Cleanup: refactor BVH2 shadow intersection for upcoming changes

This commit is contained in:
Brecht Van Lommel 2021-10-14 19:08:52 +02:00
parent 5d565062ed
commit 2f36762def
1 changed files with 37 additions and 25 deletions

View File

@ -57,21 +57,27 @@ ccl_device_inline
int node_addr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 dir = bvh_clamp_direction(ray->D);
float3 idir = bvh_inverse_direction(dir);
int object = OBJECT_NONE;
float isect_t = tmax;
#if BVH_FEATURE(BVH_MOTION)
Transform ob_itfm;
#endif
/* Max distance in world space. May be dynamically reduced when max number of
* recorded hits is exceeded and we no longer need to find hits beyond the max
* distance found. */
float t_max_world = ray->t;
/* Equal to t_max_world when traversing top level BVH, transformed into local
* space when entering instances. */
float t_max_current = t_max_world;
/* Conversion from world to local space for the current instance if any, 1.0
* otherwise. */
float t_world_to_instance = 1.0f;
*num_hits = 0;
ccl_private Intersection *isect = isect_array;
/* traversal loop */
do {
@ -88,7 +94,7 @@ ccl_device_inline
dir,
#endif
idir,
isect_t,
t_max_current,
node_addr,
visibility,
dist);
@ -144,17 +150,18 @@ ccl_device_inline
/* todo: specialized intersect functions which don't fill in
* isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
* might give a few % performance improvement */
Intersection isect ccl_optional_struct_init;
switch (type & PRIMITIVE_ALL) {
case PRIMITIVE_TRIANGLE: {
hit = triangle_intersect(
kg, isect, P, dir, isect_t, visibility, object, prim_addr);
kg, &isect, P, dir, t_max_current, visibility, object, prim_addr);
break;
}
#if BVH_FEATURE(BVH_MOTION)
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(
kg, isect, P, dir, isect_t, ray->time, visibility, object, prim_addr);
kg, &isect, P, dir, t_max_current, ray->time, visibility, object, prim_addr);
break;
}
#endif
@ -176,8 +183,15 @@ ccl_device_inline
object;
const int curve_type = kernel_tex_fetch(__prim_type, prim_addr);
const int curve_prim = kernel_tex_fetch(__prim_index, prim_addr);
hit = curve_intersect(
kg, isect, P, dir, isect_t, curve_object, curve_prim, ray->time, curve_type);
hit = curve_intersect(kg,
&isect,
P,
dir,
t_max_current,
curve_object,
curve_prim,
ray->time,
curve_type);
break;
}
@ -191,13 +205,12 @@ ccl_device_inline
/* shadow ray early termination */
if (hit) {
/* Convert intersection distance to world space. */
isect->t /= t_world_to_instance;
isect.t /= t_world_to_instance;
/* 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? */
const int flags = intersection_get_shader_flags(kg, isect->prim, isect->type);
const int flags = intersection_get_shader_flags(kg, isect.prim, isect.type);
if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || max_hits == 0) {
/* If no transparent shadows, all light is blocked and we can
@ -207,13 +220,13 @@ ccl_device_inline
/* Increase the number of hits, possibly beyond max_hits, we will
* simply not record those and only keep the max_hits closest. */
(*num_hits)++;
uint record_index = (*num_hits)++;
if (*num_hits >= max_hits) {
if (record_index >= max_hits - 1) {
/* If maximum number of hits reached, find the intersection with
* the largest distance to potentially replace when another hit
* is found. */
const int num_recorded_hits = min(max_hits, *num_hits);
const int num_recorded_hits = min(max_hits, record_index);
float max_recorded_t = isect_array[0].t;
int max_recorded_hit = 0;
@ -224,15 +237,16 @@ ccl_device_inline
}
}
isect = isect_array + max_recorded_hit;
if (record_index >= max_hits) {
record_index = max_recorded_hit;
}
/* Limit the ray distance and stop counting hits beyond this. */
isect_t = max_recorded_t * t_world_to_instance;
}
else {
/* Still have space for intersection, use next hit. */
isect = isect + 1;
t_max_world = max(max_recorded_t, isect.t);
t_max_current = t_max_world * t_world_to_instance;
}
isect_array[record_index] = isect;
}
prim_addr++;
@ -250,7 +264,7 @@ ccl_device_inline
#endif
/* Convert intersection to object space. */
isect_t *= t_world_to_instance;
t_max_current *= t_world_to_instance;
++stack_ptr;
kernel_assert(stack_ptr < BVH_STACK_SIZE);
@ -271,10 +285,8 @@ ccl_device_inline
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
#endif
/* Restore world space ray length. If max number of hits exceeded this
* distance is reduced to recorded only the closest hits. If not use
* the original ray length. */
isect_t = (max_hits && *num_hits > max_hits) ? isect->t : tmax;
/* Restore world space ray length. */
t_max_current = t_max_world;
object = OBJECT_NONE;
t_world_to_instance = 1.0f;