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Add aras-p's ToyPathTracer.
https://github.com/aras-p/ToyPathTracer b076563906169aa2f9e6d7218ef85decf81f8f72
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1
examples/ToyPathTracer/README
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1
examples/ToyPathTracer/README
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https://github.com/aras-p/ToyPathTracer
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33
examples/ToyPathTracer/Source/Config.h
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examples/ToyPathTracer/Source/Config.h
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#if defined(__APPLE__) && !defined(__METAL_VERSION__)
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#include <TargetConditionals.h>
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#endif
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#define kBackbufferWidth 1280
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#define kBackbufferHeight 720
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#if defined(__EMSCRIPTEN__)
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#define CPU_CAN_DO_SIMD 0
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#define CPU_CAN_DO_THREADS 0
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#else
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#define CPU_CAN_DO_SIMD 1
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#define CPU_CAN_DO_THREADS 1
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#endif
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#define DO_SAMPLES_PER_PIXEL 4
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#define DO_ANIMATE_SMOOTHING 0.9f
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#define DO_LIGHT_SAMPLING 1
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#define DO_MITSUBA_COMPARE 0
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// Should path tracing be done on the GPU with a compute shader?
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#define DO_COMPUTE_GPU 0
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#define kCSGroupSizeX 8
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#define kCSGroupSizeY 8
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#define kCSMaxObjects 64
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// Should float3 struct use SSE/NEON?
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#define DO_FLOAT3_WITH_SIMD (!(DO_COMPUTE_GPU) && CPU_CAN_DO_SIMD && 1)
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// Should HitSpheres function use SSE/NEON?
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#define DO_HIT_SPHERES_SIMD (CPU_CAN_DO_SIMD && 1)
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192
examples/ToyPathTracer/Source/MathSimd.h
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examples/ToyPathTracer/Source/MathSimd.h
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#pragma once
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#if defined(_MSC_VER)
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#define VM_INLINE __forceinline
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#else
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#define VM_INLINE __attribute__((unused, always_inline, nodebug)) inline
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#endif
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#define kSimdWidth 4
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#if !defined(__arm__) && !defined(__arm64__) && !defined(__EMSCRIPTEN__)
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// ---- SSE implementation
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#include <xmmintrin.h>
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#include <emmintrin.h>
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#include <smmintrin.h>
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#define SHUFFLE4(V, X,Y,Z,W) float4(_mm_shuffle_ps((V).m, (V).m, _MM_SHUFFLE(W,Z,Y,X)))
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struct float4
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{
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VM_INLINE float4() {}
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VM_INLINE explicit float4(const float *p) { m = _mm_loadu_ps(p); }
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VM_INLINE explicit float4(float x, float y, float z, float w) { m = _mm_set_ps(w, z, y, x); }
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VM_INLINE explicit float4(float v) { m = _mm_set_ps1(v); }
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VM_INLINE explicit float4(__m128 v) { m = v; }
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VM_INLINE float getX() const { return _mm_cvtss_f32(m); }
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VM_INLINE float getY() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(1, 1, 1, 1))); }
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VM_INLINE float getZ() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(2, 2, 2, 2))); }
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VM_INLINE float getW() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(3, 3, 3, 3))); }
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__m128 m;
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};
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typedef float4 bool4;
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VM_INLINE float4 operator+ (float4 a, float4 b) { a.m = _mm_add_ps(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a, float4 b) { a.m = _mm_sub_ps(a.m, b.m); return a; }
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VM_INLINE float4 operator* (float4 a, float4 b) { a.m = _mm_mul_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator==(float4 a, float4 b) { a.m = _mm_cmpeq_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator!=(float4 a, float4 b) { a.m = _mm_cmpneq_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator< (float4 a, float4 b) { a.m = _mm_cmplt_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator> (float4 a, float4 b) { a.m = _mm_cmpgt_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator<=(float4 a, float4 b) { a.m = _mm_cmple_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator>=(float4 a, float4 b) { a.m = _mm_cmpge_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator&(bool4 a, bool4 b) { a.m = _mm_and_ps(a.m, b.m); return a; }
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VM_INLINE bool4 operator|(bool4 a, bool4 b) { a.m = _mm_or_ps(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a) { a.m = _mm_xor_ps(a.m, _mm_set1_ps(-0.0f)); return a; }
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VM_INLINE float4 min(float4 a, float4 b) { a.m = _mm_min_ps(a.m, b.m); return a; }
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VM_INLINE float4 max(float4 a, float4 b) { a.m = _mm_max_ps(a.m, b.m); return a; }
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VM_INLINE float hmin(float4 v)
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{
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v = min(v, SHUFFLE4(v, 2, 3, 0, 0));
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v = min(v, SHUFFLE4(v, 1, 0, 0, 0));
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return v.getX();
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}
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// Returns a 4-bit code where bit0..bit3 is X..W
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VM_INLINE unsigned mask(float4 v) { return _mm_movemask_ps(v.m); }
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// Once we have a comparison, we can branch based on its results:
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VM_INLINE bool any(bool4 v) { return mask(v) != 0; }
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VM_INLINE bool all(bool4 v) { return mask(v) == 15; }
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// "select", i.e. hibit(cond) ? b : a
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// on SSE4.1 and up this can be done easily via "blend" instruction;
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// on older SSEs has to do a bunch of hoops, see
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// https://fgiesen.wordpress.com/2016/04/03/sse-mind-the-gap/
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VM_INLINE float4 select(float4 a, float4 b, bool4 cond)
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{
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#if defined(__SSE4_1__) || defined(_MSC_VER) // on windows assume we always have SSE4.1
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a.m = _mm_blendv_ps(a.m, b.m, cond.m);
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#else
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__m128 d = _mm_castsi128_ps(_mm_srai_epi32(_mm_castps_si128(cond.m), 31));
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a.m = _mm_or_ps(_mm_and_ps(d, b.m), _mm_andnot_ps(d, a.m));
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#endif
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return a;
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}
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VM_INLINE __m128i select(__m128i a, __m128i b, bool4 cond)
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{
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#if defined(__SSE4_1__) || defined(_MSC_VER) // on windows assume we always have SSE4.1
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return _mm_blendv_epi8(a, b, _mm_castps_si128(cond.m));
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#else
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__m128i d = _mm_srai_epi32(_mm_castps_si128(cond.m), 31);
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return _mm_or_si128(_mm_and_si128(d, b), _mm_andnot_si128(d, a));
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#endif
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}
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VM_INLINE float4 sqrtf(float4 v) { return float4(_mm_sqrt_ps(v.m)); }
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#elif !defined(__EMSCRIPTEN__)
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// ---- NEON implementation
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#define USE_NEON 1
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#include <arm_neon.h>
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struct float4
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{
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VM_INLINE float4() {}
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VM_INLINE explicit float4(const float *p) { m = vld1q_f32(p); }
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VM_INLINE explicit float4(float x, float y, float z, float w) { float v[4] = {x, y, z, w}; m = vld1q_f32(v); }
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VM_INLINE explicit float4(float v) { m = vdupq_n_f32(v); }
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VM_INLINE explicit float4(float32x4_t v) { m = v; }
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VM_INLINE float getX() const { return vgetq_lane_f32(m, 0); }
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VM_INLINE float getY() const { return vgetq_lane_f32(m, 1); }
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VM_INLINE float getZ() const { return vgetq_lane_f32(m, 2); }
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VM_INLINE float getW() const { return vgetq_lane_f32(m, 3); }
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float32x4_t m;
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};
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typedef float4 bool4;
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VM_INLINE float4 operator+ (float4 a, float4 b) { a.m = vaddq_f32(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a, float4 b) { a.m = vsubq_f32(a.m, b.m); return a; }
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VM_INLINE float4 operator* (float4 a, float4 b) { a.m = vmulq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator==(float4 a, float4 b) { a.m = vceqq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator!=(float4 a, float4 b) { a.m = a.m = vmvnq_u32(vceqq_f32(a.m, b.m)); return a; }
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VM_INLINE bool4 operator< (float4 a, float4 b) { a.m = vcltq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator> (float4 a, float4 b) { a.m = vcgtq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator<=(float4 a, float4 b) { a.m = vcleq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator>=(float4 a, float4 b) { a.m = vcgeq_f32(a.m, b.m); return a; }
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VM_INLINE bool4 operator&(bool4 a, bool4 b) { a.m = vandq_u32(a.m, b.m); return a; }
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VM_INLINE bool4 operator|(bool4 a, bool4 b) { a.m = vorrq_u32(a.m, b.m); return a; }
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VM_INLINE float4 operator- (float4 a) { a.m = vnegq_f32(a.m); return a; }
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VM_INLINE float4 min(float4 a, float4 b) { a.m = vminq_f32(a.m, b.m); return a; }
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VM_INLINE float4 max(float4 a, float4 b) { a.m = vmaxq_f32(a.m, b.m); return a; }
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VM_INLINE float hmin(float4 v)
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{
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float32x2_t minOfHalfs = vpmin_f32(vget_low_f32(v.m), vget_high_f32(v.m));
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float32x2_t minOfMinOfHalfs = vpmin_f32(minOfHalfs, minOfHalfs);
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return vget_lane_f32(minOfMinOfHalfs, 0);
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}
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// Returns a 4-bit code where bit0..bit3 is X..W
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VM_INLINE unsigned mask(float4 v)
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{
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static const uint32x4_t movemask = { 1, 2, 4, 8 };
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static const uint32x4_t highbit = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 };
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uint32x4_t t0 = vreinterpretq_u32_f32(v.m);
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uint32x4_t t1 = vtstq_u32(t0, highbit);
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uint32x4_t t2 = vandq_u32(t1, movemask);
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uint32x2_t t3 = vorr_u32(vget_low_u32(t2), vget_high_u32(t2));
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return vget_lane_u32(t3, 0) | vget_lane_u32(t3, 1);
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}
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// Once we have a comparison, we can branch based on its results:
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VM_INLINE bool any(bool4 v) { return mask(v) != 0; }
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VM_INLINE bool all(bool4 v) { return mask(v) == 15; }
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// "select", i.e. hibit(cond) ? b : a
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// on SSE4.1 and up this can be done easily via "blend" instruction;
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// on older SSEs has to do a bunch of hoops, see
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// https://fgiesen.wordpress.com/2016/04/03/sse-mind-the-gap/
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VM_INLINE float4 select(float4 a, float4 b, bool4 cond)
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{
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a.m = vbslq_f32(cond.m, b.m, a.m);
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return a;
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}
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VM_INLINE int32x4_t select(int32x4_t a, int32x4_t b, bool4 cond)
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{
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return vbslq_f32(cond.m, b, a);
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}
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VM_INLINE float4 sqrtf(float4 v)
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{
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float32x4_t V = v.m;
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float32x4_t S0 = vrsqrteq_f32(V);
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float32x4_t P0 = vmulq_f32( V, S0 );
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float32x4_t R0 = vrsqrtsq_f32( P0, S0 );
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float32x4_t S1 = vmulq_f32( S0, R0 );
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float32x4_t P1 = vmulq_f32( V, S1 );
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float32x4_t R1 = vrsqrtsq_f32( P1, S1 );
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float32x4_t S2 = vmulq_f32( S1, R1 );
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float32x4_t P2 = vmulq_f32( V, S2 );
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float32x4_t R2 = vrsqrtsq_f32( P2, S2 );
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float32x4_t S3 = vmulq_f32( S2, R2 );
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return float4(vmulq_f32(V, S3));
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}
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VM_INLINE float4 splatX(float32x4_t v) { return float4(vdupq_lane_f32(vget_low_f32(v), 0)); }
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VM_INLINE float4 splatY(float32x4_t v) { return float4(vdupq_lane_f32(vget_low_f32(v), 1)); }
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VM_INLINE float4 splatZ(float32x4_t v) { return float4(vdupq_lane_f32(vget_high_f32(v), 0)); }
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VM_INLINE float4 splatW(float32x4_t v) { return float4(vdupq_lane_f32(vget_high_f32(v), 1)); }
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#endif
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examples/ToyPathTracer/Source/Maths.cpp
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examples/ToyPathTracer/Source/Maths.cpp
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#include "Maths.h"
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#include <stdlib.h>
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#include <stdint.h>
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static uint32_t XorShift32(uint32_t& state)
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{
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uint32_t x = state;
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x ^= x << 13;
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x ^= x >> 17;
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x ^= x << 15;
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state = x;
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return x;
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}
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float RandomFloat01(uint32_t& state)
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{
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return (XorShift32(state) & 0xFFFFFF) / 16777216.0f;
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}
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float3 RandomInUnitDisk(uint32_t& state)
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{
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float3 p;
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do
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{
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p = 2.0 * float3(RandomFloat01(state),RandomFloat01(state),0) - float3(1,1,0);
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} while (dot(p,p) >= 1.0);
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return p;
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}
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float3 RandomInUnitSphere(uint32_t& state)
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{
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float3 p;
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do {
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p = 2.0*float3(RandomFloat01(state),RandomFloat01(state),RandomFloat01(state)) - float3(1,1,1);
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} while (sqLength(p) >= 1.0);
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return p;
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}
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float3 RandomUnitVector(uint32_t& state)
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{
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float z = RandomFloat01(state) * 2.0f - 1.0f;
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float a = RandomFloat01(state) * 2.0f * kPI;
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float r = sqrtf(1.0f - z * z);
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float x = r * cosf(a);
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float y = r * sinf(a);
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return float3(x, y, z);
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}
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int HitSpheres(const Ray& r, const SpheresSoA& spheres, float tMin, float tMax, Hit& outHit)
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{
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#if DO_HIT_SPHERES_SIMD
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float4 hitT = float4(tMax);
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#if USE_NEON
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int32x4_t id = vdupq_n_s32(-1);
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#else
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__m128i id = _mm_set1_epi32(-1);
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#endif
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#if DO_FLOAT3_WITH_SIMD && !USE_NEON
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float4 rOrigX = SHUFFLE4(r.orig, 0, 0, 0, 0);
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float4 rOrigY = SHUFFLE4(r.orig, 1, 1, 1, 1);
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float4 rOrigZ = SHUFFLE4(r.orig, 2, 2, 2, 2);
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float4 rDirX = SHUFFLE4(r.dir, 0, 0, 0, 0);
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float4 rDirY = SHUFFLE4(r.dir, 1, 1, 1, 1);
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float4 rDirZ = SHUFFLE4(r.dir, 2, 2, 2, 2);
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#elif DO_FLOAT3_WITH_SIMD
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float4 rOrigX = splatX(r.orig.m);
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float4 rOrigY = splatY(r.orig.m);
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float4 rOrigZ = splatZ(r.orig.m);
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float4 rDirX = splatX(r.dir.m);
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float4 rDirY = splatY(r.dir.m);
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float4 rDirZ = splatZ(r.dir.m);
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#else
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float4 rOrigX = float4(r.orig.x);
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float4 rOrigY = float4(r.orig.y);
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float4 rOrigZ = float4(r.orig.z);
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float4 rDirX = float4(r.dir.x);
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float4 rDirY = float4(r.dir.y);
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float4 rDirZ = float4(r.dir.z);
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#endif
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float4 tMin4 = float4(tMin);
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#if USE_NEON
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int32x4_t curId = vcombine_u32(vcreate_u32(0ULL | (1ULL<<32)), vcreate_u32(2ULL | (3ULL<<32)));
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#else
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__m128i curId = _mm_set_epi32(3, 2, 1, 0);
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#endif
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// process 4 spheres at once
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for (int i = 0; i < spheres.simdCount; i += kSimdWidth)
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{
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// load data for 4 spheres
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float4 sCenterX = float4(spheres.centerX + i);
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float4 sCenterY = float4(spheres.centerY + i);
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float4 sCenterZ = float4(spheres.centerZ + i);
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float4 sSqRadius = float4(spheres.sqRadius + i);
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// note: we flip this vector and calculate -b (nb) since that happens to be slightly preferable computationally
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float4 coX = sCenterX - rOrigX;
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float4 coY = sCenterY - rOrigY;
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float4 coZ = sCenterZ - rOrigZ;
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float4 nb = coX * rDirX + coY * rDirY + coZ * rDirZ;
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float4 c = coX * coX + coY * coY + coZ * coZ - sSqRadius;
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float4 discr = nb * nb - c;
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bool4 discrPos = discr > float4(0.0f);
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// if ray hits any of the 4 spheres
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if (any(discrPos))
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{
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float4 discrSq = sqrtf(discr);
|
||||
|
||||
// ray could hit spheres at t0 & t1
|
||||
float4 t0 = nb - discrSq;
|
||||
float4 t1 = nb + discrSq;
|
||||
|
||||
float4 t = select(t1, t0, t0 > tMin4); // if t0 is above min, take it (since it's the earlier hit); else try t1.
|
||||
bool4 msk = discrPos & (t > tMin4) & (t < hitT);
|
||||
// if hit, take it
|
||||
id = select(id, curId, msk);
|
||||
hitT = select(hitT, t, msk);
|
||||
}
|
||||
#if USE_NEON
|
||||
curId = vaddq_s32(curId, vdupq_n_s32(kSimdWidth));
|
||||
#else
|
||||
curId = _mm_add_epi32(curId, _mm_set1_epi32(kSimdWidth));
|
||||
#endif
|
||||
}
|
||||
// now we have up to 4 hits, find and return closest one
|
||||
float minT = hmin(hitT);
|
||||
if (minT < tMax) // any actual hits?
|
||||
{
|
||||
int minMask = mask(hitT == float4(minT));
|
||||
if (minMask != 0)
|
||||
{
|
||||
int id_scalar[4];
|
||||
float hitT_scalar[4];
|
||||
#if USE_NEON
|
||||
vst1q_s32(id_scalar, id);
|
||||
vst1q_f32(hitT_scalar, hitT.m);
|
||||
#else
|
||||
_mm_storeu_si128((__m128i *)id_scalar, id);
|
||||
_mm_storeu_ps(hitT_scalar, hitT.m);
|
||||
#endif
|
||||
|
||||
// In general, you would do this with a bit scan (first set/trailing zero count).
|
||||
// But who cares, it's only 16 options.
|
||||
static const int laneId[16] =
|
||||
{
|
||||
0, 0, 1, 0, // 00xx
|
||||
2, 0, 1, 0, // 01xx
|
||||
3, 0, 1, 0, // 10xx
|
||||
2, 0, 1, 0, // 11xx
|
||||
};
|
||||
|
||||
int lane = laneId[minMask];
|
||||
int hitId = id_scalar[lane];
|
||||
float finalHitT = hitT_scalar[lane];
|
||||
|
||||
outHit.pos = r.pointAt(finalHitT);
|
||||
outHit.normal = (outHit.pos - float3(spheres.centerX[hitId], spheres.centerY[hitId], spheres.centerZ[hitId])) * spheres.invRadius[hitId];
|
||||
outHit.t = finalHitT;
|
||||
return hitId;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
|
||||
#else // #if DO_HIT_SPHERES_SIMD
|
||||
|
||||
float hitT = tMax;
|
||||
int id = -1;
|
||||
for (int i = 0; i < spheres.count; ++i)
|
||||
{
|
||||
float coX = spheres.centerX[i] - r.orig.getX();
|
||||
float coY = spheres.centerY[i] - r.orig.getY();
|
||||
float coZ = spheres.centerZ[i] - r.orig.getZ();
|
||||
float nb = coX * r.dir.getX() + coY * r.dir.getY() + coZ * r.dir.getZ();
|
||||
float c = coX * coX + coY * coY + coZ * coZ - spheres.sqRadius[i];
|
||||
float discr = nb * nb - c;
|
||||
if (discr > 0)
|
||||
{
|
||||
float discrSq = sqrtf(discr);
|
||||
|
||||
// Try earlier t
|
||||
float t = nb - discrSq;
|
||||
if (t <= tMin) // before min, try later t!
|
||||
t = nb + discrSq;
|
||||
|
||||
if (t > tMin && t < hitT)
|
||||
{
|
||||
id = i;
|
||||
hitT = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (id != -1)
|
||||
{
|
||||
outHit.pos = r.pointAt(hitT);
|
||||
outHit.normal = (outHit.pos - float3(spheres.centerX[id], spheres.centerY[id], spheres.centerZ[id])) * spheres.invRadius[id];
|
||||
outHit.t = hitT;
|
||||
return id;
|
||||
}
|
||||
else
|
||||
return -1;
|
||||
#endif // #else of #if DO_HIT_SPHERES_SIMD
|
||||
}
|
436
examples/ToyPathTracer/Source/Maths.h
Normal file
436
examples/ToyPathTracer/Source/Maths.h
Normal file
@ -0,0 +1,436 @@
|
||||
#pragma once
|
||||
|
||||
#include <math.h>
|
||||
#include <assert.h>
|
||||
#include <stdint.h>
|
||||
#include "Config.h"
|
||||
#include "MathSimd.h"
|
||||
|
||||
#define kPI 3.1415926f
|
||||
|
||||
// SSE/SIMD vector largely based on http://www.codersnotes.com/notes/maths-lib-2016/
|
||||
#if DO_FLOAT3_WITH_SIMD
|
||||
|
||||
|
||||
#if !defined(__arm__) && !defined(__arm64__)
|
||||
|
||||
// ---- SSE implementation
|
||||
|
||||
// SHUFFLE3(v, 0,1,2) leaves the vector unchanged (v.xyz).
