diff --git a/intern/cycles/kernel/geom/geom_bvh.h b/intern/cycles/kernel/geom/geom_bvh.h index dd6abe32fec..59e811fa97e 100644 --- a/intern/cycles/kernel/geom/geom_bvh.h +++ b/intern/cycles/kernel/geom/geom_bvh.h @@ -123,6 +123,36 @@ CCL_NAMESPACE_BEGIN #include "geom_bvh_shadow.h" #endif +#if defined(__VOLUME__) +#define BVH_FUNCTION_NAME bvh_intersect_volume +#define BVH_FUNCTION_FEATURES 0 +#include "geom_bvh_volume.h" +#endif + +#if defined(__VOLUME__) && defined(__INSTANCING__) +#define BVH_FUNCTION_NAME bvh_intersect_volume_instancing +#define BVH_FUNCTION_FEATURES BVH_INSTANCING +#include "geom_bvh_volume.h" +#endif + +#if defined(__VOLUME__) && defined(__HAIR__) +#define BVH_FUNCTION_NAME bvh_intersect_volume_hair +#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH +#include "geom_bvh_volume.h" +#endif + +#if defined(__VOLUME__) && defined(__OBJECT_MOTION__) +#define BVH_FUNCTION_NAME bvh_intersect_volume_motion +#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION +#include "geom_bvh_volume.h" +#endif + +#if defined(__VOLUME__) && defined(__HAIR__) && defined(__OBJECT_MOTION__) +#define BVH_FUNCTION_NAME bvh_intersect_volume_hair_motion +#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION +#include "geom_bvh_volume.h" +#endif + /* to work around titan bug when using arrays instead of textures */ #if !defined(__KERNEL_CUDA__) || defined(__KERNEL_CUDA_TEX_STORAGE__) ccl_device_inline @@ -311,5 +341,50 @@ ccl_device_inline float3 ray_offset(float3 P, float3 Ng) #endif } +/* to work around titan bug when using arrays instead of textures */ +#if !defined(__KERNEL_CUDA__) || defined(__KERNEL_CUDA_TEX_STORAGE__) +ccl_device_inline +#else +ccl_device_noinline +#endif +bool scene_intersect_volume(KernelGlobals *kg, + const Ray *ray, + Intersection *isect) +{ +#ifdef __OBJECT_MOTION__ + if(kernel_data.bvh.have_motion) { +#ifdef __HAIR__ + if(kernel_data.bvh.have_curves) + return bvh_intersect_volume_hair_motion(kg, ray, isect); +#endif /* __HAIR__ */ + + return bvh_intersect_volume_motion(kg, ray, isect); + } +#endif /* __OBJECT_MOTION__ */ + +#ifdef __HAIR__ + if(kernel_data.bvh.have_curves) + return bvh_intersect_volume_hair(kg, ray, isect); +#endif /* __HAIR__ */ + +#ifdef __KERNEL_CPU__ + +#ifdef __INSTANCING__ + if(kernel_data.bvh.have_instancing) + return bvh_intersect_volume_instancing(kg, ray, isect); +#endif /* __INSTANCING__ */ + + return bvh_intersect_volume(kg, ray, isect); +#else /* __KERNEL_CPU__ */ + +#ifdef __INSTANCING__ + return bvh_intersect_volume_instancing(kg, ray, isect); +#else + return bvh_intersect_volume(kg, ray, isect); +#endif /* __INSTANCING__ */ + +#endif /* __KERNEL_CPU__ */ +} + CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/geom/geom_bvh_volume.h b/intern/cycles/kernel/geom/geom_bvh_volume.h new file mode 100644 index 00000000000..aac0a18647a --- /dev/null +++ b/intern/cycles/kernel/geom/geom_bvh_volume.h @@ -0,0 +1,322 @@ +/* + * 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 volumes, 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_HAIR: hair curve rendering + * BVH_MOTION: motion blur rendering + * + */ + +#define FEATURE(f) (((BVH_FUNCTION_FEATURES) & (f)) != 0) + +ccl_device bool BVH_FUNCTION_NAME(KernelGlobals *kg, + const Ray *ray, + Intersection *isect) +{ + /* todo: + * - test if pushing distance on the stack helps (for non shadow rays) + * - separate version for shadow rays + * - likely and unlikely for if() statements + * - test restrict attribute for pointers + */ + + /* traversal stack in CUDA