665 lines
24 KiB
C
665 lines
24 KiB
C
/*
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* Copyright 2011-2013 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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#if BVH_FEATURE(BVH_HAIR)
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# define NODE_INTERSECT obvh_node_intersect
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#else
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# define NODE_INTERSECT obvh_aligned_node_intersect
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#endif
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ccl_device bool BVH_FUNCTION_FULL_NAME(OBVH)(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect_array,
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const int skip_object,
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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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* - Test if pushing distance on the stack helps.
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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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OBVHStackItem traversal_stack[BVH_OSTACK_SIZE];
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traversal_stack[0].addr = ENTRYPOINT_SENTINEL;
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/* Traversal variables in registers. */
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int stack_ptr = 0;
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int node_addr = 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_itfm;
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#endif
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*num_hits = 0;
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isect_array->t = tmax;
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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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avxf tnear(0.0f), tfar(isect_t);
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#if BVH_FEATURE(BVH_HAIR)
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avx3f dir4(avxf(dir.x), avxf(dir.y), avxf(dir.z));
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#endif
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avx3f idir4(avxf(idir.x), avxf(idir.y), avxf(idir.z));
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#ifdef __KERNEL_AVX2__
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float3 P_idir = P * idir;
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avx3f P_idir4(P_idir.x, P_idir.y, P_idir.z);
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#endif
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#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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avx3f org4(avxf(P.x), avxf(P.y), avxf(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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obvh_near_far_idx_calc(idir, &near_x, &near_y, &near_z, &far_x, &far_y, &far_z);
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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 (node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
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float4 inodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
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(void)inodes;
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if (false
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#ifdef __VISIBILITY_FLAG__
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|| ((__float_as_uint(inodes.x) & PATH_RAY_SHADOW) == 0)
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#endif
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#if BVH_FEATURE(BVH_MOTION)
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|| UNLIKELY(ray->time < inodes.y) || UNLIKELY(ray->time > inodes.z)
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#endif
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) {
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/* Pop. */
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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avxf dist;
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int child_mask = 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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#endif
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#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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//#if !defined(__KERNEL_AVX2__)
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org4,
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#endif
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#if BVH_FEATURE(BVH_HAIR)
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dir4,
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#endif
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idir4,
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near_x,
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near_y,
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near_z,
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far_x,
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far_y,
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far_z,
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node_addr,
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&dist);
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if (child_mask != 0) {
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avxf cnodes;
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#if BVH_FEATURE(BVH_HAIR)
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if (__float_as_uint(inodes.x) & PATH_RAY_NODE_UNALIGNED) {
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cnodes = kernel_tex_fetch_avxf(__bvh_nodes, node_addr + 26);
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}
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else
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#endif
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{
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cnodes = kernel_tex_fetch_avxf(__bvh_nodes, node_addr + 14);
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}
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/* One child is hit, continue with that child. */
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int r = __bscf(child_mask);
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if (child_mask == 0) {
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node_addr = __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(child_mask);
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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 (child_mask == 0) {
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if (d1 < d0) {
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node_addr = c1;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c0;
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traversal_stack[stack_ptr].dist = d0;
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continue;
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}
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else {
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node_addr = c0;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c1;
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traversal_stack[stack_ptr].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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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c1;
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traversal_stack[stack_ptr].dist = d1;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c0;
