+created overloaded new/delete

This commit is contained in:
Evghenii
2014-01-05 16:20:56 +01:00
parent cd929b17a7
commit 2198d8ba51
11 changed files with 66 additions and 540 deletions

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@@ -1,7 +1,7 @@
TASK_CXX=../tasksys.cpp
TASK_CXX=../tasksys.cpp ../ispc_malloc.cpp
TASK_LIB=-lpthread
TASK_OBJ=objs/tasksys.o
TASK_OBJ=objs/tasksys.o objs/ispc_malloc.o
CXX=clang++
CXXFLAGS+=-Iobjs/ -O2

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@@ -33,6 +33,9 @@ CXX_OBJS=$(CXX_SRC:%.cpp=objs_gpu/%_gcc.o)
CU_OBJS=$(CU_SRC:%.cu=objs_gpu/%_cu.o)
#NVCC_OBJS=$(NVCC_SRC:%.cu=objs_gpu/%_nvcc.o)
CXX_SRC+=../ispc_malloc.cpp
CXX_OJS+=objs/ispc_malloc_gcc.o
# PTXGEN = $(HOME)/ptxgen
# PTXGEN += -opt=3
# PTXGEN += -ftz=1 -prec-div=0 -prec-sqrt=0 -fma=1

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@@ -2,7 +2,7 @@
EXAMPLE=deferred_shading
CPP_SRC=common.cpp main.cpp dynamic_c.cpp dynamic_cilk.cpp
ISPC_SRC=kernels.ispc
ISPC_IA_TARGETS=sse2-i32x4,sse4-i32x8,avx1-i32x16,avx2-i32x16
ISPC_IA_TARGETS=avx1-i32x16
ISPC_ARM_TARGETS=neon
ISPC_FLAGS=--opt=fast-math

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@@ -41,15 +41,15 @@
#endif
#include <fcntl.h>
#include <float.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <cfloat>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <sys/types.h>
#include <stdint.h>
#include <algorithm>
#include <assert.h>
#include <cassert>
#include <vector>
#ifdef ISPC_IS_WINDOWS
#define WIN32_LEAN_AND_MEAN
@@ -58,6 +58,7 @@
#include "deferred.h"
#include "kernels_ispc.h"
#include "../timing.h"
#include "../ispc_malloc.h"
///////////////////////////////////////////////////////////////////////////
@@ -96,11 +97,11 @@ int main(int argc, char** argv) {
ispc::RenderStatic(input->header, input->arrays,
VISUALIZE_LIGHT_COUNT,
framebuffer.r, framebuffer.g, framebuffer.b);
double mcycles = get_elapsed_mcycles() / nframes;
printf("@time of ISPC + TASKS run:\t\t\t[%.3f] million cycles\n", mcycles);
ispcCycles = std::min(ispcCycles, mcycles);
double msec = get_elapsed_msec() / nframes;
printf("@time of ISPC + TASKS run:\t\t\t[%.3f] msec\n", msec);
ispcCycles = std::min(ispcCycles, msec);
}
printf("[ispc static + tasks]:\t\t[%.3f] million cycles to render "
printf("[ispc static + tasks]:\t\t[%.3f] msec to render "
"%d x %d image\n", ispcCycles,
input->header.framebufferWidth, input->header.framebufferHeight);
WriteFrame("deferred-ispc-static.ppm", input, framebuffer);
@@ -113,11 +114,11 @@ int main(int argc, char** argv) {
reset_and_start_timer();
for (int j = 0; j < nframes; ++j)
DispatchDynamicCilk(input, &framebuffer);
double mcycles = get_elapsed_mcycles() / nframes;
printf("@time of serial run:\t\t\t[%.3f] million cycles\n", mcycles);
dynamicCilkCycles = std::min(dynamicCilkCycles, mcycles);
double msec = get_elapsed_msec() / nframes;
printf("@time of serial run:\t\t\t[%.3f] msec\n", msec);
dynamicCilkCycles = std::min(dynamicCilkCycles, msec);
}
printf("[ispc + Cilk dynamic]:\t\t[%.3f] million cycles to render image\n",
printf("[ispc + Cilk dynamic]:\t\t[%.3f] msec to render image\n",
dynamicCilkCycles);
WriteFrame("deferred-ispc-dynamic.ppm", input, framebuffer);
#endif // __cilk
@@ -128,11 +129,11 @@ int main(int argc, char** argv) {
reset_and_start_timer();
for (int j = 0; j < nframes; ++j)
DispatchDynamicC(input, &framebuffer);
double mcycles = get_elapsed_mcycles() / nframes;
printf("@time of serial run:\t\t\t[%.3f] million cycles\n", mcycles);
serialCycles = std::min(serialCycles, mcycles);
double msec = get_elapsed_msec() / nframes;
printf("@time of serial run:\t\t\t[%.3f] msec\n", msec);
serialCycles = std::min(serialCycles, msec);
}
printf("[C++ serial dynamic, 1 core]:\t[%.3f] million cycles to render image\n",
printf("[C++ serial dynamic, 1 core]:\t[%.3f] msec to render image\n",
serialCycles);
WriteFrame("deferred-serial-dynamic.ppm", input, framebuffer);

