Cycles: remove extended precision hacks, no longer needed with SSE2 requirement.

Differential Revision: https://developer.blender.org/D2079
This commit is contained in:
Brecht Van Lommel 2016-07-04 16:43:32 +02:00
parent 1ba90582f5
commit 39ae324918
Notes: blender-bot 2023-02-14 10:21:15 +01:00
Referenced by issue #48790, Wrong render with HDRi when there Sun lamp with strength=0
Referenced by issue #48791, Crash extruding using Ctrl+click + snap to face
7 changed files with 82 additions and 101 deletions

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@ -26,16 +26,6 @@ CCL_NAMESPACE_BEGIN
static const int BVH_SORT_THRESHOLD = 4096;
/* Silly workaround for float extended precision that happens when compiling
* on x86, due to one float staying in 80 bit precision register and the other
* not, which causes the strictly weak ordering to break.
*/
#if !defined(__i386__)
# define NO_EXTENDED_PRECISION
#else
# define NO_EXTENDED_PRECISION volatile
#endif
struct BVHReferenceCompare {
public:
int dim;
@ -52,8 +42,8 @@ public:
__forceinline int compare(const BVHReference& ra,
const BVHReference& rb) const
{
NO_EXTENDED_PRECISION float ca = ra.bounds().min[dim] + ra.bounds().max[dim];
NO_EXTENDED_PRECISION float cb = rb.bounds().min[dim] + rb.bounds().max[dim];
float ca = ra.bounds().min[dim] + ra.bounds().max[dim];
float cb = rb.bounds().min[dim] + rb.bounds().max[dim];
if(ca < cb) return -1;
else if(ca > cb) return 1;

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@ -27,15 +27,6 @@
#define BVH_QNODE_LEAF_SIZE 1
#define TRI_NODE_SIZE 3
/* silly workaround for float extended precision that happens when compiling
* without sse support on x86, it results in different results for float ops
* that you would otherwise expect to compare correctly */
#if !defined(__i386__) || defined(__SSE__)
# define NO_EXTENDED_PRECISION
#else
# define NO_EXTENDED_PRECISION volatile
#endif
#include "geom_attribute.h"
#include "geom_object.h"
#include "geom_triangle.h"

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@ -108,23 +108,23 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
/* decide which nodes to traverse next */
# ifdef __VISIBILITY_FLAG__

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@ -119,23 +119,23 @@ ccl_device void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
/* decide which nodes to traverse next */
traverseChild0 = (c0max >= c0min);

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@ -115,23 +115,23 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
# if BVH_FEATURE(BVH_HAIR_MINIMUM_WIDTH)
if(difl != 0.0f) {

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@ -105,23 +105,23 @@ ccl_device bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
/* decide which nodes to traverse next */
traverseChild0 = (c0max >= c0min);

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@ -109,23 +109,23 @@ ccl_device uint BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
/* intersect ray against child nodes */
NO_EXTENDED_PRECISION float c0lox = (node0.x - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0hix = (node0.z - P.x) * idir.x;
NO_EXTENDED_PRECISION float c0loy = (node1.x - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0hiy = (node1.z - P.y) * idir.y;
NO_EXTENDED_PRECISION float c0loz = (node2.x - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0hiz = (node2.z - P.z) * idir.z;
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
float c0lox = (node0.x - P.x) * idir.x;
float c0hix = (node0.z - P.x) * idir.x;
float c0loy = (node1.x - P.y) * idir.y;
float c0hiy = (node1.z - P.y) * idir.y;
float c0loz = (node2.x - P.z) * idir.z;
float c0hiz = (node2.z - P.z) * idir.z;
float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
NO_EXTENDED_PRECISION float c1lox = (node0.y - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1hix = (node0.w - P.x) * idir.x;
NO_EXTENDED_PRECISION float c1loy = (node1.y - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1hiy = (node1.w - P.y) * idir.y;
NO_EXTENDED_PRECISION float c1loz = (node2.y - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1hiz = (node2.w - P.z) * idir.z;
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
float c1lox = (node0.y - P.x) * idir.x;
float c1hix = (node0.w - P.x) * idir.x;
float c1loy = (node1.y - P.y) * idir.y;
float c1hiy = (node1.w - P.y) * idir.y;
float c1loz = (node2.y - P.z) * idir.z;
float c1hiz = (node2.w - P.z) * idir.z;
float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
/* decide which nodes to traverse next */
traverseChild0 = (c0max >= c0min);