|
||||
// SHUFFLE3(v, 0,0,0) splats the X (v.xxx).
|
||||
#define SHUFFLE3(V, X,Y,Z) float3(_mm_shuffle_ps((V).m, (V).m, _MM_SHUFFLE(Z,Z,Y,X)))
|
||||
|
||||
struct float3
|
||||
{
|
||||
VM_INLINE float3() {}
|
||||
VM_INLINE explicit float3(const float *p) { m = _mm_set_ps(p[2], p[2], p[1], p[0]); }
|
||||
VM_INLINE explicit float3(float x, float y, float z) { m = _mm_set_ps(z, z, y, x); }
|
||||
VM_INLINE explicit float3(float v) { m = _mm_set1_ps(v); }
|
||||
VM_INLINE explicit float3(__m128 v) { m = v; }
|
||||
|
||||
VM_INLINE float getX() const { return _mm_cvtss_f32(m); }
|
||||
VM_INLINE float getY() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(1, 1, 1, 1))); }
|
||||
VM_INLINE float getZ() const { return _mm_cvtss_f32(_mm_shuffle_ps(m, m, _MM_SHUFFLE(2, 2, 2, 2))); }
|
||||
|
||||
VM_INLINE float3 yzx() const { return SHUFFLE3(*this, 1, 2, 0); }
|
||||
VM_INLINE float3 zxy() const { return SHUFFLE3(*this, 2, 0, 1); }
|
||||
|
||||
VM_INLINE void store(float *p) const { p[0] = getX(); p[1] = getY(); p[2] = getZ(); }
|
||||
|
||||
void setX(float x)
|
||||
{
|
||||
m = _mm_move_ss(m, _mm_set_ss(x));
|
||||
}
|
||||
void setY(float y)
|
||||
{
|
||||
__m128 t = _mm_move_ss(m, _mm_set_ss(y));
|
||||
t = _mm_shuffle_ps(t, t, _MM_SHUFFLE(3, 2, 0, 0));
|
||||
m = _mm_move_ss(t, m);
|
||||
}
|
||||
void setZ(float z)
|
||||
{
|
||||
__m128 t = _mm_move_ss(m, _mm_set_ss(z));
|
||||
t = _mm_shuffle_ps(t, t, _MM_SHUFFLE(3, 0, 1, 0));
|
||||
m = _mm_move_ss(t, m);
|
||||
}
|
||||
|
||||
__m128 m;
|
||||
};
|
||||
|
||||
typedef float3 bool3;
|
||||
|
||||
VM_INLINE float3 operator+ (float3 a, float3 b) { a.m = _mm_add_ps(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator- (float3 a, float3 b) { a.m = _mm_sub_ps(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator* (float3 a, float3 b) { a.m = _mm_mul_ps(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator/ (float3 a, float3 b) { a.m = _mm_div_ps(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator* (float3 a, float b) { a.m = _mm_mul_ps(a.m, _mm_set1_ps(b)); return a; }
|
||||
VM_INLINE float3 operator/ (float3 a, float b) { a.m = _mm_div_ps(a.m, _mm_set1_ps(b)); return a; }
|
||||
VM_INLINE float3 operator* (float a, float3 b) { b.m = _mm_mul_ps(_mm_set1_ps(a), b.m); return b; }
|
||||
VM_INLINE float3 operator/ (float a, float3 b) { b.m = _mm_div_ps(_mm_set1_ps(a), b.m); return b; }
|
||||
VM_INLINE float3& operator+= (float3 &a, float3 b) { a = a + b; return a; }
|
||||
VM_INLINE float3& operator-= (float3 &a, float3 b) { a = a - b; return a; }
|
||||
VM_INLINE float3& operator*= (float3 &a, float3 b) { a = a * b; return a; }
|
||||
VM_INLINE float3& operator/= (float3 &a, float3 b) { a = a / b; return a; }
|
||||
VM_INLINE float3& operator*= (float3 &a, float b) { a = a * b; return a; }
|
||||
VM_INLINE float3& operator/= (float3 &a, float b) { a = a / b; return a; }
|
||||
VM_INLINE bool3 operator==(float3 a, float3 b) { a.m = _mm_cmpeq_ps(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator!=(float3 a, float3 b) { a.m = _mm_cmpneq_ps(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator< (float3 a, float3 b) { a.m = _mm_cmplt_ps(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator> (float3 a, float3 b) { a.m = _mm_cmpgt_ps(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator<=(float3 a, float3 b) { a.m = _mm_cmple_ps(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator>=(float3 a, float3 b) { a.m = _mm_cmpge_ps(a.m, b.m); return a; }
|
||||
VM_INLINE float3 min(float3 a, float3 b) { a.m = _mm_min_ps(a.m, b.m); return a; }
|
||||
VM_INLINE float3 max(float3 a, float3 b) { a.m = _mm_max_ps(a.m, b.m); return a; }
|
||||
|
||||
VM_INLINE float3 operator- (float3 a) { return float3(_mm_setzero_ps()) - a; }
|
||||
|
||||
VM_INLINE float hmin(float3 v)
|
||||
{
|
||||
v = min(v, SHUFFLE3(v, 1, 0, 2));
|
||||
return min(v, SHUFFLE3(v, 2, 0, 1)).getX();
|
||||
}
|
||||
VM_INLINE float hmax(float3 v)
|
||||
{
|
||||
v = max(v, SHUFFLE3(v, 1, 0, 2));
|
||||
return max(v, SHUFFLE3(v, 2, 0, 1)).getX();
|
||||
}
|
||||
|
||||
VM_INLINE float3 cross(float3 a, float3 b)
|
||||
{
|
||||
// x <- a.y*b.z - a.z*b.y
|
||||
// y <- a.z*b.x - a.x*b.z
|
||||
// z <- a.x*b.y - a.y*b.x
|
||||
// We can save a shuffle by grouping it in this wacky order:
|
||||
return (a.zxy()*b - a*b.zxy()).zxy();
|
||||
}
|
||||
|
||||
// Returns a 3-bit code where bit0..bit2 is X..Z
|
||||
VM_INLINE unsigned mask(float3 v) { return _mm_movemask_ps(v.m) & 7; }
|
||||
// Once we have a comparison, we can branch based on its results:
|
||||
VM_INLINE bool any(bool3 v) { return mask(v) != 0; }
|
||||
VM_INLINE bool all(bool3 v) { return mask(v) == 7; }
|
||||
|
||||
VM_INLINE float3 clamp(float3 t, float3 a, float3 b) { return min(max(t, a), b); }
|
||||
VM_INLINE float sum(float3 v) { return v.getX() + v.getY() + v.getZ(); }
|
||||
VM_INLINE float dot(float3 a, float3 b) { return sum(a*b); }
|
||||
|
||||
#else // #if !defined(__arm__) && !defined(__arm64__)
|
||||
|
||||
// ---- NEON implementation
|
||||
|
||||
#include <arm_neon.h>
|
||||
|
||||
struct float3
|
||||
{
|
||||
VM_INLINE float3() {}
|
||||
VM_INLINE explicit float3(const float *p) { float v[4] = {p[0], p[1], p[2], 0}; m = vld1q_f32(v); }
|
||||
VM_INLINE explicit float3(float x, float y, float z) { float v[4] = {x, y, z, 0}; m = vld1q_f32(v); }
|
||||
VM_INLINE explicit float3(float v) { m = vdupq_n_f32(v); }
|
||||
VM_INLINE explicit float3(float32x4_t v) { m = v; }
|
||||
|
||||
VM_INLINE float getX() const { return vgetq_lane_f32(m, 0); }
|
||||
VM_INLINE float getY() const { return vgetq_lane_f32(m, 1); }
|
||||
VM_INLINE float getZ() const { return vgetq_lane_f32(m, 2); }
|
||||
|
||||
VM_INLINE float3 yzx() const
|
||||
{
|
||||
float32x2_t low = vget_low_f32(m);
|
||||
float32x4_t yzx = vcombine_f32(vext_f32(low, vget_high_f32(m), 1), low);
|
||||
return float3(yzx);
|
||||
}
|
||||
VM_INLINE float3 zxy() const
|
||||
{
|
||||
float32x4_t p = m;
|
||||
p = vuzpq_f32(vreinterpretq_f32_s32(vextq_s32(vreinterpretq_s32_f32(p), vreinterpretq_s32_f32(p), 1)), p).val[1];
|
||||
return float3(p);
|
||||
}
|
||||
|
||||
VM_INLINE void store(float *p) const { p[0] = getX(); p[1] = getY(); p[2] = getZ(); }
|
||||
|
||||
void setX(float x)
|
||||
{
|
||||
m = vsetq_lane_f32(x, m, 0);
|
||||
}
|
||||
void setY(float y)
|
||||
{
|
||||
m = vsetq_lane_f32(y, m, 1);
|
||||
}
|
||||
void setZ(float z)
|
||||
{
|
||||
m = vsetq_lane_f32(z, m, 2);
|
||||
}
|
||||
|
||||
float32x4_t m;
|
||||
};
|
||||
|
||||
typedef float3 bool3;
|
||||
|
||||
VM_INLINE float32x4_t rcp_2(float32x4_t v)
|
||||
{
|
||||
float32x4_t e = vrecpeq_f32(v);
|
||||
e = vmulq_f32(vrecpsq_f32(e, v), e);
|
||||
e = vmulq_f32(vrecpsq_f32(e, v), e);
|
||||
return e;
|
||||
}
|
||||
|
||||
VM_INLINE float3 operator+ (float3 a, float3 b) { a.m = vaddq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator- (float3 a, float3 b) { a.m = vsubq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator* (float3 a, float3 b) { a.m = vmulq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE float3 operator/ (float3 a, float3 b) { float32x4_t recip = rcp_2(b.m); a.m = vmulq_f32(a.m, recip); return a; }
|
||||
VM_INLINE float3 operator* (float3 a, float b) { a.m = vmulq_f32(a.m, vdupq_n_f32(b)); return a; }
|
||||
VM_INLINE float3 operator/ (float3 a, float b) { float32x4_t recip = rcp_2(vdupq_n_f32(b)); a.m = vmulq_f32(a.m, recip); return a; }
|
||||
VM_INLINE float3 operator* (float a, float3 b) { b.m = vmulq_f32(vdupq_n_f32(a), b.m); return b; }
|
||||
VM_INLINE float3 operator/ (float a, float3 b) { float32x4_t recip = rcp_2(b.m); b.m = vmulq_f32(vdupq_n_f32(a), recip); return b; }
|
||||
VM_INLINE float3& operator+= (float3 &a, float3 b) { a = a + b; return a; }
|
||||
VM_INLINE float3& operator-= (float3 &a, float3 b) { a = a - b; return a; }
|
||||
VM_INLINE float3& operator*= (float3 &a, float3 b) { a = a * b; return a; }
|
||||
VM_INLINE float3& operator/= (float3 &a, float3 b) { a = a / b; return a; }
|
||||
VM_INLINE float3& operator*= (float3 &a, float b) { a = a * b; return a; }
|
||||
VM_INLINE float3& operator/= (float3 &a, float b) { a = a / b; return a; }
|
||||
VM_INLINE bool3 operator==(float3 a, float3 b) { a.m = vceqq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator!=(float3 a, float3 b) { a.m = vmvnq_u32(vceqq_f32(a.m, b.m)); return a; }
|
||||
VM_INLINE bool3 operator< (float3 a, float3 b) { a.m = vcltq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator> (float3 a, float3 b) { a.m = vcgtq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator<=(float3 a, float3 b) { a.m = vcleq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE bool3 operator>=(float3 a, float3 b) { a.m = vcgeq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE float3 min(float3 a, float3 b) { a.m = vminq_f32(a.m, b.m); return a; }
|
||||
VM_INLINE float3 max(float3 a, float3 b) { a.m = vmaxq_f32(a.m, b.m); return a; }
|
||||
|
||||
VM_INLINE float3 operator- (float3 a) { a.m = vnegq_f32(a.m); return a; }
|
||||
|
||||
VM_INLINE float hmin(float3 v)
|
||||
{
|
||||
float32x2_t minOfHalfs = vpmin_f32(vget_low_f32(v.m), vget_high_f32(v.m));
|
||||
float32x2_t minOfMinOfHalfs = vpmin_f32(minOfHalfs, minOfHalfs);
|
||||
return vget_lane_f32(minOfMinOfHalfs, 0);
|
||||
}
|
||||
VM_INLINE float hmax(float3 v)
|
||||
{
|
||||
float32x2_t maxOfHalfs = vpmax_f32(vget_low_f32(v.m), vget_high_f32(v.m));
|
||||
float32x2_t maxOfMaxOfHalfs = vpmax_f32(maxOfHalfs, maxOfHalfs);
|
||||
return vget_lane_f32(maxOfMaxOfHalfs, 0);
|
||||
}
|
||||
|
||||
VM_INLINE float3 cross(float3 a, float3 b)
|
||||
{
|
||||
// x <- a.y*b.z - a.z*b.y
|
||||
// y <- a.z*b.x - a.x*b.z
|
||||
// z <- a.x*b.y - a.y*b.x
|
||||
// We can save a shuffle by grouping it in this wacky order:
|
||||
return (a.zxy()*b - a*b.zxy()).zxy();
|
||||
}
|
||||
|
||||
// Returns a 3-bit code where bit0..bit2 is X..Z
|
||||
VM_INLINE unsigned mask(float3 v)
|
||||
{
|
||||
static const uint32x4_t movemask = { 1, 2, 4, 8 };
|
||||
static const uint32x4_t highbit = { 0x80000000, 0x80000000, 0x80000000, 0x80000000 };
|
||||
uint32x4_t t0 = vreinterpretq_u32_f32(v.m);
|
||||
uint32x4_t t1 = vtstq_u32(t0, highbit);
|
||||
uint32x4_t t2 = vandq_u32(t1, movemask);
|
||||
uint32x2_t t3 = vorr_u32(vget_low_u32(t2), vget_high_u32(t2));
|
||||
return vget_lane_u32(t3, 0) | vget_lane_u32(t3, 1);
|
||||
}
|
||||
// Once we have a comparison, we can branch based on its results:
|
||||
VM_INLINE bool any(bool3 v) { return mask(v) != 0; }
|
||||
VM_INLINE bool all(bool3 v) { return mask(v) == 7; }
|
||||
|
||||
VM_INLINE float3 clamp(float3 t, float3 a, float3 b) { return min(max(t, a), b); }
|
||||
VM_INLINE float sum(float3 v) { return v.getX() + v.getY() + v.getZ(); }
|
||||
VM_INLINE float dot(float3 a, float3 b) { return sum(a*b); }
|
||||
|
||||
|
||||
#endif // #else of #if !defined(__arm__) && !defined(__arm64__)
|
||||
|
||||
#else // #if DO_FLOAT3_WITH_SIMD
|
||||
|
||||
// ---- Simple scalar C implementation
|
||||
|
||||
|
||||
struct float3
|
||||
{
|
||||
float3() : x(0), y(0), z(0) {}
|
||||
float3(float x_, float y_, float z_) : x(x_), y(y_), z(z_) {}
|
||||
|
||||
float3 operator-() const { return float3(-x, -y, -z); }
|
||||
float3& operator+=(const float3& o) { x+=o.x; y+=o.y; z+=o.z; return *this; }
|
||||
float3& operator-=(const float3& o) { x-=o.x; y-=o.y; z-=o.z; return *this; }
|
||||
float3& operator*=(const float3& o) { x*=o.x; y*=o.y; z*=o.z; return *this; }
|
||||
float3& operator*=(float o) { x*=o; y*=o; z*=o; return *this; }
|
||||
|
||||
VM_INLINE float getX() const { return x; }
|
||||
VM_INLINE float getY() const { return y; }
|
||||
VM_INLINE float getZ() const { return z; }
|
||||
VM_INLINE void setX(float x_) { x = x_; }
|
||||
VM_INLINE void setY(float y_) { y = y_; }
|
||||
VM_INLINE void setZ(float z_) { z = z_; }
|
||||
VM_INLINE void store(float *p) const { p[0] = getX(); p[1] = getY(); p[2] = getZ(); }
|
||||
|
||||
float x, y, z;
|
||||
};
|
||||
|
||||
VM_INLINE float3 operator+(const float3& a, const float3& b) { return float3(a.x+b.x,a.y+b.y,a.z+b.z); }
|
||||
VM_INLINE float3 operator-(const float3& a, const float3& b) { return float3(a.x-b.x,a.y-b.y,a.z-b.z); }
|
||||
VM_INLINE float3 operator*(const float3& a, const float3& b) { return float3(a.x*b.x,a.y*b.y,a.z*b.z); }
|
||||
VM_INLINE float3 operator*(const float3& a, float b) { return float3(a.x*b,a.y*b,a.z*b); }
|
||||
VM_INLINE float3 operator*(float a, const float3& b) { return float3(a*b.x,a*b.y,a*b.z); }
|
||||
VM_INLINE float dot(const float3& a, const float3& b) { return a.x*b.x+a.y*b.y+a.z*b.z; }
|
||||
VM_INLINE float3 cross(const float3& a, const float3& b)
|
||||
{
|
||||
return float3(
|
||||
a.y*b.z - a.z*b.y,
|
||||
-(a.x*b.z - a.z*b.x),
|
||||
a.x*b.y - a.y*b.x
|
||||
);
|
||||
}
|
||||
#endif // #else of #if DO_FLOAT3_WITH_SIMD
|
||||
|
||||
VM_INLINE float length(float3 v) { return sqrtf(dot(v, v)); }
|
||||
VM_INLINE float sqLength(float3 v) { return dot(v, v); }
|
||||
VM_INLINE float3 normalize(float3 v) { return v * (1.0f / length(v)); }
|
||||
VM_INLINE float3 lerp(float3 a, float3 b, float t) { return a + (b-a)*t; }
|
||||
|
||||
|
||||
inline void AssertUnit(float3 v)
|
||||
{
|
||||
assert(fabsf(sqLength(v) - 1.0f) < 0.01f);
|
||||
}
|
||||
|
||||
inline float3 reflect(float3 v, float3 n)
|
||||
{
|
||||
return v - 2*dot(v,n)*n;
|
||||
}
|
||||
|
||||
inline bool refract(float3 v, float3 n, float nint, float3& outRefracted)
|
||||
{
|
||||
AssertUnit(v);
|
||||
float dt = dot(v, n);
|
||||
float discr = 1.0f - nint*nint*(1-dt*dt);
|
||||
if (discr > 0)
|
||||
{
|
||||
outRefracted = nint * (v - n*dt) - n*sqrtf(discr);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
inline float schlick(float cosine, float ri)
|
||||
{
|
||||
float r0 = (1-ri) / (1+ri);
|
||||
r0 = r0*r0;
|
||||
return r0 + (1-r0)*powf(1-cosine, 5);
|
||||
}
|
||||
|
||||
struct Ray
|
||||
{
|
||||
Ray() {}
|
||||
Ray(float3 orig_, float3 dir_) : orig(orig_), dir(dir_) { AssertUnit(dir); }
|
||||
|
||||
float3 pointAt(float t) const { return orig + dir * t; }
|
||||
|
||||
float3 orig;
|
||||
float3 dir;
|
||||
};
|
||||
|
||||
|
||||
struct Hit
|
||||
{
|
||||
float3 pos;
|
||||
float3 normal;
|
||||
float t;
|
||||
};
|
||||
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
Sphere() : radius(1.0f), invRadius(0.0f) {}
|
||||
Sphere(float3 center_, float radius_) : center(center_), radius(radius_), invRadius(0.0f) {}
|
||||
|
||||
void UpdateDerivedData() { invRadius = 1.0f/radius; }
|
||||
|
||||
float3 center;
|
||||
float radius;
|
||||
float invRadius;
|
||||
};
|
||||
|
||||
|
||||
// data for all spheres in a "structure of arrays" layout
|
||||
struct SpheresSoA
|
||||
{
|
||||
SpheresSoA(int c)
|
||||
{
|
||||
count = c;
|
||||
// we'll be processing spheres in kSimdWidth chunks, so make sure to allocate
|
||||
// enough space
|
||||
simdCount = (c + (kSimdWidth - 1)) / kSimdWidth * kSimdWidth;
|
||||
centerX = new float[simdCount];
|
||||
centerY = new float[simdCount];
|
||||
centerZ = new float[simdCount];
|
||||
sqRadius = new float[simdCount];
|
||||
invRadius = new float[simdCount];
|
||||
// set all data to "impossible sphere" state
|
||||
for (int i = count; i < simdCount; ++i)
|
||||
{
|
||||
centerX[i] = centerY[i] = centerZ[i] = 10000.0f;
|
||||
sqRadius[i] = 0.0f;
|
||||
invRadius[i] = 0.0f;
|
||||
}
|
||||
}
|
||||
~SpheresSoA()
|
||||
{
|
||||
delete[] centerX;
|
||||
delete[] centerY;
|
||||
delete[] centerZ;
|
||||
delete[] sqRadius;
|
||||
delete[] invRadius;
|
||||
}
|
||||
float* centerX;
|
||||
float* centerY;
|
||||
float* centerZ;
|
||||
float* sqRadius;
|
||||
float* invRadius;
|
||||
int simdCount;
|
||||
int count;
|
||||
};
|
||||
|
||||
|
||||
int HitSpheres(const Ray& r, const SpheresSoA& spheres, float tMin, float tMax, Hit& outHit);
