forked from bartvdbraak/blender
57e26627c4
Decoupled ray marching is not supported yet. Transparent shadows are always enabled for volume rendering. Changes in kernel/bvh and kernel/geom are from Sergey. This simiplifies code significantly, and prepares it for record-all transparent shadow function in split kernel.
427 lines
13 KiB
C
427 lines
13 KiB
C
/*
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* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
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* and code copyright 2009-2012 Intel Corporation
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*
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* Modifications Copyright 2011-2013, 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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#ifdef __QBVH__
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# include "qbvh_shadow_all.h"
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#endif
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#if BVH_FEATURE(BVH_HAIR)
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# define NODE_INTERSECT bvh_node_intersect
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#else
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# define NODE_INTERSECT bvh_aligned_node_intersect
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#endif
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/* This is a template BVH traversal function, where various features can be
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* enabled/disabled. This way we can compile optimized versions for each case
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* without new features slowing things down.
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*
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* BVH_INSTANCING: object instancing
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* BVH_HAIR: hair curve rendering
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* BVH_MOTION: motion blur rendering
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*
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*/
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#ifndef __KERNEL_GPU__
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ccl_device
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#else
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ccl_device_inline
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#endif
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bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect_array,
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const uint max_hits,
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uint *num_hits)
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{
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/* todo:
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* - likely and unlikely for if() statements
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* - test restrict attribute for pointers
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*/
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/* traversal stack in CUDA thread-local memory */
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int traversal_stack[BVH_STACK_SIZE];
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traversal_stack[0] = ENTRYPOINT_SENTINEL;
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/* traversal variables in registers */
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int stack_ptr = 0;
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int node_addr = kernel_data.bvh.root;
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/* ray parameters in registers */
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const float tmax = ray->t;
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float3 P = ray->P;
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float3 dir = bvh_clamp_direction(ray->D);
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float3 idir = bvh_inverse_direction(dir);
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int object = OBJECT_NONE;
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float isect_t = tmax;
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#if BVH_FEATURE(BVH_MOTION)
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Transform ob_itfm;
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#endif
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#if BVH_FEATURE(BVH_INSTANCING)
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int num_hits_in_instance = 0;
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#endif
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*num_hits = 0;
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isect_array->t = tmax;
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#if defined(__KERNEL_SSE2__)
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const shuffle_swap_t shuf_identity = shuffle_swap_identity();
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const shuffle_swap_t shuf_swap = shuffle_swap_swap();
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const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
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ssef Psplat[3], idirsplat[3];
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# if BVH_FEATURE(BVH_HAIR)
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ssef tnear(0.0f), tfar(isect_t);
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# endif
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shuffle_swap_t shufflexyz[3];
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Psplat[0] = ssef(P.x);
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Psplat[1] = ssef(P.y);
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Psplat[2] = ssef(P.z);
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ssef tsplat(0.0f, 0.0f, -isect_t, -isect_t);
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gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
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#endif /* __KERNEL_SSE2__ */
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IsectPrecalc isect_precalc;
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triangle_intersect_precalc(dir, &isect_precalc);
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/* traversal loop */
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do {
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do {
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/* traverse internal nodes */
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while(node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
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int node_addr_child1, traverse_mask;
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float dist[2];
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
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#if !defined(__KERNEL_SSE2__)
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traverse_mask = NODE_INTERSECT(kg,
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P,
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# if BVH_FEATURE(BVH_HAIR)
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dir,
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# endif
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idir,
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isect_t,
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node_addr,
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PATH_RAY_SHADOW,
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dist);
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#else // __KERNEL_SSE2__
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traverse_mask = NODE_INTERSECT(kg,
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P,
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dir,
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# if BVH_FEATURE(BVH_HAIR)
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tnear,
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tfar,
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# endif
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tsplat,
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Psplat,
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idirsplat,
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shufflexyz,
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node_addr,
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PATH_RAY_SHADOW,
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dist);
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#endif // __KERNEL_SSE2__
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node_addr = __float_as_int(cnodes.z);
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node_addr_child1 = __float_as_int(cnodes.w);
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if(traverse_mask == 3) {
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/* Both children were intersected, push the farther one. */
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bool is_closest_child1 = (dist[1] < dist[0]);
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if(is_closest_child1) {
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int tmp = node_addr;
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node_addr = node_addr_child1;
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node_addr_child1 = tmp;
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}
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_STACK_SIZE);
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traversal_stack[stack_ptr] = node_addr_child1;
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}
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else {
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/* One child was intersected. */
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if(traverse_mask == 2) {
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node_addr = node_addr_child1;
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}
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else if(traverse_mask == 0) {
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/* Neither child was intersected. */
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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}
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}
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}
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/* if node is leaf, fetch triangle list */
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if(node_addr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr-1));
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int prim_addr = __float_as_int(leaf.x);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(prim_addr >= 0) {
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#endif
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const int prim_addr2 = __float_as_int(leaf.y);
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const uint type = __float_as_int(leaf.w);
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const uint p_type = type & PRIMITIVE_ALL;
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/* pop */
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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/* primitive intersection */
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while(prim_addr < prim_addr2) {
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kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) == p_type);
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bool hit;
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/* todo: specialized intersect functions which don't fill in
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* isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
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* might give a few % performance improvement */
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switch(p_type) {
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case PRIMITIVE_TRIANGLE: {
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hit = triangle_intersect(kg,
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&isect_precalc,
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isect_array,
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P,
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PATH_RAY_SHADOW,
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object,
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prim_addr);
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break;
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}
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#if BVH_FEATURE(BVH_MOTION)
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case PRIMITIVE_MOTION_TRIANGLE: {
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hit = motion_triangle_intersect(kg,
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isect_array,
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P,
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dir,
