1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275
|
// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "../common/ray.h"
#include "../common/scene_subdiv_mesh.h"
#include "../bvh/bvh.h"
#include "../subdiv/tessellation.h"
#include "../subdiv/tessellation_cache.h"
#include "subdivpatch1.h"
namespace embree
{
namespace isa
{
class GridSOA
{
public:
/*! GridSOA constructor */
GridSOA(const SubdivPatch1Base* patches, const unsigned time_steps,
const unsigned x0, const unsigned x1, const unsigned y0, const unsigned y1, const unsigned swidth, const unsigned sheight,
const SubdivMesh* const geom, const size_t totalBvhBytes, const size_t gridBytes, BBox3fa* bounds_o = nullptr);
/*! Subgrid creation */
template<typename Allocator>
static GridSOA* create(const SubdivPatch1Base* patches, const unsigned time_steps,
unsigned x0, unsigned x1, unsigned y0, unsigned y1,
const Scene* scene, Allocator& alloc, BBox3fa* bounds_o = nullptr)
{
const unsigned width = x1-x0+1;
const unsigned height = y1-y0+1;
const GridRange range(0,width-1,0,height-1);
size_t bvhBytes = 0;
if (time_steps == 1)
bvhBytes = getBVHBytes(range,sizeof(BVH4::AABBNode),0);
else {
bvhBytes = (time_steps-1)*getBVHBytes(range,sizeof(BVH4::AABBNodeMB),0);
bvhBytes += getTemporalBVHBytes(make_range(0,int(time_steps-1)),sizeof(BVH4::AABBNodeMB4D));
}
const size_t gridBytes = 4*size_t(width)*size_t(height)*sizeof(float);
size_t rootBytes = time_steps*sizeof(BVH4::NodeRef);
#if !defined(__64BIT__)
rootBytes += 4; // We read 2 elements behind the grid. As we store at least 8 root bytes after the grid we are fine in 64 bit mode. But in 32 bit mode we have to do additional padding.
#endif
void* data = alloc(offsetof(GridSOA,data)+bvhBytes+time_steps*gridBytes+rootBytes);
assert(data);
return new (data) GridSOA(patches,time_steps,x0,x1,y0,y1,patches->grid_u_res,patches->grid_v_res,scene->get<SubdivMesh>(patches->geomID()),bvhBytes,gridBytes,bounds_o);
}
/*! Grid creation */
template<typename Allocator>
static GridSOA* create(const SubdivPatch1Base* const patches, const unsigned time_steps,
const Scene* scene, const Allocator& alloc, BBox3fa* bounds_o = nullptr)
{
return create(patches,time_steps,0,patches->grid_u_res-1,0,patches->grid_v_res-1,scene,alloc,bounds_o);
}
/*! returns reference to root */
__forceinline BVH4::NodeRef& root(size_t t = 0) { return (BVH4::NodeRef&)data[rootOffset + t*sizeof(BVH4::NodeRef)]; }
__forceinline const BVH4::NodeRef& root(size_t t = 0) const { return (BVH4::NodeRef&)data[rootOffset + t*sizeof(BVH4::NodeRef)]; }
/*! returns pointer to BVH array */
__forceinline char* bvhData() { return &data[0]; }
__forceinline const char* bvhData() const { return &data[0]; }
/*! returns pointer to Grid array */
__forceinline float* gridData(size_t t = 0) { return (float*) &data[gridOffset + t*gridBytes]; }
__forceinline const float* gridData(size_t t = 0) const { return (float*) &data[gridOffset + t*gridBytes]; }
__forceinline void* encodeLeaf(size_t u, size_t v) {
return (void*) (16*(v * width + u + 1)); // +1 to not create empty leaf
}
