blender/intern/cycles/bvh/bvh4.cpp
Sergey Sharybin dfae3de6bd Cycles: Fix stack overflow during traversal caused by floating overflow
Would be nice to be able to catch this with assert as well, will see what would
be the best way to do this/.\

Need to verify with Mai that this solves crash for her and maybe consider
porting this to 2.79.
2017-08-25 14:27:34 +02:00

515 lines
14 KiB
C++

/*
* Adapted from code copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, 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.
*/
#include "bvh/bvh4.h"
#include "render/mesh.h"
#include "render/object.h"
#include "bvh/bvh_node.h"
#include "bvh/bvh_unaligned.h"
CCL_NAMESPACE_BEGIN
/* Can we avoid this somehow or make more generic?
*
* Perhaps we can merge nodes in actual tree and make our
* life easier all over the place.
*/
static bool node_qbvh_is_unaligned(const BVHNode *node)
{
const BVHNode *node0 = node->get_child(0),
*node1 = node->get_child(1);
bool has_unaligned = false;
if(node0->is_leaf()) {
has_unaligned |= node0->is_unaligned;
}
else {
has_unaligned |= node0->get_child(0)->is_unaligned;
has_unaligned |= node0->get_child(1)->is_unaligned;
}
if(node1->is_leaf()) {
has_unaligned |= node1->is_unaligned;
}
else {
has_unaligned |= node1->get_child(0)->is_unaligned;
has_unaligned |= node1->get_child(1)->is_unaligned;
}
return has_unaligned;
}
BVH4::BVH4(const BVHParams& params_, const vector<Object*>& objects_)
: BVH(params_, objects_)
{
params.use_qbvh = true;
}
void BVH4::pack_leaf(const BVHStackEntry& e, const LeafNode *leaf)
{
float4 data[BVH_QNODE_LEAF_SIZE];
memset(data, 0, sizeof(data));
if(leaf->num_triangles() == 1 && pack.prim_index[leaf->lo] == -1) {
/* object */
data[0].x = __int_as_float(~(leaf->lo));
data[0].y = __int_as_float(0);
}
else {
/* triangle */
data[0].x = __int_as_float(leaf->lo);
data[0].y = __int_as_float(leaf->hi);
}
data[0].z = __uint_as_float(leaf->visibility);
if(leaf->num_triangles() != 0) {
data[0].w = __uint_as_float(pack.prim_type[leaf->lo]);
}
memcpy(&pack.leaf_nodes[e.idx], data, sizeof(float4)*BVH_QNODE_LEAF_SIZE);
}
void BVH4::pack_inner(const BVHStackEntry& e,
const BVHStackEntry *en,
int num)
{
bool has_unaligned = false;
/* Check whether we have to create unaligned node or all nodes are aligned
* and we can cut some corner here.
*/
if(params.use_unaligned_nodes) {
for(int i = 0; i < num; i++) {
if(en[i].node->is_unaligned) {
has_unaligned = true;
break;
}
}
}
if(has_unaligned) {
/* There's no unaligned children, pack into AABB node. */
pack_unaligned_inner(e, en, num);
}
else {
/* Create unaligned node with orientation transform for each of the
* children.
*/
pack_aligned_inner(e, en, num);
}
}
void BVH4::pack_aligned_inner(const BVHStackEntry& e,
const BVHStackEntry *en,
int num)
{
BoundBox bounds[4];
int child[4];
for(int i = 0; i < num; ++i) {
bounds[i] = en[i].node->bounds;
child[i] = en[i].encodeIdx();
}
pack_aligned_node(e.idx,
bounds,
child,
e.node->visibility,
e.node->time_from,
e.node->time_to,
num);
}
void BVH4::pack_aligned_node(int idx,
const BoundBox *bounds,
const int *child,
const uint visibility,
const float time_from,
const float time_to,
const int num)
{
float4 data[BVH_QNODE_SIZE];
memset(data, 0, sizeof(data));
data[0].x = __uint_as_float(visibility & ~PATH_RAY_NODE_UNALIGNED);
data[0].y = time_from;
data[0].z = time_to;
for(int i = 0; i < num; i++) {
float3 bb_min = bounds[i].min;
float3 bb_max = bounds[i].max;
data[1][i] = bb_min.x;
data[2][i] = bb_max.x;
data[3][i] = bb_min.y;
data[4][i] = bb_max.y;
data[5][i] = bb_min.z;
data[6][i] = bb_max.z;
data[7][i] = __int_as_float(child[i]);
}
for(int i = num; i < 4; i++) {
/* We store BB which would never be recorded as intersection
* so kernel might safely assume there are always 4 child nodes.
