Cycles: remove workaround to pass ray by value

CUDA is working correct without it now, and it's more efficient not to do this.

Ref D5363
This commit is contained in:
Patrick Mours 2019-08-21 12:06:26 +02:00 committed by Brecht Van Lommel
parent edbb755dfe
commit db257e679a
8 changed files with 48 additions and 43 deletions

@ -177,24 +177,23 @@ ccl_device_inline bool scene_intersect_valid(const Ray *ray)
return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x); return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x);
} }
/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
ccl_device_intersect bool scene_intersect(KernelGlobals *kg, ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
const Ray ray, const Ray *ray,
const uint visibility, const uint visibility,
Intersection *isect) Intersection *isect)
{ {
PROFILING_INIT(kg, PROFILING_INTERSECT); PROFILING_INIT(kg, PROFILING_INTERSECT);
if (!scene_intersect_valid(&ray)) { if (!scene_intersect_valid(ray)) {
return false; return false;
} }
#ifdef __EMBREE__ #ifdef __EMBREE__
if (kernel_data.bvh.scene) { if (kernel_data.bvh.scene) {
isect->t = ray.t; isect->t = ray->t;
CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_REGULAR); CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_REGULAR);
IntersectContext rtc_ctx(&ctx); IntersectContext rtc_ctx(&ctx);
RTCRayHit ray_hit; RTCRayHit ray_hit;
kernel_embree_setup_rayhit(ray, ray_hit, visibility); kernel_embree_setup_rayhit(*ray, ray_hit, visibility);
rtcIntersect1(kernel_data.bvh.scene, &rtc_ctx.context, &ray_hit); rtcIntersect1(kernel_data.bvh.scene, &rtc_ctx.context, &ray_hit);
if (ray_hit.hit.geomID != RTC_INVALID_GEOMETRY_ID && if (ray_hit.hit.geomID != RTC_INVALID_GEOMETRY_ID &&
ray_hit.hit.primID != RTC_INVALID_GEOMETRY_ID) { ray_hit.hit.primID != RTC_INVALID_GEOMETRY_ID) {
@ -207,42 +206,43 @@ ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
#ifdef __OBJECT_MOTION__ #ifdef __OBJECT_MOTION__
if (kernel_data.bvh.have_motion) { if (kernel_data.bvh.have_motion) {
# ifdef __HAIR__ # ifdef __HAIR__
if (kernel_data.bvh.have_curves) if (kernel_data.bvh.have_curves) {
return bvh_intersect_hair_motion(kg, &ray, isect, visibility); return bvh_intersect_hair_motion(kg, ray, isect, visibility);
}
# endif /* __HAIR__ */ # endif /* __HAIR__ */
return bvh_intersect_motion(kg, &ray, isect, visibility); return bvh_intersect_motion(kg, ray, isect, visibility);
} }
#endif /* __OBJECT_MOTION__ */ #endif /* __OBJECT_MOTION__ */
#ifdef __HAIR__ #ifdef __HAIR__
if (kernel_data.bvh.have_curves) if (kernel_data.bvh.have_curves) {
return bvh_intersect_hair(kg, &ray, isect, visibility); return bvh_intersect_hair(kg, ray, isect, visibility);
}
#endif /* __HAIR__ */ #endif /* __HAIR__ */
#ifdef __KERNEL_CPU__ #ifdef __KERNEL_CPU__
# ifdef __INSTANCING__ # ifdef __INSTANCING__
if (kernel_data.bvh.have_instancing) if (kernel_data.bvh.have_instancing) {
return bvh_intersect_instancing(kg, &ray, isect, visibility); return bvh_intersect_instancing(kg, ray, isect, visibility);
}
# endif /* __INSTANCING__ */ # endif /* __INSTANCING__ */
return bvh_intersect(kg, ray, isect, visibility);
return bvh_intersect(kg, &ray, isect, visibility);
#else /* __KERNEL_CPU__ */ #else /* __KERNEL_CPU__ */
# ifdef __INSTANCING__ # ifdef __INSTANCING__
return bvh_intersect_instancing(kg, &ray, isect, visibility); return bvh_intersect_instancing(kg, ray, isect, visibility);
# else # else
return bvh_intersect(kg, &ray, isect, visibility); return bvh_intersect(kg, ray, isect, visibility);
# endif /* __INSTANCING__ */ # endif /* __INSTANCING__ */
#endif /* __KERNEL_CPU__ */ #endif /* __KERNEL_CPU__ */
} }
#ifdef __BVH_LOCAL__ #ifdef __BVH_LOCAL__
/* Note: ray is passed by value to work around a possible CUDA compiler bug. */
ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg, ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg,
const Ray ray, const Ray *ray,
LocalIntersection *local_isect, LocalIntersection *local_isect,
int local_object, int local_object,
uint *lcg_state, uint *lcg_state,
@ -250,7 +250,7 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg,
{ {
PROFILING_INIT(kg, PROFILING_INTERSECT_LOCAL); PROFILING_INIT(kg, PROFILING_INTERSECT_LOCAL);
if (!scene_intersect_valid(&ray)) { if (!scene_intersect_valid(ray)) {
local_isect->num_hits = 0; local_isect->num_hits = 0;
