8.0 KiB
C++

/* SPDX-FileCopyrightText: 2009-2010 NVIDIA Corporation
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0
*
* Adapted code from NVIDIA Corporation. */
#ifndef __BVH_PARAMS_H__
#define __BVH_PARAMS_H__
#include "util/boundbox.h"
#include "util/vector.h"
#include "kernel/types.h"
CCL_NAMESPACE_BEGIN
/* Layout of BVH tree.
*
* For example, how wide BVH tree is, in terms of number of children
* per node.
*/
typedef KernelBVHLayout BVHLayout;
/* Type of BVH, in terms whether it is supported dynamic updates of meshes
* or whether modifying geometry requires full BVH rebuild.
*/
enum BVHType {
/* BVH supports dynamic updates of geometry.
*
* Faster for updating BVH tree when doing modifications in viewport,
* but slower for rendering.
*/
BVH_TYPE_DYNAMIC = 0,
/* BVH tree is calculated for specific scene, updates in geometry
* requires full tree rebuild.
*
* Slower to update BVH tree when modifying objects in viewport, also
* slower to build final BVH tree but gives best possible render speed.
*/
BVH_TYPE_STATIC = 1,
BVH_NUM_TYPES,
};
/* Names bit-flag type to denote which BVH layouts are supported by
* particular area.
*
* Bit-flags are the BVH_LAYOUT_* values.
*/
typedef int BVHLayoutMask;
/* Get human readable name of BVH layout. */
const char *bvh_layout_name(BVHLayout layout);
/* BVH Parameters */
class BVHParams {
public:
/* spatial split area threshold */
bool use_spatial_split;
float spatial_split_alpha;
/* Unaligned nodes creation threshold */
float unaligned_split_threshold;
/* SAH costs */
float sah_node_cost;
float sah_primitive_cost;
/* number of primitives in leaf */
int min_leaf_size;
int max_triangle_leaf_size;
int max_motion_triangle_leaf_size;
int max_curve_leaf_size;
int max_motion_curve_leaf_size;
int max_point_leaf_size;
int max_motion_point_leaf_size;
/* object or mesh level bvh */
bool top_level;
/* BVH layout to be built. */
BVHLayout bvh_layout;
/* Use unaligned bounding boxes.
* Only used for curves BVH.
*/
bool use_unaligned_nodes;
/* Use compact acceleration structure (Embree)*/
bool use_compact_structure;
/* Split time range to this number of steps and create leaf node for each
* of this time steps.
*
* Speeds up rendering of motion primitives at the cost of higher memory usage.
*/
/* Same as above, but for triangle primitives. */
int num_motion_triangle_steps;
int num_motion_curve_steps;
int num_motion_point_steps;
/* Same as in SceneParams. */
int bvh_type;
/* These are needed for Embree. */
int curve_subdivisions;
/* fixed parameters */
enum { MAX_DEPTH = 64, MAX_SPATIAL_DEPTH = 48, NUM_SPATIAL_BINS = 32 };
BVHParams()
{
use_spatial_split = true;
spatial_split_alpha = 1e-5f;
unaligned_split_threshold = 0.7f;
/* todo: see if splitting up primitive cost to be separate for triangles
* and curves can help. so far in tests it doesn't help, but why? */
sah_node_cost = 1.0f;
sah_primitive_cost = 1.0f;
min_leaf_size = 1;
max_triangle_leaf_size = 8;
max_motion_triangle_leaf_size = 8;
max_curve_leaf_size = 1;
max_motion_curve_leaf_size = 4;
max_point_leaf_size = 8;
max_motion_point_leaf_size = 8;
top_level = false;
bvh_layout = BVH_LAYOUT_BVH2;
use_compact_structure = false;
use_unaligned_nodes = false;
num_motion_curve_steps = 0;
num_motion_triangle_steps = 0;
num_motion_point_steps = 0;
bvh_type = 0;
curve_subdivisions = 4;
}
/* SAH costs */
__forceinline float cost(int num_nodes, int num_primitives) const
{
return node_cost(num_nodes) + primitive_cost(num_primitives);
}
__forceinline float primitive_cost(int n) const
{
return n * sah_primitive_cost;
}
__forceinline float node_cost(int n) const
{
return n * sah_node_cost;
}
__forceinline bool small_enough_for_leaf(int size, int level)
{
return (size <= min_leaf_size || level >= MAX_DEPTH);
}
bool use_motion_steps()
{
return num_motion_curve_steps > 0 || num_motion_triangle_steps > 0 ||
num_motion_point_steps > 0;
}
/* Gets best matching BVH.
