blender/intern/cycles/kernel/geom/geom_qbvh_volume.h
Sergey Sharybin 828abaf11c Cycles: Split BVH nodes storage into inner and leaf nodes
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
2015-04-20 17:29:51 +05:00

356 lines
12 KiB
C

/*
* 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
*
*/
ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
const Ray *ray,
Intersection *isect)
{
/* TODO(sergey):
* - Test if pushing distance on the stack helps.
* - Likely and unlikely for if() statements.
* - Test restrict attribute for pointers.
*/
/* Traversal stack in CUDA thread-local memory. */
QBVHStackItem traversalStack[BVH_QSTACK_SIZE];
traversalStack[0].addr = 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 BVH_FEATURE(BVH_MOTION)
Transform ob_tfm;
#endif
#ifndef __KERNEL_SSE41__
if(!isfinite(P.x)) {
return false;
}
#endif
isect->t = ray->t;
isect->u = 0.0f;
isect->v = 0.0f;
isect->prim = PRIM_NONE;
isect->object = OBJECT_NONE;
ssef tnear(0.0f), tfar(ray->t);
sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
float3 P_idir = P*idir;
sse3f P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
sse3f org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
/* Offsets to select the side that becomes the lower or upper bound. */
int near_x, near_y, near_z;
int far_x, far_y, far_z;
if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
IsectPrecalc isect_precalc;
triangle_intersect_precalc(dir, &isect_precalc);
/* Traversal loop. */
do {
do {
/* Traverse internal nodes. */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
#if defined(__KERNEL_DEBUG__)
isect->num_traversal_steps++;
#endif
ssef dist;
int traverseChild = qbvh_node_intersect(kg,
tnear,
tfar,
#ifdef __KERNEL_AVX2__
P_idir4,
#else
org,
#endif
idir4,
near_x, near_y, near_z,
far_x, far_y, far_z,
nodeAddr,
&dist);
if(traverseChild != 0) {
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_QNODE_SIZE+6);
/* One child is hit, continue with that child. */
int r = __bscf(traverseChild);
if(traverseChild == 0) {
nodeAddr = __float_as_int(cnodes[r]);
continue;
}
/* Two children are hit, push far child, and continue with
* closer child.
*/
int c0 = __float_as_int(cnodes[r]);
float d0 = ((float*)&dist)[r];
r = __bscf(traverseChild);
int c1 = __float_as_int(cnodes[r]);
float d1 = ((float*)&dist)[r];
if(traverseChild == 0) {
if(d1 < d0) {
nodeAddr = c1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
traversalStack[stackPtr].dist = d0;
continue;
}
else {
nodeAddr = c0;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
traversalStack[stackPtr].dist = d1;
continue;
}
}
/* Here starts the slow path for 3 or 4 hit children. We push
* all nodes onto the stack to sort them there.
*/
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c1;
traversalStack[stackPtr].dist = d1;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c0;
traversalStack[stackPtr].dist = d0;
/* Three children are hit, push all onto stack and sort 3
* stack items, continue with closest child.
*/
r = __bscf(traverseChild);
int c2 = __float_as_int(cnodes[r]);
float d2 = ((float*)&dist)[r];
if(traverseChild == 0) {
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c2;
traversalStack[stackPtr].dist = d2;
qbvh_stack_sort(&traversalStack[stackPtr],
&traversalStack[stackPtr - 1],
&traversalStack[stackPtr - 2]);
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
continue;
}
/* Four children are hit, push all onto stack and sort 4
* stack items, continue with closest child.
*/
r = __bscf(traverseChild);
int c3 = __float_as_int(cnodes[r]);
float d3 = ((float*)&dist)[r];
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c3;
traversalStack[stackPtr].dist = d3;
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = c2;
traversalStack[stackPtr].dist = d2;
qbvh_stack_sort(&traversalStack[stackPtr],
&traversalStack[stackPtr - 1],
&traversalStack[stackPtr - 2],
&traversalStack[stackPtr - 3]);
}
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
/* If node is leaf, fetch triangle list. */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-nodeAddr-1)*BVH_QNODE_LEAF_SIZE);
int primAddr = __float_as_int(leaf.x);
#if BVH_FEATURE(BVH_INSTANCING)
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
const uint type = __float_as_int(leaf.w);
const uint p_type = type & PRIMITIVE_ALL;
/* Pop. */
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
/* Primitive intersection. */
switch(p_type) {
case PRIMITIVE_TRIANGLE: {
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* 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. */
triangle_intersect(kg, &isect_precalc, isect, P, visibility, object, primAddr);
}
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* 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. */
motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, primAddr);
}
break;
}
#endif
#if BVH_FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE:
case PRIMITIVE_MOTION_CURVE: {
for(; primAddr < primAddr2; primAddr++) {
kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
/* 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. */
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
}
}
#if BVH_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 BVH_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(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
tfar = ssef(isect->t);
idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
P_idir = P*idir;
P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
triangle_intersect_precalc(dir, &isect_precalc);
++stackPtr;
kernel_assert(stackPtr < BVH_QSTACK_SIZE);
traversalStack[stackPtr].addr = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
else {
/* Pop. */
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
}
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#if BVH_FEATURE(BVH_INSTANCING)
if(stackPtr >= 0) {
kernel_assert(object != OBJECT_NONE);
/* Instance pop. */
#if BVH_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(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
tfar = ssef(isect->t);
idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
#ifdef __KERNEL_AVX2__
P_idir = P*idir;
P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
#else
org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
#endif
triangle_intersect_precalc(dir, &isect_precalc);
object = OBJECT_NONE;
nodeAddr = traversalStack[stackPtr].addr;
--stackPtr;
}
#endif /* FEATURE(BVH_INSTANCING) */
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return (isect->prim != PRIM_NONE);
}