working on deferred

This commit is contained in:
Evghenii
2014-01-05 15:30:18 +01:00
parent 50e3b68586
commit cd929b17a7
13 changed files with 3908 additions and 0 deletions

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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_ARM_TARGETS=neon
ISPC_FLAGS=--opt=fast-math
include ../common.mk

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/*
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 _CRT_SECURE_NO_WARNINGS
#define ISPC_IS_WINDOWS
#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
#ifdef ISPC_IS_LINUX
#include <malloc.h>
#endif
#include "deferred.h"
#include "../timing.h"
///////////////////////////////////////////////////////////////////////////
static void *
lAlignedMalloc(size_t size, int32_t alignment) {
#ifdef ISPC_IS_WINDOWS
return _aligned_malloc(size, alignment);
#endif
#ifdef ISPC_IS_LINUX
return memalign(alignment, size);
#endif
#ifdef ISPC_IS_APPLE
void *mem = malloc(size + (alignment-1) + sizeof(void*));
char *amem = ((char*)mem) + sizeof(void*);
amem = amem + uint32_t(alignment - (reinterpret_cast<uint64_t>(amem) &
(alignment - 1)));
((void**)amem)[-1] = mem;
return amem;
#endif
}
static void
lAlignedFree(void *ptr) {
#ifdef ISPC_IS_WINDOWS
_aligned_free(ptr);
#endif
#ifdef ISPC_IS_LINUX
free(ptr);
#endif
#ifdef ISPC_IS_APPLE
free(((void**)ptr)[-1]);
#endif
}
Framebuffer::Framebuffer(int width, int height) {
nPixels = width*height;
r = (uint8_t *)lAlignedMalloc(nPixels, ALIGNMENT_BYTES);
g = (uint8_t *)lAlignedMalloc(nPixels, ALIGNMENT_BYTES);
b = (uint8_t *)lAlignedMalloc(nPixels, ALIGNMENT_BYTES);
}
Framebuffer::~Framebuffer() {
lAlignedFree(r);
lAlignedFree(g);
lAlignedFree(b);
}
void
Framebuffer::clear() {
memset(r, 0, nPixels);
memset(g, 0, nPixels);
memset(b, 0, nPixels);
}
InputData *
CreateInputDataFromFile(const char *path) {
FILE *in = fopen(path, "rb");
if (!in) return 0;
InputData *input = new InputData;
// Load header
if (fread(&input->header, sizeof(ispc::InputHeader), 1, in) != 1) {
fprintf(stderr, "Preumature EOF reading file \"%s\"\n", path);
return NULL;
}
// Load data chunk and update pointers
input->chunk = (uint8_t *)lAlignedMalloc(input->header.inputDataChunkSize,
ALIGNMENT_BYTES);
if (fread(input->chunk, input->header.inputDataChunkSize, 1, in) != 1) {
fprintf(stderr, "Preumature EOF reading file \"%s\"\n", path);
return NULL;
}
input->arrays.zBuffer =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaZBuffer]];
input->arrays.normalEncoded_x =
(uint16_t *)&input->chunk[input->header.inputDataArrayOffsets[idaNormalEncoded_x]];
input->arrays.normalEncoded_y =
(uint16_t *)&input->chunk[input->header.inputDataArrayOffsets[idaNormalEncoded_y]];
input->arrays.specularAmount =
(uint16_t *)&input->chunk[input->header.inputDataArrayOffsets[idaSpecularAmount]];
input->arrays.specularPower =
(uint16_t *)&input->chunk[input->header.inputDataArrayOffsets[idaSpecularPower]];
input->arrays.albedo_x =
(uint8_t *)&input->chunk[input->header.inputDataArrayOffsets[idaAlbedo_x]];
input->arrays.albedo_y =
(uint8_t *)&input->chunk[input->header.inputDataArrayOffsets[idaAlbedo_y]];
input->arrays.albedo_z =
(uint8_t *)&input->chunk[input->header.inputDataArrayOffsets[idaAlbedo_z]];
input->arrays.lightPositionView_x =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightPositionView_x]];
input->arrays.lightPositionView_y =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightPositionView_y]];
input->arrays.lightPositionView_z =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightPositionView_z]];
input->arrays.lightAttenuationBegin =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightAttenuationBegin]];
input->arrays.lightColor_x =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightColor_x]];
input->arrays.lightColor_y =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightColor_y]];
input->arrays.lightColor_z =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightColor_z]];
input->arrays.lightAttenuationEnd =
(float *)&input->chunk[input->header.inputDataArrayOffsets[idaLightAttenuationEnd]];
fclose(in);
return input;
}
void DeleteInputData(InputData *input) {
lAlignedFree(input->chunk);
}
void WriteFrame(const char *filename, const InputData *input,
const Framebuffer &framebuffer) {
// Deswizzle and copy to RGBA output
// Doesn't need to be fast... only happens once
size_t imageBytes = 3 * input->header.framebufferWidth *
input->header.framebufferHeight;
uint8_t* framebufferAOS = (uint8_t *)lAlignedMalloc(imageBytes, ALIGNMENT_BYTES);
memset(framebufferAOS, 0, imageBytes);
for (int i = 0; i < input->header.framebufferWidth *
input->header.framebufferHeight; ++i) {
framebufferAOS[3 * i + 0] = framebuffer.r[i];
framebufferAOS[3 * i + 1] = framebuffer.g[i];
framebufferAOS[3 * i + 2] = framebuffer.b[i];
}
// Write out simple PPM file
FILE *out = fopen(filename, "wb");
fprintf(out, "P6 %d %d 255\n", input->header.framebufferWidth,
input->header.framebufferHeight);
fwrite(framebufferAOS, imageBytes, 1, out);
fclose(out);
lAlignedFree(framebufferAOS);
}

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/*
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.
*/
#ifndef DEFERRED_H
#define DEFERRED_H
// Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)!
#define MIN_TILE_WIDTH 16
#define MIN_TILE_HEIGHT 16
#define MAX_LIGHTS 1024
enum InputDataArraysEnum {
idaZBuffer = 0,
idaNormalEncoded_x,
idaNormalEncoded_y,
idaSpecularAmount,
idaSpecularPower,
idaAlbedo_x,
idaAlbedo_y,
idaAlbedo_z,
idaLightPositionView_x,
idaLightPositionView_y,
idaLightPositionView_z,
idaLightAttenuationBegin,
idaLightColor_x,
idaLightColor_y,
idaLightColor_z,
idaLightAttenuationEnd,
idaNum
};
#ifndef ISPC
#include <stdint.h>
#include "kernels_ispc.h"
#define ALIGNMENT_BYTES 64
#define MAX_LIGHTS 1024
#define VISUALIZE_LIGHT_COUNT 0
struct InputData
{
ispc::InputHeader header;
ispc::InputDataArrays arrays;
uint8_t *chunk;
};
struct Framebuffer {
Framebuffer(int width, int height);
~Framebuffer();
void clear();
uint8_t *r, *g, *b;
private:
int nPixels;
Framebuffer(const Framebuffer &);
Framebuffer &operator=(const Framebuffer *);
};
InputData *CreateInputDataFromFile(const char *path);
void DeleteInputData(InputData *input);
void WriteFrame(const char *filename, const InputData *input,
const Framebuffer &framebuffer);
void InitDynamicC(InputData *input);
void InitDynamicCilk(InputData *input);
void DispatchDynamicC(InputData *input, Framebuffer *framebuffer);
void DispatchDynamicCilk(InputData *input, Framebuffer *framebuffer);
#endif // !ISPC
#endif // DEFERRED_H

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{87f53c53-957e-4e91-878a-bc27828fb9eb}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>deferred</RootNamespace>
<ISPC_file>kernels</ISPC_file>
<default_targets>sse2,sse4-x2,avx1-x2</default_targets>
</PropertyGroup>
<Import Project="..\common.props" />
<ItemGroup>
<ClCompile Include="common.cpp" />
<ClCompile Include="dynamic_c.cpp" />
<ClCompile Include="dynamic_cilk.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="../tasksys.cpp" />
</ItemGroup>
</Project>

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/*
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.
*/
#include "deferred.h"
#include "kernels_ispc.h"
#include <algorithm>
#include <stdint.h>
#include <assert.h>
#include <math.h>
#ifdef _MSC_VER
#define ISPC_IS_WINDOWS
#elif defined(__linux__)
#define ISPC_IS_LINUX
#elif defined(__APPLE__)
#define ISPC_IS_APPLE
#endif
#ifdef ISPC_IS_LINUX
#include <malloc.h>
#endif // ISPC_IS_LINUX
// Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)!
#define MIN_TILE_WIDTH 16
#define MIN_TILE_HEIGHT 16
#define DYNAMIC_TREE_LEVELS 5
// If this is set to 1 then the result will be identical to the static version
#define DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE 1
static void *
lAlignedMalloc(size_t size, int32_t alignment) {
#ifdef ISPC_IS_WINDOWS
return _aligned_malloc(size, alignment);
#endif
#ifdef ISPC_IS_LINUX
return memalign(alignment, size);
#endif
#ifdef ISPC_IS_APPLE
void *mem = malloc(size + (alignment-1) + sizeof(void*));
char *amem = ((char*)mem) + sizeof(void*);
amem = amem + uint32_t(alignment - (reinterpret_cast<uint64_t>(amem) &
(alignment - 1)));
((void**)amem)[-1] = mem;
return amem;
#endif
}
static void
lAlignedFree(void *ptr) {
#ifdef ISPC_IS_WINDOWS
_aligned_free(ptr);
#endif
#ifdef ISPC_IS_LINUX
free(ptr);
#endif
#ifdef ISPC_IS_APPLE
free(((void**)ptr)[-1]);
#endif
}
static void
ComputeZBounds(int tileStartX, int tileEndX,
int tileStartY, int tileEndY,
// G-buffer data
float zBuffer[],
int gBufferWidth,
// Camera data
float cameraProj_33, float cameraProj_43,
float cameraNear, float cameraFar,
// Output
float *minZ, float *maxZ)
{
// Find Z bounds
float laneMinZ = cameraFar;
float laneMaxZ = cameraNear;
for (int y = tileStartY; y < tileEndY; ++y) {
for (int x = tileStartX; x < tileEndX; ++x) {
// Unproject depth buffer Z value into view space
float z = zBuffer[(y * gBufferWidth + x)];
float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
// Work out Z bounds for our samples
// Avoid considering skybox/background or otherwise invalid pixels
if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) {
laneMinZ = std::min(laneMinZ, viewSpaceZ);
laneMaxZ = std::max(laneMaxZ, viewSpaceZ);
}
}
}
*minZ = laneMinZ;
*maxZ = laneMaxZ;
}
static void
ComputeZBoundsRow(int tileY, int tileWidth, int tileHeight,
int numTilesX, int numTilesY,
// G-buffer data
float zBuffer[],
int gBufferWidth,
// Camera data
float cameraProj_33, float cameraProj_43,
float cameraNear, float cameraFar,
// Output
float minZArray[],
float maxZArray[])
{
for (int tileX = 0; tileX < numTilesX; ++tileX) {
float minZ, maxZ;
ComputeZBounds(tileX * tileWidth, tileX * tileWidth + tileWidth,
tileY * tileHeight, tileY * tileHeight + tileHeight,
zBuffer, gBufferWidth, cameraProj_33, cameraProj_43,
cameraNear, cameraFar, &minZ, &maxZ);
minZArray[tileX] = minZ;
maxZArray[tileX] = maxZ;
}
}
class MinMaxZTree
{
public:
// Currently (min) tile dimensions must divide gBuffer dimensions evenly
// Levels must be small enough that neither dimension goes below one tile
MinMaxZTree(
int tileWidth, int tileHeight, int levels,
int gBufferWidth, int gBufferHeight)
: mTileWidth(tileWidth), mTileHeight(tileHeight), mLevels(levels)
{
mNumTilesX = gBufferWidth / mTileWidth;
mNumTilesY = gBufferHeight / mTileHeight;
// Allocate arrays
mMinZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16);
mMaxZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16);
for (int i = 0; i < mLevels; ++i) {
int x = NumTilesX(i);
int y = NumTilesY(i);
assert(x > 0);
assert(y > 0);
// NOTE: If the following two asserts fire it probably means that
// the base tile dimensions do not evenly divide the G-buffer dimensions
assert(x * (mTileWidth << i) >= gBufferWidth);
assert(y * (mTileHeight << i) >= gBufferHeight);
mMinZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16);
mMaxZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16);
}
}
void Update(float *zBuffer, int gBufferPitchInElements,
float cameraProj_33, float cameraProj_43,
float cameraNear, float cameraFar)
{
for (int tileY = 0; tileY < mNumTilesY; ++tileY) {
ComputeZBoundsRow(tileY, mTileWidth, mTileHeight, mNumTilesX, mNumTilesY,
zBuffer, gBufferPitchInElements,
cameraProj_33, cameraProj_43, cameraNear, cameraFar,
mMinZArrays[0] + (tileY * mNumTilesX),
mMaxZArrays[0] + (tileY * mNumTilesX));
}
// Generate other levels
for (int level = 1; level < mLevels; ++level) {
int destTilesX = NumTilesX(level);
int destTilesY = NumTilesY(level);
int srcLevel = level - 1;
int srcTilesX = NumTilesX(srcLevel);
int srcTilesY = NumTilesY(srcLevel);
for (int y = 0; y < destTilesY; ++y) {
for (int x = 0; x < destTilesX; ++x) {
int srcX = x << 1;
int srcY = y << 1;
// NOTE: Ugly branches to deal with non-multiple dimensions at some levels
// TODO: SSE branchless min/max is probably better...