return false; return false;
} }
@ -264,19 +264,19 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg,
ctx.sss_object_id = local_object; ctx.sss_object_id = local_object;
IntersectContext rtc_ctx(&ctx); IntersectContext rtc_ctx(&ctx);
RTCRay rtc_ray; RTCRay rtc_ray;
kernel_embree_setup_ray(ray, rtc_ray, PATH_RAY_ALL_VISIBILITY); kernel_embree_setup_ray(*ray, rtc_ray, PATH_RAY_ALL_VISIBILITY);
/* Get the Embree scene for this intersection. */ /* Get the Embree scene for this intersection. */
RTCGeometry geom = rtcGetGeometry(kernel_data.bvh.scene, local_object * 2); RTCGeometry geom = rtcGetGeometry(kernel_data.bvh.scene, local_object * 2);
if (geom) { if (geom) {
float3 P = ray.P; float3 P = ray->P;
float3 dir = ray.D; float3 dir = ray->D;
float3 idir = ray.D; float3 idir = ray->D;
const int object_flag = kernel_tex_fetch(__object_flag, local_object); const int object_flag = kernel_tex_fetch(__object_flag, local_object);
if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
Transform ob_itfm; Transform ob_itfm;
rtc_ray.tfar = bvh_instance_motion_push( rtc_ray.tfar = bvh_instance_motion_push(
kg, local_object, &ray, &P, &dir, &idir, ray.t, &ob_itfm); kg, local_object, ray, &P, &dir, &idir, ray->t, &ob_itfm);
/* bvh_instance_motion_push() returns the inverse transform but /* bvh_instance_motion_push() returns the inverse transform but
* it's not needed here. */ * it's not needed here. */
(void)ob_itfm; (void)ob_itfm;
@ -299,10 +299,10 @@ ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg,
# endif /* __EMBREE__ */ # endif /* __EMBREE__ */
# ifdef __OBJECT_MOTION__ # ifdef __OBJECT_MOTION__
if (kernel_data.bvh.have_motion) { if (kernel_data.bvh.have_motion) {
return bvh_intersect_local_motion(kg, &ray, local_isect, local_object, lcg_state, max_hits); return bvh_intersect_local_motion(kg, ray, local_isect, local_object, lcg_state, max_hits);
} }
# endif /* __OBJECT_MOTION__ */ # endif /* __OBJECT_MOTION__ */
return bvh_intersect_local(kg, &ray, local_isect, local_object, lcg_state, max_hits); return bvh_intersect_local(kg, ray, local_isect, local_object, lcg_state, max_hits);
} }
#endif #endif
@ -377,15 +377,18 @@ ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
if (!scene_intersect_valid(ray)) { if (!scene_intersect_valid(ray)) {
return false; return false;
} }
# ifdef __OBJECT_MOTION__ # ifdef __OBJECT_MOTION__
if (kernel_data.bvh.have_motion) { if (kernel_data.bvh.have_motion) {
return bvh_intersect_volume_motion(kg, ray, isect, visibility); return bvh_intersect_volume_motion(kg, ray, isect, visibility);
} }
# endif /* __OBJECT_MOTION__ */ # endif /* __OBJECT_MOTION__ */
# ifdef __KERNEL_CPU__ # ifdef __KERNEL_CPU__
# ifdef __INSTANCING__ # ifdef __INSTANCING__
if (kernel_data.bvh.have_instancing) if (kernel_data.bvh.have_instancing) {
return bvh_intersect_volume_instancing(kg, ray, isect, visibility); return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
}
# endif /* __INSTANCING__ */ # endif /* __INSTANCING__ */
return bvh_intersect_volume(kg, ray, isect, visibility); return bvh_intersect_volume(kg, ray, isect, visibility);
# else /* __KERNEL_CPU__ */ # else /* __KERNEL_CPU__ */
@ -422,15 +425,18 @@ ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals *kg,
rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray); rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray);
return rtc_ray.tfar == -INFINITY; return rtc_ray.tfar == -INFINITY;
} }
# endif # endif /* __EMBREE__ */
# ifdef __OBJECT_MOTION__ # ifdef __OBJECT_MOTION__
if (kernel_data.bvh.have_motion) { if (kernel_data.bvh.have_motion) {
return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits, visibility); return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits, visibility);
} }
# endif /* __OBJECT_MOTION__ */ # endif /* __OBJECT_MOTION__ */
# ifdef __INSTANCING__ # ifdef __INSTANCING__
if (kernel_data.bvh.have_instancing) if (kernel_data.bvh.have_instancing) {
return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits, visibility); return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits, visibility);
}
# endif /* __INSTANCING__ */ # endif /* __INSTANCING__ */
return bvh_intersect_volume_all(kg, ray, isect, max_hits, visibility); return bvh_intersect_volume_all(kg, ray, isect, max_hits, visibility);
} }

