blender/intern/cycles/kernel/bvh/bvh_nodes.h

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/*
* Copyright 2011-2016, 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.
*/
// TODO(sergey): Look into avoid use of full Transform and use 3x3 matrix and
// 3-vector which might be faster.
ccl_device_inline Transform bvh_unaligned_node_fetch_space(KernelGlobals *kg,
int node_addr,
int child)
{
Transform space;
const int child_addr = node_addr + child * 3;
space.x = kernel_tex_fetch(__bvh_nodes, child_addr+1);
space.y = kernel_tex_fetch(__bvh_nodes, child_addr+2);
space.z = kernel_tex_fetch(__bvh_nodes, child_addr+3);
space.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
return space;
}
#if !defined(__KERNEL_SSE2__)
ccl_device_inline int bvh_aligned_node_intersect(KernelGlobals *kg,
const float3 P,
const float3 idir,
const float t,
const int node_addr,
const uint visibility,
float dist[2])
{
/* fetch node data */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
float4 node0 = kernel_tex_fetch(__bvh_nodes, node_addr+1);
float4 node1 = kernel_tex_fetch(__bvh_nodes, node_addr+2);
float4 node2 = kernel_tex_fetch(__bvh_nodes, node_addr+3);
/* intersect ray against child nodes */
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
dist[0] = c0min;
dist[1] = c1min;
#ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
return (((c0max >= c0min) && (__float_as_uint(cnodes.x) & visibility))? 1: 0) |
(((c1max >= c1min) && (__float_as_uint(cnodes.y) & visibility))? 2: 0);
#else
return ((c0max >= c0min)? 1: 0) |
((c1max >= c1min)? 2: 0);
#endif
}
ccl_device_inline int bvh_aligned_node_intersect_robust(KernelGlobals *kg,
const float3 P,
const float3 idir,
const float t,
const float difl,
const float extmax,
const int node_addr,
const uint visibility,
float dist[2])
{
/* fetch node data */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
float4 node0 = kernel_tex_fetch(__bvh_nodes, node_addr+1);
float4 node1 = kernel_tex_fetch(__bvh_nodes, node_addr+2);
float4 node2 = kernel_tex_fetch(__bvh_nodes, node_addr+3);
/* intersect ray against child nodes */
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
if(difl != 0.0f) {
float hdiff = 1.0f + difl;
float ldiff = 1.0f - difl;
if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) {
c0min = max(ldiff * c0min, c0min - extmax);
c0max = min(hdiff * c0max, c0max + extmax);
}
if(__float_as_int(cnodes.w) & PATH_RAY_CURVE) {
c1min = max(ldiff * c1min, c1min - extmax);
c1max = min(hdiff * c1max, c1max + extmax);
}
}
dist[0] = c0min;
dist[1] = c1min;
#ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
return (((c0max >= c0min) && (__float_as_uint(cnodes.x) & visibility))? 1: 0) |
(((c1max >= c1min) && (__float_as_uint(cnodes.y) & visibility))? 2: 0);
#else
return ((c0max >= c0min)? 1: 0) |
((c1max >= c1min)? 2: 0);
#endif
}
ccl_device_inline bool bvh_unaligned_node_intersect_child(
KernelGlobals *kg,
const float3 P,
const float3 dir,
const float t,
int node_addr,
int child,
float dist[2])
{
Transform space = bvh_unaligned_node_fetch_space(kg, node_addr, child);
float3 aligned_dir = transform_direction(&space, dir);
float3 aligned_P = transform_point(&space, P);
