Cleanup: refactor BVH2 shadow intersection for upcoming changes
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@ -57,21 +57,27 @@ ccl_device_inline
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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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/* Max distance in world space. May be dynamically reduced when max number of
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* recorded hits is exceeded and we no longer need to find hits beyond the max
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* distance found. */
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float t_max_world = ray->t;
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/* Equal to t_max_world when traversing top level BVH, transformed into local
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* space when entering instances. */
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float t_max_current = t_max_world;
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/* Conversion from world to local space for the current instance if any, 1.0
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* otherwise. */
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float t_world_to_instance = 1.0f;
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*num_hits = 0;
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ccl_private Intersection *isect = isect_array;
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/* traversal loop */
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do {
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@ -88,7 +94,7 @@ ccl_device_inline
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dir,
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#endif
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idir,
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isect_t,
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t_max_current,
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node_addr,
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visibility,
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dist);
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@ -144,17 +150,18 @@ ccl_device_inline
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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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Intersection isect ccl_optional_struct_init;
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switch (type & PRIMITIVE_ALL) {
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case PRIMITIVE_TRIANGLE: {
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hit = triangle_intersect(
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kg, isect, P, dir, isect_t, visibility, object, prim_addr);
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kg, &isect, P, dir, t_max_current, visibility, object, prim_addr);
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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(
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kg, isect, P, dir, isect_t, ray->time, visibility, object, prim_addr);
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kg, &isect, P, dir, t_max_current, ray->time, visibility, object, prim_addr);
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break;
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}
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#endif
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@ -176,8 +183,15 @@ ccl_device_inline
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object;
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const int curve_type = kernel_tex_fetch(__prim_type, prim_addr);
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const int curve_prim = kernel_tex_fetch(__prim_index, prim_addr);
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hit = curve_intersect(
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kg, isect, P, dir, isect_t, curve_object, curve_prim, ray->time, curve_type);
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hit = curve_intersect(kg,
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&isect,
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P,
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dir,
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t_max_current,
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curve_object,
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curve_prim,
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ray->time,
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curve_type);
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break;
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}
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@ -191,13 +205,12 @@ ccl_device_inline
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/* shadow ray early termination */
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if (hit) {
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/* Convert intersection distance to world space. */
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isect->t /= t_world_to_instance;
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isect.t /= t_world_to_instance;
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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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const int flags = intersection_get_shader_flags(kg, isect->prim, isect->type);
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const int flags = intersection_get_shader_flags(kg, isect.prim, isect.type);
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if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || max_hits == 0) {
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/* If no transparent shadows, all light is blocked and we can
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@ -207,13 +220,13 @@ ccl_device_inline
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/* Increase the number of hits, possibly beyond max_hits, we will
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* simply not record those and only keep the max_hits closest. */
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(*num_hits)++;
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uint record_index = (*num_hits)++;
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if (*num_hits >= max_hits) {
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if (record_index >= max_hits - 1) {
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/* If maximum number of hits reached, find the intersection with
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* the largest distance to potentially replace when another hit
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* is found. */
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const int num_recorded_hits = min(max_hits, *num_hits);
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const int num_recorded_hits = min(max_hits, record_index);
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float max_recorded_t = isect_array[0].t;
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int max_recorded_hit = 0;
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@ -224,15 +237,16 @@ ccl_device_inline
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}
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}
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isect = isect_array + max_recorded_hit;
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if (record_index >= max_hits) {
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record_index = max_recorded_hit;
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}
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/* Limit the ray distance and stop counting hits beyond this. */
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isect_t = max_recorded_t * t_world_to_instance;
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}
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else {
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/* Still have space for intersection, use next hit. */
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isect = isect + 1;
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t_max_world = max(max_recorded_t, isect.t);
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t_max_current = t_max_world * t_world_to_instance;
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}
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isect_array[record_index] = isect;
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}
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prim_addr++;
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@ -250,7 +264,7 @@ ccl_device_inline
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#endif
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/* Convert intersection to object space. */
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isect_t *= t_world_to_instance;
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t_max_current *= t_world_to_instance;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_STACK_SIZE);
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@ -271,10 +285,8 @@ ccl_device_inline
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bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
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#endif
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/* Restore world space ray length. If max number of hits exceeded this
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* distance is reduced to recorded only the closest hits. If not use
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* the original ray length. */
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isect_t = (max_hits && *num_hits > max_hits) ? isect->t : tmax;
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/* Restore world space ray length. */
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t_max_current = t_max_world;
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object = OBJECT_NONE;
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t_world_to_instance = 1.0f;
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