@ -65,7 +65,7 @@ ccl_device_forceinline bool kernel_path_scene_intersect(KernelGlobals *kg,
ray->t = kernel_data.background.ao_distance; ray->t = kernel_data.background.ao_distance;
} }
bool hit = scene_intersect(kg, *ray, visibility, isect); bool hit = scene_intersect(kg, ray, visibility, isect);
#ifdef __KERNEL_DEBUG__ #ifdef __KERNEL_DEBUG__
if (state->flag & PATH_RAY_CAMERA) { if (state->flag & PATH_RAY_CAMERA) {

@ -103,7 +103,7 @@ ccl_device bool shadow_blocked_opaque(KernelGlobals *kg,
Intersection *isect, Intersection *isect,
float3 *shadow) float3 *shadow)
{ {
const bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect); const bool blocked = scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect);
#ifdef __VOLUME__ #ifdef __VOLUME__
if (!blocked && state->volume_stack[0].shader != SHADER_NONE) { if (!blocked && state->volume_stack[0].shader != SHADER_NONE) {
/* Apply attenuation from current volume shader. */ /* Apply attenuation from current volume shader. */
@ -318,7 +318,7 @@ ccl_device bool shadow_blocked_transparent_stepped_loop(KernelGlobals *kg,
if (bounce >= kernel_data.integrator.transparent_max_bounce) { if (bounce >= kernel_data.integrator.transparent_max_bounce) {
return true; return true;
} }
if (!scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_TRANSPARENT, isect)) { if (!scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_TRANSPARENT, isect)) {
break; break;
} }
if (!shader_transparent_shadow(kg, isect)) { if (!shader_transparent_shadow(kg, isect)) {
@ -374,7 +374,7 @@ ccl_device bool shadow_blocked_transparent_stepped(KernelGlobals *kg,
Intersection *isect, Intersection *isect,
float3 *shadow) float3 *shadow)
{ {
bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect); bool blocked = scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_OPAQUE, isect);
bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, isect) : false; bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, isect) : false;
return shadow_blocked_transparent_stepped_loop( return shadow_blocked_transparent_stepped_loop(
kg, sd, shadow_sd, state, visibility, ray, isect, blocked, is_transparent_isect, shadow); kg, sd, shadow_sd, state, visibility, ray, isect, blocked, is_transparent_isect, shadow);
@ -433,7 +433,7 @@ ccl_device_inline bool shadow_blocked(KernelGlobals *kg,
* TODO(sergey): Check why using record-all behavior causes slowdown in such * TODO(sergey): Check why using record-all behavior causes slowdown in such
* cases. Could that be caused by a higher spill pressure? * cases. Could that be caused by a higher spill pressure?
*/ */
const bool blocked = scene_intersect(kg, *ray, visibility & PATH_RAY_SHADOW_OPAQUE, &isect); const bool blocked = scene_intersect(kg, ray, visibility & PATH_RAY_SHADOW_OPAQUE, &isect);
const bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, &isect) : false; const bool is_transparent_isect = blocked ? shader_transparent_shadow(kg, &isect) : false;
if (!blocked || !is_transparent_isect || max_hits + 1 >= SHADOW_STACK_MAX_HITS) { if (!blocked || !is_transparent_isect || max_hits + 1 >= SHADOW_STACK_MAX_HITS) {
return shadow_blocked_transparent_stepped_loop( return shadow_blocked_transparent_stepped_loop(