thread-local memory */ + int traversalStack[BVH_STACK_SIZE]; + traversalStack[0] = 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; + + const uint visibility = PATH_RAY_ALL_VISIBILITY; + +#if FEATURE(BVH_MOTION) + Transform ob_tfm; +#endif + + isect->t = ray->t; + isect->object = OBJECT_NONE; + isect->prim = PRIM_NONE; + isect->u = 0.0f; + isect->v = 0.0f; + +#if defined(__KERNEL_SSE2__) + const shuffle_swap_t shuf_identity = shuffle_swap_identity(); + const shuffle_swap_t shuf_swap = shuffle_swap_swap(); + + const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000)); + ssef Psplat[3], idirsplat[3]; + shuffle_swap_t shufflexyz[3]; + + Psplat[0] = ssef(P.x); + Psplat[1] = ssef(P.y); + Psplat[2] = ssef(P.z); + + ssef tsplat(0.0f, 0.0f, -isect->t, -isect->t); + + gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz); +#endif + + /* traversal loop */ + do { + do { + /* traverse internal nodes */ + while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) { + bool traverseChild0, traverseChild1; + int nodeAddrChild1; + +#if !defined(__KERNEL_SSE2__) + /* Intersect two child bounding boxes, non-SSE version */ + float t = isect->t; + + /* fetch node data */ + float4 node0 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0); + float4 node1 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1); + float4 node2 = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2); + float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3); + + /* intersect ray against child nodes */ + NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x; + NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x; + NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y; + NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y; + NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z; + NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z; + NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f); + NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t); + + NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x; + NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x; + NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y; + NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y; + NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z; + NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z; + NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f); + NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t); + + /* decide which nodes to traverse next */ +#ifdef __VISIBILITY_FLAG__ + /* this visibility test gives a 5% performance hit, how to solve? */ + traverseChild0 = (c0max >= c0min) && (__float_as_uint(cnodes.z) & visibility); + traverseChild1 = (c1max >= c1min) && (__float_as_uint(cnodes.w) & visibility); +#else + traverseChild0 = (c0max >= c0min); + traverseChild1 = (c1max >= c1min); +#endif + +#else // __KERNEL_SSE2__ + /* Intersect two child bounding boxes, SSE3 version adapted from Embree */ + + /* fetch node data */ + const ssef *bvh_nodes = (ssef*)kg->__bvh_nodes.data + nodeAddr*BVH_NODE_SIZE; + const float4 cnodes = ((float4*)bvh_nodes)[3]; + + /* intersect ray against child nodes */ + const ssef tminmaxx = (shuffle_swap(bvh_nodes[0], shufflexyz[0]) - Psplat[0]) * idirsplat[0]; + const ssef tminmaxy = (shuffle_swap(bvh_nodes[1], shufflexyz[1]) - Psplat[1]) * idirsplat[1]; + const ssef tminmaxz = (shuffle_swap(bvh_nodes[2], shufflexyz[2]) - Psplat[2]) * idirsplat[2]; + + /* calculate { c0min, c1min, -c0max, -c1max} */ + ssef minmax = max(max(tminmaxx, tminmaxy), max(tminmaxz, tsplat)); + const ssef tminmax = minmax ^ pn; + + const sseb lrhit = tminmax <= shuffle<2, 3, 0, 1>(tminmax); + + /* decide which nodes to traverse next */ +#ifdef __VISIBILITY_FLAG__ + /* this visibility test gives a 5% performance hit, how to solve? */ + traverseChild0 = (movemask(lrhit) & 1) && (__float_as_uint(cnodes.z) & visibility); + traverseChild1 = (movemask(lrhit) & 2) && (__float_as_uint(cnodes.w) & visibility); +#else + traverseChild0 = (movemask(lrhit) & 1); + traverseChild1 = (movemask(lrhit) & 2); +#endif +#endif // __KERNEL_SSE2__ + + nodeAddr = __float_as_int(cnodes.x); + nodeAddrChild1 = __float_as_int(cnodes.y); + + if(traverseChild0 && traverseChild1) { + /* both children were intersected, push the farther one */ +#if !defined(__KERNEL_SSE2__) + bool closestChild1 = (c1min < c0min); +#else + bool closestChild1 = tminmax[1] < tminmax[0]; +#endif + + if(closestChild1) { + int tmp = nodeAddr; + nodeAddr = nodeAddrChild1; + nodeAddrChild1 = tmp; + } + + ++stackPtr; + traversalStack[stackPtr] = nodeAddrChild1; + } + else { + /* one child was intersected */ + if(traverseChild1) { + nodeAddr = nodeAddrChild1; + } + else if(!traverseChild0) { + /* neither child was intersected */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } + } + } + + /* if node is leaf, fetch triangle list */ + if(nodeAddr < 0) { + float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1)); + int primAddr = __float_as_int(leaf.x); + +#if FEATURE(BVH_INSTANCING) + if(primAddr >= 0) { +#endif + int primAddr2 = __float_as_int(leaf.y); + + /* pop */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + + /* primitive intersection */ + for(; primAddr < primAddr2; primAddr++) { + /* only primitives from volume object */ + uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object; + int object_flag = kernel_tex_fetch(__object_flag, tri_object); + + if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) { + continue; + } + + /* intersect ray against primitive */ + uint type = kernel_tex_fetch(__prim_type, primAddr); + + switch(type & PRIMITIVE_ALL) { + case PRIMITIVE_TRIANGLE: { + triangle_intersect(kg, isect, P, dir, visibility, object, primAddr); + break; + } +#if FEATURE(BVH_MOTION) + case PRIMITIVE_MOTION_TRIANGLE: { + motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, primAddr); + break; + } +#endif +#if FEATURE(BVH_HAIR) + case PRIMITIVE_CURVE: + case PRIMITIVE_MOTION_CURVE: { + if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) + bvh_cardinal_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type, NULL, 0, 0); + else + bvh_curve_intersect(kg, isect, P, dir, visibility, object, primAddr, ray->time, type, NULL, 0, 0); + break; + } +#endif + default: { + break; + } + } + } + } +#if FEATURE(BVH_INSTANCING) + else { + /* instance push */ + object = kernel_tex_fetch(__prim_object, -primAddr-1); + int object_flag = kernel_tex_fetch(__object_flag, object); + + if(object_flag & SD_OBJECT_HAS_VOLUME) { + +#if 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 defined(__KERNEL_SSE2__) + Psplat[0] = ssef(P.x); + Psplat[1] = ssef(P.y); + Psplat[2] = ssef(P.z); + + tsplat = ssef(0.0f, 0.0f, -isect->t, -isect->t); + + gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz); +#endif + + ++stackPtr; + traversalStack[stackPtr] = ENTRYPOINT_SENTINEL; + + nodeAddr = kernel_tex_fetch(__object_node, object); + } + else { + /* pop */ + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } + } + } +#endif + } while(nodeAddr != ENTRYPOINT_SENTINEL); + +#if