|
||||
|
||||
float RandomFloat01(uint32_t& state);
|
||||
float3 RandomInUnitDisk(uint32_t& state);
|
||||
float3 RandomInUnitSphere(uint32_t& state);
|
||||
float3 RandomUnitVector(uint32_t& state);
|
||||
|
||||
struct Camera
|
||||
{
|
||||
Camera() {}
|
||||
// vfov is top to bottom in degrees
|
||||
Camera(const float3& lookFrom, const float3& lookAt, const float3& vup, float vfov, float aspect, float aperture, float focusDist)
|
||||
{
|
||||
lensRadius = aperture / 2;
|
||||
float theta = vfov*kPI/180;
|
||||
float halfHeight = tanf(theta/2);
|
||||
float halfWidth = aspect * halfHeight;
|
||||
origin = lookFrom;
|
||||
w = normalize(lookFrom - lookAt);
|
||||
u = normalize(cross(vup, w));
|
||||
v = cross(w, u);
|
||||
lowerLeftCorner = origin - halfWidth*focusDist*u - halfHeight*focusDist*v - focusDist*w;
|
||||
horizontal = 2*halfWidth*focusDist*u;
|
||||
vertical = 2*halfHeight*focusDist*v;
|
||||
}
|
||||
|
||||
Ray GetRay(float s, float t, uint32_t& state) const
|
||||
{
|
||||
float3 rd = lensRadius * RandomInUnitDisk(state);
|
||||
float3 offset = u * rd.getX() + v * rd.getY();
|
||||
return Ray(origin + offset, normalize(lowerLeftCorner + s*horizontal + t*vertical - origin - offset));
|
||||
}
|
||||
|
||||
float3 origin;
|
||||
float3 lowerLeftCorner;
|
||||
float3 horizontal;
|
||||
float3 vertical;
|
||||
float3 u, v, w;
|
||||
float lensRadius;
|
||||
};
|
||||
|
380
examples/ToyPathTracer/Source/Test.cpp
Normal file
380
examples/ToyPathTracer/Source/Test.cpp
Normal file
@ -0,0 +1,380 @@
|
||||
#include "Config.h"
|
||||
#include "Test.h"
|
||||
#include "Maths.h"
|
||||
#include <algorithm>
|
||||
#if CPU_CAN_DO_THREADS
|
||||
#include "enkiTS/TaskScheduler_c.h"
|
||||
#endif
|
||||
#include <atomic>
|
||||
|
||||
// 46 spheres (2 emissive) when enabled; 9 spheres (1 emissive) when disabled
|
||||
#define DO_BIG_SCENE 1
|
||||
|
||||
static Sphere s_Spheres[] =
|
||||
{
|
||||
{float3(0,-100.5,-1), 100},
|
||||
{float3(2,0,-1), 0.5f},
|
||||
{float3(0,0,-1), 0.5f},
|
||||
{float3(-2,0,-1), 0.5f},
|
||||
{float3(2,0,1), 0.5f},
|
||||
{float3(0,0,1), 0.5f},
|
||||
{float3(-2,0,1), 0.5f},
|
||||
{float3(0.5f,1,0.5f), 0.5f},
|
||||
{float3(-1.5f,1.5f,0.f), 0.3f},
|
||||
#if DO_BIG_SCENE
|
||||
{float3(4,0,-3), 0.5f}, {float3(3,0,-3), 0.5f}, {float3(2,0,-3), 0.5f}, {float3(1,0,-3), 0.5f}, {float3(0,0,-3), 0.5f}, {float3(-1,0,-3), 0.5f}, {float3(-2,0,-3), 0.5f}, {float3(-3,0,-3), 0.5f}, {float3(-4,0,-3), 0.5f},
|
||||
{float3(4,0,-4), 0.5f}, {float3(3,0,-4), 0.5f}, {float3(2,0,-4), 0.5f}, {float3(1,0,-4), 0.5f}, {float3(0,0,-4), 0.5f}, {float3(-1,0,-4), 0.5f}, {float3(-2,0,-4), 0.5f}, {float3(-3,0,-4), 0.5f}, {float3(-4,0,-4), 0.5f},
|
||||
{float3(4,0,-5), 0.5f}, {float3(3,0,-5), 0.5f}, {float3(2,0,-5), 0.5f}, {float3(1,0,-5), 0.5f}, {float3(0,0,-5), 0.5f}, {float3(-1,0,-5), 0.5f}, {float3(-2,0,-5), 0.5f}, {float3(-3,0,-5), 0.5f}, {float3(-4,0,-5), 0.5f},
|
||||
{float3(4,0,-6), 0.5f}, {float3(3,0,-6), 0.5f}, {float3(2,0,-6), 0.5f}, {float3(1,0,-6), 0.5f}, {float3(0,0,-6), 0.5f}, {float3(-1,0,-6), 0.5f}, {float3(-2,0,-6), 0.5f}, {float3(-3,0,-6), 0.5f}, {float3(-4,0,-6), 0.5f},
|
||||
{float3(1.5f,1.5f,-2), 0.3f},
|
||||
#endif // #if DO_BIG_SCENE
|
||||
};
|
||||
const int kSphereCount = sizeof(s_Spheres) / sizeof(s_Spheres[0]);
|
||||
|
||||
static SpheresSoA s_SpheresSoA(kSphereCount);
|
||||
|
||||
struct Material
|
||||
{
|
||||
enum Type { Lambert, Metal, Dielectric };
|
||||
Type type;
|
||||
float3 albedo;
|
||||
float3 emissive;
|
||||
float roughness;
|
||||
float ri;
|
||||
};
|
||||
|
||||
static Material s_SphereMats[kSphereCount] =
|
||||
{
|
||||
{ Material::Lambert, float3(0.8f, 0.8f, 0.8f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Lambert, float3(0.8f, 0.4f, 0.4f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Lambert, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Metal, float3(0.4f, 0.4f, 0.8f), float3(0,0,0), 0, 0 },
|
||||
{ Material::Metal, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0, 0 },
|
||||
{ Material::Metal, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0.2f, 0 },
|
||||
{ Material::Metal, float3(0.4f, 0.8f, 0.4f), float3(0,0,0), 0.6f, 0 },
|
||||
{ Material::Dielectric, float3(0.4f, 0.4f, 0.4f), float3(0,0,0), 0, 1.5f },
|
||||
{ Material::Lambert, float3(0.8f, 0.6f, 0.2f), float3(30,25,15), 0, 0 },
|
||||
#if DO_BIG_SCENE
|
||||
{ Material::Lambert, float3(0.1f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.2f, 0.2f, 0.2f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.3f, 0.3f, 0.3f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.4f, 0.4f, 0.4f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.5f, 0.5f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.6f, 0.6f, 0.6f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.7f, 0.7f, 0.7f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.8f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.9f, 0.9f, 0.9f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Metal, float3(0.1f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.2f, 0.2f, 0.2f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.3f, 0.3f, 0.3f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.4f, 0.4f, 0.4f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.5f, 0.5f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.6f, 0.6f, 0.6f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.7f, 0.7f, 0.7f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.8f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.9f, 0.9f, 0.9f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Metal, float3(0.8f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.8f, 0.5f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.8f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.4f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.8f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.1f, 0.1f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.5f, 0.1f, 0.8f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Lambert, float3(0.8f, 0.1f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.8f, 0.5f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.8f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.4f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.8f, 0.1f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.8f, 0.5f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.8f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Lambert, float3(0.1f, 0.1f, 0.8f), float3(0,0,0), 0, 0, }, { Material::Metal, float3(0.5f, 0.1f, 0.8f), float3(0,0,0), 0, 0, },
|
||||
{ Material::Lambert, float3(0.1f, 0.2f, 0.5f), float3(3,10,20), 0, 0 },
|
||||
#endif
|
||||
};
|
||||
|
||||
static int s_EmissiveSpheres[kSphereCount];
|
||||
static int s_EmissiveSphereCount;
|
||||
|
||||
static Camera s_Cam;
|
||||
|
||||
const float kMinT = 0.001f;
|
||||
const float kMaxT = 1.0e7f;
|
||||
const int kMaxDepth = 10;
|
||||
|
||||
|
||||
bool HitWorld(const Ray& r, float tMin, float tMax, Hit& outHit, int& outID)
|
||||
{
|
||||
outID = HitSpheres(r, s_SpheresSoA, tMin, tMax, outHit);
|
||||
return outID != -1;
|
||||
}
|
||||
|
||||
|
||||
static bool Scatter(const Material& mat, const Ray& r_in, const Hit& rec, float3& attenuation, Ray& scattered, float3& outLightE, int& inoutRayCount, uint32_t& state)
|
||||
{
|
||||
outLightE = float3(0,0,0);
|
||||
if (mat.type == Material::Lambert)
|
||||
{
|
||||
// random point on unit sphere that is tangent to the hit point
|
||||
float3 target = rec.pos + rec.normal + RandomUnitVector(state);
|
||||
scattered = Ray(rec.pos, normalize(target - rec.pos));
|
||||
attenuation = mat.albedo;
|
||||
|
||||
// sample lights
|
||||
#if DO_LIGHT_SAMPLING
|
||||
for (int j = 0; j < s_EmissiveSphereCount; ++j)
|
||||
{
|
||||
int i = s_EmissiveSpheres[j];
|
||||
const Material& smat = s_SphereMats[i];
|
||||
if (&mat == &smat)
|
||||
continue; // skip self
|
||||
const Sphere& s = s_Spheres[i];
|
||||
|
||||
// create a random direction towards sphere
|
||||
// coord system for sampling: sw, su, sv
|
||||
float3 sw = normalize(s.center - rec.pos);
|
||||
float3 su = normalize(cross(fabs(sw.getX())>0.01f ? float3(0,1,0):float3(1,0,0), sw));
|
||||
float3 sv = cross(sw, su);
|
||||
// sample sphere by solid angle
|
||||
float cosAMax = sqrtf(1.0f - s.radius*s.radius / sqLength(rec.pos-s.center));
|
||||
float eps1 = RandomFloat01(state), eps2 = RandomFloat01(state);
|
||||
float cosA = 1.0f - eps1 + eps1 * cosAMax;
|
||||
float sinA = sqrtf(1.0f - cosA*cosA);
|
||||
float phi = 2 * kPI * eps2;
|
||||
float3 l = su * (cosf(phi) * sinA) + sv * (sinf(phi) * sinA) + sw * cosA;
|
||||
//l = normalize(l); // NOTE(fg): This is already normalized, by construction.
|
||||
|
||||
// shoot shadow ray
|
||||
Hit lightHit;
|
||||
int hitID;
|
||||
++inoutRayCount;
|
||||
if (HitWorld(Ray(rec.pos, l), kMinT, kMaxT, lightHit, hitID) && hitID == i)
|
||||
{
|
||||
float omega = 2 * kPI * (1-cosAMax);
|
||||
|
||||
float3 rdir = r_in.dir;
|
||||
AssertUnit(rdir);
|
||||
float3 nl = dot(rec.normal, rdir) < 0 ? rec.normal : -rec.normal;
|
||||
outLightE += (mat.albedo * smat.emissive) * (std::max(0.0f, dot(l, nl)) * omega / kPI);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
else if (mat.type == Material::Metal)
|
||||
{
|
||||
AssertUnit(r_in.dir); AssertUnit(rec.normal);
|
||||
float3 refl = reflect(r_in.dir, rec.normal);
|
||||
// reflected ray, and random inside of sphere based on roughness
|
||||
float roughness = mat.roughness;
|
||||
#if DO_MITSUBA_COMPARE
|
||||
roughness = 0; // until we get better BRDF for metals
|
||||
#endif
|
||||
scattered = Ray(rec.pos, normalize(refl + roughness*RandomInUnitSphere(state)));
|
||||
attenuation = mat.albedo;
|
||||
return dot(scattered.dir, rec.normal) > 0;
|
||||
}
|
||||
else if (mat.type == Material::Dielectric)
|
||||
{
|
||||
AssertUnit(r_in.dir); AssertUnit(rec.normal);
|
||||
float3 outwardN;
|
||||
float3 rdir = r_in.dir;
|
||||
float3 refl = reflect(rdir, rec.normal);
|
||||
float nint;
|
||||
attenuation = float3(1,1,1);
|
||||
float3 refr;
|
||||
float reflProb;
|
||||
float cosine;
|
||||
if (dot(rdir, rec.normal) > 0)
|
||||
{
|
||||
outwardN = -rec.normal;
|
||||
nint = mat.ri;
|
||||
cosine = mat.ri * dot(rdir, rec.normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
outwardN = rec.normal;
|
||||
nint = 1.0f / mat.ri;
|
||||
cosine = -dot(rdir, rec.normal);
|
||||
}
|
||||
if (refract(rdir, outwardN, nint, refr))
|
||||
{
|
||||
reflProb = schlick(cosine, mat.ri);
|
||||
}
|
||||
else
|
||||
{
|
||||
reflProb = 1;
|
||||
}
|
||||
if (RandomFloat01(state) < reflProb)
|
||||
scattered = Ray(rec.pos, normalize(refl));
|
||||
else
|
||||
scattered = Ray(rec.pos, normalize(refr));
|
||||
}
|
||||
else
|
||||
{
|
||||
attenuation = float3(1,0,1);
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static float3 Trace(const Ray& r, int depth, int& inoutRayCount, uint32_t& state, bool doMaterialE = true)
|
||||
{
|
||||
Hit rec;
|
||||
int id = 0;
|
||||
++inoutRayCount;
|
||||
if (HitWorld(r, kMinT, kMaxT, rec, id))
|
||||
{
|
||||
Ray scattered;
|
||||
float3 attenuation;
|
||||
float3 lightE;
|
||||
const Material& mat = s_SphereMats[id];
|
||||
float3 matE = mat.emissive;
|
||||
if (depth < kMaxDepth && Scatter(mat, r, rec, attenuation, scattered, lightE, inoutRayCount, state))
|
||||
{
|
||||
#if DO_LIGHT_SAMPLING
|
||||
if (!doMaterialE) matE = float3(0,0,0); // don't add material emission if told so
|
||||
// dor Lambert materials, we just did explicit light (emissive) sampling and already
|
||||
// for their contribution, so if next ray bounce hits the light again, don't add
|
||||
// emission
|
||||
doMaterialE = (mat.type != Material::Lambert);
|
||||
#endif
|
||||
return matE + lightE + attenuation * Trace(scattered, depth+1, inoutRayCount, state, doMaterialE);
|
||||
}
|
||||
else
|
||||
{
|
||||
return matE;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// sky
|
||||
#if DO_MITSUBA_COMPARE
|
||||
return float3(0.15f,0.21f,0.3f); // easier compare with Mitsuba's constant environment light
|
||||
#else
|
||||
float3 unitDir = r.dir;
|
||||
float t = 0.5f*(unitDir.getY() + 1.0f);
|
||||
return ((1.0f-t)*float3(1.0f, 1.0f, 1.0f) + t*float3(0.5f, 0.7f, 1.0f)) * 0.3f;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#if CPU_CAN_DO_THREADS
|
||||
static enkiTaskScheduler* g_TS;
|
||||
#endif
|
||||
|
||||
void InitializeTest()
|
||||
{
|
||||
#if CPU_CAN_DO_THREADS
|
||||
g_TS = enkiNewTaskScheduler();
|
||||
enkiInitTaskScheduler(g_TS);
|
||||
#endif
|
||||
}
|
||||
|
||||
void ShutdownTest()
|
||||
{
|
||||
#if CPU_CAN_DO_THREADS
|
||||
enkiDeleteTaskScheduler(g_TS);
|
||||
#endif
|
||||
}
|
||||
|
||||
struct JobData
|
||||
{
|
||||
float time;
|
||||
int frameCount;
|
||||
int screenWidth, screenHeight;
|
||||
float* backbuffer;
|
||||
Camera* cam;
|
||||
std::atomic<int> rayCount;
|
||||
unsigned testFlags;
|
||||
};
|
||||
|
||||
static void TraceRowJob(uint32_t start, uint32_t end, uint32_t threadnum, void* data_)
|
||||
{
|
||||
JobData& data = *(JobData*)data_;
|
||||
float* backbuffer = data.backbuffer + start * data.screenWidth * 4;
|
||||
float invWidth = 1.0f / data.screenWidth;
|
||||
float invHeight = 1.0f / data.screenHeight;
|
||||
float lerpFac = float(data.frameCount) / float(data.frameCount+1);
|
||||
if (data.testFlags & kFlagAnimate)
|
||||
lerpFac *= DO_ANIMATE_SMOOTHING;
|
||||
if (!(data.testFlags & kFlagProgressive))
|
||||
lerpFac = 0;
|
||||
int rayCount = 0;
|
||||
for (uint32_t y = start; y < end; ++y)
|
||||
{
|
||||
uint32_t state = (y * 9781 + data.frameCount * 6271) | 1;
|
||||
for (int x = 0; x < data.screenWidth; ++x)
|
||||
{
|
||||
float3 col(0, 0, 0);
|
||||
for (int s = 0; s < DO_SAMPLES_PER_PIXEL; s++)
|
||||
{
|
||||
float u = float(x + RandomFloat01(state)) * invWidth;
|
||||
float v = float(y + RandomFloat01(state)) * invHeight;
|
||||
Ray r = data.cam->GetRay(u, v, state);
|
||||
col += Trace(r, 0, rayCount, state);
|
||||
}
|
||||
col *= 1.0f / float(DO_SAMPLES_PER_PIXEL);
|
||||
|
||||
float3 prev(backbuffer[0], backbuffer[1], backbuffer[2]);
|
||||
col = prev * lerpFac + col * (1-lerpFac);
|
||||
col.store(backbuffer);
|
||||
backbuffer += 4;
|
||||
}
|
||||
}
|
||||
data.rayCount += rayCount;
|
||||
}
|
||||
|
||||
void UpdateTest(float time, int frameCount, int screenWidth, int screenHeight, unsigned testFlags)
|
||||
{
|
||||
if (testFlags & kFlagAnimate)
|
||||
{
|
||||
s_Spheres[1].center.setY(cosf(time) + 1.0f);
|
||||
s_Spheres[8].center.setZ(sinf(time)*0.3f);
|
||||
}
|
||||
float3 lookfrom(0, 2, 3);
|
||||
float3 lookat(0, 0, 0);
|
||||
float distToFocus = 3;
|
||||
#if DO_MITSUBA_COMPARE
|
||||
float aperture = 0.0f;
|
||||
#else
|
||||
float aperture = 0.1f;
|
||||
#endif
|
||||
#if DO_BIG_SCENE
|
||||
aperture *= 0.2f;
|
||||
#endif
|
||||
|
||||
s_EmissiveSphereCount = 0;
|
||||
for (int i = 0; i < kSphereCount; ++i)
|
||||
{
|
||||
Sphere& s = s_Spheres[i];
|
||||
s.UpdateDerivedData();
|
||||
s_SpheresSoA.centerX[i] = s.center.getX();
|
||||
s_SpheresSoA.centerY[i] = s.center.getY();
|
||||
s_SpheresSoA.centerZ[i] = s.center.getZ();
|
||||
s_SpheresSoA.sqRadius[i] = s.radius * s.radius;
|
||||
s_SpheresSoA.invRadius[i] = s.invRadius;
|
||||
|
||||
// Remember IDs of emissive spheres (light sources)
|
||||
const Material& smat = s_SphereMats[i];
|
||||
if (smat.emissive.getX() > 0 || smat.emissive.getY() > 0 || smat.emissive.getZ() > 0)
|
||||
{
|
||||
s_EmissiveSpheres[s_EmissiveSphereCount] = i;
|
||||
s_EmissiveSphereCount++;
|
||||
}
|
||||
}
|
||||
|
||||
s_Cam = Camera(lookfrom, lookat, float3(0, 1, 0), 60, float(screenWidth) / float(screenHeight), aperture, distToFocus);
|
||||
}
|
||||
|
||||
void DrawTest(float time, int frameCount, int screenWidth, int screenHeight, float* backbuffer, int& outRayCount, unsigned testFlags)