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traversal_stack[stack_ptr].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(child_mask);
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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 (child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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obvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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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(child_mask);
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int c3 = __float_as_int(cnodes[r]);
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float d3 = ((float *)&dist)[r];
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if (child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c3;
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traversal_stack[stack_ptr].dist = d3;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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obvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c3;
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traversal_stack[stack_ptr].dist = d3;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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/* Five children are hit, push all onto stack and sort 5
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* stack items, continue with closest child
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*/
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r = __bscf(child_mask);
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int c4 = __float_as_int(cnodes[r]);
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float d4 = ((float *)&dist)[r];
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if (child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c4;
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traversal_stack[stack_ptr].dist = d4;
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obvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3],
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&traversal_stack[stack_ptr - 4]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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/* Six children are hit, push all onto stack and sort 6
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c5 = __float_as_int(cnodes[r]);
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float d5 = ((float *)&dist)[r];
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if (child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c5;
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traversal_stack[stack_ptr].dist = d5;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c4;
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traversal_stack[stack_ptr].dist = d4;
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obvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3],
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&traversal_stack[stack_ptr - 4],
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&traversal_stack[stack_ptr - 5]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c5;
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traversal_stack[stack_ptr].dist = d5;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c4;
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traversal_stack[stack_ptr].dist = d4;
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/* Seven children are hit, push all onto stack and sort 7
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c6 = __float_as_int(cnodes[r]);
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float d6 = ((float *)&dist)[r];
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if (child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c6;
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traversal_stack[stack_ptr].dist = d6;
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obvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3],
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&traversal_stack[stack_ptr - 4],
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&traversal_stack[stack_ptr - 5],
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&traversal_stack[stack_ptr - 6]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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/* Eight children are hit, push all onto stack and sort 8
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c7 = __float_as_int(cnodes[r]);
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float d7 = ((float *)&dist)[r];
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c7;
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traversal_stack[stack_ptr].dist = d7;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c6;
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traversal_stack[stack_ptr].dist = d6;
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obvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3],
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&traversal_stack[stack_ptr - 4],
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&traversal_stack[stack_ptr - 5],
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&traversal_stack[stack_ptr - 6],
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&traversal_stack[stack_ptr - 7]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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}
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/* If node is leaf, fetch triangle list. */
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if (node_addr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr - 1));
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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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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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#endif
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int prim_addr = __float_as_int(leaf.x);
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#if BVH_FEATURE(BVH_INSTANCING)
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if (prim_addr >= 0) {
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#endif
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int prim_addr2 = __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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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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/* Primitive intersection. */
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if (p_type == PRIMITIVE_TRIANGLE) {
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int prim_count = prim_addr2 - prim_addr;
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if (prim_count < 3) {
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while (prim_addr < prim_addr2) {
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kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) ==
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p_type);
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int hit = triangle_intersect(
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kg, isect_array, P, dir, PATH_RAY_SHADOW, object, prim_addr);
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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(__shaders, (shader & SHADER_MASK)).flags;
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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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prim_addr++;
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} // while
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}
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else {
