+some uniform related improvements

This commit is contained in:
Evghenii
2014-01-09 14:37:27 +01:00
parent 1ed438dcdb
commit 2c043f67d0
5 changed files with 132 additions and 254 deletions

View File

@@ -38,6 +38,13 @@ typedef bool bool_t;
#endif
typedef float<3> float3;
#ifdef __NVPTX__
#define uniform_t varying
#else
#define uniform_t uniform
#endif
struct int3
{
@@ -124,8 +131,8 @@ inline
#endif
static bool_t 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] };
const uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
const 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
@@ -164,12 +171,12 @@ static bool_t BBoxIntersect(const uniform float bounds[2][3],
#if 1
inline
#endif
static bool_t 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;
static bool_t TriIntersect(const uniform_t Triangle tri, Ray &ray) {
const uniform_t float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
const uniform_t float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
const uniform_t float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
const uniform_t float3 e1 = p1 - p0;
const uniform_t float3 e2 = p2 - p0;
float3 s1 = Cross(ray.dir, e2);
float divisor = Dot(s1, e1);
@@ -218,13 +225,13 @@ BVHIntersect(const uniform LinearBVHNode nodes[],
while (true) {
// Check ray against BVH node
uniform LinearBVHNode node = nodes[nodeNum];
const uniform LinearBVHNode node = nodes[nodeNum];
if (any(BBoxIntersect(node.bounds, ray))) {
uniform unsigned int nPrimitives = node.nPrimitives;
const 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) {
const uniform unsigned int primitivesOffset = node.offset;
for (uniform_t unsigned int i = 0; i < nPrimitives; ++i) {
if (TriIntersect(tris[primitivesOffset+i], ray))
hit = true;
}
@@ -277,8 +284,8 @@ static void raytrace_tile(uniform int x0, uniform int x1,
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);
const uniform float widthScale = (float)(baseWidth) / (float)(width);
const uniform float heightScale = (float)(baseHeight) / (float)(height);
foreach_tiled (y = y0 ... y1, x = x0 ... x1) {
Ray ray;
@@ -313,12 +320,12 @@ task void raytrace_tile_task(uniform int width, uniform int height,
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);
const uniform int dx = 64, dy = 8; // must match dx, dy below
const uniform int xBuckets = (width + (dx-1)) / dx;
const uniform int x0 = (taskIndex % xBuckets) * dx;
const uniform int x1 = min(x0 + dx, width);
const uniform int y0 = (taskIndex / xBuckets) * dy;
const uniform int y1 = min(y0 + dy, height);
raytrace_tile(x0, x1, y0, y1, width, height, baseWidth, baseHeight,
raster2camera, camera2world, image,
@@ -333,10 +340,10 @@ export void raytrace_ispc_tasks(uniform int width, uniform int height,
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;
const uniform int dx = 64, dy = 8;
const uniform int xBuckets = (width + (dx-1)) / dx;
const uniform int yBuckets = (height + (dy-1)) / dy;
const uniform int nTasks = xBuckets * yBuckets;
launch[nTasks] raytrace_tile_task(width, height, baseWidth, baseHeight,
raster2camera, camera2world,
image, id, nodes, triangles);