float3 nrdir = -bvh_inverse_direction(aligned_dir);
float3 lower_xyz = aligned_P * nrdir;
float3 upper_xyz = lower_xyz - nrdir;
const float near_x = min(lower_xyz.x, upper_xyz.x);
const float near_y = min(lower_xyz.y, upper_xyz.y);
const float near_z = min(lower_xyz.z, upper_xyz.z);
const float far_x = max(lower_xyz.x, upper_xyz.x);
const float far_y = max(lower_xyz.y, upper_xyz.y);
const float far_z = max(lower_xyz.z, upper_xyz.z);
const float tnear = max4(0.0f, near_x, near_y, near_z);
const float tfar = min4(t, far_x, far_y, far_z);
*dist = tnear;
return tnear <= tfar;
}
ccl_device_inline bool bvh_unaligned_node_intersect_child_robust(
KernelGlobals *kg,
const float3 P,
const float3 dir,
const float t,
const float difl,
int node_addr,
int child,
float dist[2])
{
Transform space = bvh_unaligned_node_fetch_space(kg, node_addr, child);
float3 aligned_dir = transform_direction(&space, dir);
float3 aligned_P = transform_point(&space, P);
float3 nrdir = -bvh_inverse_direction(aligned_dir);
float3 tLowerXYZ = aligned_P * nrdir;
float3 tUpperXYZ = tLowerXYZ - nrdir;
const float near_x = min(tLowerXYZ.x, tUpperXYZ.x);
const float near_y = min(tLowerXYZ.y, tUpperXYZ.y);
const float near_z = min(tLowerXYZ.z, tUpperXYZ.z);
const float far_x = max(tLowerXYZ.x, tUpperXYZ.x);
const float far_y = max(tLowerXYZ.y, tUpperXYZ.y);
const float far_z = max(tLowerXYZ.z, tUpperXYZ.z);
const float tnear = max4(0.0f, near_x, near_y, near_z);
const float tfar = min4(t, far_x, far_y, far_z);
*dist = tnear;
if(difl != 0.0f) {
/* TODO(sergey): Same as for QBVH, needs a proper use. */
const float round_down = 1.0f - difl;
const float round_up = 1.0f + difl;
return round_down*tnear <= round_up*tfar;
}
else {
return tnear <= tfar;
}
}
ccl_device_inline int bvh_unaligned_node_intersect(KernelGlobals *kg,
const float3 P,
const float3 dir,
const float3 idir,
const float t,
const int node_addr,
const uint visibility,
float dist[2])
{
int mask = 0;
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
if(bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 0, &dist[0])) {
#ifdef __VISIBILITY_FLAG__
if((__float_as_uint(cnodes.x) & visibility))
#endif
{
mask |= 1;
}
}
if(bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 1, &dist[1])) {
#ifdef __VISIBILITY_FLAG__
if((__float_as_uint(cnodes.y) & visibility))
#endif
{
mask |= 2;
}
}
return mask;
}
ccl_device_inline int bvh_unaligned_node_intersect_robust(KernelGlobals *kg,
const float3 P,
const float3 dir,
const float3 idir,
const float t,
const float difl,
const float extmax,
const int node_addr,
const uint visibility,
float dist[2])
{
int mask = 0;
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
if(bvh_unaligned_node_intersect_child_robust(kg, P, dir, t, difl, node_addr, 0, &dist[0])) {
#ifdef __VISIBILITY_FLAG__
if((__float_as_uint(cnodes.x) & visibility))
#endif
{
mask |= 1;
}
}
if(bvh_unaligned_node_intersect_child_robust(kg, P, dir, t, difl, node_addr, 1, &dist[1])) {
#ifdef __VISIBILITY_FLAG__
if((__float_as_uint(cnodes.y) & visibility))
#endif
{
mask |= 2;
}
}
return mask;
}
ccl_device_inline int bvh_node_intersect(KernelGlobals *kg,
const float3 P,
const float3 dir,
const float3 idir,
