forked from bartvdbraak/blender
828abaf11c
This way we can get rid of inefficient memory usage caused by BVH boundbox part being unused by leaf nodes but still being allocated for them. Doing such split allows to save 6 of float4 values for QBVH per leaf node and 3 of float4 values for regular BVH per leaf node. This translates into following memory save using 01.01.01.G rendered without hair: Device memory size Device memory peak Global memory peak Before the patch: 4957 5051 7668 With the patch: 4467 4562 7332 The measurements are done against current master. Still need to run speed tests and it's hard to predict if it's faster or not: on the one hand leaf nodes are now much more coherent in cache, on the other hand they're not so much coherent with regular nodes anymore. Reviewers: brecht, juicyfruit Subscribers: venomgfx, eyecandy Differential Revision: https://developer.blender.org/D1236
404 lines
12 KiB
C
404 lines
12 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 2011-2014, 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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/* 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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ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(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(sergey):
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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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QBVHStackItem traversalStack[BVH_QSTACK_SIZE];
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traversalStack[0].addr = ENTRYPOINT_SENTINEL;
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/* Traversal variables in registers. */
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int stackPtr = 0;
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int nodeAddr = 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_tfm;
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#endif
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#ifndef __KERNEL_SSE41__
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if(!isfinite(P.x)) {
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return false;
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}
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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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ssef tnear(0.0f), tfar(tmax);
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sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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#ifdef __KERNEL_AVX2__
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float3 P_idir = P*idir;
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sse3f P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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#else
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sse3f org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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#endif
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/* Offsets to select the side that becomes the lower or upper bound. */
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int near_x, near_y, near_z;
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int far_x, far_y, far_z;
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if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
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if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
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if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
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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(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
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ssef dist;
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int traverseChild = qbvh_node_intersect(kg,
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tnear,
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tfar,
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#ifdef __KERNEL_AVX2__
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P_idir4,
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#else
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org,
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#endif
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idir4,
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near_x, near_y, near_z,
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far_x, far_y, far_z,
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nodeAddr,
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&dist);
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if(traverseChild != 0) {
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_QNODE_SIZE+6);
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/* One child is hit, continue with that child. */
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int r = __bscf(traverseChild);
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if(traverseChild == 0) {
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nodeAddr = __float_as_int(cnodes[r]);
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continue;
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}
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/* Two children are hit, push far child, and continue with
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* closer child.
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*/
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int c0 = __float_as_int(cnodes[r]);
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float d0 = ((float*)&dist)[r];
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r = __bscf(traverseChild);
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int c1 = __float_as_int(cnodes[r]);
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float d1 = ((float*)&dist)[r];
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if(traverseChild == 0) {
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if(d1 < d0) {
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nodeAddr = c1;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c0;
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traversalStack[stackPtr].dist = d0;
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continue;
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}
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else {
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nodeAddr = c0;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c1;
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traversalStack[stackPtr].dist = d1;
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continue;
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}
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}
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/* Here starts the slow path for 3 or 4 hit children. We push
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* all nodes onto the stack to sort them there.
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*/
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c1;
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traversalStack[stackPtr].dist = d1;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c0;
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traversalStack[stackPtr].dist = d0;
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/* Three children are hit, push all onto stack and sort 3
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* stack items, continue with closest child.
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*/
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r = __bscf(traverseChild);
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int c2 = __float_as_int(cnodes[r]);
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float d2 = ((float*)&dist)[r];
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if(traverseChild == 0) {
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c2;
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traversalStack[stackPtr].dist = d2;
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qbvh_stack_sort(&traversalStack[stackPtr],
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&traversalStack[stackPtr - 1],
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&traversalStack[stackPtr - 2]);
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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continue;
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}
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/* Four children are hit, push all onto stack and sort 4
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* stack items, continue with closest child.
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*/
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r = __bscf(traverseChild);
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int c3 = __float_as_int(cnodes[r]);
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float d3 = ((float*)&dist)[r];
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c3;
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traversalStack[stackPtr].dist = d3;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c2;
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traversalStack[stackPtr].dist = d2;
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qbvh_stack_sort(&traversalStack[stackPtr],
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&traversalStack[stackPtr - 1],
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&traversalStack[stackPtr - 2],
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&traversalStack[stackPtr - 3]);
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}
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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}
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/* If node is leaf, fetch triangle list. */
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if(nodeAddr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-nodeAddr-1)*BVH_QNODE_LEAF_SIZE);
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#ifdef __VISIBILITY_FLAG__
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if((__float_as_uint(leaf.z) & PATH_RAY_SHADOW) == 0) {
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/* Pop. */
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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continue;
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}
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#endif
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int primAddr = __float_as_int(leaf.x);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(primAddr >= 0) {
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#endif
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int primAddr2 = __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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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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/* Primitive intersection. */
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while(primAddr < primAddr2) {
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kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == 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, &isect_precalc, isect_array, P, PATH_RAY_SHADOW, object, primAddr);
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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, isect_array, P, dir, ray->time, PATH_RAY_SHADOW, object, primAddr);
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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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if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE)
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hit = bvh_cardinal_curve_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr, ray->time, type, NULL, 0, 0);
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else
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hit = bvh_curve_intersect(kg, isect_array, P, dir, PATH_RAY_SHADOW, object, primAddr, ray->time, type, NULL, 0, 0);
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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)*2);
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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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primAddr++;
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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, -primAddr-1);
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#if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect_t, &ob_tfm);
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#else
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bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect_t);
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#endif
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num_hits_in_instance = 0;
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isect_array->t = isect_t;
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if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
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if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
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if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
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tfar = ssef(isect_t);
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idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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#ifdef __KERNEL_AVX2__
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P_idir = P*idir;
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P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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#else
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org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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#endif
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triangle_intersect_precalc(dir, &isect_precalc);
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = ENTRYPOINT_SENTINEL;
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nodeAddr = 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(nodeAddr != ENTRYPOINT_SENTINEL);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(stackPtr >= 0) {
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kernel_assert(object != OBJECT_NONE);
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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_tfm);
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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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/* 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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else {
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float ignore_t = FLT_MAX;
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#if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &ignore_t, &ob_tfm);
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#else
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bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &ignore_t);
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#endif
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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(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
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if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
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if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
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tfar = ssef(tmax);
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idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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#ifdef __KERNEL_AVX2__
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P_idir = P*idir;
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P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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#else
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org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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#endif
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triangle_intersect_precalc(dir, &isect_precalc);
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object = OBJECT_NONE;
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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return false;
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}
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