*/
data[1][i] = FLT_MAX;
data[2][i] = -FLT_MAX;
data[3][i] = FLT_MAX;
data[4][i] = -FLT_MAX;
data[5][i] = FLT_MAX;
data[6][i] = -FLT_MAX;
data[7][i] = __int_as_float(0);
}
memcpy(&pack.nodes[idx], data, sizeof(float4)*BVH_QNODE_SIZE);
}
void BVH4::pack_unaligned_inner(const BVHStackEntry& e,
const BVHStackEntry *en,
int num)
{
Transform aligned_space[4];
BoundBox bounds[4];
int child[4];
for(int i = 0; i < num; ++i) {
aligned_space[i] = en[i].node->get_aligned_space();
bounds[i] = en[i].node->bounds;
child[i] = en[i].encodeIdx();
}
pack_unaligned_node(e.idx,
aligned_space,
bounds,
child,
e.node->visibility,
e.node->time_from,
e.node->time_to,
num);
}
void BVH4::pack_unaligned_node(int idx,
const Transform *aligned_space,
const BoundBox *bounds,
const int *child,
const uint visibility,
const float time_from,
const float time_to,
const int num)
{
float4 data[BVH_UNALIGNED_QNODE_SIZE];
memset(data, 0, sizeof(data));
data[0].x = __uint_as_float(visibility | PATH_RAY_NODE_UNALIGNED);
data[0].y = time_from;
data[0].z = time_to;
for(int i = 0; i < num; i++) {
Transform space = BVHUnaligned::compute_node_transform(
bounds[i],
aligned_space[i]);
data[1][i] = space.x.x;
data[2][i] = space.x.y;
data[3][i] = space.x.z;
data[4][i] = space.y.x;
data[5][i] = space.y.y;
data[6][i] = space.y.z;
data[7][i] = space.z.x;
data[8][i] = space.z.y;
data[9][i] = space.z.z;
data[10][i] = space.x.w;
data[11][i] = space.y.w;
data[12][i] = space.z.w;
data[13][i] = __int_as_float(child[i]);
}
for(int i = num; i < 4; i++) {
/* We store BB which would never be recorded as intersection
* so kernel might safely assume there are always 4 child nodes.
*/
data[1][i] = NAN;
data[2][i] = NAN;
data[3][i] = NAN;
data[4][i] = NAN;
data[5][i] = NAN;
data[6][i] = NAN;
data[7][i] = NAN;
data[8][i] = NAN;
data[9][i] = NAN;
data[10][i] = NAN;
data[11][i] = NAN;
data[12][i] = NAN;
data[13][i] = __int_as_float(0);
}
memcpy(&pack.nodes[idx], data, sizeof(float4)*BVH_UNALIGNED_QNODE_SIZE);
}
/* Quad SIMD Nodes */
void BVH4::pack_nodes(const BVHNode *root)
{
/* Calculate size of the arrays required. */
const size_t num_nodes = root->getSubtreeSize(BVH_STAT_QNODE_COUNT);
const size_t num_leaf_nodes = root->getSubtreeSize(BVH_STAT_LEAF_COUNT);
assert(num_leaf_nodes <= num_nodes);
const size_t num_inner_nodes = num_nodes - num_leaf_nodes;
size_t node_size;
if(params.use_unaligned_nodes) {
const size_t num_unaligned_nodes =
root->getSubtreeSize(BVH_STAT_UNALIGNED_INNER_QNODE_COUNT);
node_size = (num_unaligned_nodes * BVH_UNALIGNED_QNODE_SIZE) +
(num_inner_nodes - num_unaligned_nodes) * BVH_QNODE_SIZE;
}
else {
node_size = num_inner_nodes * BVH_QNODE_SIZE;
}
/* Resize arrays. */
pack.nodes.clear();
pack.leaf_nodes.clear();
/* For top level BVH, first merge existing BVH's so we know the offsets. */
if(params.top_level) {
pack_instances(node_size, num_leaf_nodes*BVH_QNODE_LEAF_SIZE);
}
else {
pack.nodes.resize(node_size);
pack.leaf_nodes.resize(num_leaf_nodes*BVH_QNODE_LEAF_SIZE);
}
int nextNodeIdx = 0, nextLeafNodeIdx = 0;
vector<BVHStackEntry> stack;
stack.reserve(BVHParams::MAX_DEPTH*2);
if(root->is_leaf()) {
stack.push_back(BVHStackEntry(root, nextLeafNodeIdx++));
}
else {
stack.push_back(BVHStackEntry(root, nextNodeIdx));
nextNodeIdx += node_qbvh_is_unaligned(root)
? BVH_UNALIGNED_QNODE_SIZE
: BVH_QNODE_SIZE;
}
while(stack.size()) {
BVHStackEntry e = stack.back();
stack.pop_back();
if(e.node->is_leaf()) {
/* leaf node */
const LeafNode *leaf = reinterpret_cast<const LeafNode*>(e.node);
pack_leaf(e, leaf);
}
else {
/* Inner node. */
const BVHNode *node = e.node;
const BVHNode *node0 = node->get_child(0);
const BVHNode *node1 = node->get_child(1);
/* Collect nodes. */
const BVHNode *nodes[4];
int numnodes = 0;
if(node0->is_leaf()) {
nodes[numnodes++] = node0;
}
else {
nodes[numnodes++] = node0->get_child(0);
nodes[numnodes++] = node0->get_child(1);
}
if(node1->is_leaf()) {
nodes[numnodes++] = node1;
}
else {
nodes[numnodes++] = node1->get_child(0);
