bf55afbf26
The title actually covers it all, This commit exploits all the work being done in previous changes to make it possible to build spatial splits in threads. Works quite nicely, but has a downside of some extra memory usage. In practice it doesn't seem to be a huge problem and that we can always look into later if it becomes a real showstopper. In practice it shows some nice speedup: - BMW27 scene takes 3 now (used to be 4) - Agent shot takes 5 sec (used to be 80) Such non-linear speedup is most likely coming from much less amount of heap re-allocations. A a downside, there's a bit of extra memory used by BVH arrays. From the tests amount of extra memory is below 0.001% so far, so it's not that bad at all. Reviewers: brecht, juicyfruit, dingto, lukasstockner97 Differential Revision: https://developer.blender.org/D1820
135 lines
3.7 KiB
C++
135 lines
3.7 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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#ifndef __BVH_BUILD_H__
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#define __BVH_BUILD_H__
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#include <float.h>
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#include "bvh.h"
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#include "bvh_binning.h"
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#include "util_boundbox.h"
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#include "util_task.h"
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
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class BVHBuildTask;
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class BVHSpatialSplitBuildTask;
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class BVHParams;
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class InnerNode;
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class Mesh;
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class Object;
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class Progress;
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/* BVH Builder */
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class BVHBuild
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{
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public:
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/* Constructor/Destructor */
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BVHBuild(const vector<Object*>& objects,
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array<int>& prim_type,
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array<int>& prim_index,
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array<int>& prim_object,
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const BVHParams& params,
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Progress& progress);
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~BVHBuild();
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BVHNode *run();
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protected:
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friend class BVHMixedSplit;
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friend class BVHObjectSplit;
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friend class BVHSpatialSplit;
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friend class BVHBuildTask;
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friend class BVHSpatialSplitBuildTask;
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/* adding references */
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void add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i);
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void add_reference_object(BoundBox& root, BoundBox& center, Object *ob, int i);
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void add_references(BVHRange& root);
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/* building */
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BVHNode *build_node(const BVHRange& range,
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vector<BVHReference> *references,
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int level,
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int thread_id);
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BVHNode *build_node(const BVHObjectBinning& range, int level);
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BVHNode *create_leaf_node(const BVHRange& range,
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const vector<BVHReference>& references);
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BVHNode *create_object_leaf_nodes(const BVHReference *ref, int start, int num);
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bool range_within_max_leaf_size(const BVHRange& range,
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const vector<BVHReference>& references) const;
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/* threads */
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enum { THREAD_TASK_SIZE = 4096 };
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void thread_build_node(InnerNode *node,
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int child,
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BVHObjectBinning *range,
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int level);
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void thread_build_spatial_split_node(InnerNode *node,
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int child,
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BVHRange *range,
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vector<BVHReference> *references,
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int level,
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int thread_id);
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thread_mutex build_mutex;
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/* progress */
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void progress_update();
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/* tree rotations */
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void rotate(BVHNode *node, int max_depth);
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void rotate(BVHNode *node, int max_depth, int iterations);
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/* objects and primitive references */
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vector<Object*> objects;
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vector<BVHReference> references;
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int num_original_references;
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/* output primitive indexes and objects */
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array<int>& prim_type;
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array<int>& prim_index;
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array<int>& prim_object;
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/* build parameters */
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BVHParams params;
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/* progress reporting */
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Progress& progress;
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double progress_start_time;
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size_t progress_count;
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size_t progress_total;
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size_t progress_original_total;
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/* spatial splitting */
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float spatial_min_overlap;
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vector<BVHSpatialStorage> spatial_storage;
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size_t spatial_free_index;
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thread_spin_lock spatial_spin_lock;
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/* threads */
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TaskPool task_pool;
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};
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CCL_NAMESPACE_END
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#endif /* __BVH_BUILD_H__ */
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