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Copy pathprimary_renderer_stream.h
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187 lines (152 loc) · 5.16 KB
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// Copyright 2015 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "sys/array.h"
#include "sys/tasking.h"
#include "sys/sysinfo.h"
#include "sys/timer.h"
#include "image/pixel.h"
#include "image/morton.h"
#include "sampling/shape_sampler.h"
#include "renderer_stream.h"
namespace prt {
template <class ShadingContextT, class Sampler, bool accum, int streamSize, int tileSizeX, int tileSizeY>
class PrimaryRendererStream : public Renderer, IntegratorBase
{
private:
struct State
{
RayStream<streamSize> ray;
RayStreamChannel<int, streamSize> pixelId;
HitStream<streamSize> hit;
typename Sampler::State sampler;
RayStats rayStats;
};
Sampler sampler;
std::shared_ptr<IntersectorStream<streamSize>> intersector;
const Camera* camera;
FrameBuffer* frameBuffer;
Array<std::shared_ptr<State>> states;
int sampleIndex;
bool isStatic;
public:
PrimaryRendererStream(const std::shared_ptr<const Scene>& scene, const std::shared_ptr<IntersectorStream<streamSize>>& intersector, const Props& props)
: Renderer(scene, props),
IntegratorBase(props)
{
this->intersector = intersector;
// Initialize the sampler
initSampler(0);
states.alloc(cpuCount);
for (int i = 0; i < states.getSize(); ++i)
states[i] = std::make_shared<State>();
isStatic = props.exists("static");
}
std::shared_ptr<Intersector> getIntersector() const override { return intersector; }
void initSampler(unsigned int seed) override
{
sampler.init(getSampleSize(), sampleCount, seed);
sampleIndex = 0;
}
void render(const Camera* camera, FrameBuffer* frameBuffer, Props& stats) override
{
if (frameBuffer->getSize() != imageSize)
throw std::invalid_argument("PrimaryRendererStream: framebuffer size mismatch");
this->camera = camera;
this->frameBuffer = frameBuffer;
Vec2i tileSize = Vec2i(tileSizeX, tileSizeY);
Vec2i gridSize = (imageSize + tileSize - 1) / tileSize;
Timer timer;
Tasking::run(gridSize, [this](const Vec2i& tileId, int tid) { renderTile(tileId, tid); });
double totalTime = timer.query();
// Stats
RayStats rayStats;
for (int i = 0; i < states.getSize(); ++i)
{
rayStats += states[i]->rayStats;
states[i]->rayStats.reset();
}
double mray = (double)rayStats.rayCount / 1000000.0 / totalTime;
stats.set("mray", mray);
stats.set("ray", rayStats.rayCount);
#ifdef PRT_PROFILE_MODE
stats.set("nodes", (double)rayStats.nodeCount / rayStats.rayCount);
stats.set("prims", (double)rayStats.primCount / rayStats.rayCount);
#endif
if (!isStatic)
++sampleIndex;
}
private:
int getSampleSize() const
{
return sampleDimBaseSize;
}
void renderTile(const Vec2i& tileId, int tid)
{
State* state = states[tid].get();
Vec2i tileLow = tileId * Vec2i(tileSizeX, tileSizeY);
//int rayCount = tileSizeX*tileSizeY;
int croppedTileSizeY = min(imageSize.y - tileLow.y, tileSizeY);
int rayCount = tileSizeX*croppedTileSizeY;
for (int i = 0; i < rayCount; i += simdSize)
{
/*
Vec2vi pixel;
pixel.x = load(mortonTableX + i) + tileLow.x;
pixel.y = load(mortonTableY + i) + tileLow.y;
*/
Vec2vi pixel = getMorton8x8Step<tileSizeX>(i) + Vec2vi(tileLow);
vint pixelId = pixel.x | (pixel.y << 16);
state->pixelId.setA(i, pixelId);
sampler.setSample(one, state->sampler, sampleIndex, pixelId);
// Sample the pixel
Vec2vf pixelSample;
if (frameBuffer->hasJitter())
{
pixelSample = frameBuffer->getJitter();
}
else
{
pixelSample = sampler.get2D(one, state->sampler, sampleDimPixel);
if (frameBuffer->getFilter() && frameBuffer->getFilterMode() == PixelFilterMode::Sample)
pixelSample = frameBuffer->getFilter()->sample(one, pixelSample) + vfloat(0.5f);
}
// Sample the camera
CameraSampleSimd cameraSample;
cameraSample.image = (toFloat(pixel) + pixelSample) * Vec2vf(frameBuffer->getInvSize());
cameraSample.lens = sampler.get2D(one, state->sampler, sampleDimLens);
RaySimd ray;
camera->getRay(ray, cameraSample);
state->ray.setA(i, ray);
}
intersector->intersect(state->ray, state->hit, rayCount, state->rayStats, RayHint::Coherent);
for (int i = 0; i < rayCount; i += simdSize)
{
RaySimd ray;
HitSimd hit;
state->ray.getA(i, ray);
state->hit.getA(i, hit);
vbool m = ray.isHit();
ShadingContextT ctx;
scene->postIntersect(m, ray, hit, ctx);
Vec3vf color = (ctx.getN() + vfloat(1.0f)) * vfloat(0.5f);
color = select(m, color, Vec3vf(0.05f));
vint pixelId = state->pixelId.getA(i);
Vec2vi pixel(pixelId & 0xffff, shr(pixelId, 16));
if (accum)
frameBuffer->getColor().add(pixel, color);
else
frameBuffer->getColor().set(pixel, color);
}
}
public:
Props queryRay(const Ray& ray) override
{
return RendererStream::queryRay(scene.get(), intersector.get(), ray);
}
bool queryOcclusionRay(const Ray& ray) override
{
return RendererStream::queryOcclusionRay(scene.get(), intersector.get(), nullptr, ray);
}
};
} // namespace prt