Implement unbound varibility for struct types.

Now, if a struct member has an explicit 'uniform' or 'varying'
qualifier, then that member has that variability, regardless of
the variability of the struct's variability.  Members without
'uniform' or 'varying' have unbound variability, and in turn
inherit the variability of the struct.

As a result of this, now structs can properly be 'varying' by default,
just like all the other types, while still having sensible semantics.
This commit is contained in:
Matt Pharr
2012-02-20 12:20:51 -08:00
parent 6d7ff7eba2
commit f81acbfe80
59 changed files with 744 additions and 322 deletions

View File

@@ -50,7 +50,6 @@ struct Isect {
struct Sphere {
vec center;
float radius;
};
struct Plane {
@@ -83,7 +82,7 @@ static inline void vnormalize(vec &v) {
static void
ray_plane_intersect(Isect &isect, Ray &ray, Plane &plane) {
ray_plane_intersect(Isect &isect, Ray &ray, uniform Plane &plane) {
float d = -dot(plane.p, plane.n);
float v = dot(ray.dir, plane.n);
@@ -103,7 +102,7 @@ ray_plane_intersect(Isect &isect, Ray &ray, Plane &plane) {
static inline void
ray_sphere_intersect(Isect &isect, Ray &ray, Sphere &sphere) {
ray_sphere_intersect(Isect &isect, Ray &ray, uniform Sphere &sphere) {
vec rs = ray.org - sphere.center;
float B = dot(rs, ray.dir);
@@ -148,7 +147,7 @@ orthoBasis(vec basis[3], vec n) {
static float
ambient_occlusion(Isect &isect, Plane &plane, Sphere spheres[3],
ambient_occlusion(Isect &isect, uniform Plane &plane, uniform Sphere spheres[3],
RNGState &rngstate) {
float eps = 0.0001f;
vec p, n;
@@ -204,8 +203,8 @@ ambient_occlusion(Isect &isect, Plane &plane, Sphere spheres[3],
static void ao_scanlines(uniform int y0, uniform int y1, uniform int w,
uniform int h, uniform int nsubsamples,
uniform float image[]) {
static Plane plane = { { 0.0f, -0.5f, 0.0f }, { 0.f, 1.f, 0.f } };
static Sphere spheres[3] = {
static uniform Plane plane = { { 0.0f, -0.5f, 0.0f }, { 0.f, 1.f, 0.f } };
static uniform Sphere spheres[3] = {
{ { -2.0f, 0.0f, -3.5f }, 0.5f },
{ { -0.5f, 0.0f, -3.0f }, 0.5f },
{ { 1.0f, 0.0f, -2.2f }, 0.5f } };

View File

@@ -35,35 +35,35 @@
struct InputDataArrays
{
uniform float * uniform zBuffer;
uniform unsigned int16 * uniform normalEncoded_x; // half float
uniform unsigned int16 * uniform normalEncoded_y; // half float
uniform unsigned int16 * uniform specularAmount; // half float
uniform unsigned int16 * uniform specularPower; // half float
uniform unsigned int8 * uniform albedo_x; // unorm8
uniform unsigned int8 * uniform albedo_y; // unorm8
uniform unsigned int8 * uniform albedo_z; // unorm8
uniform float * uniform lightPositionView_x;
uniform float * uniform lightPositionView_y;
uniform float * uniform lightPositionView_z;
uniform float * uniform lightAttenuationBegin;
uniform float * uniform lightColor_x;
uniform float * uniform lightColor_y;
uniform float * uniform lightColor_z;
uniform float * uniform lightAttenuationEnd;
uniform float *zBuffer;
uniform unsigned int16 *normalEncoded_x; // half float
uniform unsigned int16 *normalEncoded_y; // half float
uniform unsigned int16 *specularAmount; // half float
uniform unsigned int16 *specularPower; // half float
uniform unsigned int8 *albedo_x; // unorm8
uniform unsigned int8 *albedo_y; // unorm8
uniform unsigned int8 *albedo_z; // unorm8
uniform float *lightPositionView_x;
uniform float *lightPositionView_y;
uniform float *lightPositionView_z;
uniform float *lightAttenuationBegin;
uniform float *lightColor_x;
uniform float *lightColor_y;
uniform float *lightColor_z;
uniform float *lightAttenuationEnd;
};
struct InputHeader
{
uniform float cameraProj[4][4];
uniform float cameraNear;
uniform float cameraFar;
float cameraProj[4][4];
float cameraNear;
float cameraFar;
uniform int32 framebufferWidth;
uniform int32 framebufferHeight;
uniform int32 numLights;
uniform int32 inputDataChunkSize;
uniform int32 inputDataArrayOffsets[idaNum];
int32 framebufferWidth;
int32 framebufferHeight;
int32 numLights;
int32 inputDataChunkSize;
int32 inputDataArrayOffsets[idaNum];
};
@@ -575,8 +575,6 @@ SplitTileMinMax(
uniform float light_positionView_z_array[],
uniform float light_attenuationEnd_array[],
// Outputs
// TODO: ISPC doesn't currently like multidimensionsal arrays so we'll do the
// indexing math ourselves
uniform int32 subtileIndices[],
uniform int32 subtileIndicesPitch,
uniform int32 subtileNumLights[]