__forceinline float* decodeLeaf(size_t t, const void* ptr) {
return gridData(t) + (((size_t) (ptr) >> 4) - 1);
}
/*! returns the size of the BVH over the grid in bytes */
static size_t getBVHBytes(const GridRange& range, const size_t nodeBytes, const size_t leafBytes);
/*! returns the size of the temporal BVH over the time range BVHs */
static size_t getTemporalBVHBytes(const range<int> time_range, const size_t nodeBytes);
/*! calculates bounding box of grid range */
__forceinline BBox3fa calculateBounds(size_t time, const GridRange& range) const
{
const float* const grid_array = gridData(time);
const float* const grid_x_array = grid_array + 0 * dim_offset;
const float* const grid_y_array = grid_array + 1 * dim_offset;
const float* const grid_z_array = grid_array + 2 * dim_offset;
/* compute the bounds just for the range! */
BBox3fa bounds( empty );
for (unsigned v = range.v_start; v<=range.v_end; v++)
{
for (unsigned u = range.u_start; u<=range.u_end; u++)
{
const float x = grid_x_array[ v * width + u];
const float y = grid_y_array[ v * width + u];
const float z = grid_z_array[ v * width + u];
bounds.extend( Vec3fa(x,y,z) );
}
}
assert(is_finite(bounds));
return bounds;
}
/*! Evaluates grid over patch and builds BVH4 tree over the grid. */
std::pair<BVH4::NodeRef,BBox3fa> buildBVH(BBox3fa* bounds_o);
/*! Create BVH4 tree over grid. */
std::pair<BVH4::NodeRef,BBox3fa> buildBVH(const GridRange& range, size_t& allocator);
/*! Evaluates grid over patch and builds MSMBlur BVH4 tree over the grid. */
std::pair<BVH4::NodeRef,LBBox3fa> buildMSMBlurBVH(const range<int> time_range, BBox3fa* bounds_o);
/*! Create MBlur BVH4 tree over grid. */
std::pair<BVH4::NodeRef,LBBox3fa> buildMBlurBVH(size_t time, const GridRange& range, size_t& allocator);
/*! Create MSMBlur BVH4 tree over grid. */
std::pair<BVH4::NodeRef,LBBox3fa> buildMSMBlurBVH(const range<int> time_range, size_t& allocator, BBox3fa* bounds_o);
template<typename Loader>
struct MapUV
{
typedef typename Loader::vfloat vfloat;
const float* const grid_uv;
size_t line_offset;
size_t lines;
__forceinline MapUV(const float* const grid_uv, size_t line_offset, const size_t lines)
: grid_uv(grid_uv), line_offset(line_offset), lines(lines) {}
__forceinline void operator() (vfloat& u, vfloat& v, Vec3<vfloat>& Ng) const {
const Vec3<vfloat> tri_v012_uv = Loader::gather(grid_uv,line_offset,lines);
const Vec2<vfloat> uv0 = GridSOA::decodeUV(tri_v012_uv[0]);
const Vec2<vfloat> uv1 = GridSOA::decodeUV(tri_v012_uv[1]);
const Vec2<vfloat> uv2 = GridSOA::decodeUV(tri_v012_uv[2]);
const Vec2<vfloat> uv = u * uv1 + v * uv2 + (1.0f-u-v) * uv0;
u = uv[0];v = uv[1];
}
};
struct Gather2x3
{
enum { M = 4 };
typedef vbool4 vbool;
typedef vint4 vint;
typedef vfloat4 vfloat;
static __forceinline const Vec3vf4 gather(const float* const grid, const size_t line_offset, const size_t lines)
{
vfloat4 r0 = vfloat4::loadu(grid + 0*line_offset);
vfloat4 r1 = vfloat4::loadu(grid + 1*line_offset); // this accesses 2 elements too much in case of 2x2 grid, but this is ok as we ensure enough padding after the grid
if (unlikely(line_offset == 2))
{
r0 = shuffle<0,1,1,1>(r0);