@ -222,7 +222,7 @@ ccl_device_inline int subsurface_scatter_disk(KernelGlobals *kg,
/* intersect with the same object. if multiple intersections are found it /* intersect with the same object. if multiple intersections are found it
* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */ * will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
scene_intersect_local(kg, *ray, ss_isect, sd->object, lcg_state, BSSRDF_MAX_HITS); scene_intersect_local(kg, ray, ss_isect, sd->object, lcg_state, BSSRDF_MAX_HITS);
int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS); int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS);
for (int hit = 0; hit < num_eval_hits; hit++) { for (int hit = 0; hit < num_eval_hits; hit++) {
@ -418,7 +418,7 @@ ccl_device_noinline bool subsurface_random_walk(KernelGlobals *kg,
float t = -logf(1.0f - rdist) / sample_sigma_t; float t = -logf(1.0f - rdist) / sample_sigma_t;
ray->t = t; ray->t = t;
scene_intersect_local(kg, *ray, ss_isect, sd->object, NULL, 1); scene_intersect_local(kg, ray, ss_isect, sd->object, NULL, 1);
hit = (ss_isect->num_hits > 0); hit = (ss_isect->num_hits > 0);
if (hit) { if (hit) {

@ -649,9 +649,8 @@ typedef struct Ray {
* is fixed. * is fixed.
*/ */
#ifndef __KERNEL_OPENCL_AMD__ #ifndef __KERNEL_OPENCL_AMD__
float3 P; /* origin */ float3 P; /* origin */
float3 D; /* direction */ float3 D; /* direction */
float t; /* length of the ray */ float t; /* length of the ray */
float time; /* time (for motion blur) */ float time; /* time (for motion blur) */
#else #else

@ -1406,7 +1406,7 @@ bool OSLRenderServices::trace(TraceOpt &options,
/* Raytrace, leaving out shadow opaque to avoid early exit. */ /* Raytrace, leaving out shadow opaque to avoid early exit. */
uint visibility = PATH_RAY_ALL_VISIBILITY - PATH_RAY_SHADOW_OPAQUE; uint visibility = PATH_RAY_ALL_VISIBILITY - PATH_RAY_SHADOW_OPAQUE;
return scene_intersect(kg, ray, visibility, &tracedata->isect); return scene_intersect(kg, &ray, visibility, &tracedata->isect);
} }
bool OSLRenderServices::getmessage(OSL::ShaderGlobals *sg, bool OSLRenderServices::getmessage(OSL::ShaderGlobals *sg,

@ -66,13 +66,13 @@ ccl_device_noinline float svm_ao(KernelGlobals *kg,
ray.dD = differential3_zero(); ray.dD = differential3_zero();
if (flags & NODE_AO_ONLY_LOCAL) { if (flags & NODE_AO_ONLY_LOCAL) {
if (!scene_intersect_local(kg, ray, NULL, sd->object, NULL, 0)) { if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
unoccluded++; unoccluded++;
} }
} }
else { else {
Intersection isect; Intersection isect;
if (!scene_intersect(kg, ray, PATH_RAY_SHADOW_OPAQUE, &isect)) { if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
unoccluded++; unoccluded++;
} }
} }

@ -112,7 +112,7 @@ ccl_device_noinline float3 svm_bevel(KernelGlobals *kg,
/* Intersect with the same object. if multiple intersections are found it /* Intersect with the same object. if multiple intersections are found it
* will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */ * will use at most LOCAL_MAX_HITS hits, a random subset of all hits. */
scene_intersect_local(kg, *ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS); scene_intersect_local(kg, ray, &isect, sd->object, &lcg_state, LOCAL_MAX_HITS);
int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS); int num_eval_hits = min(isect.num_hits, LOCAL_MAX_HITS);