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kernel_assert((kernel_tex_fetch(__prim_type, (prim_addr)) & PRIMITIVE_ALL) ==
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p_type);
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#if BVH_FEATURE(BVH_INSTANCING)
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int *nhiptr = &num_hits_in_instance;
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#else
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int nhi = 0;
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int *nhiptr = &nhi;
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#endif
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int result = triangle_intersect8(kg,
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&isect_array,
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P,
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dir,
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PATH_RAY_SHADOW,
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object,
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prim_addr,
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prim_count,
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num_hits,
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max_hits,
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nhiptr,
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isect_t);
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if (result == 2) {
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return true;
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}
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} // prim_count
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} // PRIMITIVE_TRIANGLE
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else {
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while (prim_addr < prim_addr2) {
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kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) == p_type);
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#ifdef __SHADOW_TRICKS__
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uint tri_object = (object == OBJECT_NONE) ?
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kernel_tex_fetch(__prim_object, prim_addr) :
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object;
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if (tri_object == skip_object) {
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++prim_addr;
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continue;
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}
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#endif
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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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#if BVH_FEATURE(BVH_MOTION)
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case PRIMITIVE_MOTION_TRIANGLE: {
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hit = motion_triangle_intersect(
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kg, isect_array, P, dir, ray->time, PATH_RAY_SHADOW, object, prim_addr);
|
|
break;
|
|
}
|
|
#endif
|
|
#if BVH_FEATURE(BVH_HAIR)
|
|
case PRIMITIVE_CURVE:
|
|
case PRIMITIVE_MOTION_CURVE: {
|
|
const uint curve_type = kernel_tex_fetch(__prim_type, prim_addr);
|
|
if (kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) {
|
|
hit = cardinal_curve_intersect(kg,
|
|
isect_array,
|
|
P,
|
|
dir,
|
|
PATH_RAY_SHADOW,
|
|
object,
|
|
prim_addr,
|
|
ray->time,
|
|
curve_type);
|
|
}
|
|
else {
|
|
hit = curve_intersect(kg,
|
|
isect_array,
|
|
P,
|
|
dir,
|
|
PATH_RAY_SHADOW,
|
|
object,
|
|
prim_addr,
|
|
ray->time,
|
|
curve_type);
|
|
}
|
|
break;
|
|
}
|
|
#endif
|
|
default: {
|
|
hit = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Shadow ray early termination. */
|
|
if (hit) {
|
|
/* detect if this surface has a shader with transparent shadows */
|
|
|
|
/* todo: optimize so primitive visibility flag indicates if
|
|
* the primitive has a transparent shadow shader? */
|
|
int prim = kernel_tex_fetch(__prim_index, isect_array->prim);
|
|
int shader = 0;
|
|
|
|
#ifdef __HAIR__
|
|
if (kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
|
|
#endif
|
|
{
|
|
shader = kernel_tex_fetch(__tri_shader, prim);
|
|
}
|
|
#ifdef __HAIR__
|
|
else {
|
|
float4 str = kernel_tex_fetch(__curves, prim);
|
|
shader = __float_as_int(str.z);
|
|
}
|
|
#endif
|
|
int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
|
|
|
|
/* if no transparent shadows, all light is blocked */
|
|
if (!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
|
|
return true;
|
|
}
|
|
/* if maximum number of hits reached, block all light */
|
|
else if (*num_hits == max_hits) {
|
|
return true;
|
|
}
|
|
|
|
/* move on to next entry in intersections array */
|
|
isect_array++;
|
|
(*num_hits)++;
|
|
#if BVH_FEATURE(BVH_INSTANCING)
|
|
num_hits_in_instance++;
|
|
#endif
|
|
|
|
isect_array->t = isect_t;
|
|
}
|
|
|
|
prim_addr++;
|
|
} // while prim
|
|
}
|
|
}
|
|
#if BVH_FEATURE(BVH_INSTANCING)
|
|
else {
|
|
/* Instance push. */
|
|
object = kernel_tex_fetch(__prim_object, -prim_addr - 1);
|
|
|
|
# if BVH_FEATURE(BVH_MOTION)
|
|
isect_t = bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, isect_t, &ob_itfm);
|
|
# else
|
|
isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
|
|
# endif
|
|
|
|
num_hits_in_instance = 0;
|
|
isect_array->t = isect_t;
|
|
|
|
obvh_near_far_idx_calc(idir, &near_x, &near_y, &near_z, &far_x, &far_y, &far_z);
|
|
tfar = avxf(isect_t);
|
|
# if BVH_FEATURE(BVH_HAIR)
|
|
dir4 = avx3f(avxf(dir.x), avxf(dir.y), avxf(dir.z));
|
|
# endif
|
|
idir4 = avx3f(avxf(idir.x), avxf(idir.y), avxf(idir.z));
|
|
# ifdef __KERNEL_AVX2__
|
|
P_idir = P * idir;
|
|
P_idir4 = avx3f(P_idir.x, P_idir.y, P_idir.z);
|
|
# endif
|
|
# if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
|
|
org4 = avx3f(avxf(P.x), avxf(P.y), avxf(P.z));
|
|
# endif
|
|
|
|
++stack_ptr;
|
|
kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
|
|
traversal_stack[stack_ptr].addr = ENTRYPOINT_SENTINEL;
|
|
|
|
node_addr = kernel_tex_fetch(__object_node, object);
|
|
}
|
|
}
|
|
#endif /* FEATURE(BVH_INSTANCING) */
|
|
} while (node_addr != ENTRYPOINT_SENTINEL);
|
|
|
|
#if BVH_FEATURE(BVH_INSTANCING)
|
|
if (stack_ptr >= 0) {
|
|
kernel_assert(object != OBJECT_NONE);
|
|
|
|
/* Instance pop. */
|
|
if (num_hits_in_instance) {
|
|
float t_fac;
|
|
# if BVH_FEATURE(BVH_MOTION)
|
|
bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_itfm);
|
|
# else
|
|
bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
|
|
# endif
|
|
/* Scale isect->t to adjust for instancing. */
|
|
for (int i = 0; i < num_hits_in_instance; i++) {
|
|
(isect_array - i - 1)->t *= t_fac;
|
|
}
|
|
}
|
|
else {
|
|
# if BVH_FEATURE(BVH_MOTION)
|
|
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
|
|
# else
|
|
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
|
|
# endif
|
|
}
|
|
|
|
isect_t = tmax;
|
|
isect_array->t = isect_t;
|
|
|
|
obvh_near_far_idx_calc(idir, &near_x, &near_y, &near_z, &far_x, &far_y, &far_z);
|
|
tfar = avxf(isect_t);
|
|
# if BVH_FEATURE(BVH_HAIR)
|
|
dir4 = avx3f(avxf(dir.x), avxf(dir.y), avxf(dir.z));
|
|
# endif
|
|
idir4 = avx3f(avxf(idir.x), avxf(idir.y), avxf(idir.z));
|
|
# ifdef __KERNEL_AVX2__
|
|
P_idir = P * idir;
|
|
P_idir4 = avx3f(P_idir.x, P_idir.y, P_idir.z);
|
|
# endif
|
|
# if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
|
|
org4 = avx3f(avxf(P.x), avxf(P.y), avxf(P.z));
|
|
# endif
|
|
|
|
object = OBJECT_NONE;
|
|
node_addr = traversal_stack[stack_ptr].addr;
|
|
--stack_ptr;
|
|
}
|
|
#endif /* FEATURE(BVH_INSTANCING) */
|
|
} while (node_addr != ENTRYPOINT_SENTINEL);
|
|
|
|
return false;
|
|
}
|
|
|
|
#undef NODE_INTERSECT
|