float minZ = mMinZArrays[srcLevel][(srcY) * srcTilesX + (srcX)];
float maxZ = mMaxZArrays[srcLevel][(srcY) * srcTilesX + (srcX)];
if (srcX + 1 < srcTilesX) {
minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY) * srcTilesX +
(srcX + 1)]);
maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY) * srcTilesX +
(srcX + 1)]);
if (srcY + 1 < srcTilesY) {
minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX + 1)]);
maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX + 1)]);
}
}
if (srcY + 1 < srcTilesY) {
minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX )]);
maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX )]);
}
mMinZArrays[level][y * destTilesX + x] = minZ;
mMaxZArrays[level][y * destTilesX + x] = maxZ;
}
}
}
}
~MinMaxZTree() {
for (int i = 0; i < mLevels; ++i) {
lAlignedFree(mMinZArrays[i]);
lAlignedFree(mMaxZArrays[i]);
}
lAlignedFree(mMinZArrays);
lAlignedFree(mMaxZArrays);
}
int Levels() const { return mLevels; }
// These round UP, so beware that the last tile for a given level may not be completely full
// TODO: Verify this...
int NumTilesX(int level = 0) const { return (mNumTilesX + (1 << level) - 1) >> level; }
int NumTilesY(int level = 0) const { return (mNumTilesY + (1 << level) - 1) >> level; }
int TileWidth(int level = 0) const { return (mTileWidth << level); }
int TileHeight(int level = 0) const { return (mTileHeight << level); }
float MinZ(int level, int tileX, int tileY) const {
return mMinZArrays[level][tileY * NumTilesX(level) + tileX];
}
float MaxZ(int level, int tileX, int tileY) const {
return mMaxZArrays[level][tileY * NumTilesX(level) + tileX];
}
private:
int mTileWidth;
int mTileHeight;
int mLevels;
int mNumTilesX;
int mNumTilesY;
// One array for each "level" in the tree
float **mMinZArrays;
float **mMaxZArrays;
};
static MinMaxZTree *gMinMaxZTree = 0;
void InitDynamicC(InputData *input) {
gMinMaxZTree =
new MinMaxZTree(MIN_TILE_WIDTH, MIN_TILE_HEIGHT, DYNAMIC_TREE_LEVELS,
input->header.framebufferWidth,
input->header.framebufferHeight);
}
/* We're going to split a tile into 4 sub-tiles. This function
reclassifies the tile's lights with respect to the sub-tiles. */
static void
SplitTileMinMax(
int tileMidX, int tileMidY,
// Subtile data (00, 10, 01, 11)
float subtileMinZ[],
float subtileMaxZ[],
// G-buffer data
int gBufferWidth, int gBufferHeight,
// Camera data
float cameraProj_11, float cameraProj_22,
// Light Data
int lightIndices[],
int numLights,
float light_positionView_x_array[],
float light_positionView_y_array[],
float light_positionView_z_array[],
float light_attenuationEnd_array[],
// Outputs
int subtileIndices[],
int subtileIndicesPitch,
int subtileNumLights[]
)
{
float gBufferScale_x = 0.5f * (float)gBufferWidth;
float gBufferScale_y = 0.5f * (float)gBufferHeight;
float frustumPlanes_xy[2] = { -(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y) };
float frustumPlanes_z[2] = { tileMidX - gBufferScale_x,
tileMidY - gBufferScale_y };
for (int i = 0; i < 2; ++i) {
// Normalize
float norm = 1.f / sqrtf(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
frustumPlanes_z[i] * frustumPlanes_z[i]);
frustumPlanes_xy[i] *= norm;
frustumPlanes_z[i] *= norm;
}
// Initialize
int subtileLightOffset[4];
subtileLightOffset[0] = 0 * subtileIndicesPitch;
subtileLightOffset[1] = 1 * subtileIndicesPitch;
subtileLightOffset[2] = 2 * subtileIndicesPitch;
subtileLightOffset[3] = 3 * subtileIndicesPitch;
for (int i = 0; i < numLights; ++i) {
int lightIndex = lightIndices[i];
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
// Test lights again against subtile z bounds
bool inFrustum[4];
inFrustum[0] = (light_positionView_z - subtileMinZ[0] >= light_attenuationEndNeg) &&
(subtileMaxZ[0] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[1] = (light_positionView_z - subtileMinZ[1] >= light_attenuationEndNeg) &&
(subtileMaxZ[1] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[2] = (light_positionView_z - subtileMinZ[2] >= light_attenuationEndNeg) &&
(subtileMaxZ[2] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[3] = (light_positionView_z - subtileMinZ[3] >= light_attenuationEndNeg) &&
(subtileMaxZ[3] - light_positionView_z >= light_attenuationEndNeg);
float dx = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
float dy = light_positionView_z * frustumPlanes_z[1] +
light_positionView_y * frustumPlanes_xy[1];
if (fabsf(dx) > light_attenuationEnd) {
bool positiveX = dx > 0.0f;
inFrustum[0] = inFrustum[0] && positiveX; // 00 subtile
inFrustum[1] = inFrustum[1] && !positiveX; // 10 subtile
inFrustum[2] = inFrustum[2] && positiveX; // 01 subtile
inFrustum[3] = inFrustum[3] && !positiveX; // 11 subtile
}
if (fabsf(dy) > light_attenuationEnd) {
bool positiveY = dy > 0.0f;
inFrustum[0] = inFrustum[0] && positiveY; // 00 subtile
inFrustum[1] = inFrustum[1] && positiveY; // 10 subtile
inFrustum[2] = inFrustum[2] && !positiveY; // 01 subtile
inFrustum[3] = inFrustum[3] && !positiveY; // 11 subtile
}
if (inFrustum[0])
subtileIndices[subtileLightOffset[0]++] = lightIndex;
if (inFrustum[1])
subtileIndices[subtileLightOffset[1]++] = lightIndex;
if (inFrustum[2])
subtileIndices[subtileLightOffset[2]++] = lightIndex;
if (inFrustum[3])
subtileIndices[subtileLightOffset[3]++] = lightIndex;
}
subtileNumLights[0] = subtileLightOffset[0] - 0 * subtileIndicesPitch;
subtileNumLights[1] = subtileLightOffset[1] - 1 * subtileIndicesPitch;
subtileNumLights[2] = subtileLightOffset[2] - 2 * subtileIndicesPitch;
subtileNumLights[3] = subtileLightOffset[3] - 3 * subtileIndicesPitch;
}
static inline float
dot3(float x, float y, float z, float a, float b, float c) {
return (x*a + y*b + z*c);
}
static inline void
normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
float n = 1.f / sqrtf(x*x + y*y + z*z);
ox = x * n;
oy = y * n;
oz = z * n;
}
static inline float
Unorm8ToFloat32(uint8_t u) {
return (float)u * (1.0f / 255.0f);
}
static inline uint8_t
Float32ToUnorm8(float f) {
return (uint8_t)(f * 255.0f);
}
static inline float
half_to_float_fast(uint16_t h) {
uint32_t hs = h & (int32_t)0x8000u; // Pick off sign bit
uint32_t he = h & (int32_t)0x7C00u; // Pick off exponent bits
uint32_t hm = h & (int32_t)0x03FFu; // Pick off mantissa bits
// sign
uint32_t xs = ((uint32_t) hs) << 16;
// Exponent: unbias the halfp, then bias the single
int32_t xes = ((int32_t) (he >> 10)) - 15 + 127;
// Exponent
uint32_t xe = (uint32_t) (xes << 23);
// Mantissa
uint32_t xm = ((uint32_t) hm) << 13;
uint32_t bits = (xs | xe | xm);
float *fp = reinterpret_cast<float *>(&bits);
return *fp;
}
static void
ShadeTileC(
int32_t tileStartX, int32_t tileEndX,
int32_t tileStartY, int32_t tileEndY,
int32_t gBufferWidth, int32_t gBufferHeight,
const ispc::InputDataArrays &inputData,
// Camera data
float cameraProj_11, float cameraProj_22,
float cameraProj_33, float cameraProj_43,
// Light list
int32_t tileLightIndices[],
int32_t tileNumLights,
// UI
bool visualizeLightCount,
// Output
uint8_t framebuffer_r[],
uint8_t framebuffer_g[],
uint8_t framebuffer_b[]
)
{
if (tileNumLights == 0 || visualizeLightCount) {
uint8_t c = (uint8_t)(std::min(tileNumLights << 2, 255));
for (int32_t y = tileStartY; y < tileEndY; ++y) {
for (int32_t x = tileStartX; x < tileEndX; ++x) {
int32_t framebufferIndex = (y * gBufferWidth + x);
framebuffer_r[framebufferIndex] = c;
framebuffer_g[framebufferIndex] = c;
framebuffer_b[framebufferIndex] = c;
}
}
} else {
float twoOverGBufferWidth = 2.0f / gBufferWidth;
float twoOverGBufferHeight = 2.0f / gBufferHeight;
for (int32_t y = tileStartY; y < tileEndY; ++y) {
float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
for (int32_t x = tileStartX; x < tileEndX; ++x) {
int32_t gBufferOffset = y * gBufferWidth + x;
// Reconstruct position and (negative) view vector from G-buffer
float surface_positionView_x, surface_positionView_y, surface_positionView_z;
float Vneg_x, Vneg_y, Vneg_z;
float z = inputData.zBuffer[gBufferOffset];
// Compute screen/clip-space position
// NOTE: Mind DX11 viewport transform and pixel center!
float positionScreen_x = (0.5f + (float)(x)) *
twoOverGBufferWidth - 1.0f;
// Unproject depth buffer Z value into view space
surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
surface_positionView_x = positionScreen_x * surface_positionView_z /
cameraProj_11;
surface_positionView_y = positionScreen_y * surface_positionView_z /
cameraProj_22;
// We actually end up with a vector pointing *at* the
// surface (i.e. the negative view vector)
normalize3(surface_positionView_x, surface_positionView_y,
surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
// Reconstruct normal from G-buffer
float surface_normal_x, surface_normal_y, surface_normal_z;
float normal_x = half_to_float_fast(inputData.normalEncoded_x[gBufferOffset]);
float normal_y = half_to_float_fast(inputData.normalEncoded_y[gBufferOffset]);
float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
float m = sqrtf(4.0f * f - 1.0f);
surface_normal_x = m * (4.0f * normal_x - 2.0f);
surface_normal_y = m * (4.0f * normal_y - 2.0f);
surface_normal_z = 3.0f - 8.0f * f;
// Load other G-buffer parameters
float surface_specularAmount =
half_to_float_fast(inputData.specularAmount[gBufferOffset]);
float surface_specularPower =
half_to_float_fast(inputData.specularPower[gBufferOffset]);
float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
float lit_x = 0.0f;
float lit_y = 0.0f;
float lit_z = 0.0f;
for (int32_t tileLightIndex = 0; tileLightIndex < tileNumLights;
++tileLightIndex) {
int32_t lightIndex = tileLightIndices[tileLightIndex];
// Gather light data relevant to initial culling
float light_positionView_x =
inputData.lightPositionView_x[lightIndex];
float light_positionView_y =
inputData.lightPositionView_y[lightIndex];
float light_positionView_z =
inputData.lightPositionView_z[lightIndex];
float light_attenuationEnd =
inputData.lightAttenuationEnd[lightIndex];
// Compute light vector
float L_x = light_positionView_x - surface_positionView_x;
float L_y = light_positionView_y - surface_positionView_y;
float L_z = light_positionView_z - surface_positionView_z;
float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
// Clip at end of attenuation
float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
if (distanceToLight2 < light_attenutaionEnd2) {
float distanceToLight = sqrtf(distanceToLight2);
float distanceToLightRcp = 1.f / distanceToLight;
L_x *= distanceToLightRcp;
L_y *= distanceToLightRcp;
L_z *= distanceToLightRcp;
// Start computing brdf
float NdotL = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, L_x, L_y, L_z);
// Clip back facing
if (NdotL > 0.0f) {
float light_attenuationBegin =
inputData.lightAttenuationBegin[lightIndex];
// Light distance attenuation (linstep)
float lightRange = (light_attenuationEnd - light_attenuationBegin);
float falloffPosition = (light_attenuationEnd - distanceToLight);
float attenuation = std::min(falloffPosition / lightRange, 1.0f);
float H_x = (L_x - Vneg_x);
float H_y = (L_y - Vneg_y);
float H_z = (L_z - Vneg_z);
normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
float NdotH = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, H_x, H_y, H_z);
NdotH = std::max(NdotH, 0.0f);
float specular = powf(NdotH, surface_specularPower);
float specularNorm = (surface_specularPower + 2.0f) *
(1.0f / 8.0f);
float specularContrib = surface_specularAmount *
specularNorm * specular;
float k = attenuation * NdotL * (1.0f + specularContrib);
float light_color_x = inputData.lightColor_x[lightIndex];
float light_color_y = inputData.lightColor_y[lightIndex];
float light_color_z = inputData.lightColor_z[lightIndex];
float lightContrib_x = surface_albedo_x * light_color_x;
float lightContrib_y = surface_albedo_y * light_color_y;
float lightContrib_z = surface_albedo_z * light_color_z;
lit_x += lightContrib_x * k;
lit_y += lightContrib_y * k;
lit_z += lightContrib_z * k;
}
}
}
// Gamma correct
float gamma = 1.0 / 2.2f;
lit_x = powf(std::min(std::max(lit_x, 0.0f), 1.0f), gamma);
lit_y = powf(std::min(std::max(lit_y, 0.0f), 1.0f), gamma);
lit_z = powf(std::min(std::max(lit_z, 0.0f), 1.0f), gamma);
framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
}
}
}
}
void
ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
int *lightIndices, int numLights,
Framebuffer *framebuffer) {
const MinMaxZTree *minMaxZTree = gMinMaxZTree;
// If we few enough lights or this is the base case (last level), shade
// this full tile directly
if (level == 0 || numLights < DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE) {
int width = minMaxZTree->TileWidth(level);
int height = minMaxZTree->TileHeight(level);
int startX = tileX * width;
int startY = tileY * height;
int endX = std::min(input->header.framebufferWidth, startX + width);
int endY = std::min(input->header.framebufferHeight, startY + height);
// Skip entirely offscreen tiles
if (endX > startX && endY > startY) {
ShadeTileC(startX, endX, startY, endY,
input->header.framebufferWidth, input->header.framebufferHeight,
input->arrays,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
input->header.cameraProj[2][2], input->header.cameraProj[3][2],
lightIndices, numLights, VISUALIZE_LIGHT_COUNT,
framebuffer->r, framebuffer->g, framebuffer->b);
}
}
else {
// Otherwise, subdivide and 4-way recurse using X and Y splitting planes
// Move down a level in the tree
--level;
tileX <<= 1;
tileY <<= 1;
int width = minMaxZTree->TileWidth(level);
int height = minMaxZTree->TileHeight(level);
// Work out splitting coords
int midX = (tileX + 1) * width;
int midY = (tileY + 1) * height;
// Read subtile min/max data
// NOTE: We must be sure to handle out-of-bounds access here since
// sometimes we'll only have 1 or 2 subtiles for non-pow-2
// framebuffer sizes.
