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// Copyright 2009 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "FrameBuffer.ih"
#include "RenderTaskDesc.ih"
#include "Tile.ih"
#include "render/ScreenSample.ih"
// c++ shared
#include "LocalFBShared.h"
OSPRAY_BEGIN_ISPC_NAMESPACE
SYCL_EXTERNAL void LocalFB_accumulateSample(FrameBuffer *uniform _fb,
const varying ScreenSample &screenSample,
uniform RenderTaskDesc &)
{
LocalFB *uniform fb = (LocalFB * uniform) _fb;
const int pixelID =
screenSample.sampleID.x + fb->super.size.x * screenSample.sampleID.y;
// Calculate accumulation scale
const uniform int accumID = fb->super.frameID;
const uniform float accScale = rcpf(accumID + 1);
// Accumulate color
const vec4f colorSample = make_vec4f(screenSample.rgb, screenSample.alpha);
if (fb->colorBuffer)
FRAMEBUFFER_ACCUMULATE_VALUE(
fb->colorBuffer[pixelID], colorSample, accScale);
// Accumulate color in variance buffer
if (fb->super.accumulateVariance) {
const uniform float accVarScale = rcpf(accumID / 2 + 1);
FRAMEBUFFER_ACCUMULATE_VALUE(
fb->varianceBuffer[pixelID], colorSample, accVarScale);
}
// Accumulate depth buffer
if (fb->depthBuffer) {
float depth = screenSample.z;
if (accumID > 0)
depth = min(fb->depthBuffer[pixelID], screenSample.z);
fb->depthBuffer[pixelID] = depth;
}
// Accumulate normal buffer
if (fb->normalBuffer)
FRAMEBUFFER_ACCUMULATE_VALUE(
fb->normalBuffer[pixelID], screenSample.normal, accScale);
// Accumulate albedo buffer
if (fb->albedoBuffer)
FRAMEBUFFER_ACCUMULATE_VALUE(
fb->albedoBuffer[pixelID], screenSample.albedo, accScale);
if (fb->primitiveIDBuffer) {
if (accumID == 0)
fb->primitiveIDBuffer[pixelID] = screenSample.primID;
}
if (fb->objectIDBuffer) {
if (accumID == 0)
fb->objectIDBuffer[pixelID] = screenSample.geomID;
}
if (fb->instanceIDBuffer) {
if (accumID == 0)
fb->instanceIDBuffer[pixelID] = screenSample.instID;
}
#ifndef OSPRAY_TARGET_SYCL
FrameBuffer_updateProgress(&fb->super, popcnt(lanemask()));
#endif
}
SYCL_EXTERNAL uniform RenderTaskDesc LocalFB_getRenderTaskDesc(
FrameBuffer *uniform _fb, const uniform uint32 taskID)
{
LocalFB *uniform fb = (LocalFB * uniform) _fb;
uniform RenderTaskDesc desc;
desc.taskID = taskID;
desc.error = 0.f;
uniform vec2i renderTaskSize = fb->super.renderTaskSize;
uniform vec2i taskStart =
make_vec2i(taskID % fb->numRenderTasks.x, taskID / fb->numRenderTasks.x);
desc.region.lower = taskStart * renderTaskSize;
desc.region.upper = min(desc.region.lower + renderTaskSize, fb->super.size);
return desc;
}
SYCL_EXTERNAL void LocalFB_completeTask(
FrameBuffer *uniform, const uniform RenderTaskDesc &)
{
// Do nothing
}
// TODO: Unify all writeTile functions below into a single one
export SYCL_EXTERNAL void LocalFrameBuffer_writeColorTile(
void *uniform _fb, const void *uniform _tile)
{
Tile *uniform tile = (Tile * uniform) _tile;
uniform LocalFB *uniform fb = (uniform LocalFB * uniform) _fb;
uniform vec4f *uniform color = (uniform vec4f * uniform) fb->colorBuffer;
color += (uniform uint64)tile->region.lower.y * fb->super.size.x;
VaryingTile *uniform varyTile = (VaryingTile * uniform) tile;
for (uniform uint32 iiy = tile->region.lower.y;
iiy < (uniform uint32)tile->region.upper.y;
iiy++) {
uniform uint32 chunkID =
(iiy - tile->region.lower.y) * (TILE_SIZE / programCount);
for (uint32 iix = tile->region.lower.x + programIndex;
iix < (uniform uint32)tile->region.upper.x;
iix += programCount, chunkID++) {
color[iix] = make_vec4f(varyTile->r[chunkID],
varyTile->g[chunkID],
varyTile->b[chunkID],
varyTile->a[chunkID]);
