Cycles: Use an utility function to sort intersections array

This commit is contained in:
Sergey Sharybin 2016-09-21 12:53:38 +02:00
parent 58a10122d0
commit 9c3d202e56

@ -67,6 +67,25 @@ ccl_device_inline bool shadow_handle_transparent_isect(KernelGlobals *kg,
#ifdef __SHADOW_RECORD_ALL__
ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
{
#ifdef __KERNEL_GPU__
/* Use bubble sort which has more friendly memory pattern on GPU. */
int i, j;
for(i = 0; i < num_hits; ++i) {
for(j = 0; j < num_hits - 1; ++j) {
if(hits[j].t < hits[j + 1].t) {
Intersection tmp = hits[j];
hits[j] = hits[j + 1];
hits[j + 1] = tmp;
}
}
}
#else
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
#endif
}
/* Shadow function to compute how much light is blocked, CPU variation.
*
* We trace a single ray. If it hits any opaque surface, or more than a given
@ -93,28 +112,32 @@ ccl_device_inline bool shadow_handle_transparent_isect(KernelGlobals *kg,
ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd, PathState *state, Ray *ray, float3 *shadow)
{
*shadow = make_float3(1.0f, 1.0f, 1.0f);
if(ray->t == 0.0f)
if(ray->t == 0.0f) {
return false;
}
bool blocked;
if(kernel_data.integrator.transparent_shadows) {
/* check transparent bounces here, for volume scatter which can do
* lighting before surface path termination is checked */
if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce)
/* Check transparent bounces here, for volume scatter which can do
* lighting before surface path termination is checked.
*/
if(state->transparent_bounce >= kernel_data.integrator.transparent_max_bounce) {
return true;
/* intersect to find an opaque surface, or record all transparent surface hits */
}
/* Intersect to find an opaque surface, or record all transparent
* surface hits.
*/
Intersection hits_stack[STACK_MAX_HITS];
Intersection *hits = hits_stack;
const int transparent_max_bounce = kernel_data.integrator.transparent_max_bounce;
uint max_hits = transparent_max_bounce - state->transparent_bounce - 1;
/* prefer to use stack but use dynamic allocation if too deep max hits
#ifndef __KERNEL_GPU__
/* Prefer to use stack but use dynamic allocation if too deep max hits
* we need max_hits + 1 storage space due to the logic in
* scene_intersect_shadow_all which will first store and then check if
* the limit is exceeded */
* the limit is exceeded.
*
* Ignore this on GPU because of slow/unavailable malloc().
*/
if(max_hits + 1 > STACK_MAX_HITS) {
if(kg->transparent_shadow_intersections == NULL) {
kg->transparent_shadow_intersections =
@ -122,11 +145,12 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd,
}
hits = kg->transparent_shadow_intersections;
}
#endif /* __KERNEL_GPU__ */
uint num_hits;
blocked = scene_intersect_shadow_all(kg, ray, hits, max_hits, &num_hits);
/* if no opaque surface found but we did find transparent hits, shade them */
/* If no opaque surface found but we did find transparent hits,
* shade them.
*/
if(!blocked && num_hits > 0) {
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
float3 Pend = ray->P + ray->D*ray->t;
@ -136,9 +160,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd,
#ifdef __VOLUME__
PathState ps = *state;
#endif
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
sort_intersections(hits, num_hits);
for(int hit = 0; hit < num_hits; hit++, isect++) {
/* Adjust intersection distance for moving ray forward. */
float new_t = isect->t;
@ -167,7 +189,6 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd,
}
bounce++;
}
#ifdef __VOLUME__
/* Attenuation for last line segment towards light. */
if(ps.volume_stack[0].shader != SHADER_NONE) {
@ -182,14 +203,12 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg, ShaderData *shadow_sd,
Intersection isect;
blocked = scene_intersect(kg, *ray, PATH_RAY_SHADOW_OPAQUE, &isect, NULL, 0.0f, 0.0f);
}
#ifdef __VOLUME__
if(!blocked && state->volume_stack[0].shader != SHADER_NONE) {
/* apply attenuation from current volume shader */
/* Apply attenuation from current volume shader/ */
kernel_volume_shadow(kg, shadow_sd, state, ray, shadow);
}
#endif
return blocked;
}
@ -301,4 +320,3 @@ ccl_device_noinline bool shadow_blocked(KernelGlobals *kg,
#endif
CCL_NAMESPACE_END