const float t,
const int node_addr,
const uint visibility,
float dist[2])
{
float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
if(__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
return bvh_unaligned_node_intersect(kg,
P,
dir,
idir,
t,
node_addr,
visibility,
dist);
}
else {
return bvh_aligned_node_intersect(kg,
P,
idir,
t,
node_addr,
visibility,
dist);
}
}
ccl_device_inline int bvh_node_intersect_robust(KernelGlobals *kg,
const float3 P,
const float3 dir,
const float3 idir,
const float t,
const float difl,
const float extmax,
const int node_addr,
const uint visibility,
float dist[2])
{
float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
if(__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
return bvh_unaligned_node_intersect_robust(kg,
P,
dir,
idir,
t,
difl,
extmax,
node_addr,
visibility,
dist);
}
else {
return bvh_aligned_node_intersect_robust(kg,
P,
idir,
t,
difl,
extmax,
node_addr,
visibility,
dist);
}
}
#else /* !defined(__KERNEL_SSE2__) */
int ccl_device_inline bvh_aligned_node_intersect(
KernelGlobals *kg,
const float3& P,
const float3& dir,
const ssef& tsplat,
const ssef Psplat[3],
const ssef idirsplat[3],
const shuffle_swap_t shufflexyz[3],
const int node_addr,
const uint visibility,
float dist[2])
{
/* Intersect two child bounding boxes, SSE3 version adapted from Embree */
const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
/* fetch node data */
const ssef *bvh_nodes = (ssef*)kg->__bvh_nodes.data + node_addr;
/* intersect ray against child nodes */
const ssef tminmaxx = (shuffle_swap(bvh_nodes[1], shufflexyz[0]) - Psplat[0]) * idirsplat[0];
const ssef tminmaxy = (shuffle_swap(bvh_nodes[2], shufflexyz[1]) - Psplat[1]) * idirsplat[1];
const ssef tminmaxz = (shuffle_swap(bvh_nodes[3], shufflexyz[2]) - Psplat[2]) * idirsplat[2];
/* calculate { c0min, c1min, -c0max, -c1max} */
ssef minmax = max(max(tminmaxx, tminmaxy), max(tminmaxz, tsplat));
const ssef tminmax = minmax ^ pn;
const sseb lrhit = tminmax <= shuffle<2, 3, 0, 1>(tminmax);
dist[0] = tminmax[0];
dist[1] = tminmax[1];
int mask = movemask(lrhit);
# ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
int cmask = (((mask & 1) && (__float_as_uint(cnodes.x) & visibility))? 1: 0) |
(((mask & 2) && (__float_as_uint(cnodes.y) & visibility))? 2: 0);
return cmask;
# else
return mask & 3;
# endif
}
int ccl_device_inline bvh_aligned_node_intersect_robust(
KernelGlobals *kg,
const float3& P,
const float3& dir,
const ssef& tsplat,
const ssef Psplat[3],
const ssef idirsplat[3],
const shuffle_swap_t shufflexyz[3],
const float difl,
const float extmax,
const int nodeAddr,
const uint visibility,
float dist[2])
{
/* Intersect two child bounding boxes, SSE3 version adapted from Embree */
const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
/* fetch node data */
const ssef *bvh_nodes = (ssef*)kg->__bvh_nodes.data + nodeAddr;
/* intersect ray against child nodes */
const ssef tminmaxx = (shuffle_swap(bvh_nodes[1], shufflexyz[0]) - Psplat[0]) * idirsplat[0];
const ssef tminmaxy = (shuffle_swap(bvh_nodes[2], shufflexyz[1]) - Psplat[1]) * idirsplat[1];
const ssef tminmaxz = (shuffle_swap(bvh_nodes[3], shufflexyz[2]) - Psplat[2]) * idirsplat[2];