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ray->time,
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PATH_RAY_SHADOW,
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object,
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prim_addr);
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break;
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}
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#endif
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#if BVH_FEATURE(BVH_HAIR)
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case PRIMITIVE_CURVE:
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case PRIMITIVE_MOTION_CURVE: {
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const uint curve_type = kernel_tex_fetch(__prim_type, prim_addr);
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if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) {
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hit = bvh_cardinal_curve_intersect(kg,
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isect_array,
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P,
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dir,
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PATH_RAY_SHADOW,
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object,
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prim_addr,
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ray->time,
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curve_type,
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NULL,
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0, 0);
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}
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else {
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hit = bvh_curve_intersect(kg,
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isect_array,
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P,
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dir,
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PATH_RAY_SHADOW,
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object,
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prim_addr,
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ray->time,
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curve_type,
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NULL,
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0, 0);
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}
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break;
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}
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#endif
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default: {
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hit = false;
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break;
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}
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}
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/* shadow ray early termination */
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if(hit) {
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/* detect if this surface has a shader with transparent shadows */
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/* todo: optimize so primitive visibility flag indicates if
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* the primitive has a transparent shadow shader? */
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int prim = kernel_tex_fetch(__prim_index, isect_array->prim);
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int shader = 0;
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#ifdef __HAIR__
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if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
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#endif
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{
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shader = kernel_tex_fetch(__tri_shader, prim);
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}
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#ifdef __HAIR__
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else {
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float4 str = kernel_tex_fetch(__curves, prim);
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shader = __float_as_int(str.z);
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}
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#endif
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int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
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/* if no transparent shadows, all light is blocked */
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if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
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return true;
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}
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/* if maximum number of hits reached, block all light */
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else if(*num_hits == max_hits) {
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return true;
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}
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/* move on to next entry in intersections array */
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isect_array++;
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(*num_hits)++;
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#if BVH_FEATURE(BVH_INSTANCING)
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num_hits_in_instance++;
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#endif
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isect_array->t = isect_t;
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}
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prim_addr++;
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}
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}
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#if BVH_FEATURE(BVH_INSTANCING)
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else {
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/* instance push */
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object = kernel_tex_fetch(__prim_object, -prim_addr-1);
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# if BVH_FEATURE(BVH_MOTION)
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isect_t = bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, isect_t, &ob_itfm);
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# else
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isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
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# endif
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triangle_intersect_precalc(dir, &isect_precalc);
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num_hits_in_instance = 0;
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isect_array->t = isect_t;
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# if defined(__KERNEL_SSE2__)
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Psplat[0] = ssef(P.x);
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Psplat[1] = ssef(P.y);
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Psplat[2] = ssef(P.z);
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tsplat = ssef(0.0f, 0.0f, -isect_t, -isect_t);
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# if BVH_FEATURE(BVH_HAIR)
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tfar = ssef(isect_t);
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# endif
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gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
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# endif
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_STACK_SIZE);
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traversal_stack[stack_ptr] = ENTRYPOINT_SENTINEL;
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node_addr = kernel_tex_fetch(__object_node, object);
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}
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(node_addr != ENTRYPOINT_SENTINEL);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(stack_ptr >= 0) {
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kernel_assert(object != OBJECT_NONE);
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/* Instance pop. */
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if(num_hits_in_instance) {
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float t_fac;
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# if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_itfm);
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# else
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bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
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# endif
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triangle_intersect_precalc(dir, &isect_precalc);
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/* scale isect->t to adjust for instancing */
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for(int i = 0; i < num_hits_in_instance; i++) {
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(isect_array-i-1)->t *= t_fac;
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}
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}
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else {
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# if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
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# else
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bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
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# endif
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triangle_intersect_precalc(dir, &isect_precalc);
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}
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isect_t = tmax;
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isect_array->t = isect_t;
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# if defined(__KERNEL_SSE2__)
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Psplat[0] = ssef(P.x);
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Psplat[1] = ssef(P.y);
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Psplat[2] = ssef(P.z);
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tsplat = ssef(0.0f, 0.0f, -isect_t, -isect_t);
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# if BVH_FEATURE(BVH_HAIR)
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tfar = ssef(isect_t);
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# endif
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gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
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# endif
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object = OBJECT_NONE;
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(node_addr != ENTRYPOINT_SENTINEL);
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return false;
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}
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ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect_array,
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const uint max_hits,
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uint *num_hits)
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{
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#ifdef __QBVH__
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if(kernel_data.bvh.use_qbvh) {
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return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
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ray,
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isect_array,
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max_hits,
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num_hits);
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}
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else
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#endif
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{
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kernel_assert(kernel_data.bvh.use_qbvh == false);
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return BVH_FUNCTION_FULL_NAME(BVH)(kg,
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ray,
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isect_array,
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max_hits,
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num_hits);
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}
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}
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#undef BVH_FUNCTION_NAME
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#undef BVH_FUNCTION_FEATURES
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#undef NODE_INTERSECT
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