FEATURE(BVH_INSTANCING) + if(stackPtr >= 0) { + kernel_assert(object != OBJECT_NONE); + + /* instance pop */ +#if 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 defined(__KERNEL_SSE2__) + Psplat[0] = ssef(P.x); + Psplat[1] = ssef(P.y); + Psplat[2] = ssef(P.z); + + tsplat = ssef(0.0f, 0.0f, -isect->t, -isect->t); + + gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz); +#endif + + object = OBJECT_NONE; + nodeAddr = traversalStack[stackPtr]; + --stackPtr; + } +#endif + } while(nodeAddr != ENTRYPOINT_SENTINEL); + + return (isect->prim != PRIM_NONE); +} + +#undef FEATURE +#undef BVH_FUNCTION_NAME +#undef BVH_FUNCTION_FEATURES + diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h index 7c95f8cf14a..34585ad8de6 100644 --- a/intern/cycles/kernel/kernel_types.h +++ b/intern/cycles/kernel/kernel_types.h @@ -615,8 +615,10 @@ enum ShaderDataFlag { SD_OBJECT_MOTION = 1048576, /* has object motion blur */ SD_TRANSFORM_APPLIED = 2097152, /* vertices have transform applied */ SD_NEGATIVE_SCALE_APPLIED = 4194304, /* vertices have negative scale applied */ + SD_OBJECT_HAS_VOLUME = 8388608, /* object has a volume shader */ - SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED|SD_NEGATIVE_SCALE_APPLIED) + SD_OBJECT_FLAGS = (SD_HOLDOUT_MASK|SD_OBJECT_MOTION|SD_TRANSFORM_APPLIED| + SD_NEGATIVE_SCALE_APPLIED|SD_OBJECT_HAS_VOLUME) }; struct KernelGlobals; diff --git a/intern/cycles/kernel/kernel_volume.h b/intern/cycles/kernel/kernel_volume.h index 794ce925777..dd947a54530 100644 --- a/intern/cycles/kernel/kernel_volume.h +++ b/intern/cycles/kernel/kernel_volume.h @@ -985,9 +985,7 @@ ccl_device void kernel_volume_stack_init(KernelGlobals *kg, enclosed_index < VOLUME_STACK_SIZE - 1) { Intersection isect; - if(!scene_intersect(kg, &volume_ray, PATH_RAY_ALL_VISIBILITY, - &isect, NULL, 0.0f, 0.0f)) - { + if(!scene_intersect_volume(kg, &volume_ray, &isect)) { break; } diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp index 54cfab42a97..cc141b771d1 100644 --- a/intern/cycles/render/mesh.cpp +++ b/intern/cycles/render/mesh.cpp @@ -1034,13 +1034,9 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen /* update normals */ foreach(Mesh *mesh, scene->meshes) { - mesh->has_volume = false; foreach(uint shader, mesh->used_shaders) { if(scene->shaders[shader]->need_update_attributes) mesh->need_update = true; - if(scene->shaders[shader]->has_volume) { - mesh->has_volume = true; - } } if(mesh->need_update) { diff --git a/intern/cycles/render/object.cpp b/intern/cycles/render/object.cpp index 1f148d34ea6..1966fe4bb7f 100644 --- a/intern/cycles/render/object.cpp +++ b/intern/cycles/render/object.cpp @@ -342,9 +342,26 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene objects[offset+9] = make_float4(ob->dupli_generated[0], ob->dupli_generated[1], ob->dupli_generated[2], __int_as_float(numkeys)); objects[offset+10] = make_float4(ob->dupli_uv[0], ob->dupli_uv[1], __int_as_float(numsteps), __int_as_float(numverts)); + /* That's a bit weird place to update mesh flags, but we do it here + * because object needs to know if it's a volume or not and mesh needs + * to have the updated. + * + * TODO(sergey): Check on whether we can reshuffle update order in scene. + */ + if(ob->mesh->need_update) { + foreach(uint shader, ob->mesh->used_shaders) { + if(scene->shaders[shader]->has_volume) { + ob->mesh->has_volume = true; + break; + } + } + } + /* object flag */ if(ob->use_holdout) flag |= SD_HOLDOUT_MASK; + if(ob->mesh->has_volume) + flag |= SD_OBJECT_HAS_VOLUME; object_flag[i] = flag; /* have curves */