|
||||
{
|
||||
JobData args;
|
||||
args.time = time;
|
||||
args.frameCount = frameCount;
|
||||
args.screenWidth = screenWidth;
|
||||
args.screenHeight = screenHeight;
|
||||
args.backbuffer = backbuffer;
|
||||
args.cam = &s_Cam;
|
||||
args.testFlags = testFlags;
|
||||
args.rayCount = 0;
|
||||
|
||||
#if CPU_CAN_DO_THREADS
|
||||
enkiTaskSet* task = enkiCreateTaskSet(g_TS, TraceRowJob);
|
||||
bool threaded = true;
|
||||
enkiAddTaskSetToPipeMinRange(g_TS, task, &args, screenHeight, threaded ? 4 : screenHeight);
|
||||
enkiWaitForTaskSet(g_TS, task);
|
||||
enkiDeleteTaskSet(task);
|
||||
#else
|
||||
TraceRowJob(0, screenHeight, 0, &args);
|
||||
#endif
|
||||
|
||||
outRayCount = args.rayCount;
|
||||
}
|
||||
|
||||
void GetObjectCount(int& outCount, int& outObjectSize, int& outMaterialSize, int& outCamSize)
|
||||
{
|
||||
outCount = kSphereCount;
|
||||
outObjectSize = sizeof(Sphere);
|
||||
outMaterialSize = sizeof(Material);
|
||||
outCamSize = sizeof(Camera);
|
||||
}
|
||||
|
||||
void GetSceneDesc(void* outObjects, void* outMaterials, void* outCam, void* outEmissives, int* outEmissiveCount)
|
||||
{
|
||||
memcpy(outObjects, s_Spheres, kSphereCount * sizeof(s_Spheres[0]));
|
||||
memcpy(outMaterials, s_SphereMats, kSphereCount * sizeof(s_SphereMats[0]));
|
||||
memcpy(outCam, &s_Cam, sizeof(s_Cam));
|
||||
memcpy(outEmissives, s_EmissiveSpheres, s_EmissiveSphereCount * sizeof(s_EmissiveSpheres[0]));
|
||||
*outEmissiveCount = s_EmissiveSphereCount;
|
||||
}
|
17
examples/ToyPathTracer/Source/Test.h
Normal file
17
examples/ToyPathTracer/Source/Test.h
Normal file
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
|
||||
enum TestFlags
|
||||
{
|
||||
kFlagAnimate = (1 << 0),
|
||||
kFlagProgressive = (1 << 1),
|
||||
};
|
||||
|
||||
void InitializeTest();
|
||||
void ShutdownTest();
|
||||
|
||||
void UpdateTest(float time, int frameCount, int screenWidth, int screenHeight, unsigned testFlags);
|
||||
void DrawTest(float time, int frameCount, int screenWidth, int screenHeight, float* backbuffer, int& outRayCount, unsigned testFlags);
|
||||
|
||||
void GetObjectCount(int& outCount, int& outObjectSize, int& outMaterialSize, int& outCamSize);
|
||||
void GetSceneDesc(void* outObjects, void* outMaterials, void* outCam, void* outEmissives, int* outEmissiveCount);
|
79
examples/ToyPathTracer/Source/enkiTS/Atomics.h
Normal file
79
examples/ToyPathTracer/Source/enkiTS/Atomics.h
Normal file
@ -0,0 +1,79 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <Windows.h>
|
||||
#undef GetObject
|
||||
#include <intrin.h>
|
||||
|
||||
extern "C" void _ReadWriteBarrier();
|
||||
#pragma intrinsic(_ReadWriteBarrier)
|
||||
#pragma intrinsic(_InterlockedCompareExchange)
|
||||
#pragma intrinsic(_InterlockedExchangeAdd)
|
||||
|
||||
// Memory Barriers to prevent CPU and Compiler re-ordering
|
||||
#define BASE_MEMORYBARRIER_ACQUIRE() _ReadWriteBarrier()
|
||||
#define BASE_MEMORYBARRIER_RELEASE() _ReadWriteBarrier()
|
||||
#define BASE_ALIGN(x) __declspec( align( x ) )
|
||||
|
||||
#else
|
||||
#define BASE_MEMORYBARRIER_ACQUIRE() __asm__ __volatile__("": : :"memory")
|
||||
#define BASE_MEMORYBARRIER_RELEASE() __asm__ __volatile__("": : :"memory")
|
||||
#define BASE_ALIGN(x) __attribute__ ((aligned( x )))
|
||||
#endif
|
||||
|
||||
namespace enki
|
||||
{
|
||||
// Atomically performs: if( *pDest == compareWith ) { *pDest = swapTo; }
|
||||
// returns old *pDest (so if successfull, returns compareWith)
|
||||
inline uint32_t AtomicCompareAndSwap( volatile uint32_t* pDest, uint32_t swapTo, uint32_t compareWith )
|
||||
{
|
||||
#ifdef _WIN32
|
||||
// assumes two's complement - unsigned / signed conversion leads to same bit pattern
|
||||
return _InterlockedCompareExchange( (volatile long*)pDest,swapTo, compareWith );
|
||||
#else
|
||||
return __sync_val_compare_and_swap( pDest, compareWith, swapTo );
|
||||
#endif
|
||||
}
|
||||
|
||||
inline uint64_t AtomicCompareAndSwap( volatile uint64_t* pDest, uint64_t swapTo, uint64_t compareWith )
|
||||
{
|
||||
#ifdef _WIN32
|
||||
// assumes two's complement - unsigned / signed conversion leads to same bit pattern
|
||||
return _InterlockedCompareExchange64( (__int64 volatile*)pDest, swapTo, compareWith );
|
||||
#else
|
||||
return __sync_val_compare_and_swap( pDest, compareWith, swapTo );
|
||||
#endif
|
||||
}
|
||||
|
||||
// Atomically performs: tmp = *pDest; *pDest += value; return tmp;
|
||||
inline int32_t AtomicAdd( volatile int32_t* pDest, int32_t value )
|
||||
{
|
||||
#ifdef _WIN32
|
||||
return _InterlockedExchangeAdd( (long*)pDest, value );
|
||||
#else
|
||||
return __sync_fetch_and_add( pDest, value );
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
240
examples/ToyPathTracer/Source/enkiTS/LockLessMultiReadPipe.h
Normal file
240
examples/ToyPathTracer/Source/enkiTS/LockLessMultiReadPipe.h
Normal file
@ -0,0 +1,240 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include <assert.h>
|
||||
|
||||
#include "Atomics.h"
|
||||
#include <string.h>
|
||||
|
||||
|
||||
namespace enki
|
||||
{
|
||||
// LockLessMultiReadPipe - Single writer, multiple reader thread safe pipe using (semi) lockless programming
|
||||
// Readers can only read from the back of the pipe
|
||||
// The single writer can write to the front of the pipe, and read from both ends (a writer can be a reader)
|
||||
// for many of the principles used here, see http://msdn.microsoft.com/en-us/library/windows/desktop/ee418650(v=vs.85).aspx
|
||||
// Note: using log2 sizes so we do not need to clamp (multi-operation)
|
||||
// T is the contained type
|
||||
// Note this is not true lockless as the use of flags as a form of lock state.
|
||||
template<uint8_t cSizeLog2, typename T> class LockLessMultiReadPipe
|
||||
{
|
||||
public:
|
||||
LockLessMultiReadPipe();
|
||||
~LockLessMultiReadPipe() {}
|
||||
|
||||
// ReaderTryReadBack returns false if we were unable to read
|
||||
// This is thread safe for both multiple readers and the writer
|
||||
bool ReaderTryReadBack( T* pOut );
|
||||
|
||||
// WriterTryReadFront returns false if we were unable to read
|
||||
// This is thread safe for the single writer, but should not be called by readers
|
||||
bool WriterTryReadFront( T* pOut );
|
||||
|
||||
// WriterTryWriteFront returns false if we were unable to write
|
||||
// This is thread safe for the single writer, but should not be called by readers
|
||||
bool WriterTryWriteFront( const T& in );
|
||||
|
||||
// IsPipeEmpty() is a utility function, not intended for general use
|
||||
// Should only be used very prudently.
|
||||
bool IsPipeEmpty() const
|
||||
{
|
||||
return 0 == m_WriteIndex - m_ReadCount;
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
m_WriteIndex = 0;
|
||||
m_ReadIndex = 0;
|
||||
m_ReadCount = 0;
|
||||
memset( (void*)m_Flags, 0, sizeof( m_Flags ) );
|
||||
}
|
||||
|
||||
private:
|
||||
const static uint32_t ms_cSize = ( 1 << cSizeLog2 );
|
||||
const static uint32_t ms_cIndexMask = ms_cSize - 1;
|
||||
const static uint32_t FLAG_INVALID = 0xFFFFFFFF; // 32bit for CAS
|
||||
const static uint32_t FLAG_CAN_WRITE = 0x00000000; // 32bit for CAS
|
||||
const static uint32_t FLAG_CAN_READ = 0x11111111; // 32bit for CAS
|
||||
|
||||
T m_Buffer[ ms_cSize ];
|
||||
|
||||
// read and write indexes allow fast access to the pipe, but actual access
|
||||
// controlled by the access flags.
|
||||
volatile uint32_t BASE_ALIGN(4) m_WriteIndex;
|
||||
volatile uint32_t BASE_ALIGN(4) m_ReadCount;
|
||||
volatile uint32_t m_Flags[ ms_cSize ];
|
||||
volatile uint32_t BASE_ALIGN(4) m_ReadIndex;
|
||||
};
|
||||
|
||||
template<uint8_t cSizeLog2, typename T> inline
|
||||
LockLessMultiReadPipe<cSizeLog2,T>::LockLessMultiReadPipe()
|
||||
: m_WriteIndex(0)
|
||||
, m_ReadIndex(0)
|
||||
, m_ReadCount(0)
|
||||
{
|
||||
assert( cSizeLog2 < 32 );
|
||||
memset( (void*)m_Flags, 0, sizeof( m_Flags ) );
|
||||
}
|
||||
|
||||
template<uint8_t cSizeLog2, typename T> inline
|
||||
bool LockLessMultiReadPipe<cSizeLog2,T>::ReaderTryReadBack( T* pOut )
|
||||
{
|
||||
|
||||
uint32_t actualReadIndex;
|
||||
|
||||
uint32_t readCount = m_ReadCount;
|
||||
|
||||
// We get hold of read index for consistency,
|
||||
// and do first pass starting at read count
|
||||
uint32_t readIndexToUse = readCount;
|
||||
|
||||
|
||||
while(true)
|
||||
{
|
||||
|
||||
uint32_t writeIndex = m_WriteIndex;
|
||||
// power of two sizes ensures we can use a simple calc without modulus
|
||||
uint32_t numInPipe = writeIndex - readCount;
|
||||
if( 0 == numInPipe )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if( readIndexToUse >= writeIndex )
|
||||
{
|
||||
// move back to start
|
||||
readIndexToUse = m_ReadIndex;
|
||||
}
|
||||
|
||||
|
||||
// power of two sizes ensures we can perform AND for a modulus
|
||||
actualReadIndex = readIndexToUse & ms_cIndexMask;
|
||||
|
||||
// Multiple potential readers mean we should check if the data is valid,
|
||||
// using an atomic compare exchange
|
||||
uint32_t previous = AtomicCompareAndSwap( &m_Flags[ actualReadIndex ], FLAG_INVALID, FLAG_CAN_READ );
|
||||
if( FLAG_CAN_READ == previous )
|
||||
{
|
||||
break;
|
||||
}
|
||||
++readIndexToUse;
|
||||
|
||||
//update known readcount
|
||||
readCount = m_ReadCount;
|
||||
}
|
||||
|
||||
// we update the read index using an atomic add, as we've only read one piece of data.
|
||||
// this ensure consistency of the read index, and the above loop ensures readers
|
||||
// only read from unread data
|
||||
AtomicAdd( (volatile int32_t*)&m_ReadCount, 1 );
|
||||
|
||||
BASE_MEMORYBARRIER_ACQUIRE();
|
||||
// now read data, ensuring we do so after above reads & CAS
|
||||
*pOut = m_Buffer[ actualReadIndex ];
|
||||
|
||||
m_Flags[ actualReadIndex ] = FLAG_CAN_WRITE;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
template<uint8_t cSizeLog2, typename T> inline
|
||||
bool LockLessMultiReadPipe<cSizeLog2,T>::WriterTryReadFront( T* pOut )
|
||||
{
|
||||
uint32_t writeIndex = m_WriteIndex;
|
||||
uint32_t frontReadIndex = writeIndex;
|
||||
|
||||
// Multiple potential readers mean we should check if the data is valid,
|
||||
// using an atomic compare exchange - which acts as a form of lock (so not quite lockless really).
|
||||
uint32_t previous = FLAG_INVALID;
|
||||
uint32_t actualReadIndex = 0;
|
||||
while( true )
|
||||
{
|
||||
// power of two sizes ensures we can use a simple calc without modulus
|
||||
uint32_t readCount = m_ReadCount;
|
||||
uint32_t numInPipe = writeIndex - readCount;
|
||||
if( 0 == numInPipe || 0 == frontReadIndex )
|
||||
{
|
||||
// frontReadIndex can get to 0 here if that item was just being read by another thread.
|
||||
m_ReadIndex = readCount;
|
||||
return false;
|
||||
}
|
||||
--frontReadIndex;
|
||||
actualReadIndex = frontReadIndex & ms_cIndexMask;
|
||||
previous = AtomicCompareAndSwap( &m_Flags[ actualReadIndex ], FLAG_INVALID, FLAG_CAN_READ );
|
||||
if( FLAG_CAN_READ == previous )
|
||||
{
|
||||
break;
|
||||
}
|
||||
else if( m_ReadIndex >= frontReadIndex )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// now read data, ensuring we do so after above reads & CAS
|
||||
*pOut = m_Buffer[ actualReadIndex ];
|
||||
|
||||
m_Flags[ actualReadIndex ] = FLAG_CAN_WRITE;
|
||||
|
||||
BASE_MEMORYBARRIER_RELEASE();
|
||||
|
||||
// 32-bit aligned stores are atomic, and writer owns the write index
|
||||
// we only move one back as this is as many as we have read, not where we have read from.
|
||||
--m_WriteIndex;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
template<uint8_t cSizeLog2, typename T> inline
|
||||
bool LockLessMultiReadPipe<cSizeLog2,T>::WriterTryWriteFront( const T& in )
|
||||
{
|
||||
// The writer 'owns' the write index, and readers can only reduce
|
||||
// the amount of data in the pipe.
|
||||
// We get hold of both values for consistency and to reduce false sharing
|
||||
// impacting more than one access
|
||||
uint32_t writeIndex = m_WriteIndex;
|
||||
|
||||
|
||||
// power of two sizes ensures we can perform AND for a modulus
|
||||
uint32_t actualWriteIndex = writeIndex & ms_cIndexMask;
|
||||
|
||||
// a reader may still be reading this item, as there are multiple readers
|
||||
if( m_Flags[ actualWriteIndex ] != FLAG_CAN_WRITE )
|
||||
{
|
||||
return false; // still being read, so have caught up with tail.
|
||||
}
|
||||
|
||||
|
||||
// as we are the only writer we can update the data without atomics
|
||||
// whilst the write index has not been updated
|
||||
m_Buffer[ actualWriteIndex ] = in;
|
||||
m_Flags[ actualWriteIndex ] = FLAG_CAN_READ;
|
||||
|
||||
// We need to ensure the above writes occur prior to updating the write index,
|
||||
// otherwise another thread might read before it's finished
|
||||
BASE_MEMORYBARRIER_RELEASE();
|
||||
|
||||
// 32-bit aligned stores are atomic, and the writer controls the write index
|
||||
++writeIndex;
|
||||
m_WriteIndex = writeIndex;
|
||||
return true;
|
||||
}
|
||||
|
||||
}
|
437
examples/ToyPathTracer/Source/enkiTS/TaskScheduler.cpp
Normal file
437
examples/ToyPathTracer/Source/enkiTS/TaskScheduler.cpp
Normal file
@ -0,0 +1,437 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include "TaskScheduler.h"
|
||||
#include "LockLessMultiReadPipe.h"
|
||||
|
||||
|
||||
|
||||
using namespace enki;
|
||||
|
||||
|
||||
static const uint32_t PIPESIZE_LOG2 = 8;
|
||||
static const uint32_t SPIN_COUNT = 100;
|
||||
static const uint32_t SPIN_BACKOFF_MULTIPLIER = 10;
|
||||
static const uint32_t MAX_NUM_INITIAL_PARTITIONS = 8;
|
||||
|
||||
// each software thread gets it's own copy of gtl_threadNum, so this is safe to use as a static variable
|
||||
static THREAD_LOCAL uint32_t gtl_threadNum = 0;
|
||||
|
||||
namespace enki
|
||||
{
|
||||
struct SubTaskSet
|
||||
{
|
||||
ITaskSet* pTask;
|
||||
TaskSetPartition partition;
|
||||
};
|
||||
|
||||
// we derive class TaskPipe rather than typedef to get forward declaration working easily
|
||||
class TaskPipe : public LockLessMultiReadPipe<PIPESIZE_LOG2,enki::SubTaskSet> {};
|
||||
|
||||
struct ThreadArgs
|
||||
{
|
||||
uint32_t threadNum;
|
||||
TaskScheduler* pTaskScheduler;
|
||||
};
|
||||
}
|
||||
|
||||
namespace
|
||||
{
|
||||
SubTaskSet SplitTask( SubTaskSet& subTask_, uint32_t rangeToSplit_ )
|
||||
{
|
||||
SubTaskSet splitTask = subTask_;
|
||||
uint32_t rangeLeft = subTask_.partition.end - subTask_.partition.start;
|
||||
|
||||
if( rangeToSplit_ > rangeLeft )
|
||||
{
|
||||
rangeToSplit_ = rangeLeft;
|
||||
}
|
||||
splitTask.partition.end = subTask_.partition.start + rangeToSplit_;
|
||||
subTask_.partition.start = splitTask.partition.end;
|
||||
return splitTask;
|
||||
}
|
||||
|
||||
#if defined _WIN32
|
||||
#if defined _M_IX86 || defined _M_X64
|
||||
#pragma intrinsic(_mm_pause)
|
||||
inline void Pause() { _mm_pause(); }
|
||||
#endif
|
||||
#elif defined __i386__ || defined __x86_64__
|
||||
inline void Pause() { __asm__ __volatile__("pause;"); }
|
||||
#else
|
||||
inline void Pause() { ;} // may have NOP or yield equiv
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
static void SafeCallback(ProfilerCallbackFunc func_, uint32_t threadnum_)
|
||||
{
|
||||
if( func_ )
|
||||
{
|
||||
func_(threadnum_);
|
||||
}
|
||||
}
|
||||
|
||||
ProfilerCallbacks* TaskScheduler::GetProfilerCallbacks()
|
||||
{
|
||||
return &m_ProfilerCallbacks;
|
||||
}
|
||||
|
||||
THREADFUNC_DECL TaskScheduler::TaskingThreadFunction( void* pArgs )
|
||||
{
|
||||
ThreadArgs args = *(ThreadArgs*)pArgs;
|
||||
uint32_t threadNum = args.threadNum;
|
||||
TaskScheduler* pTS = args.pTaskScheduler;
|
||||
gtl_threadNum = threadNum;
|
||||
|
||||
SafeCallback( pTS->m_ProfilerCallbacks.threadStart, threadNum );
|
||||
|
||||
uint32_t spinCount = 0;
|
||||
uint32_t hintPipeToCheck_io = threadNum + 1; // does not need to be clamped.