}
color += fb->super.size.x;
}
}
// Write the input tile into the row-major framebuffer's depth buffer
export SYCL_EXTERNAL void LocalFrameBuffer_writeDepthTile(
void *uniform _fb, const void *uniform _tile)
{
uniform LocalFB *uniform fb = (uniform LocalFB * uniform) _fb;
const Tile *uniform tile = (const Tile *uniform)_tile;
VaryingTile *uniform varyTile = (VaryingTile * uniform) tile;
uniform float *uniform depth = (uniform float *uniform)fb->depthBuffer;
depth += (uniform uint64)tile->region.lower.y * fb->super.size.x;
for (uniform uint32 iiy = tile->region.lower.y;
iiy < (uniform uint32)tile->region.upper.y;
iiy++) {
uniform uint32 chunkID =
(iiy - tile->region.lower.y) * (TILE_SIZE / programCount);
for (uint32 iix = tile->region.lower.x + programIndex;
iix < (uniform uint32)tile->region.upper.x;
iix += programCount, chunkID++) {
depth[iix] = varyTile->z[chunkID];
}
depth += fb->super.size.x;
}
}
// "accumulate" first frame only and write into buffer
export SYCL_EXTERNAL void LocalFrameBuffer_writeIDTile(void *uniform _fb,
const void *uniform _tile,
uniform uint32 *uniform dst,
const void *uniform src)
{
uniform LocalFB *uniform fb = (uniform LocalFB * uniform) _fb;
const Tile *uniform tile = (const Tile *uniform)_tile;
uniform uint32 *uniform buffer =
dst; //(uniform uint32 *uniform)fb->primitiveIDBuffer;
buffer += (uniform uint64)tile->region.lower.y * fb->super.size.x;
const void *uniform upid = src; //(const void* uniform)tile->pid;
const varying int32 *uniform pid = (const varying int32 *uniform)upid;
for (uniform uint32 iiy = tile->region.lower.y;
iiy < (uniform uint32)tile->region.upper.y;
iiy++) {
uniform uint32 chunkID =
(iiy - tile->region.lower.y) * (TILE_SIZE / programCount);
for (uint32 iix = tile->region.lower.x + programIndex;
iix < (uniform uint32)tile->region.upper.x;
iix += programCount, chunkID++) {
if (tile->accumID == 0) {
varying uint32 val = -1;
unmasked
{
val = pid[chunkID];
}
buffer[iix] = val;
}
}
buffer += fb->super.size.x;
}
}
// Write a Tile's auxiliary buffer into the framebuffer's row major storage
export SYCL_EXTERNAL void LocalFrameBuffer_writeAuxTile(void *uniform _fb,
const void *uniform _tile,
void *uniform _aux,
const void *uniform _ax,
const void *uniform _ay,
const void *uniform _az)
{
uniform LocalFB *uniform fb = (uniform LocalFB * uniform) _fb;
const Tile *uniform tile = (const Tile *uniform)_tile;
uniform vec3f *uniform aux = (uniform vec3f * uniform) _aux;
const varying float *uniform ax = (const varying float *uniform)_ax;
const varying float *uniform ay = (const varying float *uniform)_ay;
const varying float *uniform az = (const varying float *uniform)_az;
aux += (uniform uint64)tile->region.lower.y * fb->super.size.x;
for (uniform uint32 iiy = tile->region.lower.y;
iiy < (uniform uint32)tile->region.upper.y;
iiy++) {
uniform uint32 chunkID =
(iiy - tile->region.lower.y) * (TILE_SIZE / programCount);
for (uint32 iix = tile->region.lower.x + programIndex;
iix < (uint32)tile->region.upper.x;
iix += programCount, chunkID++) {
aux[iix] = make_vec3f(ax[chunkID], ay[chunkID], az[chunkID]);
}
aux += fb->super.size.x;
}
}
export void *uniform LocalFrameBuffer_accumulateSample_addr()
{
return (void *uniform)LocalFB_accumulateSample;
}
export void *uniform LocalFrameBuffer_getRenderTaskDesc_addr()
{
return (void *uniform)LocalFB_getRenderTaskDesc;
}
export void *uniform LocalFrameBuffer_completeTask_addr()
{
return (void *uniform)LocalFB_completeTask;
}
OSPRAY_END_ISPC_NAMESPACE
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