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authorjfons <joan.fonssanchez@gmail.com>2021-05-20 12:49:33 +0200
committerjfons <joan.fonssanchez@gmail.com>2021-05-21 17:00:24 +0200
commit767e374dced69b45db0afb30ca2ccf0bbbeef672 (patch)
treea712cecc2c8cc2c6d6ecdc4a50020d423ddb4c0c /thirdparty/embree/kernels/geometry/grid_soa.h
parent42b6602f1d4b108cecb94b94c0d2b645acaebd4f (diff)
Upgrade Embree to the latest official release.
Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
Diffstat (limited to 'thirdparty/embree/kernels/geometry/grid_soa.h')
-rw-r--r--thirdparty/embree/kernels/geometry/grid_soa.h275
1 files changed, 275 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/geometry/grid_soa.h b/thirdparty/embree/kernels/geometry/grid_soa.h
new file mode 100644
index 0000000000..cea90aedf6
--- /dev/null
+++ b/thirdparty/embree/kernels/geometry/grid_soa.h
@@ -0,0 +1,275 @@
+// 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
+ };
+ }
+}