bool rightTileExists = (tileX + 1 < minMaxZTree->NumTilesX(level));
bool bottomTileExists = (tileY + 1 < minMaxZTree->NumTilesY(level));
// NOTE: Order is 00, 10, 01, 11
// Set defaults up to cull all lights if the tile doesn't exist (offscreen)
float minZ[4] = {input->header.cameraFar, input->header.cameraFar,
input->header.cameraFar, input->header.cameraFar};
float maxZ[4] = {input->header.cameraNear, input->header.cameraNear,
input->header.cameraNear, input->header.cameraNear};
minZ[0] = minMaxZTree->MinZ(level, tileX, tileY);
maxZ[0] = minMaxZTree->MaxZ(level, tileX, tileY);
if (rightTileExists) {
minZ[1] = minMaxZTree->MinZ(level, tileX + 1, tileY);
maxZ[1] = minMaxZTree->MaxZ(level, tileX + 1, tileY);
if (bottomTileExists) {
minZ[3] = minMaxZTree->MinZ(level, tileX + 1, tileY + 1);
maxZ[3] = minMaxZTree->MaxZ(level, tileX + 1, tileY + 1);
}
}
if (bottomTileExists) {
minZ[2] = minMaxZTree->MinZ(level, tileX, tileY + 1);
maxZ[2] = minMaxZTree->MaxZ(level, tileX, tileY + 1);
}
// Cull lights into subtile lists
#ifdef ISPC_IS_WINDOWS
__declspec(align(ALIGNMENT_BYTES))
#endif
int subtileLightIndices[4][MAX_LIGHTS]
#ifndef ISPC_IS_WINDOWS
__attribute__ ((aligned(ALIGNMENT_BYTES)))
#endif
;
int subtileNumLights[4];
SplitTileMinMax(midX, midY, minZ, maxZ,
input->header.framebufferWidth, input->header.framebufferHeight,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
lightIndices, numLights, input->arrays.lightPositionView_x,
input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
input->arrays.lightAttenuationEnd,
subtileLightIndices[0], MAX_LIGHTS, subtileNumLights);
// Recurse into subtiles
ShadeDynamicTileRecurse(input, level, tileX , tileY,
subtileLightIndices[0], subtileNumLights[0],
framebuffer);
ShadeDynamicTileRecurse(input, level, tileX + 1, tileY,
subtileLightIndices[1], subtileNumLights[1],
framebuffer);
ShadeDynamicTileRecurse(input, level, tileX , tileY + 1,
subtileLightIndices[2], subtileNumLights[2],
framebuffer);
ShadeDynamicTileRecurse(input, level, tileX + 1, tileY + 1,
subtileLightIndices[3], subtileNumLights[3],
framebuffer);
}
}
static int
IntersectLightsWithTileMinMax(
int tileStartX, int tileEndX,
int tileStartY, int tileEndY,
// Tile data
float minZ,
float maxZ,
// G-buffer data
int gBufferWidth, int gBufferHeight,
// Camera data
float cameraProj_11, float cameraProj_22,
// Light Data
int numLights,
float light_positionView_x_array[],
float light_positionView_y_array[],
float light_positionView_z_array[],
float light_attenuationEnd_array[],
// Output
int tileLightIndices[]
)
{
float gBufferScale_x = 0.5f * (float)gBufferWidth;
float gBufferScale_y = 0.5f * (float)gBufferHeight;
float frustumPlanes_xy[4];
float frustumPlanes_z[4];
// This one is totally constant over the whole screen... worth pulling it up at all?
float frustumPlanes_xy_v[4] = { -(cameraProj_11 * gBufferScale_x),
(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y),
-(cameraProj_22 * gBufferScale_y) };
float frustumPlanes_z_v[4] = { tileEndX - gBufferScale_x,
-tileStartX + gBufferScale_x,
tileEndY - gBufferScale_y,
-tileStartY + gBufferScale_y };
for (int i = 0; i < 4; ++i) {
float norm = 1.f / sqrtf(frustumPlanes_xy_v[i] * frustumPlanes_xy_v[i] +
frustumPlanes_z_v[i] * frustumPlanes_z_v[i]);
frustumPlanes_xy_v[i] *= norm;
frustumPlanes_z_v[i] *= norm;
frustumPlanes_xy[i] = frustumPlanes_xy_v[i];
frustumPlanes_z[i] = frustumPlanes_z_v[i];
}
int tileNumLights = 0;
for (int lightIndex = 0; lightIndex < numLights; ++lightIndex) {
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
float d = light_positionView_z - minZ;
bool inFrustum = (d >= light_attenuationEndNeg);
d = maxZ - light_positionView_z;
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
if (!inFrustum)
continue;
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
d = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[1] +
light_positionView_x * frustumPlanes_xy[1];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[2] +
light_positionView_y * frustumPlanes_xy[2];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[3] +
light_positionView_y * frustumPlanes_xy[3];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// Pack and store intersecting lights
if (inFrustum)
tileLightIndices[tileNumLights++] = lightIndex;
}
return tileNumLights;
}
void
ShadeDynamicTile(InputData *input, int level, int tileX, int tileY,
Framebuffer *framebuffer) {
const MinMaxZTree *minMaxZTree = gMinMaxZTree;
// Get Z min/max for this tile
int width = minMaxZTree->TileWidth(level);
int height = minMaxZTree->TileHeight(level);
float minZ = minMaxZTree->MinZ(level, tileX, tileY);
float maxZ = minMaxZTree->MaxZ(level, tileX, tileY);
int startX = tileX * width;
int startY = tileY * height;
int endX = std::min(input->header.framebufferWidth, startX + width);
int endY = std::min(input->header.framebufferHeight, startY + height);
// This is a root tile, so first do a full 6-plane cull
#ifdef ISPC_IS_WINDOWS
__declspec(align(ALIGNMENT_BYTES))
#endif
int lightIndices[MAX_LIGHTS]
#ifndef ISPC_IS_WINDOWS
__attribute__ ((aligned(ALIGNMENT_BYTES)))
#endif
;
int numLights = IntersectLightsWithTileMinMax(
startX, endX, startY, endY, minZ, maxZ,
input->header.framebufferWidth, input->header.framebufferHeight,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
MAX_LIGHTS, input->arrays.lightPositionView_x,
input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
input->arrays.lightAttenuationEnd, lightIndices);
// Now kick off the recursive process for this tile
ShadeDynamicTileRecurse(input, level, tileX, tileY, lightIndices,
numLights, framebuffer);
}
void
DispatchDynamicC(InputData *input, Framebuffer *framebuffer)
{
MinMaxZTree *minMaxZTree = gMinMaxZTree;
// Update min/max Z tree
minMaxZTree->Update(input->arrays.zBuffer, input->header.framebufferWidth,
input->header.cameraProj[2][2], input->header.cameraProj[3][2],
input->header.cameraNear, input->header.cameraFar);
int rootLevel = minMaxZTree->Levels() - 1;
int rootTilesX = minMaxZTree->NumTilesX(rootLevel);
int rootTilesY = minMaxZTree->NumTilesY(rootLevel);
int rootTiles = rootTilesX * rootTilesY;
for (int g = 0; g < rootTiles; ++g) {
uint32_t tileY = g / rootTilesX;
uint32_t tileX = g % rootTilesX;
ShadeDynamicTile(input, rootLevel, tileX, tileY, framebuffer);
}
}

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@@ -0,0 +1,398 @@
/*
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 __cilk
#include "deferred.h"
#include "kernels_ispc.h"
#include <algorithm>
#include <assert.h>
#ifdef _MSC_VER
#define ISPC_IS_WINDOWS
#elif defined(__linux__)
#define ISPC_IS_LINUX
#elif defined(__APPLE__)
#define ISPC_IS_APPLE
#endif
#ifdef ISPC_IS_LINUX
#include <malloc.h>
#endif // ISPC_IS_LINUX
// Currently tile widths must be a multiple of SIMD width (i.e. 8 for ispc sse4x2)!
#define MIN_TILE_WIDTH 16
#define MIN_TILE_HEIGHT 16
#define DYNAMIC_TREE_LEVELS 5
// If this is set to 1 then the result will be identical to the static version
#define DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE 1
static void *
lAlignedMalloc(size_t size, int32_t alignment) {
#ifdef ISPC_IS_WINDOWS
return _aligned_malloc(size, alignment);
#endif
#ifdef ISPC_IS_LINUX
return memalign(alignment, size);
#endif
#ifdef ISPC_IS_APPLE
void *mem = malloc(size + (alignment-1) + sizeof(void*));
char *amem = ((char*)mem) + sizeof(void*);
amem = amem + uint32_t(alignment - (reinterpret_cast<uint64_t>(amem) &
(alignment - 1)));
((void**)amem)[-1] = mem;
return amem;
#endif
}
static void
lAlignedFree(void *ptr) {
#ifdef ISPC_IS_WINDOWS
_aligned_free(ptr);
#endif
#ifdef ISPC_IS_LINUX
free(ptr);
#endif
#ifdef ISPC_IS_APPLE
free(((void**)ptr)[-1]);
#endif
}
class MinMaxZTreeCilk
{
public:
// Currently (min) tile dimensions must divide gBuffer dimensions evenly
// Levels must be small enough that neither dimension goes below one tile
MinMaxZTreeCilk(
int tileWidth, int tileHeight, int levels,
int gBufferWidth, int gBufferHeight)
: mTileWidth(tileWidth), mTileHeight(tileHeight), mLevels(levels)
{
mNumTilesX = gBufferWidth / mTileWidth;
mNumTilesY = gBufferHeight / mTileHeight;
// Allocate arrays
mMinZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16);
mMaxZArrays = (float **)lAlignedMalloc(sizeof(float *) * mLevels, 16);
for (int i = 0; i < mLevels; ++i) {
int x = NumTilesX(i);
int y = NumTilesY(i);
assert(x > 0);
assert(y > 0);
// NOTE: If the following two asserts fire it probably means that
// the base tile dimensions do not evenly divide the G-buffer dimensions
assert(x * (mTileWidth << i) >= gBufferWidth);
assert(y * (mTileHeight << i) >= gBufferHeight);
mMinZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16);
mMaxZArrays[i] = (float *)lAlignedMalloc(sizeof(float) * x * y, 16);
}
}
void Update(float *zBuffer, int gBufferPitchInElements,
float cameraProj_33, float cameraProj_43,
float cameraNear, float cameraFar)
{
// Compute level 0 in parallel. Outer loops is here since we use Cilk
_Cilk_for (int tileY = 0; tileY < mNumTilesY; ++tileY) {
ispc::ComputeZBoundsRow(tileY,
mTileWidth, mTileHeight, mNumTilesX, mNumTilesY,
zBuffer, gBufferPitchInElements,
cameraProj_33, cameraProj_43, cameraNear, cameraFar,
mMinZArrays[0] + (tileY * mNumTilesX),
mMaxZArrays[0] + (tileY * mNumTilesX));
}
// Generate other levels
// NOTE: We currently don't use ispc here since it's sort of an
// awkward gather-based reduction Using SSE odd pack/unpack
// instructions might actually work here when we need to optimize
for (int level = 1; level < mLevels; ++level) {
int destTilesX = NumTilesX(level);
int destTilesY = NumTilesY(level);
int srcLevel = level - 1;
int srcTilesX = NumTilesX(srcLevel);
int srcTilesY = NumTilesY(srcLevel);
_Cilk_for (int y = 0; y < destTilesY; ++y) {
for (int x = 0; x < destTilesX; ++x) {
int srcX = x << 1;
int srcY = y << 1;
// NOTE: Ugly branches to deal with non-multiple dimensions at some levels
// TODO: SSE branchless min/max is probably better...