r1 = shuffle<0,1,1,1>(r1);
}
return Vec3vf4(unpacklo(r0,r1), // r00, r10, r01, r11
shuffle<1,1,2,2>(r0), // r01, r01, r02, r02
shuffle<0,1,1,2>(r1)); // r10, r11, r11, r12
}
static __forceinline void gather(const float* const grid_x,
const float* const grid_y,
const float* const grid_z,
const size_t line_offset,
const size_t lines,
Vec3vf4& v0_o,
Vec3vf4& v1_o,
Vec3vf4& v2_o)
{
const Vec3vf4 tri_v012_x = gather(grid_x,line_offset,lines);
const Vec3vf4 tri_v012_y = gather(grid_y,line_offset,lines);
const Vec3vf4 tri_v012_z = gather(grid_z,line_offset,lines);
v0_o = Vec3vf4(tri_v012_x[0],tri_v012_y[0],tri_v012_z[0]);
v1_o = Vec3vf4(tri_v012_x[1],tri_v012_y[1],tri_v012_z[1]);
v2_o = Vec3vf4(tri_v012_x[2],tri_v012_y[2],tri_v012_z[2]);
}
};
#if defined (__AVX__)
struct Gather3x3
{
enum { M = 8 };
typedef vbool8 vbool;
typedef vint8 vint;
typedef vfloat8 vfloat;
static __forceinline const Vec3vf8 gather(const float* const grid, const size_t line_offset, const size_t lines)
{
vfloat4 ra = vfloat4::loadu(grid + 0*line_offset);
vfloat4 rb = vfloat4::loadu(grid + 1*line_offset); // this accesses 2 elements too much in case of 2x2 grid, but this is ok as we ensure enough padding after the grid
vfloat4 rc;
if (likely(lines > 2))
rc = vfloat4::loadu(grid + 2*line_offset);
else
rc = rb;
if (unlikely(line_offset == 2))
{
ra = shuffle<0,1,1,1>(ra);
rb = shuffle<0,1,1,1>(rb);
rc = shuffle<0,1,1,1>(rc);
}
const vfloat8 r0 = vfloat8(ra,rb);
const vfloat8 r1 = vfloat8(rb,rc);
return Vec3vf8(unpacklo(r0,r1), // r00, r10, r01, r11, r10, r20, r11, r21
shuffle<1,1,2,2>(r0), // r01, r01, r02, r02, r11, r11, r12, r12
shuffle<0,1,1,2>(r1)); // r10, r11, r11, r12, r20, r21, r21, r22
}
static __forceinline void gather(const float* const grid_x,
const float* const grid_y,
const float* const grid_z,
const size_t line_offset,
const size_t lines,
Vec3vf8& v0_o,
Vec3vf8& v1_o,
Vec3vf8& v2_o)
{
const Vec3vf8 tri_v012_x = gather(grid_x,line_offset,lines);
const Vec3vf8 tri_v012_y = gather(grid_y,line_offset,lines);
const Vec3vf8 tri_v012_z = gather(grid_z,line_offset,lines);
v0_o = Vec3vf8(tri_v012_x[0],tri_v012_y[0],tri_v012_z[0]);
v1_o = Vec3vf8(tri_v012_x[1],tri_v012_y[1],tri_v012_z[1]);
v2_o = Vec3vf8(tri_v012_x[2],tri_v012_y[2],tri_v012_z[2]);
}
};
#endif
template<typename vfloat>
static __forceinline Vec2<vfloat> decodeUV(const vfloat& uv)
{
typedef typename vfloat::Int vint;
const vint iu = asInt(uv) & 0xffff;
const vint iv = srl(asInt(uv),16);
const vfloat u = (vfloat)iu * vfloat(8.0f/0x10000);
const vfloat v = (vfloat)iv * vfloat(8.0f/0x10000);
return Vec2<vfloat>(u,v);
}
__forceinline unsigned int geomID() const {
return _geomID;
}
__forceinline unsigned int primID() const {
return _primID;
}
public:
BVH4::NodeRef troot;
#if !defined(__64BIT__)
unsigned align1;
#endif
unsigned time_steps;
unsigned width;
unsigned height;
unsigned dim_offset;
unsigned _geomID;
unsigned _primID;
unsigned align2;
unsigned gridOffset;
unsigned gridBytes;
unsigned rootOffset;
char data[1]; //!< after the struct we first store the BVH, then the grid, and finally the roots
};
}
}
|