/* calculate { c0min, c1min, -c0max, -c1max} */
ssef minmax = max(max(tminmaxx, tminmaxy), max(tminmaxz, tsplat));
const ssef tminmax = minmax ^ pn;
if(difl != 0.0f) {
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr+0);
float4 *tminmaxview = (float4*)&tminmax;
float& c0min = tminmaxview->x, &c1min = tminmaxview->y;
float& c0max = tminmaxview->z, &c1max = tminmaxview->w;
float hdiff = 1.0f + difl;
float ldiff = 1.0f - difl;
if(__float_as_int(cnodes.x) & PATH_RAY_CURVE) {
c0min = max(ldiff * c0min, c0min - extmax);
c0max = min(hdiff * c0max, c0max + extmax);
}
if(__float_as_int(cnodes.y) & PATH_RAY_CURVE) {
c1min = max(ldiff * c1min, c1min - extmax);
c1max = min(hdiff * c1max, c1max + extmax);
}
}
const sseb lrhit = tminmax <= shuffle<2, 3, 0, 1>(tminmax);
dist[0] = tminmax[0];
dist[1] = tminmax[1];
int mask = movemask(lrhit);
# ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr+0);
int cmask = (((mask & 1) && (__float_as_uint(cnodes.x) & visibility))? 1: 0) |
(((mask & 2) && (__float_as_uint(cnodes.y) & visibility))? 2: 0);
return cmask;
# else
return mask & 3;
# endif
}
int ccl_device_inline bvh_unaligned_node_intersect(KernelGlobals *kg,
const float3 P,
const float3 dir,
const ssef& isect_near,
const ssef& isect_far,
const int node_addr,
const uint visibility,
float dist[2])
{
Transform space0 = bvh_unaligned_node_fetch_space(kg, node_addr, 0);
Transform space1 = bvh_unaligned_node_fetch_space(kg, node_addr, 1);
float3 aligned_dir0 = transform_direction(&space0, dir),
aligned_dir1 = transform_direction(&space1, dir);;
float3 aligned_P0 = transform_point(&space0, P),
aligned_P1 = transform_point(&space1, P);
float3 nrdir0 = -bvh_inverse_direction(aligned_dir0),
nrdir1 = -bvh_inverse_direction(aligned_dir1);
ssef lower_x = ssef(aligned_P0.x * nrdir0.x,
aligned_P1.x * nrdir1.x,
0.0f, 0.0f),
lower_y = ssef(aligned_P0.y * nrdir0.y,
aligned_P1.y * nrdir1.y,
0.0f,
0.0f),
lower_z = ssef(aligned_P0.z * nrdir0.z,
aligned_P1.z * nrdir1.z,
0.0f,
0.0f);
ssef upper_x = lower_x - ssef(nrdir0.x, nrdir1.x, 0.0f, 0.0f),
upper_y = lower_y - ssef(nrdir0.y, nrdir1.y, 0.0f, 0.0f),
upper_z = lower_z - ssef(nrdir0.z, nrdir1.z, 0.0f, 0.0f);
ssef tnear_x = min(lower_x, upper_x);
ssef tnear_y = min(lower_y, upper_y);
ssef tnear_z = min(lower_z, upper_z);
ssef tfar_x = max(lower_x, upper_x);
ssef tfar_y = max(lower_y, upper_y);
ssef tfar_z = max(lower_z, upper_z);
const ssef tnear = max4(tnear_x, tnear_y, tnear_z, isect_near);
const ssef tfar = min4(tfar_x, tfar_y, tfar_z, isect_far);
sseb vmask = tnear <= tfar;
dist[0] = tnear.f[0];
dist[1] = tnear.f[1];
int mask = (int)movemask(vmask);
# ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
int cmask = (((mask & 1) && (__float_as_uint(cnodes.x) & visibility))? 1: 0) |
(((mask & 2) && (__float_as_uint(cnodes.y) & visibility))? 2: 0);
return cmask;
# else
return mask & 3;
# endif
}
int ccl_device_inline bvh_unaligned_node_intersect_robust(KernelGlobals *kg,
const float3 P,
const float3 dir,
const ssef& isect_near,
const ssef& isect_far,
const float difl,
const int node_addr,
const uint visibility,
float dist[2])
{
Transform space0 = bvh_unaligned_node_fetch_space(kg, node_addr, 0);