View File

@@ -43,17 +43,17 @@ struct Ray {
};
struct Triangle {
uniform float p[3][4];
uniform int id;
uniform int pad[3];
float p[3][4];
int id;
int pad[3];
};
struct LinearBVHNode {
uniform float bounds[2][3];
uniform unsigned int offset; // num primitives for leaf, second child for interior
uniform unsigned int8 nPrimitives;
uniform unsigned int8 splitAxis;
uniform unsigned int16 pad;
float bounds[2][3];
unsigned int offset; // num primitives for leaf, second child for interior
unsigned int8 nPrimitives;
unsigned int8 splitAxis;
unsigned int16 pad;
};
static inline float3 Cross(const float3 v1, const float3 v2) {
@@ -88,9 +88,12 @@ static void generateRay(uniform const float raster2camera[4][4],
camy /= camw;
camz /= camw;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy + camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy + camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy + camera2world[2][2] * camz;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy +
camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy +
camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy +
camera2world[2][2] * camz;
ray.origin.x = camera2world[0][3] / camera2world[3][3];
ray.origin.y = camera2world[1][3] / camera2world[3][3];
@@ -143,7 +146,7 @@ static bool BBoxIntersect(const uniform float bounds[2][3],
static bool TriIntersect(const Triangle &tri, Ray &ray) {
static bool TriIntersect(const uniform Triangle &tri, Ray &ray) {
uniform float3 p0 = { tri.p[0][0], tri.p[0][1], tri.p[0][2] };
uniform float3 p1 = { tri.p[1][0], tri.p[1][1], tri.p[1][2] };
uniform float3 p2 = { tri.p[2][0], tri.p[2][1], tri.p[2][2] };
@@ -183,8 +186,8 @@ static bool TriIntersect(const Triangle &tri, Ray &ray) {
}
bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
Ray &r) {
bool BVHIntersect(const uniform LinearBVHNode nodes[],
const uniform Triangle tris[], Ray &r) {
Ray ray = r;
bool hit = false;
// Follow ray through BVH nodes to find primitive intersections
@@ -193,7 +196,7 @@ bool BVHIntersect(const LinearBVHNode nodes[], const Triangle tris[],
while (true) {
// Check ray against BVH node
LinearBVHNode node = nodes[nodeNum];
uniform LinearBVHNode node = nodes[nodeNum];
if (any(BBoxIntersect(node.bounds, ray))) {
uniform unsigned int nPrimitives = node.nPrimitives;
if (nPrimitives > 0) {
@@ -239,8 +242,8 @@ static void raytrace_tile(uniform int x0, uniform int x1,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const LinearBVHNode nodes[],
const Triangle triangles[]) {
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform float widthScale = (float)(baseWidth) / (float)(width);
uniform float heightScale = (float)(baseHeight) / (float)(height);
@@ -262,8 +265,8 @@ export void raytrace_ispc(uniform int width, uniform int height,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const LinearBVHNode nodes[],
const Triangle triangles[]) {
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
raytrace_tile(0, width, 0, height, width, height, baseWidth, baseHeight,
raster2camera, camera2world, image,
id, nodes, triangles);
@@ -275,8 +278,8 @@ task void raytrace_tile_task(uniform int width, uniform int height,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const LinearBVHNode nodes[],
const Triangle triangles[]) {
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform int dx = 16, dy = 16; // must match dx, dy below
uniform int xBuckets = (width + (dx-1)) / dx;
uniform int x0 = (taskIndex % xBuckets) * dx;
@@ -295,8 +298,8 @@ export void raytrace_ispc_tasks(uniform int width, uniform int height,
const uniform float raster2camera[4][4],
const uniform float camera2world[4][4],
uniform float image[], uniform int id[],
const LinearBVHNode nodes[],
const Triangle triangles[]) {
const uniform LinearBVHNode nodes[],
const uniform Triangle triangles[]) {
uniform int dx = 16, dy = 16;
uniform int xBuckets = (width + (dx-1)) / dx;
uniform int yBuckets = (height + (dy-1)) / dy;

View File

@@ -123,9 +123,12 @@ static void generateRay(const float raster2camera[4][4],
camy /= camw;
camz /= camw;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy + camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy + camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy + camera2world[2][2] * camz;
ray.dir.x = camera2world[0][0] * camx + camera2world[0][1] * camy +
camera2world[0][2] * camz;
ray.dir.y = camera2world[1][0] * camx + camera2world[1][1] * camy +
camera2world[1][2] * camz;
ray.dir.z = camera2world[2][0] * camx + camera2world[2][1] * camy +
camera2world[2][2] * camz;
ray.origin.x = camera2world[0][3] / camera2world[3][3];
ray.origin.y = camera2world[1][3] / camera2world[3][3];