|
||||
while( pTS->m_bRunning )
|
||||
{
|
||||
if(!pTS->TryRunTask( threadNum, hintPipeToCheck_io ) )
|
||||
{
|
||||
// no tasks, will spin then wait
|
||||
++spinCount;
|
||||
if( spinCount > SPIN_COUNT )
|
||||
{
|
||||
pTS->WaitForTasks( threadNum );
|
||||
spinCount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
uint32_t spinBackoffCount = spinCount * SPIN_BACKOFF_MULTIPLIER;
|
||||
while( spinBackoffCount )
|
||||
{
|
||||
Pause();
|
||||
--spinBackoffCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
spinCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
AtomicAdd( &pTS->m_NumThreadsRunning, -1 );
|
||||
SafeCallback( pTS->m_ProfilerCallbacks.threadStop, threadNum );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void TaskScheduler::StartThreads()
|
||||
{
|
||||
if( m_bHaveThreads )
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_bRunning = true;
|
||||
|
||||
SemaphoreCreate( m_NewTaskSemaphore );
|
||||
|
||||
// we create one less thread than m_NumThreads as the main thread counts as one
|
||||
m_pThreadNumStore = new ThreadArgs[m_NumThreads];
|
||||
m_pThreadIDs = new threadid_t[m_NumThreads];
|
||||
m_pThreadNumStore[0].threadNum = 0;
|
||||
m_pThreadNumStore[0].pTaskScheduler = this;
|
||||
m_pThreadIDs[0] = 0;
|
||||
m_NumThreadsWaiting = 0;
|
||||
m_NumThreadsRunning = 1;// acount for main thread
|
||||
for( uint32_t thread = 1; thread < m_NumThreads; ++thread )
|
||||
{
|
||||
m_pThreadNumStore[thread].threadNum = thread;
|
||||
m_pThreadNumStore[thread].pTaskScheduler = this;
|
||||
ThreadCreate( &m_pThreadIDs[thread], TaskingThreadFunction, &m_pThreadNumStore[thread] );
|
||||
++m_NumThreadsRunning;
|
||||
}
|
||||
|
||||
// ensure we have sufficient tasks to equally fill either all threads including main
|
||||
// or just the threads we've launched, this is outside the firstinit as we want to be able
|
||||
// to runtime change it
|
||||
if( 1 == m_NumThreads )
|
||||
{
|
||||
m_NumPartitions = 1;
|
||||
m_NumInitialPartitions = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NumPartitions = m_NumThreads * (m_NumThreads - 1);
|
||||
m_NumInitialPartitions = m_NumThreads - 1;
|
||||
if( m_NumInitialPartitions > MAX_NUM_INITIAL_PARTITIONS )
|
||||
{
|
||||
m_NumInitialPartitions = MAX_NUM_INITIAL_PARTITIONS;
|
||||
}
|
||||
}
|
||||
|
||||
m_bHaveThreads = true;
|
||||
}
|
||||
|
||||
void TaskScheduler::StopThreads( bool bWait_ )
|
||||
{
|
||||
if( m_bHaveThreads )
|
||||
{
|
||||
// wait for them threads quit before deleting data
|
||||
m_bRunning = false;
|
||||
while( bWait_ && m_NumThreadsRunning > 1 )
|
||||
{
|
||||
// keep firing event to ensure all threads pick up state of m_bRunning
|
||||
SemaphoreSignal( m_NewTaskSemaphore, m_NumThreadsRunning );
|
||||
}
|
||||
|
||||
for( uint32_t thread = 1; thread < m_NumThreads; ++thread )
|
||||
{
|
||||
ThreadTerminate( m_pThreadIDs[thread] );
|
||||
}
|
||||
|
||||
m_NumThreads = 0;
|
||||
delete[] m_pThreadNumStore;
|
||||
delete[] m_pThreadIDs;
|
||||
m_pThreadNumStore = 0;
|
||||
m_pThreadIDs = 0;
|
||||
SemaphoreClose( m_NewTaskSemaphore );
|
||||
|
||||
m_bHaveThreads = false;
|
||||
m_NumThreadsWaiting = 0;
|
||||
m_NumThreadsRunning = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool TaskScheduler::TryRunTask( uint32_t threadNum, uint32_t& hintPipeToCheck_io_ )
|
||||
{
|
||||
// check for tasks
|
||||
SubTaskSet subTask;
|
||||
bool bHaveTask = m_pPipesPerThread[ threadNum ].WriterTryReadFront( &subTask );
|
||||
|
||||
uint32_t threadToCheck = hintPipeToCheck_io_;
|
||||
uint32_t checkCount = 0;
|
||||
while( !bHaveTask && checkCount < m_NumThreads )
|
||||
{
|
||||
threadToCheck = ( hintPipeToCheck_io_ + checkCount ) % m_NumThreads;
|
||||
if( threadToCheck != threadNum )
|
||||
{
|
||||
bHaveTask = m_pPipesPerThread[ threadToCheck ].ReaderTryReadBack( &subTask );
|
||||
}
|
||||
++checkCount;
|
||||
}
|
||||
|
||||
if( bHaveTask )
|
||||
{
|
||||
// update hint, will preserve value unless actually got task from another thread.
|
||||
hintPipeToCheck_io_ = threadToCheck;
|
||||
|
||||
uint32_t partitionSize = subTask.partition.end - subTask.partition.start;
|
||||
if( subTask.pTask->m_RangeToRun < partitionSize )
|
||||
{
|
||||
SubTaskSet taskToRun = SplitTask( subTask, subTask.pTask->m_RangeToRun );
|
||||
SplitAndAddTask( gtl_threadNum, subTask, subTask.pTask->m_RangeToRun, 0 );
|
||||
taskToRun.pTask->ExecuteRange( taskToRun.partition, threadNum );
|
||||
AtomicAdd( &taskToRun.pTask->m_RunningCount, -1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
// the task has already been divided up by AddTaskSetToPipe, so just run it
|
||||
subTask.pTask->ExecuteRange( subTask.partition, threadNum );
|
||||
AtomicAdd( &subTask.pTask->m_RunningCount, -1 );
|
||||
}
|
||||
}
|
||||
|
||||
return bHaveTask;
|
||||
|
||||
}
|
||||
|
||||
void TaskScheduler::WaitForTasks( uint32_t threadNum )
|
||||
{
|
||||
// We incrememt the number of threads waiting here in order
|
||||
// to ensure that the check for tasks occurs after the increment
|
||||
// to prevent a task being added after a check, then the thread waiting.
|
||||
// This will occasionally result in threads being mistakenly awoken,
|
||||
// but they will then go back to sleep.
|
||||
AtomicAdd( &m_NumThreadsWaiting, 1 );
|
||||
|
||||
bool bHaveTasks = false;
|
||||
for( uint32_t thread = 0; thread < m_NumThreads; ++thread )
|
||||
{
|
||||
if( !m_pPipesPerThread[ thread ].IsPipeEmpty() )
|
||||
{
|
||||
bHaveTasks = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if( !bHaveTasks )
|
||||
{
|
||||
SafeCallback( m_ProfilerCallbacks.waitStart, threadNum );
|
||||
SemaphoreWait( m_NewTaskSemaphore );
|
||||
SafeCallback( m_ProfilerCallbacks.waitStop, threadNum );
|
||||
}
|
||||
|
||||
int32_t prev = AtomicAdd( &m_NumThreadsWaiting, -1 );
|
||||
assert( prev != 0 );
|
||||
}
|
||||
|
||||
void TaskScheduler::WakeThreads()
|
||||
{
|
||||
SemaphoreSignal( m_NewTaskSemaphore, m_NumThreadsWaiting );
|
||||
}
|
||||
|
||||
void TaskScheduler::SplitAndAddTask( uint32_t threadNum_, SubTaskSet subTask_,
|
||||
uint32_t rangeToSplit_, int32_t runningCountOffset_ )
|
||||
{
|
||||
int32_t numAdded = 0;
|
||||
while( subTask_.partition.start != subTask_.partition.end )
|
||||
{
|
||||
SubTaskSet taskToAdd = SplitTask( subTask_, rangeToSplit_ );
|
||||
|
||||
// add the partition to the pipe
|
||||
++numAdded;
|
||||
if( !m_pPipesPerThread[ gtl_threadNum ].WriterTryWriteFront( taskToAdd ) )
|
||||
{
|
||||
if( numAdded > 1 )
|
||||
{
|
||||
WakeThreads();
|
||||
}
|
||||
// alter range to run the appropriate fraction
|
||||
if( taskToAdd.pTask->m_RangeToRun < rangeToSplit_ )
|
||||
{
|
||||
taskToAdd.partition.end = taskToAdd.partition.start + taskToAdd.pTask->m_RangeToRun;
|
||||
subTask_.partition.start = taskToAdd.partition.end;
|
||||
}
|
||||
taskToAdd.pTask->ExecuteRange( taskToAdd.partition, threadNum_ );
|
||||
--numAdded;
|
||||
}
|
||||
}
|
||||
|
||||
// increment running count by number added
|
||||
AtomicAdd( &subTask_.pTask->m_RunningCount, numAdded + runningCountOffset_ );
|
||||
|
||||
WakeThreads();
|
||||
}
|
||||
|
||||
void TaskScheduler::AddTaskSetToPipe( ITaskSet* pTaskSet )
|
||||
{
|
||||
// set running count to -1 to guarantee it won't be found complete until all subtasks added
|
||||
pTaskSet->m_RunningCount = -1;
|
||||
|
||||
// divide task up and add to pipe
|
||||
pTaskSet->m_RangeToRun = pTaskSet->m_SetSize / m_NumPartitions;
|
||||
if( pTaskSet->m_RangeToRun < pTaskSet->m_MinRange ) { pTaskSet->m_RangeToRun = pTaskSet->m_MinRange; }
|
||||
|
||||
uint32_t rangeToSplit = pTaskSet->m_SetSize / m_NumInitialPartitions;
|
||||
if( rangeToSplit < pTaskSet->m_MinRange ) { rangeToSplit = pTaskSet->m_MinRange; }
|
||||
|
||||
SubTaskSet subTask;
|
||||
subTask.pTask = pTaskSet;
|
||||
subTask.partition.start = 0;
|
||||
subTask.partition.end = pTaskSet->m_SetSize;
|
||||
SplitAndAddTask( gtl_threadNum, subTask, rangeToSplit, 1 );
|
||||
}
|
||||
|
||||
void TaskScheduler::WaitforTaskSet( const ITaskSet* pTaskSet )
|
||||
{
|
||||
uint32_t hintPipeToCheck_io = gtl_threadNum + 1; // does not need to be clamped.
|
||||
if( pTaskSet )
|
||||
{
|
||||
while( pTaskSet->m_RunningCount )
|
||||
{
|
||||
TryRunTask( gtl_threadNum, hintPipeToCheck_io );
|
||||
// should add a spin then wait for task completion event.
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
TryRunTask( gtl_threadNum, hintPipeToCheck_io );
|
||||
}
|
||||
}
|
||||
|
||||
void TaskScheduler::WaitforAll()
|
||||
{
|
||||
bool bHaveTasks = true;
|
||||
uint32_t hintPipeToCheck_io = gtl_threadNum + 1; // does not need to be clamped.
|
||||
int32_t threadsRunning = m_NumThreadsRunning - 1;
|
||||
while( bHaveTasks || m_NumThreadsWaiting < threadsRunning )
|
||||
{
|
||||
TryRunTask( gtl_threadNum, hintPipeToCheck_io );
|
||||
bHaveTasks = false;
|
||||
for( uint32_t thread = 0; thread < m_NumThreads; ++thread )
|
||||
{
|
||||
if( !m_pPipesPerThread[ thread ].IsPipeEmpty() )
|
||||
{
|
||||
bHaveTasks = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TaskScheduler::WaitforAllAndShutdown()
|
||||
{
|
||||
WaitforAll();
|
||||
StopThreads(true);
|
||||
delete[] m_pPipesPerThread;
|
||||
m_pPipesPerThread = 0;
|
||||
}
|
||||
|
||||
uint32_t TaskScheduler::GetNumTaskThreads() const
|
||||
{
|
||||
return m_NumThreads;
|
||||
}
|
||||
|
||||
TaskScheduler::TaskScheduler()
|
||||
: m_pPipesPerThread(NULL)
|
||||
, m_NumThreads(0)
|
||||
, m_pThreadNumStore(NULL)
|
||||
, m_pThreadIDs(NULL)
|
||||
, m_bRunning(false)
|
||||
, m_NumThreadsRunning(0)
|
||||
, m_NumThreadsWaiting(0)
|
||||
, m_NumPartitions(0)
|
||||
, m_bHaveThreads(false)
|
||||
{
|
||||
memset(&m_ProfilerCallbacks, 0, sizeof(m_ProfilerCallbacks));
|
||||
}
|
||||
|
||||
TaskScheduler::~TaskScheduler()
|
||||
{
|
||||
StopThreads( true ); // Stops threads, waiting for them.
|
||||
|
||||
delete[] m_pPipesPerThread;
|
||||
m_pPipesPerThread = 0;
|
||||
}
|
||||
|
||||
void TaskScheduler::Initialize( uint32_t numThreads_ )
|
||||
{
|
||||
assert( numThreads_ );
|
||||
StopThreads( true ); // Stops threads, waiting for them.
|
||||
delete[] m_pPipesPerThread;
|
||||
|
||||
m_NumThreads = numThreads_;
|
||||
|
||||
m_pPipesPerThread = new TaskPipe[ m_NumThreads ];
|
||||
|
||||
StartThreads();
|
||||
}
|
||||
|
||||
void TaskScheduler::Initialize()
|
||||
{
|
||||
Initialize( GetNumHardwareThreads() );
|
||||
}
|
177
examples/ToyPathTracer/Source/enkiTS/TaskScheduler.h
Normal file
177
examples/ToyPathTracer/Source/enkiTS/TaskScheduler.h
Normal file
@ -0,0 +1,177 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include "Threads.h"
|
||||
|
||||
namespace enki
|
||||
{
|
||||
|
||||
struct TaskSetPartition
|
||||
{
|
||||
uint32_t start;
|
||||
uint32_t end;
|
||||
};
|
||||
|
||||
class TaskScheduler;
|
||||
class TaskPipe;
|
||||
struct ThreadArgs;
|
||||
struct SubTaskSet;
|
||||
|
||||
// Subclass ITaskSet to create tasks.
|
||||
// TaskSets can be re-used, but check
|
||||
class ITaskSet
|
||||
{
|
||||
public:
|
||||
ITaskSet()
|
||||
: m_SetSize(1)
|
||||
, m_MinRange(1)
|
||||
, m_RunningCount(0)
|
||||
, m_RangeToRun(1)
|
||||
{}
|
||||
|
||||
ITaskSet( uint32_t setSize_ )
|
||||
: m_SetSize( setSize_ )
|
||||
, m_MinRange(1)
|
||||
, m_RunningCount(0)
|
||||
, m_RangeToRun(1)
|
||||
{}
|
||||
|
||||
ITaskSet( uint32_t setSize_, uint32_t minRange_ )
|
||||
: m_SetSize( setSize_ )
|
||||
, m_MinRange( minRange_ )
|
||||
, m_RunningCount(0)
|
||||
, m_RangeToRun(minRange_)
|
||||
{}
|
||||
|
||||
// Execute range should be overloaded to process tasks. It will be called with a
|
||||
// range_ where range.start >= 0; range.start < range.end; and range.end < m_SetSize;
|
||||
// The range values should be mapped so that linearly processing them in order is cache friendly
|
||||
// i.e. neighbouring values should be close together.
|
||||
// threadnum should not be used for changing processing of data, it's intended purpose
|
||||
// is to allow per-thread data buckets for output.
|
||||
virtual void ExecuteRange( TaskSetPartition range, uint32_t threadnum ) = 0;
|
||||
|
||||
// Size of set - usually the number of data items to be processed, see ExecuteRange. Defaults to 1
|
||||
uint32_t m_SetSize;
|
||||
|
||||
// Minimum size of of TaskSetPartition range when splitting a task set into partitions.
|
||||
// This should be set to a value which results in computation effort of at least 10k
|
||||
// clock cycles to minimize tast scheduler overhead.
|
||||
// NOTE: The last partition will be smaller than m_MinRange if m_SetSize is not a multiple
|
||||
// of m_MinRange.
|
||||
// Also known as grain size in literature.
|
||||
uint32_t m_MinRange;
|
||||
|
||||
bool GetIsComplete()
|
||||
{
|
||||
return 0 == m_RunningCount;
|
||||
}
|
||||
private:
|
||||
friend class TaskScheduler;
|
||||
volatile int32_t m_RunningCount;
|
||||
uint32_t m_RangeToRun;
|
||||
};
|
||||
|
||||
// TaskScheduler implements several callbacks intended for profilers
|
||||
typedef void (*ProfilerCallbackFunc)( uint32_t threadnum_ );
|
||||
struct ProfilerCallbacks
|
||||
{
|
||||
ProfilerCallbackFunc threadStart;
|
||||
ProfilerCallbackFunc threadStop;
|
||||
ProfilerCallbackFunc waitStart;
|
||||
ProfilerCallbackFunc waitStop;
|
||||
};
|
||||
|
||||
class TaskScheduler
|
||||
{
|
||||
public:
|
||||
TaskScheduler();
|
||||
~TaskScheduler();
|
||||
|
||||
// Call either Initialize() or Initialize( numThreads_ ) before adding tasks.
|
||||
|
||||
// Initialize() will create GetNumHardwareThreads()-1 threads, which is
|
||||
// sufficient to fill the system when including the main thread.
|
||||
// Initialize can be called multiple times - it will wait for completion
|
||||
// before re-initializing.
|
||||
void Initialize();
|
||||
|
||||
// Initialize( numThreads_ ) - numThreads_ (must be > 0)
|
||||
// will create numThreads_-1 threads, as thread 0 is
|
||||
// the thread on which the initialize was called.
|
||||
void Initialize( uint32_t numThreads_ );
|
||||
|
||||
|
||||
// Adds the TaskSet to pipe and returns if the pipe is not full.
|
||||
// If the pipe is full, pTaskSet is run.
|
||||
// should only be called from main thread, or within a task
|
||||
void AddTaskSetToPipe( ITaskSet* pTaskSet );
|
||||
|
||||
// Runs the TaskSets in pipe until true == pTaskSet->GetIsComplete();
|
||||
// should only be called from thread which created the taskscheduler , or within a task
|
||||
// if called with 0 it will try to run tasks, and return if none available.
|
||||
void WaitforTaskSet( const ITaskSet* pTaskSet );
|
||||
|
||||
// Waits for all task sets to complete - not guaranteed to work unless we know we
|
||||
// are in a situation where tasks aren't being continuosly added.
|
||||
void WaitforAll();
|
||||
|
||||
// Waits for all task sets to complete and shutdown threads - not guaranteed to work unless we know we
|
||||
// are in a situation where tasks aren't being continuosly added.
|
||||
void WaitforAllAndShutdown();
|
||||
|
||||
// Returns the number of threads created for running tasks + 1
|
||||
// to account for the main thread.
|
||||
uint32_t GetNumTaskThreads() const;
|
||||
|
||||
// Returns the ProfilerCallbacks structure so that it can be modified to
|
||||
// set the callbacks.
|
||||
ProfilerCallbacks* GetProfilerCallbacks();
|
||||
|
||||
private:
|
||||
static THREADFUNC_DECL TaskingThreadFunction( void* pArgs );
|
||||
void WaitForTasks( uint32_t threadNum );
|
||||
bool TryRunTask( uint32_t threadNum, uint32_t& hintPipeToCheck_io_ );
|
||||
void StartThreads();
|
||||
void StopThreads( bool bWait_ );
|
||||
void SplitAndAddTask( uint32_t threadNum_, SubTaskSet subTask_,
|
||||
uint32_t rangeToSplit_, int32_t runningCountOffset_ );
|
||||
void WakeThreads();
|
||||
|
||||
TaskPipe* m_pPipesPerThread;
|
||||
|
||||
uint32_t m_NumThreads;
|
||||
ThreadArgs* m_pThreadNumStore;
|
||||
threadid_t* m_pThreadIDs;
|
||||
volatile bool m_bRunning;
|
||||
volatile int32_t m_NumThreadsRunning;
|
||||
volatile int32_t m_NumThreadsWaiting;
|
||||
uint32_t m_NumPartitions;
|
||||
uint32_t m_NumInitialPartitions;
|
||||
semaphoreid_t m_NewTaskSemaphore;
|
||||
bool m_bHaveThreads;
|
||||
ProfilerCallbacks m_ProfilerCallbacks;
|
||||
|
||||
TaskScheduler( const TaskScheduler& nocopy );
|
||||
TaskScheduler& operator=( const TaskScheduler& nocopy );
|
||||
};
|
||||
|
||||
}
|
122
examples/ToyPathTracer/Source/enkiTS/TaskScheduler_c.cpp
Normal file
122
examples/ToyPathTracer/Source/enkiTS/TaskScheduler_c.cpp
Normal file
@ -0,0 +1,122 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#include "TaskScheduler_c.h"
|
||||
#include "TaskScheduler.h"
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
using namespace enki;
|
||||
|
||||
struct enkiTaskScheduler : TaskScheduler
|
||||
{
|
||||
};
|
||||
|
||||
struct enkiTaskSet : ITaskSet
|
||||
{
|
||||
enkiTaskSet( enkiTaskExecuteRange taskFun_ ) : taskFun(taskFun_), pArgs(NULL) {}
|
||||
|
||||
virtual void ExecuteRange( TaskSetPartition range, uint32_t threadnum )
|
||||
{
|
||||
taskFun( range.start, range.end, threadnum, pArgs );
|
||||
}
|
||||
|
||||
enkiTaskExecuteRange taskFun;
|
||||
void* pArgs;
|
||||
};
|
||||
|
||||
enkiTaskScheduler* enkiNewTaskScheduler()
|
||||
{
|
||||
enkiTaskScheduler* pETS = new enkiTaskScheduler();
|
||||
return pETS;
|
||||
}
|
||||
|
||||
void enkiInitTaskScheduler( enkiTaskScheduler* pETS_ )
|
||||
{
|
||||
pETS_->Initialize();
|
||||
}
|
||||
|
||||
void enkiInitTaskSchedulerNumThreads( enkiTaskScheduler* pETS_, uint32_t numThreads_ )
|
||||
{
|
||||
pETS_->Initialize( numThreads_ );
|
||||
}
|
||||
|
||||
void enkiDeleteTaskScheduler( enkiTaskScheduler* pETS_ )
|
||||
{
|
||||
delete pETS_;
|
||||
}
|
||||
|
||||
enkiTaskSet* enkiCreateTaskSet( enkiTaskScheduler* pETS_, enkiTaskExecuteRange taskFunc_ )
|
||||
{
|
||||
return new enkiTaskSet( taskFunc_ );
|
||||
}
|
||||
|
||||
void enkiDeleteTaskSet( enkiTaskSet* pTaskSet_ )
|
||||
{
|
||||
delete pTaskSet_;
|
||||
}
|
||||
|
||||
void enkiAddTaskSetToPipe( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_, void* pArgs_, uint32_t setSize_ )
|
||||
{
|
||||
assert( pTaskSet_ );
|
||||
assert( pTaskSet_->taskFun );
|
||||
|
||||
pTaskSet_->m_SetSize = setSize_;
|
||||
pTaskSet_->pArgs = pArgs_;
|
||||
pETS_->AddTaskSetToPipe( pTaskSet_ );
|
||||
}
|
||||
|
||||
void enkiAddTaskSetToPipeMinRange(enkiTaskScheduler * pETS_, enkiTaskSet * pTaskSet_, void * pArgs_, uint32_t setSize_, uint32_t minRange_)
|
||||
{
|
||||
assert( pTaskSet_ );
|
||||
assert( pTaskSet_->taskFun );
|
||||
|
||||
pTaskSet_->m_SetSize = setSize_;
|
||||
pTaskSet_->m_MinRange = minRange_;
|
||||
pTaskSet_->pArgs = pArgs_;
|
||||
pETS_->AddTaskSetToPipe( pTaskSet_ );
|
||||
}
|
||||
|
||||
int enkiIsTaskSetComplete( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_ )
|
||||
{
|
||||
assert( pTaskSet_ );
|
||||
return ( pTaskSet_->GetIsComplete() ) ? 1 : 0;
|
||||
}
|
||||
|
||||
void enkiWaitForTaskSet( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_ )
|
||||
{
|
||||
pETS_->WaitforTaskSet( pTaskSet_ );
|
||||
}
|
||||
|
||||
void enkiWaitForAll( enkiTaskScheduler* pETS_ )
|
||||
{
|
||||
pETS_->WaitforAll();
|
||||
}
|
||||
|
||||
|
||||
uint32_t enkiGetNumTaskThreads( enkiTaskScheduler* pETS_ )
|
||||
{
|
||||
return pETS_->GetNumTaskThreads();
|
||||
}
|
||||
|
||||
enkiProfilerCallbacks* enkiGetProfilerCallbacks( enkiTaskScheduler* pETS_ )
|
||||
{
|
||||
assert( sizeof(enkiProfilerCallbacks) == sizeof(enki::ProfilerCallbacks) );
|
||||
return (enkiProfilerCallbacks*)pETS_->GetProfilerCallbacks();
|
||||
}
|
||||
|
104
examples/ToyPathTracer/Source/enkiTS/TaskScheduler_c.h
Normal file
104
examples/ToyPathTracer/Source/enkiTS/TaskScheduler_c.h
Normal file
@ -0,0 +1,104 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
typedef struct enkiTaskScheduler enkiTaskScheduler;
|
||||
typedef struct enkiTaskSet enkiTaskSet;
|
||||
|
||||
typedef void (* enkiTaskExecuteRange)( uint32_t start_, uint32_t end, uint32_t threadnum_, void* pArgs_ );
|
||||
|
||||
|
||||
// Create a new task scheduler
|
||||
enkiTaskScheduler* enkiNewTaskScheduler();
|
||||
|
||||
// Initialize task scheduler - will create GetNumHardwareThreads()-1 threads, which is
|
||||
// sufficient to fill the system when including the main thread.