float minZ = mMinZArrays[srcLevel][(srcY) * srcTilesX + (srcX)];
float maxZ = mMaxZArrays[srcLevel][(srcY) * srcTilesX + (srcX)];
if (srcX + 1 < srcTilesX) {
minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY) * srcTilesX +
(srcX + 1)]);
maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY) * srcTilesX +
(srcX + 1)]);
if (srcY + 1 < srcTilesY) {
minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX + 1)]);
maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX + 1)]);
}
}
if (srcY + 1 < srcTilesY) {
minZ = std::min(minZ, mMinZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX )]);
maxZ = std::max(maxZ, mMaxZArrays[srcLevel][(srcY + 1) * srcTilesX +
(srcX )]);
}
mMinZArrays[level][y * destTilesX + x] = minZ;
mMaxZArrays[level][y * destTilesX + x] = maxZ;
}
}
}
}
~MinMaxZTreeCilk() {
for (int i = 0; i < mLevels; ++i) {
lAlignedFree(mMinZArrays[i]);
lAlignedFree(mMaxZArrays[i]);
}
lAlignedFree(mMinZArrays);
lAlignedFree(mMaxZArrays);
}
int Levels() const { return mLevels; }
// These round UP, so beware that the last tile for a given level may not be completely full
// TODO: Verify this...
int NumTilesX(int level = 0) const { return (mNumTilesX + (1 << level) - 1) >> level; }
int NumTilesY(int level = 0) const { return (mNumTilesY + (1 << level) - 1) >> level; }
int TileWidth(int level = 0) const { return (mTileWidth << level); }
int TileHeight(int level = 0) const { return (mTileHeight << level); }
float MinZ(int level, int tileX, int tileY) const {
return mMinZArrays[level][tileY * NumTilesX(level) + tileX];
}
float MaxZ(int level, int tileX, int tileY) const {
return mMaxZArrays[level][tileY * NumTilesX(level) + tileX];
}
private:
int mTileWidth;
int mTileHeight;
int mLevels;
int mNumTilesX;
int mNumTilesY;
// One array for each "level" in the tree
float **mMinZArrays;
float **mMaxZArrays;
};
static MinMaxZTreeCilk *gMinMaxZTreeCilk = 0;
void InitDynamicCilk(InputData *input) {
gMinMaxZTreeCilk =
new MinMaxZTreeCilk(MIN_TILE_WIDTH, MIN_TILE_HEIGHT, DYNAMIC_TREE_LEVELS,
input->header.framebufferWidth,
input->header.framebufferHeight);
}
static void
ShadeDynamicTileRecurse(InputData *input, int level, int tileX, int tileY,
int *lightIndices, int numLights,
Framebuffer *framebuffer) {
const MinMaxZTreeCilk *minMaxZTree = gMinMaxZTreeCilk;
// If we few enough lights or this is the base case (last level), shade
// this full tile directly
if (level == 0 || numLights < DYNAMIC_MIN_LIGHTS_TO_SUBDIVIDE) {
int width = minMaxZTree->TileWidth(level);
int height = minMaxZTree->TileHeight(level);
int startX = tileX * width;
int startY = tileY * height;
int endX = std::min(input->header.framebufferWidth, startX + width);
int endY = std::min(input->header.framebufferHeight, startY + height);
// Skip entirely offscreen tiles
if (endX > startX && endY > startY) {
ispc::ShadeTile(
startX, endX, startY, endY,
input->header.framebufferWidth, input->header.framebufferHeight,
&input->arrays,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
input->header.cameraProj[2][2], input->header.cameraProj[3][2],
lightIndices, numLights, VISUALIZE_LIGHT_COUNT,
framebuffer->r, framebuffer->g, framebuffer->b);
}
}
else {
// Otherwise, subdivide and 4-way recurse using X and Y splitting planes
// Move down a level in the tree
--level;
tileX <<= 1;
tileY <<= 1;
int width = minMaxZTree->TileWidth(level);
int height = minMaxZTree->TileHeight(level);
// Work out splitting coords
int midX = (tileX + 1) * width;
int midY = (tileY + 1) * height;
// Read subtile min/max data
// NOTE: We must be sure to handle out-of-bounds access here since
// sometimes we'll only have 1 or 2 subtiles for non-pow-2
// framebuffer sizes.
bool rightTileExists = (tileX + 1 < minMaxZTree->NumTilesX(level));
bool bottomTileExists = (tileY + 1 < minMaxZTree->NumTilesY(level));
// NOTE: Order is 00, 10, 01, 11
// Set defaults up to cull all lights if the tile doesn't exist (offscreen)
float minZ[4] = {input->header.cameraFar, input->header.cameraFar,
input->header.cameraFar, input->header.cameraFar};
float maxZ[4] = {input->header.cameraNear, input->header.cameraNear,
input->header.cameraNear, input->header.cameraNear};
minZ[0] = minMaxZTree->MinZ(level, tileX, tileY);
maxZ[0] = minMaxZTree->MaxZ(level, tileX, tileY);
if (rightTileExists) {
minZ[1] = minMaxZTree->MinZ(level, tileX + 1, tileY);
maxZ[1] = minMaxZTree->MaxZ(level, tileX + 1, tileY);
if (bottomTileExists) {
minZ[3] = minMaxZTree->MinZ(level, tileX + 1, tileY + 1);
maxZ[3] = minMaxZTree->MaxZ(level, tileX + 1, tileY + 1);
}
}
if (bottomTileExists) {
minZ[2] = minMaxZTree->MinZ(level, tileX, tileY + 1);
maxZ[2] = minMaxZTree->MaxZ(level, tileX, tileY + 1);
}
// Cull lights into subtile lists
#ifdef ISPC_IS_WINDOWS
__declspec(align(ALIGNMENT_BYTES))
#endif
int subtileLightIndices[4][MAX_LIGHTS]
#ifndef ISPC_IS_WINDOWS
__attribute__ ((aligned(ALIGNMENT_BYTES)))
#endif
;
int subtileNumLights[4];
ispc::SplitTileMinMax(midX, midY, minZ, maxZ,
input->header.framebufferWidth, input->header.framebufferHeight,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
lightIndices, numLights, input->arrays.lightPositionView_x,
input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
input->arrays.lightAttenuationEnd,
subtileLightIndices[0], MAX_LIGHTS, subtileNumLights);
// Recurse into subtiles
_Cilk_spawn ShadeDynamicTileRecurse(input, level, tileX , tileY,
subtileLightIndices[0], subtileNumLights[0],
framebuffer);
_Cilk_spawn ShadeDynamicTileRecurse(input, level, tileX + 1, tileY,
subtileLightIndices[1], subtileNumLights[1],
framebuffer);
_Cilk_spawn ShadeDynamicTileRecurse(input, level, tileX , tileY + 1,
subtileLightIndices[2], subtileNumLights[2],
framebuffer);
ShadeDynamicTileRecurse(input, level, tileX + 1, tileY + 1,
subtileLightIndices[3], subtileNumLights[3],
framebuffer);
}
}
static void
ShadeDynamicTile(InputData *input, int level, int tileX, int tileY,
Framebuffer *framebuffer) {
const MinMaxZTreeCilk *minMaxZTree = gMinMaxZTreeCilk;
// Get Z min/max for this tile
int width = minMaxZTree->TileWidth(level);
int height = minMaxZTree->TileHeight(level);
float minZ = minMaxZTree->MinZ(level, tileX, tileY);
float maxZ = minMaxZTree->MaxZ(level, tileX, tileY);
int startX = tileX * width;
int startY = tileY * height;
int endX = std::min(input->header.framebufferWidth, startX + width);
int endY = std::min(input->header.framebufferHeight, startY + height);
// This is a root tile, so first do a full 6-plane cull
#ifdef ISPC_IS_WINDOWS
__declspec(align(ALIGNMENT_BYTES))
#endif
int lightIndices[MAX_LIGHTS]
#ifndef ISPC_IS_WINDOWS
__attribute__ ((aligned(ALIGNMENT_BYTES)))
#endif
;
int numLights = ispc::IntersectLightsWithTileMinMax(
startX, endX, startY, endY, minZ, maxZ,
input->header.framebufferWidth, input->header.framebufferHeight,
input->header.cameraProj[0][0], input->header.cameraProj[1][1],
MAX_LIGHTS, input->arrays.lightPositionView_x,
input->arrays.lightPositionView_y, input->arrays.lightPositionView_z,
input->arrays.lightAttenuationEnd, lightIndices);
// Now kick off the recursive process for this tile
ShadeDynamicTileRecurse(input, level, tileX, tileY, lightIndices,
numLights, framebuffer);
}
void
DispatchDynamicCilk(InputData *input, Framebuffer *framebuffer)
{
MinMaxZTreeCilk *minMaxZTree = gMinMaxZTreeCilk;
// Update min/max Z tree
minMaxZTree->Update(input->arrays.zBuffer, input->header.framebufferWidth,
input->header.cameraProj[2][2], input->header.cameraProj[3][2],
input->header.cameraNear, input->header.cameraFar);
// Launch the "root" tiles. Ideally these should at least fill the
// machine... at the moment we have a static number of "levels" to the
// mip tree but it might make sense to compute it based on the width of
// the machine.
int rootLevel = minMaxZTree->Levels() - 1;
int rootTilesX = minMaxZTree->NumTilesX(rootLevel);
int rootTilesY = minMaxZTree->NumTilesY(rootLevel);
int rootTiles = rootTilesX * rootTilesY;
_Cilk_for (int g = 0; g < rootTiles; ++g) {
uint32_t tileY = g / rootTilesX;
uint32_t tileX = g % rootTilesX;
ShadeDynamicTile(input, rootLevel, tileX, tileY, framebuffer);
}
}
#endif // __cilk

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@@ -0,0 +1,761 @@
/*
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.
*/
#include "deferred.h"
#include <stdio.h>
#include <assert.h>
#define programCount 32
#define programIndex (threadIdx.x & 31)
#define taskIndex (blockIdx.x*4 + (threadIdx.x >> 5))
#define taskCount (gridDim.x*4)
#define warpIdx (threadIdx.x >> 5)
#define int32 int
#define int16 short
#define int8 char
__device__ static inline float clamp(float v, float low, float high)
{
return min(max(v, low), high);
}
struct InputDataArrays
{
float *zBuffer;
unsigned int16 *normalEncoded_x; // half float
unsigned int16 *normalEncoded_y; // half float
unsigned int16 *specularAmount; // half float
unsigned int16 *specularPower; // half float
unsigned int8 *albedo_x; // unorm8
unsigned int8 *albedo_y; // unorm8
unsigned int8 *albedo_z; // unorm8
float *lightPositionView_x;
float *lightPositionView_y;
float *lightPositionView_z;
float *lightAttenuationBegin;
float *lightColor_x;
float *lightColor_y;
float *lightColor_z;
float *lightAttenuationEnd;
};
struct InputHeader
{
float cameraProj[4][4];
float cameraNear;
float cameraFar;
int32 framebufferWidth;
int32 framebufferHeight;
int32 numLights;
int32 inputDataChunkSize;
int32 inputDataArrayOffsets[idaNum];
};
///////////////////////////////////////////////////////////////////////////
// Common utility routines
__device__
static inline float
dot3(float x, float y, float z, float a, float b, float c) {
return (x*a + y*b + z*c);
}
#if 0
static __shared__ int shdata_full[128];
template<typename T, int N>
struct Uniform
{
T data[(N+programCount-1)/programCount];
volatile T *shdata;
__device__ inline Uniform()
{
shdata = ((T*)shdata_full) + warpIdx*32;
}
__device__ inline int2 get_chunk(const int i) const
{
const int elem = i & (programCount - 1);
const int chunk = i >> 5;
shdata[programIndex] = chunk;
shdata[ elem] = chunk;
return make_int2(shdata[programIndex], elem);
}
__device__ inline const T get(const int i) const
{
const int2 idx = get_chunk(i);
return __shfl(data[idx.x], idx.y);
}
__device__ inline void set(const bool active, const int i, T value)
{
const int2 idx = get_chunk(i);
const int chunkIdx = idx.x;
const int elemIdx = idx.y;
shdata[programIndex] = data[chunkIdx];
if (active) shdata[elemIdx] = value;
data[chunkIdx] = shdata[programIndex];
}
};
#elif 1
template<typename T, int N>
struct Uniform
{
union
{
T *data;
int32_t ptr[2];
};
__device__ inline Uniform()
{
if (programIndex == 0)
data = (T*)malloc(N*sizeof(T));
ptr[0] = __shfl(ptr[0], 0);
ptr[1] = __shfl(ptr[1], 0);
}
__device__ inline ~Uniform()
{
if (programIndex == 0)
free(data);
}
__device__ inline const T get(const int i) const
{
return data[i];
}
__device__ inline T* get_ptr(const int i) {return &data[i]; }
__device__ inline void set(const bool active, const int i, T value)
{
if (active)
data[i] = value;
}
};
#else
__shared__ int shdata_full[4*MAX_LIGHTS];
template<typename T, int N>
struct Uniform
{
volatile T *shdata;
__device__ Uniform()
{
shdata = (T*)&shdata_full[warpIdx*MAX_LIGHTS];
}
__device__ inline const T get(const int i) const
{
return shdata[i];
}
__device__ inline void set(const bool active, const int i, T value)
{
if (active)
shdata[i] = value;
}
};
#endif
__device__
static inline void
normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
float n = rsqrt(x*x + y*y + z*z);
ox = x * n;
oy = y * n;
oz = z * n;
}
__device__ inline
static float reduce_min(float value)
{
#pragma unroll
for (int i = 4; i >=0; i--)
value = fminf(value, __shfl_xor(value, 1<<i, 32));
return value;
}
__device__ inline
static float reduce_max(float value)
{
#pragma unroll
for (int i = 4; i >=0; i--)
value = fmaxf(value, __shfl_xor(value, 1<<i, 32));
return value;
}
#if 0
__device__ inline
static int reduce_sum(int value)
{
#pragma unroll
for (int i = 4; i >=0; i--)
value += __shfl_xor(value, 1<<i, 32);
return value;
}
static __device__ __forceinline__ uint shfl_scan_add_step(uint partial, uint up_offset)
{
uint result;
asm(
"{.reg .u32 r0;"
".reg .pred p;"
"shfl.up.b32 r0|p, %1, %2, 0;"
"@p add.u32 r0, r0, %3;"
"mov.u32 %0, r0;}"
: "=r"(result) : "r"(partial), "r"(up_offset), "r"(partial));
return result;
}
static __device__ __forceinline__ int inclusive_scan_warp(const int value)
{
uint sum = value;
#pragma unroll
for(int i = 0; i < 5; ++i)
sum = shfl_scan_add_step(sum, 1 << i);
return sum - value;
}
#endif
