godot/thirdparty/embree/kernels/builders/heuristic_strand_array.h
jfons 767e374dce Upgrade Embree to the latest official release.
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official repo instead of using Embree-aarch64.

`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
2021-05-21 17:00:24 +02:00

188 lines
6.5 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "priminfo.h"
#include "../../common/algorithms/parallel_reduce.h"
#include "../../common/algorithms/parallel_partition.h"
namespace embree
{
namespace isa
{
/*! Performs standard object binning */
struct HeuristicStrandSplit
{
typedef range<size_t> Set;
static const size_t PARALLEL_THRESHOLD = 10000;
static const size_t PARALLEL_FIND_BLOCK_SIZE = 4096;
static const size_t PARALLEL_PARTITION_BLOCK_SIZE = 64;
/*! stores all information to perform some split */
struct Split
{
/*! construct an invalid split by default */
__forceinline Split()
: sah(inf), axis0(zero), axis1(zero) {}
/*! constructs specified split */
__forceinline Split(const float sah, const Vec3fa& axis0, const Vec3fa& axis1)
: sah(sah), axis0(axis0), axis1(axis1) {}
/*! calculates standard surface area heuristic for the split */
__forceinline float splitSAH() const { return sah; }
/*! test if this split is valid */
__forceinline bool valid() const { return sah != float(inf); }
public:
float sah; //!< SAH cost of the split
Vec3fa axis0, axis1; //!< axis the two strands are aligned into
};
__forceinline HeuristicStrandSplit () // FIXME: required?
: scene(nullptr), prims(nullptr) {}
/*! remember prim array */
__forceinline HeuristicStrandSplit (Scene* scene, PrimRef* prims)
: scene(scene), prims(prims) {}
__forceinline const Vec3fa direction(const PrimRef& prim) {
return scene->get(prim.geomID())->computeDirection(prim.primID());
}
__forceinline const BBox3fa bounds(const PrimRef& prim) {
return scene->get(prim.geomID())->vbounds(prim.primID());
}
__forceinline const BBox3fa bounds(const LinearSpace3fa& space, const PrimRef& prim) {
return scene->get(prim.geomID())->vbounds(space,prim.primID());
}
/*! finds the best split */
const Split find(const range<size_t>& set, size_t logBlockSize)
{
Vec3fa axis0(0,0,1);
uint64_t bestGeomPrimID = -1;
/* curve with minimum ID determines first axis */
for (size_t i=set.begin(); i<set.end(); i++)
{
const uint64_t geomprimID = prims[i].ID64();
if (geomprimID >= bestGeomPrimID) continue;
const Vec3fa axis = direction(prims[i]);
if (sqr_length(axis) > 1E-18f) {
axis0 = normalize(axis);
bestGeomPrimID = geomprimID;
}
}
/* find 2nd axis that is most misaligned with first axis and has minimum ID */
float bestCos = 1.0f;
Vec3fa axis1 = axis0;
bestGeomPrimID = -1;
for (size_t i=set.begin(); i<set.end(); i++)
{
const uint64_t geomprimID = prims[i].ID64();
Vec3fa axisi = direction(prims[i]);
float leni = length(axisi);
if (leni == 0.0f) continue;
axisi /= leni;
float cos = abs(dot(axisi,axis0));
if ((cos == bestCos && (geomprimID < bestGeomPrimID)) || cos < bestCos) {
bestCos = cos; axis1 = axisi;
bestGeomPrimID = geomprimID;
}
}
/* partition the two strands */
size_t lnum = 0, rnum = 0;
BBox3fa lbounds = empty, rbounds = empty;
const LinearSpace3fa space0 = frame(axis0).transposed();
const LinearSpace3fa space1 = frame(axis1).transposed();
for (size_t i=set.begin(); i<set.end(); i++)
{
PrimRef& prim = prims[i];
const Vec3fa axisi = normalize(direction(prim));
const float cos0 = abs(dot(axisi,axis0));
const float cos1 = abs(dot(axisi,axis1));
if (cos0 > cos1) { lnum++; lbounds.extend(bounds(space0,prim)); }
else { rnum++; rbounds.extend(bounds(space1,prim)); }
}
/*! return an invalid split if we do not partition */
if (lnum == 0 || rnum == 0)
return Split(inf,axis0,axis1);
/*! calculate sah for the split */
const size_t lblocks = (lnum+(1ull<<logBlockSize)-1ull) >> logBlockSize;
const size_t rblocks = (rnum+(1ull<<logBlockSize)-1ull) >> logBlockSize;
const float sah = madd(float(lblocks),halfArea(lbounds),float(rblocks)*halfArea(rbounds));
return Split(sah,axis0,axis1);
}
/*! array partitioning */
void split(const Split& split, const PrimInfoRange& set, PrimInfoRange& lset, PrimInfoRange& rset)
{
if (!split.valid()) {
deterministic_order(set);
return splitFallback(set,lset,rset);
}
const size_t begin = set.begin();
const size_t end = set.end();
CentGeomBBox3fa local_left(empty);
CentGeomBBox3fa local_right(empty);
auto primOnLeftSide = [&] (const PrimRef& prim) -> bool {
const Vec3fa axisi = normalize(direction(prim));
const float cos0 = abs(dot(axisi,split.axis0));
const float cos1 = abs(dot(axisi,split.axis1));
return cos0 > cos1;
};
auto mergePrimBounds = [this] (CentGeomBBox3fa& pinfo,const PrimRef& ref) {
pinfo.extend(bounds(ref));
};
size_t center = serial_partitioning(prims,begin,end,local_left,local_right,primOnLeftSide,mergePrimBounds);
new (&lset) PrimInfoRange(begin,center,local_left);
new (&rset) PrimInfoRange(center,end,local_right);
assert(area(lset.geomBounds) >= 0.0f);
assert(area(rset.geomBounds) >= 0.0f);
}
void deterministic_order(const Set& set)
{
/* required as parallel partition destroys original primitive order */
std::sort(&prims[set.begin()],&prims[set.end()]);
}
void splitFallback(const Set& set, PrimInfoRange& lset, PrimInfoRange& rset)
{
const size_t begin = set.begin();
const size_t end = set.end();
const size_t center = (begin + end)/2;
CentGeomBBox3fa left(empty);
for (size_t i=begin; i<center; i++)
left.extend(bounds(prims[i]));
new (&lset) PrimInfoRange(begin,center,left);
CentGeomBBox3fa right(empty);
for (size_t i=center; i<end; i++)
right.extend(bounds(prims[i]));
new (&rset) PrimInfoRange(center,end,right);
}
private:
Scene* const scene;
PrimRef* const prims;
};
}
}