|
||||
// Initialize can be called multiple times - it will wait for completion
|
||||
// before re-initializing.
|
||||
void enkiInitTaskScheduler( enkiTaskScheduler* pETS_ );
|
||||
|
||||
// Initialize a task scheduler with numThreads_ (must be > 0)
|
||||
// will create numThreads_-1 threads, as thread 0 is
|
||||
// the thread on which the initialize was called.
|
||||
void enkiInitTaskSchedulerNumThreads( enkiTaskScheduler* pETS_, uint32_t numThreads_ );
|
||||
|
||||
|
||||
// Delete a task scheduler
|
||||
void enkiDeleteTaskScheduler( enkiTaskScheduler* pETS_ );
|
||||
|
||||
// Create a task set.
|
||||
enkiTaskSet* enkiCreateTaskSet( enkiTaskScheduler* pETS_, enkiTaskExecuteRange taskFunc_ );
|
||||
|
||||
// Delete a task set.
|
||||
void enkiDeleteTaskSet( enkiTaskSet* pTaskSet_ );
|
||||
|
||||
// Schedule the task
|
||||
void enkiAddTaskSetToPipe( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_,
|
||||
void* pArgs_, uint32_t setSize_ );
|
||||
|
||||
// Schedule the task with a minimum range.
|
||||
// This should be set to a value which results in computation effort of at least 10k
|
||||
// clock cycles to minimize tast scheduler overhead.
|
||||
// NOTE: The last partition will be smaller than m_MinRange if m_SetSize is not a multiple
|
||||
// of m_MinRange.
|
||||
// Also known as grain size in literature.
|
||||
void enkiAddTaskSetToPipeMinRange( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_,
|
||||
void* pArgs_, uint32_t setSize_, uint32_t minRange_ );
|
||||
|
||||
|
||||
// Check if TaskSet is complete. Doesn't wait. Returns 1 if complete, 0 if not.
|
||||
int enkiIsTaskSetComplete( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_ );
|
||||
|
||||
|
||||
// Wait for a given task.
|
||||
// should only be called from thread which created the taskscheduler , or within a task
|
||||
// if called with 0 it will try to run tasks, and return if none available.
|
||||
void enkiWaitForTaskSet( enkiTaskScheduler* pETS_, enkiTaskSet* pTaskSet_ );
|
||||
|
||||
|
||||
// Waits for all task sets to complete - not guaranteed to work unless we know we
|
||||
// are in a situation where tasks aren't being continuosly added.
|
||||
void enkiWaitForAll( enkiTaskScheduler* pETS_ );
|
||||
|
||||
|
||||
// get number of threads
|
||||
uint32_t enkiGetNumTaskThreads( enkiTaskScheduler* pETS_ );
|
||||
|
||||
// TaskScheduler implements several callbacks intended for profilers
|
||||
typedef void (*enkiProfilerCallbackFunc)( uint32_t threadnum_ );
|
||||
struct enkiProfilerCallbacks
|
||||
{
|
||||
enkiProfilerCallbackFunc threadStart;
|
||||
enkiProfilerCallbackFunc threadStop;
|
||||
enkiProfilerCallbackFunc waitStart;
|
||||
enkiProfilerCallbackFunc waitStop;
|
||||
};
|
||||
|
||||
// Get the callback structure so it can be set
|
||||
struct enkiProfilerCallbacks* enkiGetProfilerCallbacks( enkiTaskScheduler* pETS_ );
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
210
examples/ToyPathTracer/Source/enkiTS/Threads.h
Normal file
210
examples/ToyPathTracer/Source/enkiTS/Threads.h
Normal file
@ -0,0 +1,210 @@
|
||||
// Copyright (c) 2013 Doug Binks
|
||||
//
|
||||
// This software is provided 'as-is', without any express or implied
|
||||
// warranty. In no event will the authors be held liable for any damages
|
||||
// arising from the use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it
|
||||
// freely, subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software
|
||||
// in a product, an acknowledgement in the product documentation would be
|
||||
// appreciated but is not required.
|
||||
// 2. Altered source versions must be plainly marked as such, and must not be
|
||||
// misrepresented as being the original software.
|
||||
// 3. This notice may not be removed or altered from any source distribution.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <stdint.h>
|
||||
#include <assert.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
#include "Atomics.h"
|
||||
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <Windows.h>
|
||||
|
||||
#define THREADFUNC_DECL DWORD WINAPI
|
||||
#define THREAD_LOCAL __declspec( thread )
|
||||
|
||||
namespace enki
|
||||
{
|
||||
typedef HANDLE threadid_t;
|
||||
|
||||
// declare the thread start function as:
|
||||
// THREADFUNC_DECL MyThreadStart( void* pArg );
|
||||
inline bool ThreadCreate( threadid_t* returnid, DWORD ( WINAPI *StartFunc) (void* ), void* pArg )
|
||||
{
|
||||
// posix equiv pthread_create
|
||||
DWORD threadid;
|
||||
*returnid = CreateThread( 0, 0, StartFunc, pArg, 0, &threadid );
|
||||
return *returnid != NULL;
|
||||
}
|
||||
|
||||
inline bool ThreadTerminate( threadid_t threadid )
|
||||
{
|
||||
// posix equiv pthread_cancel
|
||||
return CloseHandle( threadid ) == 0;
|
||||
}
|
||||
|
||||
inline uint32_t GetNumHardwareThreads()
|
||||
{
|
||||
SYSTEM_INFO sysInfo;
|
||||
GetSystemInfo(&sysInfo);
|
||||
return sysInfo.dwNumberOfProcessors;
|
||||
}
|
||||
}
|
||||
|
||||
#else // posix
|
||||
|
||||
#include <pthread.h>
|
||||
#include <unistd.h>
|
||||
#define THREADFUNC_DECL void*
|
||||
#define THREAD_LOCAL __thread
|
||||
|
||||
namespace enki
|
||||
{
|
||||
typedef pthread_t threadid_t;
|
||||
|
||||
// declare the thread start function as:
|
||||
// THREADFUNC_DECL MyThreadStart( void* pArg );
|
||||
inline bool ThreadCreate( threadid_t* returnid, void* ( *StartFunc) (void* ), void* pArg )
|
||||
{
|
||||
// posix equiv pthread_create
|
||||
int32_t retval = pthread_create( returnid, NULL, StartFunc, pArg );
|
||||
|
||||
return retval == 0;
|
||||
}
|
||||
|
||||
inline bool ThreadTerminate( threadid_t threadid )
|
||||
{
|
||||
// posix equiv pthread_cancel
|
||||
return pthread_cancel( threadid ) == 0;
|
||||
}
|
||||
|
||||
inline uint32_t GetNumHardwareThreads()
|
||||
{
|
||||
return (uint32_t)sysconf( _SC_NPROCESSORS_ONLN );
|
||||
}
|
||||
}
|
||||
|
||||
#endif // posix
|
||||
|
||||
|
||||
// Semaphore implementation
|
||||
#ifdef _WIN32
|
||||
|
||||
namespace enki
|
||||
{
|
||||
struct semaphoreid_t
|
||||
{
|
||||
HANDLE sem;
|
||||
};
|
||||
|
||||
inline void SemaphoreCreate( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
semaphoreid.sem = CreateSemaphore(NULL, 0, MAXLONG, NULL );
|
||||
}
|
||||
|
||||
inline void SemaphoreClose( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
CloseHandle( semaphoreid.sem );
|
||||
}
|
||||
|
||||
inline void SemaphoreWait( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
DWORD retval = WaitForSingleObject( semaphoreid.sem, INFINITE );
|
||||
|
||||
assert( retval != WAIT_FAILED );
|
||||
}
|
||||
|
||||
inline void SemaphoreSignal( semaphoreid_t& semaphoreid, int32_t countWaiting )
|
||||
{
|
||||
if( countWaiting )
|
||||
{
|
||||
ReleaseSemaphore( semaphoreid.sem, countWaiting, NULL );
|
||||
}
|
||||
}
|
||||
}
|
||||
#elif defined(__MACH__)
|
||||
|
||||
// OS X does not have POSIX semaphores
|
||||
// see https://developer.apple.com/library/content/documentation/Darwin/Conceptual/KernelProgramming/synchronization/synchronization.html
|
||||
#include <mach/mach.h>
|
||||
|
||||
namespace enki
|
||||
{
|
||||
|
||||
struct semaphoreid_t
|
||||
{
|
||||
semaphore_t sem;
|
||||
};
|
||||
|
||||
inline void SemaphoreCreate( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
semaphore_create( mach_task_self(), &semaphoreid.sem, SYNC_POLICY_FIFO, 0 );
|
||||
}
|
||||
|
||||
inline void SemaphoreClose( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
semaphore_destroy( mach_task_self(), semaphoreid.sem );
|
||||
}
|
||||
|
||||
inline void SemaphoreWait( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
semaphore_wait( semaphoreid.sem );
|
||||
}
|
||||
|
||||
inline void SemaphoreSignal( semaphoreid_t& semaphoreid, int32_t countWaiting )
|
||||
{
|
||||
while( countWaiting-- > 0 )
|
||||
{
|
||||
semaphore_signal( semaphoreid.sem );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#else // POSIX
|
||||
|
||||
#include <semaphore.h>
|
||||
|
||||
namespace enki
|
||||
{
|
||||
|
||||
struct semaphoreid_t
|
||||
{
|
||||
sem_t sem;
|
||||
};
|
||||
|
||||
inline void SemaphoreCreate( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
int err = sem_init( &semaphoreid.sem, 0, 0 );
|
||||
assert( err == 0 );
|
||||
}
|
||||
|
||||
inline void SemaphoreClose( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
sem_destroy( &semaphoreid.sem );
|
||||
}
|
||||
|
||||
inline void SemaphoreWait( semaphoreid_t& semaphoreid )
|
||||
{
|
||||
int err = sem_wait( &semaphoreid.sem );
|
||||
assert( err == 0 );
|
||||
}
|
||||
|
||||
inline void SemaphoreSignal( semaphoreid_t& semaphoreid, int32_t countWaiting )
|
||||
{
|
||||
while( countWaiting-- > 0 )
|
||||
{
|
||||
sem_post( &semaphoreid.sem );
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
395
examples/ToyPathTracer/Windows/ComputeShader.hlsl
Normal file
395
examples/ToyPathTracer/Windows/ComputeShader.hlsl
Normal file
@ -0,0 +1,395 @@
|
||||
#include "../Source/Config.h"
|
||||
|
||||
inline uint RNG(inout uint state)
|
||||
{
|
||||
uint x = state;
|
||||
x ^= x << 13;
|
||||
x ^= x >> 17;
|
||||
x ^= x << 15;
|
||||
state = x;
|
||||
return x;
|
||||
}
|
||||
|
||||
float RandomFloat01(inout uint state)
|
||||
{
|
||||
return (RNG(state) & 0xFFFFFF) / 16777216.0f;
|
||||
}
|
||||
|
||||
float3 RandomInUnitDisk(inout uint state)
|
||||
{
|
||||
float a = RandomFloat01(state) * 2.0f * 3.1415926f;
|
||||
float2 xy = float2(cos(a), sin(a));
|
||||
xy *= sqrt(RandomFloat01(state));
|
||||
return float3(xy, 0);
|
||||
}
|
||||
float3 RandomInUnitSphere(inout uint state)
|
||||
{
|
||||
float z = RandomFloat01(state) * 2.0f - 1.0f;
|
||||
float t = RandomFloat01(state) * 2.0f * 3.1415926f;
|
||||
float r = sqrt(max(0.0, 1.0f - z * z));
|
||||
float x = r * cos(t);
|
||||
float y = r * sin(t);
|
||||
float3 res = float3(x, y, z);
|
||||
res *= pow(RandomFloat01(state), 1.0 / 3.0);
|
||||
return res;
|
||||
}
|
||||
float3 RandomUnitVector(inout uint state)
|
||||
{
|
||||
float z = RandomFloat01(state) * 2.0f - 1.0f;
|
||||
float a = RandomFloat01(state) * 2.0f * 3.1415926f;
|
||||
float r = sqrt(1.0f - z * z);
|
||||
float x = r * cos(a);
|
||||
float y = r * sin(a);
|
||||
return float3(x, y, z);
|
||||
}
|
||||
|
||||
|
||||
|
||||
struct Ray
|
||||
{
|
||||
float3 orig;
|
||||
float3 dir;
|
||||
};
|
||||
Ray MakeRay(float3 orig_, float3 dir_) { Ray r; r.orig = orig_; r.dir = dir_; return r; }
|
||||
float3 RayPointAt(Ray r, float t) { return r.orig + r.dir * t; }
|
||||
|
||||
|
||||
inline bool refract(float3 v, float3 n, float nint, out float3 outRefracted)
|
||||
{
|
||||
float dt = dot(v, n);
|
||||
float discr = 1.0f - nint * nint*(1 - dt * dt);
|
||||
if (discr > 0)
|
||||
{
|
||||
outRefracted = nint * (v - n * dt) - n * sqrt(discr);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
inline float schlick(float cosine, float ri)
|
||||
{
|
||||
float r0 = (1 - ri) / (1 + ri);
|
||||
r0 = r0 * r0;
|
||||
// note: saturate to guard against possible tiny negative numbers
|
||||
return r0 + (1 - r0)*pow(saturate(1 - cosine), 5);
|
||||
}
|
||||
|
||||
struct Hit
|
||||
{
|
||||
float3 pos;
|
||||
float3 normal;
|
||||
float t;
|
||||
};
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
float3 center;
|
||||
float radius;
|
||||
float invRadius;
|
||||
};
|
||||
|
||||
#define MatLambert 0
|
||||
#define MatMetal 1
|
||||
#define MatDielectric 2
|
||||
|
||||
struct Material
|
||||
{
|
||||
int type;
|
||||
float3 albedo;
|
||||
float3 emissive;
|
||||
float roughness;
|
||||
float ri;
|
||||
};
|
||||
|
||||
groupshared Sphere s_GroupSpheres[kCSMaxObjects];
|
||||
groupshared Material s_GroupMaterials[kCSMaxObjects];
|
||||
groupshared int s_GroupEmissives[kCSMaxObjects];
|
||||
|
||||
|
||||
struct Camera
|
||||
{
|
||||
float3 origin;
|
||||
float3 lowerLeftCorner;
|
||||
float3 horizontal;
|
||||
float3 vertical;
|
||||
float3 u, v, w;
|
||||
float lensRadius;
|
||||
};
|
||||
|
||||
Ray CameraGetRay(Camera cam, float s, float t, inout uint state)
|
||||
{
|
||||
float3 rd = cam.lensRadius * RandomInUnitDisk(state);
|
||||
float3 offset = cam.u * rd.x + cam.v * rd.y;
|
||||
return MakeRay(cam.origin + offset, normalize(cam.lowerLeftCorner + s * cam.horizontal + t * cam.vertical - cam.origin - offset));
|
||||
}
|
||||
|
||||
|
||||
int HitSpheres(Ray r, int sphereCount, float tMin, float tMax, inout Hit outHit)
|
||||
{
|
||||
float hitT = tMax;
|
||||
int id = -1;
|
||||
for (int i = 0; i < sphereCount; ++i)
|
||||
{
|
||||
Sphere s = s_GroupSpheres[i];
|
||||
float3 co = s.center - r.orig;
|
||||
float nb = dot(co, r.dir);
|
||||
float c = dot(co, co) - s.radius*s.radius;
|
||||
float discr = nb * nb - c;
|
||||
if (discr > 0)
|
||||
{
|
||||
float discrSq = sqrt(discr);
|
||||
|
||||
// Try earlier t
|
||||
float t = nb - discrSq;
|
||||
if (t <= tMin) // before min, try later t!