static __device__ __forceinline__ int lanemask_lt()
{
int mask;
asm("mov.u32 %0, %lanemask_lt;" : "=r" (mask));
return mask;
}
static __device__ __forceinline__ int2 warpBinExclusiveScan(const bool p)
{
const int b = __ballot(p);
return make_int2(__popc(b), __popc(b & lanemask_lt()));
}
__device__ static inline
int packed_store_active(bool active, int* ptr, int value)
{
const int2 res = warpBinExclusiveScan(active);
const int idx = res.y;
const int nactive = res.x;
if (active)
ptr[idx] = value;
return nactive;
}
__device__
static inline float
Unorm8ToFloat32(unsigned int8 u) {
return (float)u * (1.0f / 255.0f);
}
__device__
static inline unsigned int8
Float32ToUnorm8(float f) {
return (unsigned int8)(f * 255.0f);
}
__device__
static inline void
ComputeZBounds(
int32 tileStartX, int32 tileEndX,
int32 tileStartY, int32 tileEndY,
// G-buffer data
float zBuffer[],
int32 gBufferWidth,
// Camera data
float cameraProj_33, float cameraProj_43,
float cameraNear, float cameraFar,
// Output
float &minZ,
float &maxZ
)
{
// Find Z bounds
float laneMinZ = cameraFar;
float laneMaxZ = cameraNear;
for ( int32 y = tileStartY; y < tileEndY; ++y) {
for ( int xb = tileStartX; xb < tileEndX; xb += programCount)
{
const int x = xb + programIndex;
if (x >= tileEndX) break;
// Unproject depth buffer Z value into view space
float z = zBuffer[y * gBufferWidth + x];
float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
// Work out Z bounds for our samples
// Avoid considering skybox/background or otherwise invalid pixels
if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) {
laneMinZ = min(laneMinZ, viewSpaceZ);
laneMaxZ = max(laneMaxZ, viewSpaceZ);
}
}
}
minZ = reduce_min(laneMinZ);
maxZ = reduce_max(laneMaxZ);
}
__device__
static inline int32
IntersectLightsWithTileMinMax(
int32 tileStartX, int32 tileEndX,
int32 tileStartY, int32 tileEndY,
// Tile data
float minZ,
float maxZ,
// G-buffer data
int32 gBufferWidth, int32 gBufferHeight,
// Camera data
float cameraProj_11, float cameraProj_22,
// Light Data
int32 numLights,
float light_positionView_x_array[],
float light_positionView_y_array[],
float light_positionView_z_array[],
float light_attenuationEnd_array[],
// Output
Uniform<int,MAX_LIGHTS> &tileLightIndices
)
{
float gBufferScale_x = 0.5f * (float)gBufferWidth;
float gBufferScale_y = 0.5f * (float)gBufferHeight;
float frustumPlanes_xy[4] = {
-(cameraProj_11 * gBufferScale_x),
(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y),
-(cameraProj_22 * gBufferScale_y) };
float frustumPlanes_z[4] = {
tileEndX - gBufferScale_x,
-tileStartX + gBufferScale_x,
tileEndY - gBufferScale_y,
-tileStartY + gBufferScale_y };
for ( int i = 0; i < 4; ++i) {
float norm = rsqrt(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
frustumPlanes_z[i] * frustumPlanes_z[i]);
frustumPlanes_xy[i] *= norm;
frustumPlanes_z[i] *= norm;
}
int32 tileNumLights = 0;
for ( int lightIndexB = 0; lightIndexB < numLights; lightIndexB += programCount)
{
const int lightIndex = lightIndexB + programIndex;
if (lightIndex >= numLights) break;
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
float d = light_positionView_z - minZ;
bool inFrustum = (d >= light_attenuationEndNeg);
d = maxZ - light_positionView_z;
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// This seems better than cif(!inFrustum) ccontinue; here since we
// don't actually need to mask the rest of this function - this is
// just a greedy early-out. Could also structure all of this as
// nested if() statements, but this a bit easier to read
if (__ballot(inFrustum) > 0)
{
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
d = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[1] +
light_positionView_x * frustumPlanes_xy[1];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[2] +
light_positionView_y * frustumPlanes_xy[2];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[3] +
light_positionView_y * frustumPlanes_xy[3];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// Pack and store intersecting lights
const bool active = inFrustum && lightIndex < numLights;
#if 0
if (__ballot(active) > 0)
tileNumLights += packed_store_active(active, tileLightIndices.get_ptr(tileNumLights), lightIndex);
#else
if (__ballot(active) > 0)
{
const int2 res = warpBinExclusiveScan(active);
const int idx = tileNumLights + res.y;
const int nactive = res.x;
tileLightIndices.set(active, idx, lightIndex);
tileNumLights += nactive;
}
#endif
}
}
return tileNumLights;
}
__device__
static inline int32
IntersectLightsWithTile(
int32 tileStartX, int32 tileEndX,
int32 tileStartY, int32 tileEndY,
int32 gBufferWidth, int32 gBufferHeight,
// G-buffer data
float zBuffer[],
// Camera data
float cameraProj_11, float cameraProj_22,
float cameraProj_33, float cameraProj_43,
float cameraNear, float cameraFar,
// Light Data
int32 numLights,
float light_positionView_x_array[],
float light_positionView_y_array[],
float light_positionView_z_array[],
float light_attenuationEnd_array[],
// Output
Uniform<int,MAX_LIGHTS> &tileLightIndices
)
{
float minZ, maxZ;
ComputeZBounds(tileStartX, tileEndX, tileStartY, tileEndY,
zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar,
minZ, maxZ);
int32 tileNumLights = IntersectLightsWithTileMinMax(
tileStartX, tileEndX, tileStartY, tileEndY, minZ, maxZ,
gBufferWidth, gBufferHeight, cameraProj_11, cameraProj_22,
MAX_LIGHTS, light_positionView_x_array, light_positionView_y_array,
light_positionView_z_array, light_attenuationEnd_array,
tileLightIndices);
return tileNumLights;
}
__device__
static inline void
ShadeTile(
int32 tileStartX, int32 tileEndX,
int32 tileStartY, int32 tileEndY,
int32 gBufferWidth, int32 gBufferHeight,
const InputDataArrays &inputData,
// Camera data
float cameraProj_11, float cameraProj_22,
float cameraProj_33, float cameraProj_43,
// Light list
Uniform<int,MAX_LIGHTS> &tileLightIndices,
int32 tileNumLights,
// UI
bool visualizeLightCount,
// Output
unsigned int8 framebuffer_r[],
unsigned int8 framebuffer_g[],
unsigned int8 framebuffer_b[]
)
{
if (tileNumLights == 0 || visualizeLightCount) {
unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
for ( int32 y = tileStartY; y < tileEndY; ++y) {
for ( int xb = tileStartX ; xb < tileEndX; xb += programCount)
{
const int x = xb + programIndex;
if (x >= tileEndX) continue;
int32 framebufferIndex = (y * gBufferWidth + x);
framebuffer_r[framebufferIndex] = c;
framebuffer_g[framebufferIndex] = c;
framebuffer_b[framebufferIndex] = c;
}
}
} else {
float twoOverGBufferWidth = 2.0f / gBufferWidth;
float twoOverGBufferHeight = 2.0f / gBufferHeight;
for ( int32 y = tileStartY; y < tileEndY; ++y) {
float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
for ( int xb = tileStartX ; xb < tileEndX; xb += programCount)
{
const int x = xb + programIndex;
// if (x >= tileEndX) break;
int32 gBufferOffset = y * gBufferWidth + x;
// Reconstruct position and (negative) view vector from G-buffer
float surface_positionView_x, surface_positionView_y, surface_positionView_z;
float Vneg_x, Vneg_y, Vneg_z;
float z = inputData.zBuffer[gBufferOffset];
// Compute screen/clip-space position
// NOTE: Mind DX11 viewport transform and pixel center!
float positionScreen_x = (0.5f + (float)(x)) *
twoOverGBufferWidth - 1.0f;
// Unproject depth buffer Z value into view space
surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
surface_positionView_x = positionScreen_x * surface_positionView_z /
cameraProj_11;
surface_positionView_y = positionScreen_y * surface_positionView_z /
cameraProj_22;
// We actually end up with a vector pointing *at* the
// surface (i.e. the negative view vector)
normalize3(surface_positionView_x, surface_positionView_y,
surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
// Reconstruct normal from G-buffer
float surface_normal_x, surface_normal_y, surface_normal_z;
asm("// half2float //");
float normal_x = __half2float(inputData.normalEncoded_x[gBufferOffset]);
float normal_y = __half2float(inputData.normalEncoded_y[gBufferOffset]);
asm("// half2float //");
float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
float m = sqrt(4.0f * f - 1.0f);
surface_normal_x = m * (4.0f * normal_x - 2.0f);
surface_normal_y = m * (4.0f * normal_y - 2.0f);
surface_normal_z = 3.0f - 8.0f * f;
// Load other G-buffer parameters
float surface_specularAmount =
__half2float(inputData.specularAmount[gBufferOffset]);
float surface_specularPower =
__half2float(inputData.specularPower[gBufferOffset]);
float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
float lit_x = 0.0f;
float lit_y = 0.0f;
float lit_z = 0.0f;
for ( int32 tileLightIndex = 0; tileLightIndex < tileNumLights;
++tileLightIndex) {
int32 lightIndex = tileLightIndices.get(tileLightIndex);
// Gather light data relevant to initial culling
float light_positionView_x =
__ldg(&inputData.lightPositionView_x[lightIndex]);
float light_positionView_y =
__ldg(&inputData.lightPositionView_y[lightIndex]);
float light_positionView_z =
__ldg(&inputData.lightPositionView_z[lightIndex]);
float light_attenuationEnd =
__ldg(&inputData.lightAttenuationEnd[lightIndex]);
// Compute light vector
float L_x = light_positionView_x - surface_positionView_x;
float L_y = light_positionView_y - surface_positionView_y;
float L_z = light_positionView_z - surface_positionView_z;
float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
// Clip at end of attenuation
float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
if (distanceToLight2 < light_attenutaionEnd2) {
float distanceToLight = sqrt(distanceToLight2);
// HLSL "rcp" is allowed to be fairly inaccurate
float distanceToLightRcp = 1.0f/distanceToLight;
L_x *= distanceToLightRcp;
L_y *= distanceToLightRcp;
L_z *= distanceToLightRcp;
// Start computing brdf
float NdotL = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, L_x, L_y, L_z);
// Clip back facing
if (NdotL > 0.0f) {
float light_attenuationBegin =
inputData.lightAttenuationBegin[lightIndex];
// Light distance attenuation (linstep)
float lightRange = (light_attenuationEnd - light_attenuationBegin);
float falloffPosition = (light_attenuationEnd - distanceToLight);
float attenuation = min(falloffPosition / lightRange, 1.0f);
float H_x = (L_x - Vneg_x);
float H_y = (L_y - Vneg_y);
float H_z = (L_z - Vneg_z);
normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
float NdotH = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, H_x, H_y, H_z);
NdotH = max(NdotH, 0.0f);
float specular = pow(NdotH, surface_specularPower);
float specularNorm = (surface_specularPower + 2.0f) *
(1.0f / 8.0f);
float specularContrib = surface_specularAmount *
specularNorm * specular;
float k = attenuation * NdotL * (1.0f + specularContrib);
float light_color_x = inputData.lightColor_x[lightIndex];
float light_color_y = inputData.lightColor_y[lightIndex];
float light_color_z = inputData.lightColor_z[lightIndex];
float lightContrib_x = surface_albedo_x * light_color_x;
float lightContrib_y = surface_albedo_y * light_color_y;
float lightContrib_z = surface_albedo_z * light_color_z;
lit_x += lightContrib_x * k;
lit_y += lightContrib_y * k;
lit_z += lightContrib_z * k;
}
}
}
// Gamma correct
// These pows are pretty slow right now, but we can do
// something faster if really necessary to squeeze every
// last bit of performance out of it
float gamma = 1.0 / 2.2f;
lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
}
}
}
}
///////////////////////////////////////////////////////////////////////////
// Static decomposition
__global__ void
RenderTile( int num_groups_x, int num_groups_y,
const InputHeader *inputHeaderPtr,
const InputDataArrays *inputDataPtr,
int visualizeLightCount,
// Output
unsigned int8 framebuffer_r[],
unsigned int8 framebuffer_g[],
unsigned int8 framebuffer_b[]) {
if (taskIndex >= taskCount) return;
const InputHeader inputHeader = *inputHeaderPtr;
const InputDataArrays inputData = *inputDataPtr;
int32 group_y = taskIndex / num_groups_x;
int32 group_x = taskIndex % num_groups_x;
int32 tile_start_x = group_x * MIN_TILE_WIDTH;
int32 tile_start_y = group_y * MIN_TILE_HEIGHT;
int32 tile_end_x = tile_start_x + MIN_TILE_WIDTH;
int32 tile_end_y = tile_start_y + MIN_TILE_HEIGHT;
int framebufferWidth = inputHeader.framebufferWidth;
int framebufferHeight = inputHeader.framebufferHeight;
float cameraProj_00 = inputHeader.cameraProj[0][0];
float cameraProj_11 = inputHeader.cameraProj[1][1];
float cameraProj_22 = inputHeader.cameraProj[2][2];
float cameraProj_32 = inputHeader.cameraProj[3][2];
// Light intersection: figure out which lights illuminate this tile.
