blender/intern/cycles/kernel/geom/geom_qbvh_subsurface.h

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/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
* and code copyright 2009-2012 Intel Corporation
*
* Modifications Copyright 2011-2014, 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 for subsurface scattering, 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_MOTION: motion blur rendering
*
*/
ccl_device uint BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
const Ray *ray,
Intersection *isect_array,
int subsurface_object,
uint *lcg_state,
int max_hits)
{
/* TODO(sergey):
* - Test if pushing distance on the stack helps (for non shadow rays).
* - Separate version for shadow rays.
* - Likely and unlikely for if() statements.
* - SSE for hair.
* - Test restrict attribute for pointers.
*/
/* Traversal stack in CUDA thread-local memory. */
QBVHStackItem traversalStack[BVH_QSTACK_SIZE];
traversalStack[0].addr = ENTRYPOINT_SENTINEL;
/* Traversal variables in registers. */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* Ray parameters in registers. */
float3 P = ray->P;
float3 dir = bvh_clamp_direction(ray->D);
float3 idir = bvh_inverse_direction(dir);
int object = OBJECT_NONE;
float isect_t = ray->t;
uint num_hits = 0;
#if BVH_FEATURE(BVH_MOTION)
Transform ob_tfm;
#endif
ssef tnear(0.0f), tfar(isect_t);
sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
float3 P_idir = P*idir;
sse3f P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
sse3f org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
/* Offsets to select the side that becomes the lower or upper bound. */
int near_x, near_y, near_z;
int far_x, far_y, far_z;
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
IsectPrecalc isect_precalc;
triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
/* Traverse internal nodes. */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
ssef dist;
int traverseChild = qbvh_node_intersect(kg,
tnear,
tfar,
#ifdef __KERNEL_AVX2__
P_idir4,
#else
org,
#endif
idir4,
near_x, near_y, near_z,
far_x, far_y, far_z,
nodeAddr,
&dist);
if(traverseChild != 0) {
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_QNODE_SIZE+6);
/* One child is hit, continue with that child. */
int r = __bscf(traverseChild);
if(traverseChild == 0) {
nodeAddr = __float_as_int(cnodes[r]);
continue;
}
/* Two children are hit, push far child, and continue with
* closer child.
*/
int c0 = __float_as_int(cnodes[r]);
float d0 = ((float*)&dist)[r];
r = __bscf(traverseChild);
int c1 = __float_as_int(cnodes[r]);
float d1 = ((float*)&dist)[r];
if(traverseChild == 0) {
if(d1 < d0) {
nodeAddr = c1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
traversalStack[stackPtr].dist = d0;
continue;
}
else {
nodeAddr = c0;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
traversalStack[stackPtr].dist = d1;
continue;
}
}
/* Here starts the slow path for 3 or 4 hit children. We push
* all nodes onto the stack to sort them there.
*/
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
traversalStack[stackPtr].dist = d1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
traversalStack[stackPtr].dist = d0;
/* Three children are hit, push all onto stack and sort 3
* stack items, continue with closest child.
*/
r = __bscf(traverseChild);
int c2 = __float_as_int(cnodes[r]);
float d2 = ((float*)&dist)[r];
if(traverseChild == 0) {
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c2;
traversalStack[stackPtr].dist = d2;
qbvh_stack_sort(&traversalStack[stackPtr],
&traversalStack[stackPtr - 1],
&traversalStack[stackPtr - 2]);
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
continue;
}
/* Four children are hit, push all onto stack and sort 4
* stack items, continue with closest child.
*/
r = __bscf(traverseChild);
int c3 = __float_as_int(cnodes[r]);
float d3 = ((float*)&dist)[r];
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c3;
traversalStack[stackPtr].dist = d3;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c2;
traversalStack[stackPtr].dist = d2;
qbvh_stack_sort(&traversalStack[stackPtr],
&traversalStack[stackPtr - 1],
&traversalStack[stackPtr - 2],
&traversalStack[stackPtr - 3]);
}
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
/* If node is leaf, fetch triangle list. */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_QNODE_SIZE+6);
int primAddr = __float_as_int(leaf.x);
#if BVH_FEATURE(BVH_INSTANCING)
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
const uint type = __float_as_int(leaf.w);
/* Pop. */
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
/* Primitive intersection. */
switch(type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
/* Intersect ray against primitive, */
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* Only primitives from the same object. */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
if(tri_object != subsurface_object) {
continue;
}
triangle_intersect_subsurface(kg, &isect_precalc, isect_array, P, dir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
/* Intersect ray against primitive. */
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* Only primitives from the same object. */
uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
if(tri_object != subsurface_object) {
continue;
}
motion_triangle_intersect_subsurface(kg, isect_array, P, dir, ray->time, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
}
break;
}
#endif
default:
break;
}
}
#if BVH_FEATURE(BVH_INSTANCING)
else {
/* Instance push. */
if(subsurface_object == kernel_tex_fetch(__prim_object, -primAddr-1)) {
object = subsurface_object;
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm);
#else
bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
tfar = ssef(isect_t);
idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
P_idir = P*idir;
P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
triangle_intersect_precalc(dir, &isect_precalc);
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
else {
/* Pop. */
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
}
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if BVH_FEATURE(BVH_INSTANCING)
if(stackPtr >= 0) {
kernel_assert(object != OBJECT_NONE);
/* Instance pop. */
#if BVH_FEATURE(BVH_MOTION)
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm);
#else
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect_t);
#endif
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
tfar = ssef(isect_t);
idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
P_idir = P*idir;
P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
triangle_intersect_precalc(dir, &isect_precalc);
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return num_hits;
}