|
||||
t = nb + discrSq;
|
||||
|
||||
if (t > tMin && t < hitT)
|
||||
{
|
||||
id = i;
|
||||
hitT = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (id != -1)
|
||||
{
|
||||
outHit.pos = RayPointAt(r, hitT);
|
||||
outHit.normal = (outHit.pos - s_GroupSpheres[id].center) * s_GroupSpheres[id].invRadius;
|
||||
outHit.t = hitT;
|
||||
}
|
||||
return id;
|
||||
}
|
||||
|
||||
struct Params
|
||||
{
|
||||
Camera cam;
|
||||
int sphereCount;
|
||||
int screenWidth;
|
||||
int screenHeight;
|
||||
int frames;
|
||||
float invWidth;
|
||||
float invHeight;
|
||||
float lerpFac;
|
||||
int emissiveCount;
|
||||
};
|
||||
|
||||
|
||||
#define kMinT 0.001f
|
||||
#define kMaxT 1.0e7f
|
||||
#define kMaxDepth 10
|
||||
|
||||
|
||||
static int HitWorld(int sphereCount, Ray r, float tMin, float tMax, inout Hit outHit)
|
||||
{
|
||||
return HitSpheres(r, sphereCount, tMin, tMax, outHit);
|
||||
}
|
||||
|
||||
|
||||
static bool Scatter(int sphereCount, int emissiveCount, int matID, Ray r_in, Hit rec, out float3 attenuation, out Ray scattered, out float3 outLightE, inout int inoutRayCount, inout uint state)
|
||||
{
|
||||
outLightE = float3(0, 0, 0);
|
||||
Material mat = s_GroupMaterials[matID];
|
||||
if (mat.type == MatLambert)
|
||||
{
|
||||
// random point on unit sphere that is tangent to the hit point
|
||||
float3 target = rec.pos + rec.normal + RandomUnitVector(state);
|
||||
scattered = MakeRay(rec.pos, normalize(target - rec.pos));
|
||||
attenuation = mat.albedo;
|
||||
|
||||
// sample lights
|
||||
#if DO_LIGHT_SAMPLING
|
||||
for (int j = 0; j < emissiveCount; ++j)
|
||||
{
|
||||
int i = s_GroupEmissives[j];
|
||||
if (matID == i)
|
||||
continue; // skip self
|
||||
Material smat = s_GroupMaterials[i];
|
||||
Sphere s = s_GroupSpheres[i];
|
||||
|
||||
// create a random direction towards sphere
|
||||
// coord system for sampling: sw, su, sv
|
||||
float3 sw = normalize(s.center - rec.pos);
|
||||
float3 su = normalize(cross(abs(sw.x)>0.01f ? float3(0, 1, 0) : float3(1, 0, 0), sw));
|
||||
float3 sv = cross(sw, su);
|
||||
// sample sphere by solid angle
|
||||
float cosAMax = sqrt(1.0f - s.radius*s.radius / dot(rec.pos - s.center, rec.pos - s.center));
|
||||
float eps1 = RandomFloat01(state), eps2 = RandomFloat01(state);
|
||||
float cosA = 1.0f - eps1 + eps1 * cosAMax;
|
||||
float sinA = sqrt(1.0f - cosA * cosA);
|
||||
float phi = 2 * 3.1415926 * eps2;
|
||||
float3 l = su * cos(phi) * sinA + sv * sin(phi) * sinA + sw * cosA;
|
||||
|
||||
// shoot shadow ray
|
||||
Hit lightHit;
|
||||
++inoutRayCount;
|
||||
int hitID = HitWorld(sphereCount, MakeRay(rec.pos, l), kMinT, kMaxT, lightHit);
|
||||
if (hitID == i)
|
||||
{
|
||||
float omega = 2 * 3.1415926 * (1 - cosAMax);
|
||||
|
||||
float3 rdir = r_in.dir;
|
||||
float3 nl = dot(rec.normal, rdir) < 0 ? rec.normal : -rec.normal;
|
||||
outLightE += (mat.albedo * smat.emissive) * (max(0.0f, dot(l, nl)) * omega / 3.1415926);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
else if (mat.type == MatMetal)
|
||||
{
|
||||
float3 refl = reflect(r_in.dir, rec.normal);
|
||||
// reflected ray, and random inside of sphere based on roughness
|
||||
float roughness = mat.roughness;
|
||||
#if DO_MITSUBA_COMPARE
|
||||
roughness = 0; // until we get better BRDF for metals
|
||||
#endif
|
||||
scattered = MakeRay(rec.pos, normalize(refl + roughness*RandomInUnitSphere(state)));
|
||||
attenuation = mat.albedo;
|
||||
return dot(scattered.dir, rec.normal) > 0;
|
||||
}
|
||||
else if (mat.type == MatDielectric)
|
||||
{
|
||||
float3 outwardN;
|
||||
float3 rdir = r_in.dir;
|
||||
float3 refl = reflect(rdir, rec.normal);
|
||||
float nint;
|
||||
attenuation = float3(1, 1, 1);
|
||||
float3 refr;
|
||||
float reflProb;
|
||||
float cosine;
|
||||
if (dot(rdir, rec.normal) > 0)
|
||||
{
|
||||
outwardN = -rec.normal;
|
||||
nint = mat.ri;
|
||||
cosine = mat.ri * dot(rdir, rec.normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
outwardN = rec.normal;
|
||||
nint = 1.0f / mat.ri;
|
||||
cosine = -dot(rdir, rec.normal);
|
||||
}
|
||||
if (refract(rdir, outwardN, nint, refr))
|
||||
{
|
||||
reflProb = schlick(cosine, mat.ri);
|
||||
}
|
||||
else
|
||||
{
|
||||
reflProb = 1;
|
||||
}
|
||||
if (RandomFloat01(state) < reflProb)
|
||||
scattered = MakeRay(rec.pos, normalize(refl));
|
||||
else
|
||||
scattered = MakeRay(rec.pos, normalize(refr));
|
||||
}
|
||||
else
|
||||
{
|
||||
attenuation = float3(1, 0, 1);
|
||||
scattered = MakeRay(float3(0,0,0), float3(0, 0, 1));
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static float3 Trace(int sphereCount, int emissiveCount, Ray r, inout int inoutRayCount, inout uint state)
|
||||
{
|
||||
float3 col = 0;
|
||||
float3 curAtten = 1;
|
||||
bool doMaterialE = true;
|
||||
// GPUs don't support recursion, so do tracing iterations in a loop up to max depth
|
||||
for (int depth = 0; depth < kMaxDepth; ++depth)
|
||||
{
|
||||
Hit rec;
|
||||
++inoutRayCount;
|
||||
int id = HitWorld(sphereCount, r, kMinT, kMaxT, rec);
|
||||
if (id >= 0)
|
||||
{
|
||||
Ray scattered;
|
||||
float3 attenuation;
|
||||
float3 lightE;
|
||||
Material mat = s_GroupMaterials[id];
|
||||
float3 matE = mat.emissive;
|
||||
if (Scatter(sphereCount, emissiveCount, id, r, rec, attenuation, scattered, lightE, inoutRayCount, state))
|
||||
{
|
||||
#if DO_LIGHT_SAMPLING
|
||||
if (!doMaterialE) matE = 0;
|
||||
doMaterialE = (mat.type != MatLambert);
|
||||
#endif
|
||||
col += curAtten * (matE + lightE);
|
||||
curAtten *= attenuation;
|
||||
r = scattered;
|
||||
}
|
||||
else
|
||||
{
|
||||
col += curAtten * matE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// sky
|
||||
#if DO_MITSUBA_COMPARE
|
||||
col += curAtten * float3(0.15f, 0.21f, 0.3f); // easier compare with Mitsuba's constant environment light
|
||||
#else
|
||||
float3 unitDir = r.dir;
|
||||
float t = 0.5f*(unitDir.y + 1.0f);
|
||||
float3 skyCol = ((1.0f - t)*float3(1.0f, 1.0f, 1.0f) + t * float3(0.5f, 0.7f, 1.0f)) * 0.3f;
|
||||
col += curAtten * skyCol;
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
}
|
||||
return col;
|
||||
}
|
||||
|
||||
Texture2D srcImage : register(t0);
|
||||
RWTexture2D<float4> dstImage : register(u0);
|
||||
StructuredBuffer<Sphere> g_Spheres : register(t1);
|
||||
StructuredBuffer<Material> g_Materials : register(t2);
|
||||
StructuredBuffer<Params> g_Params : register(t3);
|
||||
StructuredBuffer<int> g_Emissives : register(t4);
|
||||
RWByteAddressBuffer g_OutRayCount : register(u1);
|
||||
|
||||
[numthreads(kCSGroupSizeX, kCSGroupSizeY, 1)]
|
||||
void main(uint3 gid : SV_DispatchThreadID, uint3 tid : SV_GroupThreadID)
|
||||
{
|
||||
// First, move scene data (spheres, materials, emissive indices) into group shared
|
||||
// memory. Do this in parallel; each thread in group copies its own chunk of data.
|
||||
uint threadID = tid.y * kCSGroupSizeX + tid.x;
|
||||
uint groupSize = kCSGroupSizeX * kCSGroupSizeY;
|
||||
uint objCount = g_Params[0].sphereCount;
|
||||
uint myObjCount = (objCount + groupSize - 1) / groupSize;
|
||||
uint myObjStart = threadID * myObjCount;
|
||||
for (uint io = myObjStart; io < myObjStart + myObjCount; ++io)
|
||||
{
|
||||
if (io < objCount)
|
||||
{
|
||||
s_GroupSpheres[io] = g_Spheres[io];
|
||||
s_GroupMaterials[io] = g_Materials[io];
|
||||
}
|
||||
if (io < g_Params[0].emissiveCount)
|
||||
{
|
||||
s_GroupEmissives[io] = g_Emissives[io];
|
||||
}
|
||||
}
|
||||
GroupMemoryBarrierWithGroupSync();
|
||||
|
||||
int rayCount = 0;
|
||||
float3 col = 0;
|
||||
Params params = g_Params[0];
|
||||
uint rngState = (gid.x * 1973 + gid.y * 9277 + params.frames * 26699) | 1;
|
||||
for (int s = 0; s < DO_SAMPLES_PER_PIXEL; s++)
|
||||
{
|
||||
float u = float(gid.x + RandomFloat01(rngState)) * params.invWidth;
|
||||
float v = float(gid.y + RandomFloat01(rngState)) * params.invHeight;
|
||||
Ray r = CameraGetRay(params.cam, u, v, rngState);
|
||||
col += Trace(params.sphereCount, params.emissiveCount, r, rayCount, rngState);
|
||||
}
|
||||
col *= 1.0f / float(DO_SAMPLES_PER_PIXEL);
|
||||
|
||||
float3 prev = srcImage.Load(int3(gid.xy,0)).rgb;
|
||||
col = lerp(col, prev, params.lerpFac);
|
||||
dstImage[gid.xy] = float4(col, 1);
|
||||
|
||||
g_OutRayCount.InterlockedAdd(0, rayCount);
|
||||
}
|
15
examples/ToyPathTracer/Windows/PixelShader.hlsl
Normal file
15
examples/ToyPathTracer/Windows/PixelShader.hlsl
Normal file
@ -0,0 +1,15 @@
|
||||
float3 LinearToSRGB(float3 rgb)
|
||||
{
|
||||
rgb = max(rgb, float3(0, 0, 0));
|
||||
return max(1.055 * pow(rgb, 0.416666667) - 0.055, 0.0);
|
||||
}
|
||||
|
||||
Texture2D tex : register(t0);
|
||||
SamplerState smp : register(s0);
|
||||
|
||||
float4 main(float2 uv : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float3 col = tex.Sample(smp, uv).rgb;
|
||||
col = LinearToSRGB(col);
|
||||
return float4(col, 1.0f);
|
||||
}
|
31
examples/ToyPathTracer/Windows/TestCpu.sln
Normal file
31
examples/ToyPathTracer/Windows/TestCpu.sln
Normal file
@ -0,0 +1,31 @@
|
||||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio 15
|
||||
VisualStudioVersion = 15.0.27130.2036
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "TestCpu", "TestCpu.vcxproj", "{4F84B756-87F5-4B92-827B-DA087DAE1900}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x64 = Release|x64
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Debug|x64.Build.0 = Debug|x64
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Debug|x86.Build.0 = Debug|Win32
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Release|x64.ActiveCfg = Release|x64
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Release|x64.Build.0 = Release|x64
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Release|x86.ActiveCfg = Release|Win32
|
||||
{4F84B756-87F5-4B92-827B-DA087DAE1900}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {067FB780-37B8-465E-AD7E-E7B238B9C04F}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
242
examples/ToyPathTracer/Windows/TestCpu.vcxproj
Normal file
242
examples/ToyPathTracer/Windows/TestCpu.vcxproj
Normal file
@ -0,0 +1,242 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>15.0</VCProjectVersion>
|
||||
<ProjectGuid>{4F84B756-87F5-4B92-827B-DA087DAE1900}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>TestCpu</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v142</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<LinkIncremental>true</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<CallingConvention>VectorCall</CallingConvention>
|
||||
<FloatingPointModel>Fast</FloatingPointModel>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;kernel32.lib;user32.lib;gdi32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<CallingConvention>VectorCall</CallingConvention>
|
||||
<FloatingPointModel>Fast</FloatingPointModel>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;kernel32.lib;user32.lib;gdi32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<ExceptionHandling>false</ExceptionHandling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<CallingConvention>VectorCall</CallingConvention>
|
||||
<FloatingPointModel>Fast</FloatingPointModel>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;kernel32.lib;user32.lib;gdi32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<ExceptionHandling>false</ExceptionHandling>
|
||||
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
<CallingConvention>VectorCall</CallingConvention>
|
||||
<FloatingPointModel>Fast</FloatingPointModel>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Windows</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d11.lib;kernel32.lib;user32.lib;gdi32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\Source\enkiTS\TaskScheduler.cpp" />
|
||||
<ClCompile Include="..\Source\enkiTS\TaskScheduler_c.cpp" />
|
||||
<ClCompile Include="..\Source\Maths.cpp" />
|
||||
<ClCompile Include="..\Source\Test.cpp" />
|
||||
<ClCompile Include="TestWin.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\Source\Config.h" />
|
||||
<ClInclude Include="..\Source\enkiTS\Atomics.h" />
|
||||
<ClInclude Include="..\Source\enkiTS\LockLessMultiReadPipe.h" />
|
||||
<ClInclude Include="..\Source\enkiTS\TaskScheduler.h" />
|
||||
<ClInclude Include="..\Source\enkiTS\TaskScheduler_c.h" />
|
||||
<ClInclude Include="..\Source\enkiTS\Threads.h" />
|
||||
<ClInclude Include="..\Source\Maths.h" />
|
||||
<ClInclude Include="..\Source\MathSimd.h" />
|
||||
<ClInclude Include="..\Source\Test.h" />
|
||||
<ClInclude Include="..\Source\stb_image.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\.editorconfig" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="ComputeShader.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">g_CSBytecode</VariableName>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompiledComputeShader.h</HeaderFileOutput>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">g_CSBytecode</VariableName>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompiledComputeShader.h</HeaderFileOutput>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_CSBytecode</VariableName>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">CompiledComputeShader.h</HeaderFileOutput>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">g_CSBytecode</VariableName>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">CompiledComputeShader.h</HeaderFileOutput>
|
||||
</FxCompile>
|
||||
<FxCompile Include="PixelShader.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompiledPixelShader.h</HeaderFileOutput>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompiledPixelShader.h</HeaderFileOutput>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">CompiledPixelShader.h</HeaderFileOutput>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">CompiledPixelShader.h</HeaderFileOutput>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">g_PSBytecode</VariableName>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">g_PSBytecode</VariableName>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_PSBytecode</VariableName>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">g_PSBytecode</VariableName>
|
||||
</FxCompile>
|
||||
<FxCompile Include="VertexShader.hlsl">
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
|
||||
<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">CompiledVertexShader.h</HeaderFileOutput>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">CompiledVertexShader.h</HeaderFileOutput>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">CompiledVertexShader.h</HeaderFileOutput>
|
||||
<HeaderFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">CompiledVertexShader.h</HeaderFileOutput>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">g_VSBytecode</VariableName>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">g_VSBytecode</VariableName>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">g_VSBytecode</VariableName>
|
||||
<VariableName Condition="'$(Configuration)|$(Platform)'=='Release|x64'">g_VSBytecode</VariableName>
|
||||
</FxCompile>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
66
examples/ToyPathTracer/Windows/TestCpu.vcxproj.filters
Normal file
66
examples/ToyPathTracer/Windows/TestCpu.vcxproj.filters
Normal file
@ -0,0 +1,66 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<ClCompile Include="TestWin.cpp" />
|
||||
<ClCompile Include="..\Source\Test.cpp">
|
||||
<Filter>Source</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Source\enkiTS\TaskScheduler.cpp">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Source\enkiTS\TaskScheduler_c.cpp">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\Source\Maths.cpp">
|
||||
<Filter>Source</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Filter Include="Source">
|
||||
<UniqueIdentifier>{5f19f217-c1c7-4eeb-be61-8b986fee9375}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="Source\enkiTS">
|
||||
<UniqueIdentifier>{38c448a8-1dcc-4116-9410-a9f8d068caff}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\Source\Test.h">
|
||||
<Filter>Source</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\stb_image.h">
|
||||
<Filter>Source</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\enkiTS\Atomics.h">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\enkiTS\LockLessMultiReadPipe.h">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\enkiTS\TaskScheduler.h">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\enkiTS\TaskScheduler_c.h">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\enkiTS\Threads.h">
|
||||
<Filter>Source\enkiTS</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\Maths.h">
|
||||
<Filter>Source</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\Config.h">
|
||||
<Filter>Source</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\Source\MathSimd.h">
|
||||
<Filter>Source</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\.editorconfig" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<FxCompile Include="VertexShader.hlsl" />
|
||||
<FxCompile Include="PixelShader.hlsl" />
|
||||
<FxCompile Include="ComputeShader.hlsl" />
|
||||
</ItemGroup>
|
||||
</Project>
|
540
examples/ToyPathTracer/Windows/TestWin.cpp
Normal file
540
examples/ToyPathTracer/Windows/TestWin.cpp
Normal file
@ -0,0 +1,540 @@
|
||||
#include <stdint.h>
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#define NOMINMAX
|
||||
#include <windows.h>
|
||||
#include <d3d11_1.h>
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <algorithm>
|
||||
|
||||
#include "../Source/Config.h"
|
||||
#include "../Source/Maths.h"
|
||||
#include "../Source/Test.h"
|
||||
#include "CompiledVertexShader.h"
|
||||
#include "CompiledPixelShader.h"
|
||||
|
||||
static HINSTANCE g_HInstance;
|
||||
static HWND g_Wnd;
|
||||
|
||||
ATOM MyRegisterClass(HINSTANCE hInstance);
|
||||
BOOL InitInstance(HINSTANCE, int);
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
|
||||
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);
|
||||
|
||||
static HRESULT InitD3DDevice();
|
||||
static void ShutdownD3DDevice();
|
||||
static void RenderFrame();
|
||||
|
||||
static float* g_Backbuffer;
|
||||
|
||||
static D3D_FEATURE_LEVEL g_D3D11FeatureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
static ID3D11Device* g_D3D11Device = nullptr;
|
||||
static ID3D11DeviceContext* g_D3D11Ctx = nullptr;
|
||||
static IDXGISwapChain* g_D3D11SwapChain = nullptr;
|
||||
static ID3D11RenderTargetView* g_D3D11RenderTarget = nullptr;
|
||||
static ID3D11VertexShader* g_VertexShader;
|
||||
static ID3D11PixelShader* g_PixelShader;
|
||||
static ID3D11Texture2D *g_BackbufferTexture, *g_BackbufferTexture2;
|
||||
static ID3D11ShaderResourceView *g_BackbufferSRV, *g_BackbufferSRV2;
|
||||
static ID3D11UnorderedAccessView *g_BackbufferUAV, *g_BackbufferUAV2;
|
||||
static ID3D11SamplerState* g_SamplerLinear;
|
||||
static ID3D11RasterizerState* g_RasterState;
|
||||
static int g_BackbufferIndex;
|
||||
|
||||
|
||||
#if DO_COMPUTE_GPU
|
||||
#include "CompiledComputeShader.h"
|
||||
struct ComputeParams
|
||||
{
|
||||
Camera cam;
|
||||
int sphereCount;
|
||||
int screenWidth;
|
||||
int screenHeight;
|
||||
int frames;
|
||||
float invWidth;
|
||||
float invHeight;
|
||||
float lerpFac;
|
||||