Uniform<int,MAX_LIGHTS> tileLightIndices; // Light list for the tile
#if 1
int numTileLights =
IntersectLightsWithTile(tile_start_x, tile_end_x,
tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight,
inputData.zBuffer,
cameraProj_00, cameraProj_11,
cameraProj_22, cameraProj_32,
inputHeader.cameraNear, inputHeader.cameraFar,
MAX_LIGHTS,
inputData.lightPositionView_x,
inputData.lightPositionView_y,
inputData.lightPositionView_z,
inputData.lightAttenuationEnd,
tileLightIndices);
// And now shade the tile, using the lights in tileLightIndices
ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight, inputData,
cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
tileLightIndices, numTileLights, visualizeLightCount,
framebuffer_r, framebuffer_g, framebuffer_b);
#endif
}
extern "C" __global__ void
RenderStatic( InputHeader inputHeaderPtr[],
InputDataArrays inputDataPtr[],
int visualizeLightCount,
// Output
unsigned int8 framebuffer_r[],
unsigned int8 framebuffer_g[],
unsigned int8 framebuffer_b[]) {
const InputHeader inputHeader = *inputHeaderPtr;
const InputDataArrays inputData = *inputDataPtr;
int num_groups_x = (inputHeader.framebufferWidth +
MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
int num_groups_y = (inputHeader.framebufferHeight +
MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
int num_groups = num_groups_x * num_groups_y;
// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
// by MIN_TILE_HEIGHT pixels.
if (programIndex == 0)
RenderTile<<<(num_groups+4-1)/4,128>>>(num_groups_x, num_groups_y,
inputHeaderPtr, inputDataPtr, visualizeLightCount,
framebuffer_r, framebuffer_g, framebuffer_b);
cudaDeviceSynchronize();
}

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@@ -0,0 +1,672 @@
/*
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.
*/
#include "deferred.h"
struct InputDataArrays
{
float *zBuffer;
unsigned int16 *normalEncoded_x; // half float
unsigned int16 *normalEncoded_y; // half float
unsigned int16 *specularAmount; // half float
unsigned int16 *specularPower; // half float
unsigned int8 *albedo_x; // unorm8
unsigned int8 *albedo_y; // unorm8
unsigned int8 *albedo_z; // unorm8
float *lightPositionView_x;
float *lightPositionView_y;
float *lightPositionView_z;
float *lightAttenuationBegin;
float *lightColor_x;
float *lightColor_y;
float *lightColor_z;
float *lightAttenuationEnd;
};
struct InputHeader
{
float cameraProj[4][4];
float cameraNear;
float cameraFar;
int32 framebufferWidth;
int32 framebufferHeight;
int32 numLights;
int32 inputDataChunkSize;
int32 inputDataArrayOffsets[idaNum];
};
///////////////////////////////////////////////////////////////////////////
// Common utility routines
static inline float
dot3(float x, float y, float z, float a, float b, float c) {
return (x*a + y*b + z*c);
}
static inline void
normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
float n = rsqrt(x*x + y*y + z*z);
ox = x * n;
oy = y * n;
oz = z * n;
}
static inline float
Unorm8ToFloat32(unsigned int8 u) {
return (float)u * (1.0f / 255.0f);
}
static inline unsigned int8
Float32ToUnorm8(float f) {
return (unsigned int8)(f * 255.0f);
}
static void
ComputeZBounds(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
// G-buffer data
uniform float zBuffer[],
uniform int32 gBufferWidth,
// Camera data
uniform float cameraProj_33, uniform float cameraProj_43,
uniform float cameraNear, uniform float cameraFar,
// Output
uniform float &minZ,
uniform float &maxZ
)
{
// Find Z bounds
float laneMinZ = cameraFar;
float laneMaxZ = cameraNear;
for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
foreach (x = tileStartX ... tileEndX) {
// Unproject depth buffer Z value into view space
float z = zBuffer[y * gBufferWidth + x];
float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
// Work out Z bounds for our samples
// Avoid considering skybox/background or otherwise invalid pixels
if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) {
laneMinZ = min(laneMinZ, viewSpaceZ);
laneMaxZ = max(laneMaxZ, viewSpaceZ);
}
}
}
minZ = reduce_min(laneMinZ);
maxZ = reduce_max(laneMaxZ);
}
export uniform int32
IntersectLightsWithTileMinMax(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
// Tile data
uniform float minZ,
uniform float maxZ,
// G-buffer data
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
// Light Data
uniform int32 numLights,
uniform float light_positionView_x_array[],
uniform float light_positionView_y_array[],
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Output
uniform int32 tileLightIndices[]
)
{
uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
uniform float frustumPlanes_xy[4] = {
-(cameraProj_11 * gBufferScale_x),
(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y),
-(cameraProj_22 * gBufferScale_y) };
uniform float frustumPlanes_z[4] = {
tileEndX - gBufferScale_x,
-tileStartX + gBufferScale_x,
tileEndY - gBufferScale_y,
-tileStartY + gBufferScale_y };
for (uniform int i = 0; i < 4; ++i) {
uniform float norm = rsqrt(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
frustumPlanes_z[i] * frustumPlanes_z[i]);
frustumPlanes_xy[i] *= norm;
frustumPlanes_z[i] *= norm;
}
uniform int32 tileNumLights = 0;
foreach (lightIndex = 0 ... numLights) {
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
float d = light_positionView_z - minZ;
bool inFrustum = (d >= light_attenuationEndNeg);
d = maxZ - light_positionView_z;
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// This seems better than cif(!inFrustum) ccontinue; here since we
// don't actually need to mask the rest of this function - this is
// just a greedy early-out. Could also structure all of this as
// nested if() statements, but this a bit easier to read
if (any(inFrustum)) {
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
d = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[1] +
light_positionView_x * frustumPlanes_xy[1];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[2] +
light_positionView_y * frustumPlanes_xy[2];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[3] +
light_positionView_y * frustumPlanes_xy[3];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// Pack and store intersecting lights
cif (inFrustum) {
tileNumLights += packed_store_active(&tileLightIndices[tileNumLights],
lightIndex);
}
}
}
return tileNumLights;
}
static uniform int32
IntersectLightsWithTile(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
// G-buffer data
uniform float zBuffer[],
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
uniform float cameraProj_33, uniform float cameraProj_43,
uniform float cameraNear, uniform float cameraFar,
// Light Data
uniform int32 numLights,
uniform float light_positionView_x_array[],
uniform float light_positionView_y_array[],
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Output
uniform int32 tileLightIndices[]
)
{
uniform float minZ, maxZ;
ComputeZBounds(tileStartX, tileEndX, tileStartY, tileEndY,
zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar,
minZ, maxZ);
uniform int32 tileNumLights = IntersectLightsWithTileMinMax(
tileStartX, tileEndX, tileStartY, tileEndY, minZ, maxZ,
gBufferWidth, gBufferHeight, cameraProj_11, cameraProj_22,
MAX_LIGHTS, light_positionView_x_array, light_positionView_y_array,
light_positionView_z_array, light_attenuationEnd_array,
tileLightIndices);
return tileNumLights;
}
export void
ShadeTile(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
uniform InputDataArrays &inputData,
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
uniform float cameraProj_33, uniform float cameraProj_43,
// Light list
uniform int32 tileLightIndices[],
uniform int32 tileNumLights,
// UI
uniform bool visualizeLightCount,
// Output
uniform unsigned int8 framebuffer_r[],
uniform unsigned int8 framebuffer_g[],
uniform unsigned int8 framebuffer_b[]
)
{
if (tileNumLights == 0 || visualizeLightCount) {
uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
foreach (x = tileStartX ... tileEndX) {
int32 framebufferIndex = (y * gBufferWidth + x);
framebuffer_r[framebufferIndex] = c;
framebuffer_g[framebufferIndex] = c;
framebuffer_b[framebufferIndex] = c;
}
}
} else {
uniform float twoOverGBufferWidth = 2.0f / gBufferWidth;
uniform float twoOverGBufferHeight = 2.0f / gBufferHeight;
for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
uniform float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
foreach (x = tileStartX ... tileEndX) {
int32 gBufferOffset = y * gBufferWidth + x;
// Reconstruct position and (negative) view vector from G-buffer
float surface_positionView_x, surface_positionView_y, surface_positionView_z;
float Vneg_x, Vneg_y, Vneg_z;
float z = inputData.zBuffer[gBufferOffset];
// Compute screen/clip-space position
// NOTE: Mind DX11 viewport transform and pixel center!
float positionScreen_x = (0.5f + (float)(x)) *
twoOverGBufferWidth - 1.0f;
// Unproject depth buffer Z value into view space
surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
surface_positionView_x = positionScreen_x * surface_positionView_z /
cameraProj_11;
surface_positionView_y = positionScreen_y * surface_positionView_z /
cameraProj_22;
// We actually end up with a vector pointing *at* the
// surface (i.e. the negative view vector)
normalize3(surface_positionView_x, surface_positionView_y,
surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
// Reconstruct normal from G-buffer
float surface_normal_x, surface_normal_y, surface_normal_z;
float normal_x = half_to_float(inputData.normalEncoded_x[gBufferOffset]);
float normal_y = half_to_float(inputData.normalEncoded_y[gBufferOffset]);
float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
float m = sqrt(4.0f * f - 1.0f);
surface_normal_x = m * (4.0f * normal_x - 2.0f);
surface_normal_y = m * (4.0f * normal_y - 2.0f);
surface_normal_z = 3.0f - 8.0f * f;
// Load other G-buffer parameters
float surface_specularAmount =
half_to_float(inputData.specularAmount[gBufferOffset]);
float surface_specularPower =
half_to_float(inputData.specularPower[gBufferOffset]);
float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
float lit_x = 0.0f;
float lit_y = 0.0f;
float lit_z = 0.0f;
for (uniform int32 tileLightIndex = 0; tileLightIndex < tileNumLights;
++tileLightIndex) {
uniform int32 lightIndex = tileLightIndices[tileLightIndex];
// Gather light data relevant to initial culling
uniform float light_positionView_x =
inputData.lightPositionView_x[lightIndex];
uniform float light_positionView_y =
inputData.lightPositionView_y[lightIndex];
uniform float light_positionView_z =
inputData.lightPositionView_z[lightIndex];
uniform float light_attenuationEnd =
inputData.lightAttenuationEnd[lightIndex];
// Compute light vector
float L_x = light_positionView_x - surface_positionView_x;
float L_y = light_positionView_y - surface_positionView_y;
float L_z = light_positionView_z - surface_positionView_z;
float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
// Clip at end of attenuation
float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
cif (distanceToLight2 < light_attenutaionEnd2) {
float distanceToLight = sqrt(distanceToLight2);
// HLSL "rcp" is allowed to be fairly inaccurate
float distanceToLightRcp = rcp(distanceToLight);
L_x *= distanceToLightRcp;
L_y *= distanceToLightRcp;
L_z *= distanceToLightRcp;
// Start computing brdf
float NdotL = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, L_x, L_y, L_z);
// Clip back facing
cif (NdotL > 0.0f) {
uniform float light_attenuationBegin =
inputData.lightAttenuationBegin[lightIndex];
// Light distance attenuation (linstep)
float lightRange = (light_attenuationEnd - light_attenuationBegin);
float falloffPosition = (light_attenuationEnd - distanceToLight);
float attenuation = min(falloffPosition / lightRange, 1.0f);
float H_x = (L_x - Vneg_x);
float H_y = (L_y - Vneg_y);
float H_z = (L_z - Vneg_z);
normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
float NdotH = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, H_x, H_y, H_z);
NdotH = max(NdotH, 0.0f);
float specular = pow(NdotH, surface_specularPower);
float specularNorm = (surface_specularPower + 2.0f) *
(1.0f / 8.0f);
float specularContrib = surface_specularAmount *
specularNorm * specular;
float k = attenuation * NdotL * (1.0f + specularContrib);
uniform float light_color_x = inputData.lightColor_x[lightIndex];
uniform float light_color_y = inputData.lightColor_y[lightIndex];
uniform float light_color_z = inputData.lightColor_z[lightIndex];
float lightContrib_x = surface_albedo_x * light_color_x;
float lightContrib_y = surface_albedo_y * light_color_y;
float lightContrib_z = surface_albedo_z * light_color_z;
lit_x += lightContrib_x * k;
lit_y += lightContrib_y * k;
lit_z += lightContrib_z * k;
}
}
}
// Gamma correct
// These pows are pretty slow right now, but we can do
// something faster if really necessary to squeeze every
// last bit of performance out of it
float gamma = 1.0 / 2.2f;
lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
}
}
}
}
///////////////////////////////////////////////////////////////////////////
// Static decomposition
task void
RenderTile(uniform int num_groups_x, uniform int num_groups_y,
uniform InputHeader &inputHeader,
uniform InputDataArrays &inputData,
uniform int visualizeLightCount,
// Output
uniform unsigned int8 framebuffer_r[],
uniform unsigned int8 framebuffer_g[],
uniform unsigned int8 framebuffer_b[]) {
uniform int32 group_y = taskIndex / num_groups_x;
uniform int32 group_x = taskIndex % num_groups_x;
uniform int32 tile_start_x = group_x * MIN_TILE_WIDTH;
uniform int32 tile_start_y = group_y * MIN_TILE_HEIGHT;
uniform int32 tile_end_x = tile_start_x + MIN_TILE_WIDTH;
uniform int32 tile_end_y = tile_start_y + MIN_TILE_HEIGHT;
uniform int framebufferWidth = inputHeader.framebufferWidth;
uniform int framebufferHeight = inputHeader.framebufferHeight;
uniform float cameraProj_00 = inputHeader.cameraProj[0][0];
uniform float cameraProj_11 = inputHeader.cameraProj[1][1];
uniform float cameraProj_22 = inputHeader.cameraProj[2][2];
uniform float cameraProj_32 = inputHeader.cameraProj[3][2];
// Light intersection: figure out which lights illuminate this tile.