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@@ -1,139 +0,0 @@
/*
Copyright (c) 2011, Intel Corporation
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Intel Corporation nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifdef _MSC_VER
#define ISPC_IS_WINDOWS
#define NOMINMAX
#elif defined(__linux__)
#define ISPC_IS_LINUX
#elif defined(__APPLE__)
#define ISPC_IS_APPLE
#endif
#include <fcntl.h>
#include <float.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/types.h>
#include <stdint.h>
#include <algorithm>
#include <assert.h>
#include <vector>
#ifdef ISPC_IS_WINDOWS
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "deferred.h"
#include "kernels_ispc.h"
#include "../timing.h"
///////////////////////////////////////////////////////////////////////////
int main(int argc, char** argv) {
if (argc != 2) {
printf("usage: deferred_shading <input_file (e.g. data/pp1280x720.bin)>\n");
return 1;
}
InputData *input = CreateInputDataFromFile(argv[1]);
if (!input) {
printf("Failed to load input file \"%s\"!\n", argv[1]);
return 1;
}
Framebuffer framebuffer(input->header.framebufferWidth,
input->header.framebufferHeight);
InitDynamicC(input);
#ifdef __cilk
InitDynamicCilk(input);
#endif // __cilk
int nframes = 5;
double ispcCycles = 1e30;
for (int i = 0; i < 5; ++i) {
framebuffer.clear();
reset_and_start_timer();
for (int j = 0; j < nframes; ++j)
ispc::RenderStatic(input->header, input->arrays,
VISUALIZE_LIGHT_COUNT,
framebuffer.r, framebuffer.g, framebuffer.b);
double mcycles = get_elapsed_mcycles() / nframes;
ispcCycles = std::min(ispcCycles, mcycles);
}
printf("[ispc static + tasks]:\t\t[%.3f] million cycles to render "
"%d x %d image\n", ispcCycles,
input->header.framebufferWidth, input->header.framebufferHeight);
WriteFrame("deferred-ispc-static.ppm", input, framebuffer);
#ifdef __cilk
double dynamicCilkCycles = 1e30;
for (int i = 0; i < 5; ++i) {
framebuffer.clear();
reset_and_start_timer();
for (int j = 0; j < nframes; ++j)
DispatchDynamicCilk(input, &framebuffer);
double mcycles = get_elapsed_mcycles() / nframes;
dynamicCilkCycles = std::min(dynamicCilkCycles, mcycles);
}
printf("[ispc + Cilk dynamic]:\t\t[%.3f] million cycles to render image\n",
dynamicCilkCycles);
WriteFrame("deferred-ispc-dynamic.ppm", input, framebuffer);
#endif // __cilk
double serialCycles = 1e30;
for (int i = 0; i < 5; ++i) {
framebuffer.clear();
reset_and_start_timer();
for (int j = 0; j < nframes; ++j)
DispatchDynamicC(input, &framebuffer);
double mcycles = get_elapsed_mcycles() / nframes;
serialCycles = std::min(serialCycles, mcycles);
}
printf("[C++ serial dynamic, 1 core]:\t[%.3f] million cycles to render image\n",
serialCycles);
WriteFrame("deferred-serial-dynamic.ppm", input, framebuffer);
#ifdef __cilk
printf("\t\t\t\t(%.2fx speedup from static ISPC, %.2fx from Cilk+ISPC)\n",
serialCycles/ispcCycles, serialCycles/dynamicCilkCycles);
#else
printf("\t\t\t\t(%.2fx speedup from ISPC + tasks)\n", serialCycles/ispcCycles);
#endif // __cilk
DeleteInputData(input);
return 0;
}