int emissiveCount;
|
||||
};
|
||||
static ID3D11ComputeShader* g_ComputeShader;
|
||||
static ID3D11Buffer* g_DataSpheres; static ID3D11ShaderResourceView* g_SRVSpheres;
|
||||
static ID3D11Buffer* g_DataMaterials; static ID3D11ShaderResourceView* g_SRVMaterials;
|
||||
static ID3D11Buffer* g_DataParams; static ID3D11ShaderResourceView* g_SRVParams;
|
||||
static ID3D11Buffer* g_DataEmissives; static ID3D11ShaderResourceView* g_SRVEmissives;
|
||||
static ID3D11Buffer* g_DataCounter; static ID3D11UnorderedAccessView* g_UAVCounter;
|
||||
static int g_SphereCount, g_ObjSize, g_MatSize;
|
||||
static ID3D11Query *g_QueryBegin, *g_QueryEnd, *g_QueryDisjoint;
|
||||
#endif // #if DO_COMPUTE_GPU
|
||||
|
||||
int APIENTRY wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE, _In_ LPWSTR, _In_ int nCmdShow)
|
||||
{
|
||||
g_Backbuffer = new float[kBackbufferWidth * kBackbufferHeight * 4];
|
||||
memset(g_Backbuffer, 0, kBackbufferWidth * kBackbufferHeight * 4 * sizeof(g_Backbuffer[0]));
|
||||
|
||||
InitializeTest();
|
||||
|
||||
MyRegisterClass(hInstance);
|
||||
if (!InitInstance (hInstance, nCmdShow))
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (FAILED(InitD3DDevice()))
|
||||
{
|
||||
ShutdownD3DDevice();
|
||||
return 0;
|
||||
}
|
||||
|
||||
g_D3D11Device->CreateVertexShader(g_VSBytecode, ARRAYSIZE(g_VSBytecode), NULL, &g_VertexShader);
|
||||
g_D3D11Device->CreatePixelShader(g_PSBytecode, ARRAYSIZE(g_PSBytecode), NULL, &g_PixelShader);
|
||||
#if DO_COMPUTE_GPU
|
||||
g_D3D11Device->CreateComputeShader(g_CSBytecode, ARRAYSIZE(g_CSBytecode), NULL, &g_ComputeShader);
|
||||
#endif
|
||||
|
||||
D3D11_TEXTURE2D_DESC texDesc = {};
|
||||
texDesc.Width = kBackbufferWidth;
|
||||
texDesc.Height = kBackbufferHeight;
|
||||
texDesc.MipLevels = 1;
|
||||
texDesc.ArraySize = 1;
|
||||
texDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
texDesc.SampleDesc.Count = 1;
|
||||
texDesc.SampleDesc.Quality = 0;
|
||||
#if DO_COMPUTE_GPU
|
||||
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
#else
|
||||
texDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
#endif
|
||||
texDesc.MiscFlags = 0;
|
||||
g_D3D11Device->CreateTexture2D(&texDesc, NULL, &g_BackbufferTexture);
|
||||
g_D3D11Device->CreateTexture2D(&texDesc, NULL, &g_BackbufferTexture2);
|
||||
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
|
||||
srvDesc.Format = texDesc.Format;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_D3D11Device->CreateShaderResourceView(g_BackbufferTexture, &srvDesc, &g_BackbufferSRV);
|
||||
g_D3D11Device->CreateShaderResourceView(g_BackbufferTexture2, &srvDesc, &g_BackbufferSRV2);
|
||||
|
||||
D3D11_SAMPLER_DESC smpDesc = {};
|
||||
smpDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
smpDesc.AddressU = smpDesc.AddressV = smpDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
|
||||
g_D3D11Device->CreateSamplerState(&smpDesc, &g_SamplerLinear);
|
||||
|
||||
D3D11_RASTERIZER_DESC rasterDesc = {};
|
||||
rasterDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasterDesc.CullMode = D3D11_CULL_NONE;
|
||||
g_D3D11Device->CreateRasterizerState(&rasterDesc, &g_RasterState);
|
||||
|
||||
#if DO_COMPUTE_GPU
|
||||
D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc = {};
|
||||
|
||||
int camSize;
|
||||
GetObjectCount(g_SphereCount, g_ObjSize, g_MatSize, camSize);
|
||||
assert(g_ObjSize == 20);
|
||||
assert(g_MatSize == 36);
|
||||
assert(camSize == 88);
|
||||
D3D11_BUFFER_DESC bdesc = {};
|
||||
bdesc.ByteWidth = g_SphereCount * g_ObjSize;
|
||||
bdesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
bdesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
|
||||
bdesc.CPUAccessFlags = 0;
|
||||
bdesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
|
||||
bdesc.StructureByteStride = g_ObjSize;
|
||||
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataSpheres);
|
||||
srvDesc.Format = DXGI_FORMAT_UNKNOWN;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
|
||||
srvDesc.Buffer.FirstElement = 0;
|
||||
srvDesc.Buffer.NumElements = g_SphereCount;
|
||||
g_D3D11Device->CreateShaderResourceView(g_DataSpheres, &srvDesc, &g_SRVSpheres);
|
||||
|
||||
bdesc.ByteWidth = g_SphereCount * g_MatSize;
|
||||
bdesc.StructureByteStride = g_MatSize;
|
||||
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataMaterials);
|
||||
srvDesc.Buffer.NumElements = g_SphereCount;
|
||||
g_D3D11Device->CreateShaderResourceView(g_DataMaterials, &srvDesc, &g_SRVMaterials);
|
||||
|
||||
bdesc.ByteWidth = sizeof(ComputeParams);
|
||||
bdesc.StructureByteStride = sizeof(ComputeParams);
|
||||
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataParams);
|
||||
srvDesc.Buffer.NumElements = 1;
|
||||
g_D3D11Device->CreateShaderResourceView(g_DataParams, &srvDesc, &g_SRVParams);
|
||||
|
||||
bdesc.ByteWidth = g_SphereCount * 4;
|
||||
bdesc.StructureByteStride = 4;
|
||||
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataEmissives);
|
||||
srvDesc.Buffer.NumElements = g_SphereCount;
|
||||
g_D3D11Device->CreateShaderResourceView(g_DataEmissives, &srvDesc, &g_SRVEmissives);
|
||||
|
||||
bdesc.ByteWidth = 4;
|
||||
bdesc.BindFlags |= D3D11_BIND_UNORDERED_ACCESS;
|
||||
bdesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
|
||||
bdesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
|
||||
g_D3D11Device->CreateBuffer(&bdesc, NULL, &g_DataCounter);
|
||||
uavDesc.Format = DXGI_FORMAT_R32_TYPELESS;
|
||||
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
|
||||
uavDesc.Buffer.FirstElement = 0;
|
||||
uavDesc.Buffer.NumElements = 1;
|
||||
uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_RAW;
|
||||
g_D3D11Device->CreateUnorderedAccessView(g_DataCounter, &uavDesc, &g_UAVCounter);
|
||||
|
||||
uavDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D;
|
||||
uavDesc.Texture2D.MipSlice = 0;
|
||||
g_D3D11Device->CreateUnorderedAccessView(g_BackbufferTexture, &uavDesc, &g_BackbufferUAV);
|
||||
g_D3D11Device->CreateUnorderedAccessView(g_BackbufferTexture2, &uavDesc, &g_BackbufferUAV2);
|
||||
|
||||
D3D11_QUERY_DESC qDesc = {};
|
||||
qDesc.Query = D3D11_QUERY_TIMESTAMP;
|
||||
g_D3D11Device->CreateQuery(&qDesc, &g_QueryBegin);
|
||||
g_D3D11Device->CreateQuery(&qDesc, &g_QueryEnd);
|
||||
qDesc.Query = D3D11_QUERY_TIMESTAMP_DISJOINT;
|
||||
g_D3D11Device->CreateQuery(&qDesc, &g_QueryDisjoint);
|
||||
#endif // #if DO_COMPUTE_GPU
|
||||
|
||||
|
||||
// Main message loop
|
||||
MSG msg = { 0 };
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
else
|
||||
{
|
||||
RenderFrame();
|
||||
}
|
||||
}
|
||||
|
||||
ShutdownTest();
|
||||
ShutdownD3DDevice();
|
||||
|
||||
return (int) msg.wParam;
|
||||
}
|
||||
|
||||
|
||||
ATOM MyRegisterClass(HINSTANCE hInstance)
|
||||
{
|
||||
WNDCLASSEXW wcex;
|
||||
memset(&wcex, 0, sizeof(wcex));
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW;
|
||||
wcex.lpfnWndProc = WndProc;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = 0;
|
||||
wcex.hInstance = hInstance;
|
||||
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
|
||||
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
|
||||
wcex.lpszClassName = L"TestClass";
|
||||
return RegisterClassExW(&wcex);
|
||||
}
|
||||
|
||||
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
|
||||
{
|
||||
g_HInstance = hInstance;
|
||||
RECT rc = { 0, 0, kBackbufferWidth, kBackbufferHeight };
|
||||
DWORD style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
|
||||
AdjustWindowRect(&rc, style, FALSE);
|
||||
HWND hWnd = CreateWindowW(L"TestClass", L"Test", style, CW_USEDEFAULT, CW_USEDEFAULT, rc.right-rc.left, rc.bottom-rc.top, nullptr, nullptr, hInstance, nullptr);
|
||||
if (!hWnd)
|
||||
return FALSE;
|
||||
g_Wnd = hWnd;
|
||||
ShowWindow(hWnd, nCmdShow);
|
||||
UpdateWindow(hWnd);
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
static uint64_t s_Time;
|
||||
static int s_Count;
|
||||
static char s_Buffer[200];
|
||||
static unsigned s_Flags = kFlagProgressive;
|
||||
static int s_FrameCount = 0;
|
||||
|
||||
|
||||
static void RenderFrame()
|
||||
{
|
||||
LARGE_INTEGER time1;
|
||||
|
||||
#if DO_COMPUTE_GPU
|
||||
QueryPerformanceCounter(&time1);
|
||||
float t = float(clock()) / CLOCKS_PER_SEC;
|
||||
UpdateTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, s_Flags);
|
||||
|
||||
g_BackbufferIndex = 1 - g_BackbufferIndex;
|
||||
void* dataSpheres = alloca(g_SphereCount * g_ObjSize);
|
||||
void* dataMaterials = alloca(g_SphereCount * g_MatSize);
|
||||
void* dataEmissives = alloca(g_SphereCount * 4);
|
||||
ComputeParams dataParams;
|
||||
GetSceneDesc(dataSpheres, dataMaterials, &dataParams.cam, dataEmissives, &dataParams.emissiveCount);
|
||||
|
||||
dataParams.sphereCount = g_SphereCount;
|
||||
dataParams.screenWidth = kBackbufferWidth;
|
||||
dataParams.screenHeight = kBackbufferHeight;
|
||||
dataParams.frames = s_FrameCount;
|
||||
dataParams.invWidth = 1.0f / kBackbufferWidth;
|
||||
dataParams.invHeight = 1.0f / kBackbufferHeight;
|
||||
float lerpFac = float(s_FrameCount) / float(s_FrameCount + 1);
|
||||
if (s_Flags & kFlagAnimate)
|
||||
lerpFac *= DO_ANIMATE_SMOOTHING;
|
||||
if (!(s_Flags & kFlagProgressive))
|
||||
lerpFac = 0;
|
||||
dataParams.lerpFac = lerpFac;
|
||||
|
||||
g_D3D11Ctx->UpdateSubresource(g_DataSpheres, 0, NULL, dataSpheres, 0, 0);
|
||||
g_D3D11Ctx->UpdateSubresource(g_DataMaterials, 0, NULL, dataMaterials, 0, 0);
|
||||
g_D3D11Ctx->UpdateSubresource(g_DataParams, 0, NULL, &dataParams, 0, 0);
|
||||
g_D3D11Ctx->UpdateSubresource(g_DataEmissives, 0, NULL, dataEmissives, 0, 0);
|
||||
|
||||
ID3D11ShaderResourceView* srvs[] = {
|
||||
g_BackbufferIndex == 0 ? g_BackbufferSRV2 : g_BackbufferSRV,
|
||||
g_SRVSpheres,
|
||||
g_SRVMaterials,
|
||||
g_SRVParams,
|
||||
g_SRVEmissives
|
||||
};
|
||||
g_D3D11Ctx->CSSetShaderResources(0, ARRAYSIZE(srvs), srvs);
|
||||
ID3D11UnorderedAccessView* uavs[] = {
|
||||
g_BackbufferIndex == 0 ? g_BackbufferUAV : g_BackbufferUAV2,
|
||||
g_UAVCounter
|
||||
};
|
||||
g_D3D11Ctx->CSSetUnorderedAccessViews(0, ARRAYSIZE(uavs), uavs, NULL);
|
||||
g_D3D11Ctx->CSSetShader(g_ComputeShader, NULL, 0);
|
||||
g_D3D11Ctx->Begin(g_QueryDisjoint);
|
||||
g_D3D11Ctx->End(g_QueryBegin);
|
||||
g_D3D11Ctx->Dispatch(kBackbufferWidth/kCSGroupSizeX, kBackbufferHeight/kCSGroupSizeY, 1);
|
||||
g_D3D11Ctx->End(g_QueryEnd);
|
||||
uavs[0] = NULL;
|
||||
g_D3D11Ctx->CSSetUnorderedAccessViews(0, ARRAYSIZE(uavs), uavs, NULL);
|
||||
++s_FrameCount;
|
||||
|
||||
#else
|
||||
QueryPerformanceCounter(&time1);
|
||||
float t = float(clock()) / CLOCKS_PER_SEC;
|
||||
static size_t s_RayCounter = 0;
|
||||
int rayCount;
|
||||
UpdateTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, s_Flags);
|
||||
DrawTest(t, s_FrameCount, kBackbufferWidth, kBackbufferHeight, g_Backbuffer, rayCount, s_Flags);
|
||||
s_FrameCount++;
|
||||
s_RayCounter += rayCount;
|
||||
LARGE_INTEGER time2;
|
||||
QueryPerformanceCounter(&time2);
|
||||
uint64_t dt = time2.QuadPart - time1.QuadPart;
|
||||
++s_Count;
|
||||
s_Time += dt;
|
||||
if (s_Count > 10)
|
||||
{
|
||||
LARGE_INTEGER frequency;
|
||||
QueryPerformanceFrequency(&frequency);
|
||||
|
||||
double s = double(s_Time) / double(frequency.QuadPart) / s_Count;
|
||||
sprintf_s(s_Buffer, sizeof(s_Buffer), "%.2fms (%.1f FPS) %.1fMrays/s %.2fMrays/frame frames %i\n", s * 1000.0f, 1.f / s, s_RayCounter / s_Count / s * 1.0e-6f, s_RayCounter / s_Count * 1.0e-6f, s_FrameCount);
|
||||
SetWindowTextA(g_Wnd, s_Buffer);
|
||||
OutputDebugStringA(s_Buffer);
|
||||
s_Count = 0;
|
||||
s_Time = 0;
|
||||
s_RayCounter = 0;
|
||||
}
|
||||
|
||||
D3D11_MAPPED_SUBRESOURCE mapped;
|
||||
g_D3D11Ctx->Map(g_BackbufferTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
|
||||
const uint8_t* src = (const uint8_t*)g_Backbuffer;
|
||||
uint8_t* dst = (uint8_t*)mapped.pData;
|
||||
for (int y = 0; y < kBackbufferHeight; ++y)
|
||||
{
|
||||
memcpy(dst, src, kBackbufferWidth * 16);
|
||||
src += kBackbufferWidth * 16;
|
||||
dst += mapped.RowPitch;
|
||||
}
|
||||
g_D3D11Ctx->Unmap(g_BackbufferTexture, 0);
|
||||
#endif
|
||||
|
||||
g_D3D11Ctx->VSSetShader(g_VertexShader, NULL, 0);
|
||||
g_D3D11Ctx->PSSetShader(g_PixelShader, NULL, 0);
|
||||
g_D3D11Ctx->PSSetShaderResources(0, 1, g_BackbufferIndex == 0 ? &g_BackbufferSRV : &g_BackbufferSRV2);
|
||||
g_D3D11Ctx->PSSetSamplers(0, 1, &g_SamplerLinear);
|
||||
g_D3D11Ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_D3D11Ctx->RSSetState(g_RasterState);
|
||||
g_D3D11Ctx->Draw(3, 0);
|
||||
g_D3D11SwapChain->Present(0, 0);
|
||||
|
||||
#if DO_COMPUTE_GPU
|
||||
g_D3D11Ctx->End(g_QueryDisjoint);
|
||||
|
||||
// get GPU times
|
||||
while (g_D3D11Ctx->GetData(g_QueryDisjoint, NULL, 0, 0) == S_FALSE) { Sleep(0); }
|
||||
D3D10_QUERY_DATA_TIMESTAMP_DISJOINT tsDisjoint;
|
||||
g_D3D11Ctx->GetData(g_QueryDisjoint, &tsDisjoint, sizeof(tsDisjoint), 0);
|
||||
if (!tsDisjoint.Disjoint)
|
||||
{
|
||||
UINT64 tsBegin, tsEnd;
|
||||
// Note: on some GPUs/drivers, even when the disjoint query above already said "yeah I have data",
|
||||
// might still not return "I have data" for timestamp queries before it.
|
||||
while (g_D3D11Ctx->GetData(g_QueryBegin, &tsBegin, sizeof(tsBegin), 0) == S_FALSE) { Sleep(0); }
|
||||
while (g_D3D11Ctx->GetData(g_QueryEnd, &tsEnd, sizeof(tsEnd), 0) == S_FALSE) { Sleep(0); }
|
||||
|
||||
float s = float(tsEnd - tsBegin) / float(tsDisjoint.Frequency);
|
||||
|
||||
static uint64_t s_RayCounter;
|
||||
D3D11_MAPPED_SUBRESOURCE mapped;
|
||||
g_D3D11Ctx->Map(g_DataCounter, 0, D3D11_MAP_READ, 0, &mapped);
|
||||
s_RayCounter += *(const int*)mapped.pData;
|
||||
g_D3D11Ctx->Unmap(g_DataCounter, 0);
|
||||
int zeroCount = 0;
|
||||
g_D3D11Ctx->UpdateSubresource(g_DataCounter, 0, NULL, &zeroCount, 0, 0);
|
||||
|
||||
static float s_Time;
|
||||
++s_Count;
|
||||
s_Time += s;
|
||||
if (s_Count > 150)
|
||||
{
|
||||
s = s_Time / s_Count;
|
||||
sprintf_s(s_Buffer, sizeof(s_Buffer), "%.2fms (%.1f FPS) %.1fMrays/s %.2fMrays/frame frames %i\n", s * 1000.0f, 1.f / s, s_RayCounter / s_Count / s * 1.0e-6f, s_RayCounter / s_Count * 1.0e-6f, s_FrameCount);
|
||||
SetWindowTextA(g_Wnd, s_Buffer);
|
||||
s_Count = 0;
|
||||
s_Time = 0;
|
||||
s_RayCounter = 0;
|
||||
}
|
||||
|
||||
}
|
||||
#endif // #if DO_COMPUTE_GPU
|
||||
}
|
||||
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
switch (message)
|
||||
{
|
||||
case WM_PAINT:
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC hdc = BeginPaint(hWnd, &ps);
|
||||
EndPaint(hWnd, &ps);
|
||||
}
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
break;
|
||||
case WM_CHAR:
|
||||
if (wParam == 'a')
|
||||
s_Flags = s_Flags ^ kFlagAnimate;
|
||||
if (wParam == 'p')
|
||||
{
|
||||
s_Flags = s_Flags ^ kFlagProgressive;
|
||||
s_FrameCount = 0;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
return DefWindowProc(hWnd, message, wParam, lParam);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
static HRESULT InitD3DDevice()
|
||||
{
|
||||
HRESULT hr = S_OK;
|
||||
|
||||
RECT rc;
|
||||
GetClientRect(g_Wnd, &rc);
|
||||
UINT width = rc.right - rc.left;
|
||||
UINT height = rc.bottom - rc.top;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
#ifdef _DEBUG
|
||||
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
#endif
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevels[] =
|
||||
{
|
||||
D3D_FEATURE_LEVEL_11_0,
|
||||
};
|
||||
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
|
||||
hr = D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_D3D11Device, &g_D3D11FeatureLevel, &g_D3D11Ctx);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
// Get DXGI factory
|
||||
IDXGIFactory1* dxgiFactory = nullptr;
|
||||
{
|
||||
IDXGIDevice* dxgiDevice = nullptr;
|
||||
hr = g_D3D11Device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
IDXGIAdapter* adapter = nullptr;
|
||||
hr = dxgiDevice->GetAdapter(&adapter);
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
|
||||
adapter->Release();
|
||||
}
|
||||
dxgiDevice->Release();
|
||||
}
|
||||
}
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
// Create swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 1;
|
||||
sd.BufferDesc.Width = width;
|
||||
sd.BufferDesc.Height = height;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = g_Wnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
hr = dxgiFactory->CreateSwapChain(g_D3D11Device, &sd, &g_D3D11SwapChain);
|
||||
|
||||
// Prevent Alt-Enter
|
||||
dxgiFactory->MakeWindowAssociation(g_Wnd, DXGI_MWA_NO_ALT_ENTER);
|
||||
dxgiFactory->Release();
|
||||
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
// RTV
|
||||
ID3D11Texture2D* pBackBuffer = nullptr;
|
||||
hr = g_D3D11SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
hr = g_D3D11Device->CreateRenderTargetView(pBackBuffer, nullptr, &g_D3D11RenderTarget);
|
||||
pBackBuffer->Release();
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
g_D3D11Ctx->OMSetRenderTargets(1, &g_D3D11RenderTarget, nullptr);
|
||||
|
||||
// Viewport
|
||||
D3D11_VIEWPORT vp;
|
||||
vp.Width = (float)width;
|
||||
vp.Height = (float)height;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
g_D3D11Ctx->RSSetViewports(1, &vp);
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
static void ShutdownD3DDevice()
|
||||
{
|
||||
if (g_D3D11Ctx) g_D3D11Ctx->ClearState();
|
||||
|
||||
if (g_D3D11RenderTarget) g_D3D11RenderTarget->Release();
|
||||
if (g_D3D11SwapChain) g_D3D11SwapChain->Release();
|
||||
if (g_D3D11Ctx) g_D3D11Ctx->Release();
|
||||
if (g_D3D11Device) g_D3D11Device->Release();
|
||||
}
|
13
examples/ToyPathTracer/Windows/VertexShader.hlsl
Normal file
13
examples/ToyPathTracer/Windows/VertexShader.hlsl
Normal file
@ -0,0 +1,13 @@
|
||||
struct vs2ps
|
||||
{
|
||||
float2 uv : TEXCOORD0;
|
||||
float4 pos : SV_Position;
|
||||
};
|
||||
|
||||
vs2ps main(uint vid : SV_VertexID)
|
||||
{
|
||||
vs2ps o;
|
||||
o.uv = float2((vid << 1) & 2, vid & 2);
|
||||
o.pos = float4(o.uv * float2(2, 2) + float2(-1, -1), 0, 1);
|
||||
return o;
|
||||
}
|
24
examples/ToyPathTracer/license.md
Normal file
24
examples/ToyPathTracer/license.md
Normal file
@ -0,0 +1,24 @@
|
||||
This is free and unencumbered software released into the public domain.
|
||||
|
||||
Anyone is free to copy, modify, publish, use, compile, sell, or
|
||||
distribute this software, either in source code form or as a compiled
|
||||
binary, for any purpose, commercial or non-commercial, and by any
|
||||
means.
|
||||
|
||||
In jurisdictions that recognize copyright laws, the author or authors
|
||||
of this software dedicate any and all copyright interest in the
|
||||
software to the public domain. We make this dedication for the benefit
|
||||
of the public at large and to the detriment of our heirs and
|
||||
successors. We intend this dedication to be an overt act of
|
||||
relinquishment in perpetuity of all present and future rights to this
|
||||
software under copyright law.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
|
||||
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
|
||||
OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more information, please refer to <http://unlicense.org>
|
Loading…
Reference in New Issue
Block a user