uniform int tileLightIndices[MAX_LIGHTS]; // Light list for the tile
uniform int numTileLights =
IntersectLightsWithTile(tile_start_x, tile_end_x,
tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight,
inputData.zBuffer,
cameraProj_00, cameraProj_11,
cameraProj_22, cameraProj_32,
inputHeader.cameraNear, inputHeader.cameraFar,
MAX_LIGHTS,
inputData.lightPositionView_x,
inputData.lightPositionView_y,
inputData.lightPositionView_z,
inputData.lightAttenuationEnd,
tileLightIndices);
// And now shade the tile, using the lights in tileLightIndices
ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight, inputData,
cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
tileLightIndices, numTileLights, visualizeLightCount,
framebuffer_r, framebuffer_g, framebuffer_b);
}
export void
RenderStatic(uniform InputHeader &inputHeader,
uniform InputDataArrays &inputData,
uniform int visualizeLightCount,
// Output
uniform unsigned int8 framebuffer_r[],
uniform unsigned int8 framebuffer_g[],
uniform unsigned int8 framebuffer_b[]) {
uniform int num_groups_x = (inputHeader.framebufferWidth +
MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
uniform int num_groups_y = (inputHeader.framebufferHeight +
MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
uniform int num_groups = num_groups_x * num_groups_y;
// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
// by MIN_TILE_HEIGHT pixels.
launch[num_groups] RenderTile(num_groups_x, num_groups_y,
inputHeader, inputData, visualizeLightCount,
framebuffer_r, framebuffer_g, framebuffer_b);
}
///////////////////////////////////////////////////////////////////////////
// Routines for dynamic decomposition path
// This computes the z min/max range for a whole row worth of tiles.
export void
ComputeZBoundsRow(
uniform int32 tileY,
uniform int32 tileWidth, uniform int32 tileHeight,
uniform int32 numTilesX, uniform int32 numTilesY,
// G-buffer data
uniform float zBuffer[],
uniform int32 gBufferWidth,
// Camera data
uniform float cameraProj_33, uniform float cameraProj_43,
uniform float cameraNear, uniform float cameraFar,
// Output
uniform float minZArray[],
uniform float maxZArray[]
)
{
for (uniform int32 tileX = 0; tileX < numTilesX; ++tileX) {
uniform float minZ, maxZ;
ComputeZBounds(
tileX * tileWidth, tileX * tileWidth + tileWidth,
tileY * tileHeight, tileY * tileHeight + tileHeight,
zBuffer, gBufferWidth,
cameraProj_33, cameraProj_43, cameraNear, cameraFar,
minZ, maxZ);
minZArray[tileX] = minZ;
maxZArray[tileX] = maxZ;
}
}
// Reclassifies the lights with respect to four sub-tiles when we refine a tile.
// numLights need not be a multiple of programCount here, but the input and output arrays
// should be able to handle programCount-sized load/stores.
export void
SplitTileMinMax(
uniform int32 tileMidX, uniform int32 tileMidY,
// Subtile data (00, 10, 01, 11)
uniform float subtileMinZ[],
uniform float subtileMaxZ[],
// G-buffer data
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
// Light Data
uniform int32 lightIndices[],
uniform int32 numLights,
uniform float light_positionView_x_array[],
uniform float light_positionView_y_array[],
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Outputs
uniform int32 subtileIndices[],
uniform int32 subtileIndicesPitch,
uniform int32 subtileNumLights[]
)
{
uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
uniform float frustumPlanes_xy[2] = { -(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y) };
uniform float frustumPlanes_z[2] = { tileMidX - gBufferScale_x,
tileMidY - gBufferScale_y };
// Normalize
uniform float norm[2] = { rsqrt(frustumPlanes_xy[0] * frustumPlanes_xy[0] +
frustumPlanes_z[0] * frustumPlanes_z[0]),
rsqrt(frustumPlanes_xy[1] * frustumPlanes_xy[1] +
frustumPlanes_z[1] * frustumPlanes_z[1]) };
frustumPlanes_xy[0] *= norm[0];
frustumPlanes_xy[1] *= norm[1];
frustumPlanes_z[0] *= norm[0];
frustumPlanes_z[1] *= norm[1];
// Initialize
uniform int32 subtileLightOffset[4];
subtileLightOffset[0] = 0 * subtileIndicesPitch;
subtileLightOffset[1] = 1 * subtileIndicesPitch;
subtileLightOffset[2] = 2 * subtileIndicesPitch;
subtileLightOffset[3] = 3 * subtileIndicesPitch;
foreach (i = 0 ... numLights) {
int32 lightIndex = lightIndices[i];
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
// Test lights again subtile z bounds
bool inFrustum[4];
inFrustum[0] = (light_positionView_z - subtileMinZ[0] >= light_attenuationEndNeg) &&
(subtileMaxZ[0] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[1] = (light_positionView_z - subtileMinZ[1] >= light_attenuationEndNeg) &&
(subtileMaxZ[1] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[2] = (light_positionView_z - subtileMinZ[2] >= light_attenuationEndNeg) &&
(subtileMaxZ[2] - light_positionView_z >= light_attenuationEndNeg);
inFrustum[3] = (light_positionView_z - subtileMinZ[3] >= light_attenuationEndNeg) &&
(subtileMaxZ[3] - light_positionView_z >= light_attenuationEndNeg);
float dx = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
float dy = light_positionView_z * frustumPlanes_z[1] +
light_positionView_y * frustumPlanes_xy[1];
cif (abs(dx) > light_attenuationEnd) {
bool positiveX = dx > 0.0f;
inFrustum[0] = inFrustum[0] && positiveX; // 00 subtile
inFrustum[1] = inFrustum[1] && !positiveX; // 10 subtile
inFrustum[2] = inFrustum[2] && positiveX; // 01 subtile
inFrustum[3] = inFrustum[3] && !positiveX; // 11 subtile
}
cif (abs(dy) > light_attenuationEnd) {
bool positiveY = dy > 0.0f;
inFrustum[0] = inFrustum[0] && positiveY; // 00 subtile
inFrustum[1] = inFrustum[1] && positiveY; // 10 subtile
inFrustum[2] = inFrustum[2] && !positiveY; // 01 subtile
inFrustum[3] = inFrustum[3] && !positiveY; // 11 subtile
}
// Pack and store intersecting lights
// TODO: Experiment with a loop here instead
cif (inFrustum[0])
subtileLightOffset[0] +=
packed_store_active(&subtileIndices[subtileLightOffset[0]],
lightIndex);
cif (inFrustum[1])
subtileLightOffset[1] +=
packed_store_active(&subtileIndices[subtileLightOffset[1]],
lightIndex);
cif (inFrustum[2])
subtileLightOffset[2] +=
packed_store_active(&subtileIndices[subtileLightOffset[2]],
lightIndex);
cif (inFrustum[3])
subtileLightOffset[3] +=
packed_store_active(&subtileIndices[subtileLightOffset[3]],
lightIndex);
}
subtileNumLights[0] = subtileLightOffset[0] - 0 * subtileIndicesPitch;
subtileNumLights[1] = subtileLightOffset[1] - 1 * subtileIndicesPitch;
subtileNumLights[2] = subtileLightOffset[2] - 2 * subtileIndicesPitch;
subtileNumLights[3] = subtileLightOffset[3] - 3 * subtileIndicesPitch;
}

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@@ -0,0 +1,556 @@
/*
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.
*/
#ifdef __NVPTX__
#warning "emitting DEVICE code"
#define programCount warpSize()
#define programIndex laneIndex()
#define taskIndex blockIndex0()
#define taskCount blockCount0()
#define cif if
#else
#warning "emitting HOST code"
#endif
#include "deferred.h"
struct InputDataArrays
{
float *zBuffer;
unsigned int16 *normalEncoded_x; // half float
unsigned int16 *normalEncoded_y; // half float
unsigned int16 *specularAmount; // half float
unsigned int16 *specularPower; // half float
unsigned int8 *albedo_x; // unorm8
unsigned int8 *albedo_y; // unorm8
unsigned int8 *albedo_z; // unorm8
float *lightPositionView_x;
float *lightPositionView_y;
float *lightPositionView_z;
float *lightAttenuationBegin;
float *lightColor_x;
float *lightColor_y;
float *lightColor_z;
float *lightAttenuationEnd;
};
struct InputHeader
{
float cameraProj[4][4];
float cameraNear;
float cameraFar;
int32 framebufferWidth;
int32 framebufferHeight;
int32 numLights;
int32 inputDataChunkSize;
int32 inputDataArrayOffsets[idaNum];
};
///////////////////////////////////////////////////////////////////////////
// Common utility routines
static inline float
dot3(float x, float y, float z, float a, float b, float c) {
return (x*a + y*b + z*c);
}
static inline void
normalize3(float x, float y, float z, float &ox, float &oy, float &oz) {
float n = rsqrt(x*x + y*y + z*z);
ox = x * n;
oy = y * n;
oz = z * n;
}
static inline float
Unorm8ToFloat32(unsigned int8 u) {
return (float)u * (1.0f / 255.0f);
}
static inline unsigned int8
Float32ToUnorm8(float f) {
return (unsigned int8)(f * 255.0f);
}
static inline void
ComputeZBounds(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
// G-buffer data
uniform float zBuffer[],
uniform int32 gBufferWidth,
// Camera data
uniform float cameraProj_33, uniform float cameraProj_43,
uniform float cameraNear, uniform float cameraFar,
// Output
uniform float &minZ,
uniform float &maxZ
)
{
// Find Z bounds
float laneMinZ = cameraFar;
float laneMaxZ = cameraNear;
for (uniform int32 y = tileStartY; y < tileEndY; ++y)
foreach (x = tileStartX ... tileEndX)
{
// Unproject depth buffer Z value into view space
float z = zBuffer[y * gBufferWidth + x];
float viewSpaceZ = cameraProj_43 / (z - cameraProj_33);
// Work out Z bounds for our samples
// Avoid considering skybox/background or otherwise invalid pixels
if ((viewSpaceZ < cameraFar) && (viewSpaceZ >= cameraNear)) {
laneMinZ = min(laneMinZ, viewSpaceZ);
laneMaxZ = max(laneMaxZ, viewSpaceZ);
}
}
minZ = reduce_min(laneMinZ);
maxZ = reduce_max(laneMaxZ);
}
static inline uniform int32
IntersectLightsWithTileMinMax(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
// Tile data
uniform float minZ,
uniform float maxZ,
// G-buffer data
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
// Light Data
uniform int32 numLights,
uniform float light_positionView_x_array[],
uniform float light_positionView_y_array[],
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Output
uniform int32 tileLightIndices[]
)
{
uniform float gBufferScale_x = 0.5f * (float)gBufferWidth;
uniform float gBufferScale_y = 0.5f * (float)gBufferHeight;
uniform float frustumPlanes_xy[4] = {
-(cameraProj_11 * gBufferScale_x),
(cameraProj_11 * gBufferScale_x),
(cameraProj_22 * gBufferScale_y),
-(cameraProj_22 * gBufferScale_y) };
uniform float frustumPlanes_z[4] = {
tileEndX - gBufferScale_x,
-tileStartX + gBufferScale_x,
tileEndY - gBufferScale_y,
-tileStartY + gBufferScale_y };
for (uniform int i = 0; i < 4; ++i) {
uniform float norm = rsqrt(frustumPlanes_xy[i] * frustumPlanes_xy[i] +
frustumPlanes_z[i] * frustumPlanes_z[i]);
frustumPlanes_xy[i] *= norm;
frustumPlanes_z[i] *= norm;
}
uniform int32 tileNumLights = 0;
foreach (lightIndex = 0 ... numLights)
{
float light_positionView_z = light_positionView_z_array[lightIndex];
float light_attenuationEnd = light_attenuationEnd_array[lightIndex];
float light_attenuationEndNeg = -light_attenuationEnd;
float d = light_positionView_z - minZ;
bool inFrustum = (d >= light_attenuationEndNeg);
d = maxZ - light_positionView_z;
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// This seems better than cif(!inFrustum) ccontinue; here since we
// don't actually need to mask the rest of this function - this is
// just a greedy early-out. Could also structure all of this as
// nested if() statements, but this a bit easier to read
if (any(inFrustum))
{
float light_positionView_x = light_positionView_x_array[lightIndex];
float light_positionView_y = light_positionView_y_array[lightIndex];
d = light_positionView_z * frustumPlanes_z[0] +
light_positionView_x * frustumPlanes_xy[0];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[1] +
light_positionView_x * frustumPlanes_xy[1];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[2] +
light_positionView_y * frustumPlanes_xy[2];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
d = light_positionView_z * frustumPlanes_z[3] +
light_positionView_y * frustumPlanes_xy[3];
inFrustum = inFrustum && (d >= light_attenuationEndNeg);
// Pack and store intersecting lights
const bool active = inFrustum && lightIndex < numLights;
if(any(active))
tileNumLights += packed_store_active(active, &tileLightIndices[tileNumLights], lightIndex);
}
}
return tileNumLights;
}
static inline uniform int32
IntersectLightsWithTile(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
// G-buffer data
uniform float zBuffer[],
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
uniform float cameraProj_33, uniform float cameraProj_43,
uniform float cameraNear, uniform float cameraFar,
// Light Data
uniform int32 numLights,
uniform float light_positionView_x_array[],
uniform float light_positionView_y_array[],
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Output
uniform int32 tileLightIndices[]
)
{
uniform float minZ, maxZ;
ComputeZBounds(tileStartX, tileEndX, tileStartY, tileEndY,
zBuffer, gBufferWidth, cameraProj_33, cameraProj_43, cameraNear, cameraFar,
minZ, maxZ);
uniform int32 tileNumLights = IntersectLightsWithTileMinMax(
tileStartX, tileEndX, tileStartY, tileEndY, minZ, maxZ,
gBufferWidth, gBufferHeight, cameraProj_11, cameraProj_22,
MAX_LIGHTS, light_positionView_x_array, light_positionView_y_array,
light_positionView_z_array, light_attenuationEnd_array,
tileLightIndices);
return tileNumLights;
}
static inline void
ShadeTile(
uniform int32 tileStartX, uniform int32 tileEndX,
uniform int32 tileStartY, uniform int32 tileEndY,
uniform int32 gBufferWidth, uniform int32 gBufferHeight,
const uniform InputDataArrays &inputData,
// Camera data
uniform float cameraProj_11, uniform float cameraProj_22,
uniform float cameraProj_33, uniform float cameraProj_43,
// Light list
uniform int32 tileLightIndices[],
uniform int32 tileNumLights,
// UI
uniform bool visualizeLightCount,
// Output
uniform unsigned int8 framebuffer_r[],
uniform unsigned int8 framebuffer_g[],
uniform unsigned int8 framebuffer_b[]
)
{
if (tileNumLights == 0 || visualizeLightCount) {
uniform unsigned int8 c = (unsigned int8)(min(tileNumLights << 2, 255));
for (uniform int32 y = tileStartY; y < tileEndY; ++y)
foreach (x = tileStartX ... tileEndX)
{
int32 framebufferIndex = (y * gBufferWidth + x);
framebuffer_r[framebufferIndex] = c;
framebuffer_g[framebufferIndex] = c;
framebuffer_b[framebufferIndex] = c;
}
} else {
uniform float twoOverGBufferWidth = 2.0f / gBufferWidth;
uniform float twoOverGBufferHeight = 2.0f / gBufferHeight;
for (uniform int32 y = tileStartY; y < tileEndY; ++y) {
uniform float positionScreen_y = -(((0.5f + y) * twoOverGBufferHeight) - 1.f);
foreach (x = tileStartX ... tileEndX) {
int32 gBufferOffset = y * gBufferWidth + x;
// Reconstruct position and (negative) view vector from G-buffer
float surface_positionView_x, surface_positionView_y, surface_positionView_z;
float Vneg_x, Vneg_y, Vneg_z;
float z = inputData.zBuffer[gBufferOffset];
// Compute screen/clip-space position
// NOTE: Mind DX11 viewport transform and pixel center!
