forked from bartvdbraak/blender
d9b729e342
This reduces amount of data being moved back and forth, which should have positive effect on the performance.
119 lines
3.5 KiB
C++
119 lines
3.5 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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#include "bvh_build.h"
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#include "bvh_sort.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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CCL_NAMESPACE_BEGIN
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/* silly workaround for float extended precision that happens when compiling
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* on x86, due to one float staying in 80 bit precision register and the other
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* not, which causes the strictly weak ordering to break */
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#if !defined(__i386__)
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#define NO_EXTENDED_PRECISION
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#else
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#define NO_EXTENDED_PRECISION volatile
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#endif
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struct BVHReferenceCompare {
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public:
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int dim;
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BVHReferenceCompare(int dim_)
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{
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dim = dim_;
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}
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bool operator()(const BVHReference& ra, const BVHReference& rb)
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{
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NO_EXTENDED_PRECISION float ca = ra.bounds().min[dim] + ra.bounds().max[dim];
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NO_EXTENDED_PRECISION float cb = rb.bounds().min[dim] + rb.bounds().max[dim];
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if(ca < cb) return true;
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else if(ca > cb) return false;
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else if(ra.prim_object() < rb.prim_object()) return true;
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else if(ra.prim_object() > rb.prim_object()) return false;
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else if(ra.prim_index() < rb.prim_index()) return true;
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else if(ra.prim_index() > rb.prim_index()) return false;
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else if(ra.prim_type() < rb.prim_type()) return true;
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else if(ra.prim_type() > rb.prim_type()) return false;
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return false;
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}
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};
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void bvh_reference_sort(int start, int end, BVHReference *data, int dim)
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{
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BVHReferenceCompare compare(dim);
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sort(data+start, data+end, compare);
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}
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struct BVHReferenceCompareIndexed {
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public:
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BVHReferenceCompareIndexed(int dim, const BVHReference *data, int start)
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: dim_(dim),
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start_(start),
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data_(data)
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{}
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bool operator()(const int a, const int b)
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{
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const BVHReference& ra = data_[start_ + a];
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const BVHReference& rb = data_[start_ + b];
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NO_EXTENDED_PRECISION float ca = ra.bounds().min[dim_] + ra.bounds().max[dim_];
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NO_EXTENDED_PRECISION float cb = rb.bounds().min[dim_] + rb.bounds().max[dim_];
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if(ca < cb) return true;
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else if(ca > cb) return false;
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else if(ra.prim_object() < rb.prim_object()) return true;
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else if(ra.prim_object() > rb.prim_object()) return false;
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else if(ra.prim_index() < rb.prim_index()) return true;
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else if(ra.prim_index() > rb.prim_index()) return false;
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else if(ra.prim_type() < rb.prim_type()) return true;
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else if(ra.prim_type() > rb.prim_type()) return false;
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return false;
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}
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private:
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int dim_, start_;
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const BVHReference *data_;
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};
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/* NOTE: indices are always from 0 to count, even in the cases when start is not
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* zero. This is to simplify indexing in the object splitter. Index array is also
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* always zero-based index.
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*/
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void bvh_reference_sort_indices(int start,
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int end,
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const BVHReference *data,
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int *indices,
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int dim)
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{
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const int count = end - start;
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for(int i = 0; i < count; ++i) {
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indices[i] = i;
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}
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BVHReferenceCompareIndexed compare(dim, data, start);
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sort(indices, indices+count, compare);
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}
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CCL_NAMESPACE_END
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