nodes[numnodes++] = node1->get_child(1);
}
/* Push entries on the stack. */
for(int i = 0; i < numnodes; ++i) {
int idx;
if(nodes[i]->is_leaf()) {
idx = nextLeafNodeIdx++;
}
else {
idx = nextNodeIdx;
nextNodeIdx += node_qbvh_is_unaligned(nodes[i])
? BVH_UNALIGNED_QNODE_SIZE
: BVH_QNODE_SIZE;
}
stack.push_back(BVHStackEntry(nodes[i], idx));
}
/* Set node. */
pack_inner(e, &stack[stack.size()-numnodes], numnodes);
}
}
assert(node_size == nextNodeIdx);
/* Root index to start traversal at, to handle case of single leaf node. */
pack.root_index = (root->is_leaf())? -1: 0;
}
void BVH4::refit_nodes()
{
assert(!params.top_level);
BoundBox bbox = BoundBox::empty;
uint visibility = 0;
refit_node(0, (pack.root_index == -1)? true: false, bbox, visibility);
}
void BVH4::refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility)
{
if(leaf) {
int4 *data = &pack.leaf_nodes[idx];
int4 c = data[0];
/* Refit leaf node. */
for(int prim = c.x; prim < c.y; prim++) {
int pidx = pack.prim_index[prim];
int tob = pack.prim_object[prim];
Object *ob = objects[tob];
if(pidx == -1) {
/* Object instance. */
bbox.grow(ob->bounds);
}
else {
/* Primitives. */
const Mesh *mesh = ob->mesh;
if(pack.prim_type[prim] & PRIMITIVE_ALL_CURVE) {
/* Curves. */
int str_offset = (params.top_level)? mesh->curve_offset: 0;
Mesh::Curve curve = mesh->get_curve(pidx - str_offset);
int k = PRIMITIVE_UNPACK_SEGMENT(pack.prim_type[prim]);
curve.bounds_grow(k, &mesh->curve_keys[0], &mesh->curve_radius[0], bbox);
visibility |= PATH_RAY_CURVE;
/* Motion curves. */
if(mesh->use_motion_blur) {
Attribute *attr = mesh->curve_attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr) {
size_t mesh_size = mesh->curve_keys.size();
size_t steps = mesh->motion_steps - 1;
float3 *key_steps = attr->data_float3();
for(size_t i = 0; i < steps; i++)
curve.bounds_grow(k, key_steps + i*mesh_size, &mesh->curve_radius[0], bbox);
}
}
}
else {
/* Triangles. */
int tri_offset = (params.top_level)? mesh->tri_offset: 0;
Mesh::Triangle triangle = mesh->get_triangle(pidx - tri_offset);
const float3 *vpos = &mesh->verts[0];
triangle.bounds_grow(vpos, bbox);
/* Motion triangles. */
if(mesh->use_motion_blur) {
Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr) {
size_t mesh_size = mesh->verts.size();
size_t steps = mesh->motion_steps - 1;
float3 *vert_steps = attr->data_float3();
for(size_t i = 0; i < steps; i++)
triangle.bounds_grow(vert_steps + i*mesh_size, bbox);
}
}
}
}
visibility |= ob->visibility_for_tracing();
}
/* TODO(sergey): This is actually a copy of pack_leaf(),
* but this chunk of code only knows actual data and has
* no idea about BVHNode.
*
* Would be nice to de-duplicate code, but trying to make
* making code more general ends up in much nastier code
* in my opinion so far.
*
* Same applies to the inner nodes case below.
*/
float4 leaf_data[BVH_QNODE_LEAF_SIZE];
leaf_data[0].x = __int_as_float(c.x);
leaf_data[0].y = __int_as_float(c.y);
leaf_data[0].z = __uint_as_float(visibility);
leaf_data[0].w = __uint_as_float(c.w);
memcpy(&pack.leaf_nodes[idx], leaf_data, sizeof(float4)*BVH_QNODE_LEAF_SIZE);
}
else {
int4 *data = &pack.nodes[idx];
bool is_unaligned = (data[0].x & PATH_RAY_NODE_UNALIGNED) != 0;
int4 c;
if(is_unaligned) {
c = data[13];
}
else {
c = data[7];
}
/* Refit inner node, set bbox from children. */
BoundBox child_bbox[4] = {BoundBox::empty,
BoundBox::empty,
BoundBox::empty,
BoundBox::empty};
uint child_visibility[4] = {0};
int num_nodes = 0;
for(int i = 0; i < 4; ++i) {
if(c[i] != 0) {
refit_node((c[i] < 0)? -c[i]-1: c[i], (c[i] < 0),
child_bbox[i], child_visibility[i]);
++num_nodes;
bbox.grow(child_bbox[i]);
visibility |= child_visibility[i];
}
}
if(is_unaligned) {
Transform aligned_space[4] = {transform_identity(),
transform_identity(),
transform_identity(),
transform_identity()};
pack_unaligned_node(idx,
aligned_space,
child_bbox,
&c[0],
visibility,
0.0f,
1.0f,
4);
}
else {
pack_aligned_node(idx,
child_bbox,
&c[0],
visibility,
0.0f,
1.0f,
4);
}
}
}
CCL_NAMESPACE_END