Transform space1 = bvh_unaligned_node_fetch_space(kg, node_addr, 1);
float3 aligned_dir0 = transform_direction(&space0, dir),
aligned_dir1 = transform_direction(&space1, dir);;
float3 aligned_P0 = transform_point(&space0, P),
aligned_P1 = transform_point(&space1, P);
float3 nrdir0 = -bvh_inverse_direction(aligned_dir0),
nrdir1 = -bvh_inverse_direction(aligned_dir1);
ssef lower_x = ssef(aligned_P0.x * nrdir0.x,
aligned_P1.x * nrdir1.x,
0.0f, 0.0f),
lower_y = ssef(aligned_P0.y * nrdir0.y,
aligned_P1.y * nrdir1.y,
0.0f,
0.0f),
lower_z = ssef(aligned_P0.z * nrdir0.z,
aligned_P1.z * nrdir1.z,
0.0f,
0.0f);
ssef upper_x = lower_x - ssef(nrdir0.x, nrdir1.x, 0.0f, 0.0f),
upper_y = lower_y - ssef(nrdir0.y, nrdir1.y, 0.0f, 0.0f),
upper_z = lower_z - ssef(nrdir0.z, nrdir1.z, 0.0f, 0.0f);
ssef tnear_x = min(lower_x, upper_x);
ssef tnear_y = min(lower_y, upper_y);
ssef tnear_z = min(lower_z, upper_z);
ssef tfar_x = max(lower_x, upper_x);
ssef tfar_y = max(lower_y, upper_y);
ssef tfar_z = max(lower_z, upper_z);
const ssef tnear = max4(tnear_x, tnear_y, tnear_z, isect_near);
const ssef tfar = min4(tfar_x, tfar_y, tfar_z, isect_far);
sseb vmask;
if(difl != 0.0f) {
const float round_down = 1.0f - difl;
const float round_up = 1.0f + difl;
vmask = round_down*tnear <= round_up*tfar;
}
else {
vmask = tnear <= tfar;
}
dist[0] = tnear.f[0];
dist[1] = tnear.f[1];
int mask = (int)movemask(vmask);
# ifdef __VISIBILITY_FLAG__
/* this visibility test gives a 5% performance hit, how to solve? */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
int cmask = (((mask & 1) && (__float_as_uint(cnodes.x) & visibility))? 1: 0) |
(((mask & 2) && (__float_as_uint(cnodes.y) & visibility))? 2: 0);
return cmask;
# else
return mask & 3;
# endif
}
ccl_device_inline int bvh_node_intersect(KernelGlobals *kg,
const float3& P,
const float3& dir,
const ssef& isect_near,
const ssef& isect_far,
const ssef& tsplat,
const ssef Psplat[3],
const ssef idirsplat[3],
const shuffle_swap_t shufflexyz[3],
const int node_addr,
const uint visibility,
float dist[2])
{
float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
if(__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
return bvh_unaligned_node_intersect(kg,
P,
dir,
isect_near,
isect_far,
node_addr,
visibility,
dist);
}
else {
return bvh_aligned_node_intersect(kg,
P,
dir,
tsplat,
Psplat,
idirsplat,
shufflexyz,
node_addr,
visibility,
dist);
}
}
ccl_device_inline int bvh_node_intersect_robust(KernelGlobals *kg,
const float3& P,
const float3& dir,
const ssef& isect_near,
const ssef& isect_far,
const ssef& tsplat,
const ssef Psplat[3],
const ssef idirsplat[3],
const shuffle_swap_t shufflexyz[3],
const float difl,
const float extmax,
const int node_addr,
const uint visibility,
float dist[2])
{
float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
if(__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
return bvh_unaligned_node_intersect_robust(kg,
P,
dir,
isect_near,
isect_far,
difl,
node_addr,
visibility,
dist);
}
else {
return bvh_aligned_node_intersect_robust(kg,
P,
dir,
tsplat,
Psplat,
idirsplat,
shufflexyz,
difl,
extmax,
node_addr,
visibility,
dist);
}
}
#endif /* !defined(__KERNEL_SSE2__) */