float positionScreen_x = (0.5f + (float)(x)) *
twoOverGBufferWidth - 1.0f;
// Unproject depth buffer Z value into view space
surface_positionView_z = cameraProj_43 / (z - cameraProj_33);
surface_positionView_x = positionScreen_x * surface_positionView_z /
cameraProj_11;
surface_positionView_y = positionScreen_y * surface_positionView_z /
cameraProj_22;
// We actually end up with a vector pointing *at* the
// surface (i.e. the negative view vector)
normalize3(surface_positionView_x, surface_positionView_y,
surface_positionView_z, Vneg_x, Vneg_y, Vneg_z);
// Reconstruct normal from G-buffer
float surface_normal_x, surface_normal_y, surface_normal_z;
float normal_x = half_to_float(inputData.normalEncoded_x[gBufferOffset]);
float normal_y = half_to_float(inputData.normalEncoded_y[gBufferOffset]);
float f = (normal_x - normal_x * normal_x) + (normal_y - normal_y * normal_y);
float m = sqrt(4.0f * f - 1.0f);
surface_normal_x = m * (4.0f * normal_x - 2.0f);
surface_normal_y = m * (4.0f * normal_y - 2.0f);
surface_normal_z = 3.0f - 8.0f * f;
// Load other G-buffer parameters
float surface_specularAmount =
half_to_float(inputData.specularAmount[gBufferOffset]);
float surface_specularPower =
half_to_float(inputData.specularPower[gBufferOffset]);
float surface_albedo_x = Unorm8ToFloat32(inputData.albedo_x[gBufferOffset]);
float surface_albedo_y = Unorm8ToFloat32(inputData.albedo_y[gBufferOffset]);
float surface_albedo_z = Unorm8ToFloat32(inputData.albedo_z[gBufferOffset]);
float lit_x = 0.0f;
float lit_y = 0.0f;
float lit_z = 0.0f;
for (uniform int32 tileLightIndex = 0; tileLightIndex < tileNumLights;
++tileLightIndex) {
uniform int32 lightIndex = tileLightIndices[tileLightIndex];
// Gather light data relevant to initial culling
uniform float light_positionView_x =
inputData.lightPositionView_x[lightIndex];
uniform float light_positionView_y =
inputData.lightPositionView_y[lightIndex];
uniform float light_positionView_z =
inputData.lightPositionView_z[lightIndex];
uniform float light_attenuationEnd =
inputData.lightAttenuationEnd[lightIndex];
// Compute light vector
float L_x = light_positionView_x - surface_positionView_x;
float L_y = light_positionView_y - surface_positionView_y;
float L_z = light_positionView_z - surface_positionView_z;
float distanceToLight2 = dot3(L_x, L_y, L_z, L_x, L_y, L_z);
// Clip at end of attenuation
float light_attenutaionEnd2 = light_attenuationEnd * light_attenuationEnd;
cif (distanceToLight2 < light_attenutaionEnd2) {
float distanceToLight = sqrt(distanceToLight2);
// HLSL "rcp" is allowed to be fairly inaccurate
float distanceToLightRcp = rcp(distanceToLight);
L_x *= distanceToLightRcp;
L_y *= distanceToLightRcp;
L_z *= distanceToLightRcp;
// Start computing brdf
float NdotL = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, L_x, L_y, L_z);
// Clip back facing
cif (NdotL > 0.0f) {
uniform float light_attenuationBegin =
inputData.lightAttenuationBegin[lightIndex];
// Light distance attenuation (linstep)
float lightRange = (light_attenuationEnd - light_attenuationBegin);
float falloffPosition = (light_attenuationEnd - distanceToLight);
float attenuation = min(falloffPosition / lightRange, 1.0f);
float H_x = (L_x - Vneg_x);
float H_y = (L_y - Vneg_y);
float H_z = (L_z - Vneg_z);
normalize3(H_x, H_y, H_z, H_x, H_y, H_z);
float NdotH = dot3(surface_normal_x, surface_normal_y,
surface_normal_z, H_x, H_y, H_z);
NdotH = max(NdotH, 0.0f);
float specular = pow(NdotH, surface_specularPower);
float specularNorm = (surface_specularPower + 2.0f) *
(1.0f / 8.0f);
float specularContrib = surface_specularAmount *
specularNorm * specular;
float k = attenuation * NdotL * (1.0f + specularContrib);
uniform float light_color_x = inputData.lightColor_x[lightIndex];
uniform float light_color_y = inputData.lightColor_y[lightIndex];
uniform float light_color_z = inputData.lightColor_z[lightIndex];
float lightContrib_x = surface_albedo_x * light_color_x;
float lightContrib_y = surface_albedo_y * light_color_y;
float lightContrib_z = surface_albedo_z * light_color_z;
lit_x += lightContrib_x * k;
lit_y += lightContrib_y * k;
lit_z += lightContrib_z * k;
}
}
}
// Gamma correct
// These pows are pretty slow right now, but we can do
// something faster if really necessary to squeeze every
// last bit of performance out of it
float gamma = 1.0 / 2.2f;
lit_x = pow(clamp(lit_x, 0.0f, 1.0f), gamma);
lit_y = pow(clamp(lit_y, 0.0f, 1.0f), gamma);
lit_z = pow(clamp(lit_z, 0.0f, 1.0f), gamma);
framebuffer_r[gBufferOffset] = Float32ToUnorm8(lit_x);
framebuffer_g[gBufferOffset] = Float32ToUnorm8(lit_y);
framebuffer_b[gBufferOffset] = Float32ToUnorm8(lit_z);
}
}
}
}
///////////////////////////////////////////////////////////////////////////
// Static decomposition
void task
RenderTile(uniform int num_groups_x, uniform int num_groups_y,
const uniform InputHeader inputHeaderPtr[],
const uniform InputDataArrays inputDataPtr[],
uniform int visualizeLightCount,
// Output
uniform unsigned int8 framebuffer_r[],
uniform unsigned int8 framebuffer_g[],
uniform unsigned int8 framebuffer_b[]) {
if (taskIndex >= taskCount) return;
const uniform InputHeader inputHeader = *inputHeaderPtr;
const uniform InputDataArrays inputData = *inputDataPtr;
uniform int32 group_y = taskIndex / num_groups_x;
uniform int32 group_x = taskIndex % num_groups_x;
uniform int32 tile_start_x = group_x * MIN_TILE_WIDTH;
uniform int32 tile_start_y = group_y * MIN_TILE_HEIGHT;
uniform int32 tile_end_x = tile_start_x + MIN_TILE_WIDTH;
uniform int32 tile_end_y = tile_start_y + MIN_TILE_HEIGHT;
uniform int framebufferWidth = inputHeader.framebufferWidth;
uniform int framebufferHeight = inputHeader.framebufferHeight;
uniform float cameraProj_00 = inputHeader.cameraProj[0][0];
uniform float cameraProj_11 = inputHeader.cameraProj[1][1];
uniform float cameraProj_22 = inputHeader.cameraProj[2][2];
uniform float cameraProj_32 = inputHeader.cameraProj[3][2];
// Light intersection: figure out which lights illuminate this tile.
#if 1
uniform int * uniform tileLightIndices = uniform new uniform int [MAX_LIGHTS];
#else
uniform int tileLightIndices[MAX_LIGHTS]; // Light list for the tile
#endif
#if 1
uniform int numTileLights =
IntersectLightsWithTile(tile_start_x, tile_end_x,
tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight,
inputData.zBuffer,
cameraProj_00, cameraProj_11,
cameraProj_22, cameraProj_32,
inputHeader.cameraNear, inputHeader.cameraFar,
MAX_LIGHTS,
inputData.lightPositionView_x,
inputData.lightPositionView_y,
inputData.lightPositionView_z,
inputData.lightAttenuationEnd,
tileLightIndices);
// And now shade the tile, using the lights in tileLightIndices
ShadeTile(tile_start_x, tile_end_x, tile_start_y, tile_end_y,
framebufferWidth, framebufferHeight, inputData,
cameraProj_00, cameraProj_11, cameraProj_22, cameraProj_32,
tileLightIndices, numTileLights, visualizeLightCount,
framebuffer_r, framebuffer_g, framebuffer_b);
#endif
#if 1
delete tileLightIndices;
#endif
}
export void
RenderStatic(uniform InputHeader inputHeaderPtr[],
uniform InputDataArrays inputDataPtr[],
uniform int visualizeLightCount,
// Output
uniform unsigned int8 framebuffer_r[],
uniform unsigned int8 framebuffer_g[],
uniform unsigned int8 framebuffer_b[]) {
const uniform InputHeader inputHeader = *inputHeaderPtr;
const uniform InputDataArrays inputData = *inputDataPtr;
uniform int num_groups_x = (inputHeader.framebufferWidth +
MIN_TILE_WIDTH - 1) / MIN_TILE_WIDTH;
uniform int num_groups_y = (inputHeader.framebufferHeight +
MIN_TILE_HEIGHT - 1) / MIN_TILE_HEIGHT;
uniform int num_groups = num_groups_x * num_groups_y;
// Launch a task to render each tile, each of which is MIN_TILE_WIDTH
// by MIN_TILE_HEIGHT pixels.
launch[num_groups] RenderTile(num_groups_x, num_groups_y,
inputHeaderPtr, inputDataPtr, visualizeLightCount,
framebuffer_r, framebuffer_g, framebuffer_b);
sync;
}

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/*
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)> [tasks iterations] [serial iterations]\n");
return 1;
}
static unsigned int test_iterations[] = {5, 3, 500}; //last value is for nframes, it is scale.
if (argc == 5) {
for (int i = 0; i < 3; i++) {
test_iterations[i] = atoi(argv[2 + i]);
}
}
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 = test_iterations[2];
double ispcCycles = 1e30;
for (int i = 0; i < test_iterations[0]; ++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;
printf("@time of ISPC + TASKS run:\t\t\t[%.3f] million cycles\n", mcycles);
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);
nframes = 3;
#ifdef __cilk
double dynamicCilkCycles = 1e30;
for (int i = 0; i < test_iterations[1]; ++i) {
framebuffer.clear();
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);
}
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 < test_iterations[1]; ++i) {
framebuffer.clear();
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);
}
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 +1,139 @@
/*
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;
}