Update examples for multi-target compilation.
Makefile and vcxproj file updates. Also modified vcxproj files so that the various files ispc generates go into $(TargetDir), not the current directory. Modified the ray tracer example to not have uniform short-vector types in its app-visible datatypes (these are laid out differently on SSE vs AVX); there was an existing lurking bug in the way this was done before.
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@@ -43,12 +43,13 @@ struct Ray {
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};
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struct Triangle {
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uniform float3 p[3];
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uniform float p[3][4];
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uniform int id;
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uniform int pad[3];
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};
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struct LinearBVHNode {
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uniform float3 bounds[2];
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uniform float bounds[2][3];
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uniform unsigned int offset; // num primitives for leaf, second child for interior
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uniform unsigned int8 nPrimitives;
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uniform unsigned int8 splitAxis;
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@@ -103,14 +104,16 @@ static void generateRay(uniform const float raster2camera[4][4],
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}
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static inline bool BBoxIntersect(const reference uniform float3 bounds[2],
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static inline bool BBoxIntersect(const uniform float bounds[2][3],
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const reference Ray ray) {
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uniform float3 bounds0 = { bounds[0][0], bounds[0][1], bounds[0][2] };
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uniform float3 bounds1 = { bounds[1][0], bounds[1][1], bounds[1][2] };
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float t0 = ray.mint, t1 = ray.maxt;
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// Check all three axis-aligned slabs. Don't try to early out; it's
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// not worth the trouble
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float3 tNear = (bounds[0] - ray.origin) * ray.invDir;
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float3 tFar = (bounds[1] - ray.origin) * ray.invDir;
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float3 tNear = (bounds0 - ray.origin) * ray.invDir;
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float3 tFar = (bounds1 - ray.origin) * ray.invDir;
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if (tNear.x > tFar.x) {
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float tmp = tNear.x;
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tNear.x = tFar.x;
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@@ -141,8 +144,11 @@ static inline bool BBoxIntersect(const reference uniform float3 bounds[2],
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static inline bool TriIntersect(const reference Triangle tri, reference Ray ray) {
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uniform float3 e1 = tri.p[1] - tri.p[0];
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uniform float3 e2 = tri.p[2] - tri.p[0];
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uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
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uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
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uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
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uniform float3 e1 = p1 - p0;
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uniform float3 e2 = p2 - p0;
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float3 s1 = Cross(ray.dir, e2);
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float divisor = Dot(s1, e1);
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@@ -153,7 +159,7 @@ static inline bool TriIntersect(const reference Triangle tri, reference Ray ray)
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float invDivisor = 1.f / divisor;
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// Compute first barycentric coordinate
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float3 d = ray.origin - tri.p[0];
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float3 d = ray.origin - p0;
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float b1 = Dot(d, s1) * invDivisor;
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if (b1 < 0. || b1 > 1.)
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hit = false;
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