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@@ -0,0 +1,35 @@
#include <cstdio>
#include <cstdlib>
#include <iostream>
#include <cstring>
#include "ispc_malloc.h"
#ifdef _CUDA_
void * operator new(size_t size) throw(std::bad_alloc)
{
void *ptr;
ispc_malloc(&ptr, size);
return ptr;
}
void operator delete(void *ptr) throw()
{
ispc_free(ptr);
}
#else
void ispc_malloc(void **ptr, const size_t size)
{
*ptr = malloc(size);
}
void ispc_free(void *ptr)
{
free(ptr);
}
void ispc_memset(void *ptr, int value, size_t size)
{
memset(ptr, value, size);
}
#endif

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@@ -1,22 +1,5 @@
#pragma once
#ifdef _CUDA_
extern void ispc_malloc(void **ptr, const size_t size);
extern void ispc_free(void *ptr);
extern void ispc_memset(void *ptr, int value, size_t size);
#else
#include <cstdlib>
static inline void ispc_malloc(void **ptr, const size_t size)
{
*ptr = malloc(size);
}
static inline void ispc_free(void *ptr)
{
free(ptr);
}
static inline void ispc_memset(void *ptr, int value, size_t size)
{
memset(ptr, value, size);
}
#endif

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@@ -103,8 +103,7 @@ int main(int argc, char *argv[]) {
int maxIterations = 512;
int *buf;
ispc_malloc((void**)&buf, sizeof(int)*width*height);
int *buf = new int[width*height];
for (unsigned int i = 0; i < width * height; ++i)
buf[i] = 0;

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@@ -1,5 +1,3 @@
#include "ispc_malloc.h"
#ifndef _CUDA_
#error "Something went wrong..."
#endif

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@@ -45,8 +45,8 @@
#include <cstring>
#include <sys/types.h>
#include "../timing.h"
#include "../ispc_malloc.h"
#include "rt_ispc.h"
#include "../ispc_malloc.h"
using namespace ispc;
@@ -141,15 +141,11 @@ int main(int argc, char *argv[]) {
// fread in the bits
//
int baseWidth, baseHeight;
#if 0
float camera2world[4][4], raster2camera[4][4];
#else
float *camera2world_ispc, *raster2camera_ispc;
ispc_malloc((void**)&camera2world_ispc, 4*4*sizeof(float));
ispc_malloc((void**)&raster2camera_ispc, 4*4*sizeof(float));
// float camera2world[4][4], raster2camera[4][4];
float *camera2world_ispc = new float[4*4];
float *raster2camera_ispc = new float[4*4];
float (*camera2world )[4] = (float (*)[4])camera2world_ispc;
float (*raster2camera)[4] = (float (*)[4])raster2camera_ispc;
#endif
READ(baseWidth, 1);
READ(baseHeight, 1);
READ(camera2world[0][0], 16);
@@ -170,12 +166,7 @@ int main(int argc, char *argv[]) {
uint nNodes;
READ(nNodes, 1);
#if 0
LinearBVHNode *nodes = new LinearBVHNode[nNodes];
#else
LinearBVHNode *nodes;
ispc_malloc((void**)&nodes, nNodes*sizeof(LinearBVHNode));
#endif
for (unsigned int i = 0; i < nNodes; ++i) {
// Each node is 6x floats for a boox, then an integer for an offset
// to the second child node, then an integer that encodes the type
@@ -197,12 +188,7 @@ int main(int argc, char *argv[]) {
// And then read the triangles
uint nTris;
READ(nTris, 1);
#if 0
Triangle *triangles = new Triangle[nTris];
#else
Triangle *triangles;
ispc_malloc((void**)&triangles, nTris*sizeof(Triangle));
#endif
for (uint i = 0; i < nTris; ++i) {
// 9x floats for the 3 vertices
float v[9];
@@ -223,15 +209,9 @@ int main(int argc, char *argv[]) {
// allocate images; one to hold hit object ids, one to hold depth to
// the first interseciton
#if 0
int *id = new int[width*height];
float *image = new float[width*height];
#else
int *id;
float *image;
ispc_malloc((void**)&id, sizeof( int)*width*height);
ispc_malloc((void**)&image, sizeof(float)*width*height);
#endif
//
// Run 3 iterations with ispc + 1 core, record the minimum time
//

