0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
205 lines
6.1 KiB
C++
205 lines
6.1 KiB
C++
/*
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* Adapted from code copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "bvh/bvh_build.h"
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#include "bvh/bvh_sort.h"
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#include "util/util_algorithm.h"
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#include "util/util_debug.h"
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#include "util/util_task.h"
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CCL_NAMESPACE_BEGIN
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static const int BVH_SORT_THRESHOLD = 4096;
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struct BVHReferenceCompare {
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public:
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int dim;
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const BVHUnaligned *unaligned_heuristic;
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const Transform *aligned_space;
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BVHReferenceCompare(int dim,
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const BVHUnaligned *unaligned_heuristic,
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const Transform *aligned_space)
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: dim(dim),
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unaligned_heuristic(unaligned_heuristic),
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aligned_space(aligned_space)
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{
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}
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__forceinline BoundBox get_prim_bounds(const BVHReference& prim) const
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{
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return (aligned_space != NULL)
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? unaligned_heuristic->compute_aligned_prim_boundbox(
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prim, *aligned_space)
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: prim.bounds();
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}
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/* Compare two references.
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*
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* Returns value is similar to return value of strcmp().
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*/
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__forceinline int compare(const BVHReference& ra,
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const BVHReference& rb) const
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{
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BoundBox ra_bounds = get_prim_bounds(ra),
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rb_bounds = get_prim_bounds(rb);
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float ca = ra_bounds.min[dim] + ra_bounds.max[dim];
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float cb = rb_bounds.min[dim] + rb_bounds.max[dim];
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if(ca < cb) return -1;
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else if(ca > cb) return 1;
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else if(ra.prim_object() < rb.prim_object()) return -1;
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else if(ra.prim_object() > rb.prim_object()) return 1;
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else if(ra.prim_index() < rb.prim_index()) return -1;
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else if(ra.prim_index() > rb.prim_index()) return 1;
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else if(ra.prim_type() < rb.prim_type()) return -1;
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else if(ra.prim_type() > rb.prim_type()) return 1;
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return 0;
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}
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bool operator()(const BVHReference& ra, const BVHReference& rb)
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{
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return (compare(ra, rb) < 0);
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}
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};
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static void bvh_reference_sort_threaded(TaskPool *task_pool,
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BVHReference *data,
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const int job_start,
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const int job_end,
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const BVHReferenceCompare& compare);
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class BVHSortTask : public Task {
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public:
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BVHSortTask(TaskPool *task_pool,
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BVHReference *data,
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const int job_start,
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const int job_end,
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const BVHReferenceCompare& compare)
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{
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run = function_bind(bvh_reference_sort_threaded,
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task_pool,
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data,
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job_start,
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job_end,
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compare);
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}
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};
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/* Multi-threaded reference sort. */
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static void bvh_reference_sort_threaded(TaskPool *task_pool,
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BVHReference *data,
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const int job_start,
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const int job_end,
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const BVHReferenceCompare& compare)
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{
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int start = job_start, end = job_end;
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bool have_work = (start < end);
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while(have_work) {
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const int count = job_end - job_start;
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if(count < BVH_SORT_THRESHOLD) {
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/* Number of reference low enough, faster to finish the job
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* in one thread rather than to spawn more threads.
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*/
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sort(data+job_start, data+job_end+1, compare);
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break;
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}
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/* Single QSort step.
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* Use median-of-three method for the pivot point.
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*/
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int left = start, right = end;
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int center = (left + right) >> 1;
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if(compare.compare(data[left], data[center]) > 0) {
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swap(data[left], data[center]);
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}
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if(compare.compare(data[left], data[right]) > 0) {
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swap(data[left], data[right]);
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}
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if(compare.compare(data[center], data[right]) > 0) {
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swap(data[center], data[right]);
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}
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swap(data[center], data[right - 1]);
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BVHReference median = data[right - 1];
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do {
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while(compare.compare(data[left], median) < 0) {
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++left;
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}
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while(compare.compare(data[right], median) > 0) {
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--right;
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}
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if(left <= right) {
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swap(data[left], data[right]);
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++left;
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--right;
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}
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} while(left <= right);
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/* We only create one new task here to reduce downside effects of
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* latency in TaskScheduler.
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* So generally current thread keeps working on the left part of the
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* array, and we create new task for the right side.
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* However, if there's nothing to be done in the left side of the array
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* we don't create any tasks and make it so current thread works on the
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* right side.
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*/
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have_work = false;
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if(left < end) {
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if(start < right) {
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task_pool->push(new BVHSortTask(task_pool,
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data,
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left, end,
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compare), true);
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}
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else {
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start = left;
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have_work = true;
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}
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}
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if(start < right) {
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end = right;
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have_work = true;
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}
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}
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}
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void bvh_reference_sort(int start,
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int end,
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BVHReference *data,
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int dim,
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const BVHUnaligned *unaligned_heuristic,
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const Transform *aligned_space)
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{
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const int count = end - start;
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BVHReferenceCompare compare(dim, unaligned_heuristic, aligned_space);
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if(count < BVH_SORT_THRESHOLD) {
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/* It is important to not use any mutex if array is small enough,
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* otherwise we end up in situation when we're going to sleep far
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* too often.
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*/
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sort(data+start, data+end, compare);
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}
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else {
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TaskPool task_pool;
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bvh_reference_sort_threaded(&task_pool, data, start, end - 1, compare);
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task_pool.wait_work();
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}
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}
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CCL_NAMESPACE_END
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