*
* If the requested layout is supported by the device, it will be used.
* Otherwise, widest supported layout below that will be used.
*/
static BVHLayout best_bvh_layout(BVHLayout requested_layout, BVHLayoutMask supported_layouts);
};
/* BVH Reference
*
* Reference to a primitive. Primitive index and object are sneakily packed
* into BoundBox to reduce memory usage and align nicely */
class BVHReference {
public:
__forceinline BVHReference() {}
__forceinline BVHReference(const BoundBox &bounds_,
int prim_index_,
int prim_object_,
int prim_type,
float time_from = 0.0f,
float time_to = 1.0f)
: rbounds(bounds_), time_from_(time_from), time_to_(time_to)
{
rbounds.min.w = __int_as_float(prim_index_);
rbounds.max.w = __int_as_float(prim_object_);
type = prim_type;
}
__forceinline const BoundBox &bounds() const
{
return rbounds;
}
__forceinline int prim_index() const
{
return __float_as_int(rbounds.min.w);
}
__forceinline int prim_object() const
{
return __float_as_int(rbounds.max.w);
}
__forceinline int prim_type() const
{
return type;
}
__forceinline float time_from() const
{
return time_from_;
}
__forceinline float time_to() const
{
return time_to_;
}
BVHReference &operator=(const BVHReference &arg)
{
if (&arg != this) {
/* TODO(sergey): Check if it is still faster to memcpy() with
* modern compilers.
*/
memcpy((void *)this, &arg, sizeof(BVHReference));
}
return *this;
}
protected:
BoundBox rbounds;
uint type;
float time_from_, time_to_;
};
/* BVH Range
*
* Build range used during construction, to indicate the bounds and place in
* the reference array of a subset of primitives Again uses trickery to pack
* integers into BoundBox for alignment purposes. */
class BVHRange {
public:
__forceinline BVHRange()
{
rbounds.min.w = __int_as_float(0);
rbounds.max.w = __int_as_float(0);
}
__forceinline BVHRange(const BoundBox &bounds_, int start_, int size_) : rbounds(bounds_)
{
rbounds.min.w = __int_as_float(start_);
rbounds.max.w = __int_as_float(size_);
}
__forceinline BVHRange(const BoundBox &bounds_, const BoundBox &cbounds_, int start_, int size_)
: rbounds(bounds_), cbounds(cbounds_)
{
rbounds.min.w = __int_as_float(start_);
rbounds.max.w = __int_as_float(size_);
}
__forceinline void set_start(int start_)
{
rbounds.min.w = __int_as_float(start_);
}
__forceinline const BoundBox &bounds() const
{
return rbounds;
}
__forceinline const BoundBox &cent_bounds() const
{
return cbounds;
}
__forceinline int start() const
{
return __float_as_int(rbounds.min.w);
}
__forceinline int size() const
{
return __float_as_int(rbounds.max.w);
}
__forceinline int end() const
{
return start() + size();
}
protected:
BoundBox rbounds;
BoundBox cbounds;
};
/* BVH Spatial Bin */
struct BVHSpatialBin {
BoundBox bounds;
int enter;
int exit;
__forceinline BVHSpatialBin() {}
};
/* BVH Spatial Storage
*
* The idea of this storage is have thread-specific storage for the spatial
* splitters. We can pre-allocate this storage in advance and avoid heavy memory
* operations during split process.
*/
struct BVHSpatialStorage {
/* Accumulated bounds when sweeping from right to left. */
vector<BoundBox> right_bounds;
/* Bins used for histogram when selecting best split plane. */
BVHSpatialBin bins[3][BVHParams::NUM_SPATIAL_BINS];
/* Temporary storage for the new references. Used by spatial split to store
* new references in before they're getting inserted into actual array,
*/
vector<BVHReference> new_references;
};
CCL_NAMESPACE_END
#endif /* __BVH_PARAMS_H__ */