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@@ -1,334 +0,0 @@
/*
Copyright (c) 2010-2011, Intel Corporation
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of Intel Corporation nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#define bool int
typedef float<3> float3;
struct Ray {
float3 origin, dir, invDir;
//uniform unsigned int dirIsNeg[3];
unsigned int dirIsNeg0, dirIsNeg1, dirIsNeg2;
float mint, maxt;
int hitId;
};
struct Triangle {
float p[3][4];
int id;
int pad[3];
};
struct LinearBVHNode {
float bounds[2][3];
unsigned int offset; // num primitives for leaf, second child for interior
unsigned int8 nPrimitives;
unsigned int8 splitAxis;
unsigned int16 pad;
};
static inline float3 Cross(const float3 v1, const float3 v2) {
float v1x = v1.x, v1y = v1.y, v1z = v1.z;
float v2x = v2.x, v2y = v2.y, v2z = v2.z;
float3 ret;
ret.x = (v1y * v2z) - (v1z * v2y);
ret.y = (v1z * v2x) - (v1x * v2z);
ret.z = (v1x * v2y) - (v1y * v2x);
return ret;
}
static inline float Dot(const float3 a, const float3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline
static void generateRay(uniform const float raster2camera[4][4],
uniform const float camera2world[4][4],
float x, float y, Ray &ray) {
ray.mint = 0.f;
ray.maxt = 1e30f;
ray.hitId = 0;
// transform raster coordinate (x, y, 0) to camera space
float camx = raster2camera[0][0] * x + raster2camera[0][1] * y + raster2camera[0][3];
float camy = raster2camera[1][0] * x + raster2camera[1][1] * y + raster2camera[1][3];
float camz = raster2camera[2][3];
float camw = raster2camera[3][3];
camx /= camw;
camy /= camw;
camz /= camw;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy +
camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy +
camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy +
camera2world[2][2] * camz;
ray.origin.x = camera2world[0][3] / camera2world[3][3];
ray.origin.y = camera2world[1][3] / camera2world[3][3];
ray.origin.z = camera2world[2][3] / camera2world[3][3];
ray.invDir = 1.f / ray.dir;
#if 0
ray.dirIsNeg[0] = any(ray.invDir.x < 0) ? 1 : 0;
ray.dirIsNeg[1] = any(ray.invDir.y < 0) ? 1 : 0;
ray.dirIsNeg[2] = any(ray.invDir.z < 0) ? 1 : 0;
#else
ray.dirIsNeg0 = any(ray.invDir.x < 0) ? 1 : 0;
ray.dirIsNeg1 = any(ray.invDir.y < 0) ? 1 : 0;
ray.dirIsNeg2 = any(ray.invDir.z < 0) ? 1 : 0;
#endif
}
inline
static bool BBoxIntersect(const uniform float bounds[2][3],
const Ray &ray) {
uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
float t0 = ray.mint, t1 = ray.maxt;
// Check all three axis-aligned slabs. Don't try to early out; it's
// not worth the trouble
float3 tNear = (bounds0 - ray.origin) * ray.invDir;
float3 tFar = (bounds1 - ray.origin) * ray.invDir;
if (tNear.x > tFar.x) {
float tmp = tNear.x;
tNear.x = tFar.x;
tFar.x = tmp;
}
t0 = max(tNear.x, t0);
t1 = min(tFar.x, t1);
if (tNear.y > tFar.y) {
float tmp = tNear.y;
tNear.y = tFar.y;
tFar.y = tmp;
}
t0 = max(tNear.y, t0);
t1 = min(tFar.y, t1);
if (tNear.z > tFar.z) {
float tmp = tNear.z;
tNear.z = tFar.z;
tFar.z = tmp;
}
t0 = max(tNear.z, t0);
t1 = min(tFar.z, t1);
return (t0 <= t1);
}
inline
static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
uniform float3 e1 = p1 - p0;
uniform float3 e2 = p2 - p0;
float3 s1 = Cross(ray.dir, e2);
float divisor = Dot(s1, e1);
bool hit = true;
if (divisor == 0.)
hit = false;
float invDivisor = 1.f / divisor;
// Compute first barycentric coordinate
float3 d = ray.origin - p0;
float b1 = Dot(d, s1) * invDivisor;
if (b1 < 0. || b1 > 1.)
hit = false;
// Compute second barycentric coordinate
float3 s2 = Cross(d, e1);
float b2 = Dot(ray.dir, s2) * invDivisor;
if (b2 < 0. || b1 + b2 > 1.)
hit = false;
// Compute _t_ to intersection point
float t = Dot(e2, s2) * invDivisor;
if (t < ray.mint || t > ray.maxt)
hit = false;
if (hit) {
ray.maxt = t;
ray.hitId = tri.id;
}
return hit;
}
inline
bool BVHIntersect(const uniform LinearBVHNode nodes[],
const uniform Triangle tris[], Ray &r,
uniform int todo[]) {
Ray ray = r;
bool hit = false;
// Follow ray through BVH nodes to find primitive intersections
uniform int todoOffset = 0, nodeNum = 0;
while (true) {
// Check ray against BVH node
uniform LinearBVHNode node = nodes[nodeNum];
if (any(BBoxIntersect(node.bounds, ray))) {
uniform unsigned int nPrimitives = node.nPrimitives;
if (nPrimitives > 0) {
// Intersect ray with primitives in leaf BVH node
uniform unsigned int primitivesOffset = node.offset;
for (uniform unsigned int i = 0; i < nPrimitives; ++i) {
if (TriIntersect(tris[primitivesOffset+i], ray))
hit = true;
}
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
else {
// Put far BVH node on _todo_ stack, advance to near node
int dirIsNeg;
if (node.splitAxis == 0) dirIsNeg = r.dirIsNeg0;
if (node.splitAxis == 1) dirIsNeg = r.dirIsNeg1;
if (node.splitAxis == 2) dirIsNeg = r.dirIsNeg2;
if (dirIsNeg) {
todo[todoOffset++] = nodeNum + 1;
nodeNum = node.offset;
}
else {
todo[todoOffset++] = node.offset;
nodeNum = nodeNum + 1;
}
}
}
else {
if (todoOffset == 0)
break;
nodeNum = todo[--todoOffset];
}
}
r.maxt = ray.maxt;
r.hitId = ray.hitId;
return hit;
}
inline
static void raytrace_tile(uniform int x0, uniform int x1,
uniform int y0, uniform int y1,
uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform float widthScale = (float)(baseWidth) / (float)(width);
uniform float heightScale = (float)(baseHeight) / (float)(height);
#if 0
uniform int * uniform todo = uniform new uniform int[64];
#define ALLOC
#else
uniform int todo[64];
#endif
foreach_tiled (y = y0 ... y1, x = x0 ... x1) {
Ray ray;
generateRay(raster2camera, camera2world, x*widthScale,
y*heightScale, ray);
BVHIntersect(nodes, triangles, ray, todo);
int offset = y * width + x;
image[offset] = ray.maxt;
id[offset] = ray.hitId;
}
#ifdef ALLOC
delete todo;
#endif
}
export void raytrace_ispc(uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
raytrace_tile(0, width, 0, height, width, height, baseWidth, baseHeight,
raster2camera, camera2world, image,
id, nodes, triangles);
}
task void raytrace_tile_task(uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform int dx = 64, dy = 8; // must match dx, dy below
uniform int xBuckets = (width + (dx-1)) / dx;
uniform int x0 = (taskIndex % xBuckets) * dx;
uniform int x1 = min(x0 + dx, width);
uniform int y0 = (taskIndex / xBuckets) * dy;
uniform int y1 = min(y0 + dy, height);
raytrace_tile(x0, x1, y0, y1, width, height, baseWidth, baseHeight,
raster2camera, camera2world, image,
id, nodes, triangles);
}
export void raytrace_ispc_tasks(uniform int width, uniform int height,
uniform int baseWidth, uniform int baseHeight,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform int dx = 64, dy = 8;
uniform int xBuckets = (width + (dx-1)) / dx;
uniform int yBuckets = (height + (dy-1)) / dy;
uniform int nTasks = xBuckets * yBuckets;
launch[nTasks] raytrace_tile_task(width, height, baseWidth, baseHeight,
raster2camera, camera2world,
image, id, nodes, triangles);
sync;
}