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hal8174 2024-04-23 10:14:24 +02:00
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// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#if defined(ZE_RAYTRACING_RT_SIMULATION)
#include "rtcore.h"
#endif
#if defined(EMBREE_SYCL_RT_VALIDATION_API)
# include "rttrace_validation.h"
#else
#include <cstdint>
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#pragma clang diagnostic ignored "-W#pragma-messages"
#include <sycl/sycl.hpp>
#pragma clang diagnostic pop
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wreturn-type-c-linkage"
enum intel_ray_flags_t
{
intel_ray_flags_none = 0x00,
intel_ray_flags_force_opaque = 0x01, // forces geometry to be opaque (no anyhit shader invokation)
intel_ray_flags_force_non_opaque = 0x02, // forces geometry to be non-opqaue (invoke anyhit shader)
intel_ray_flags_accept_first_hit_and_end_search = 0x04, // terminates traversal on the first hit found (shadow rays)
intel_ray_flags_skip_closest_hit_shader = 0x08, // skip execution of the closest hit shader
intel_ray_flags_cull_back_facing_triangles = 0x10, // back facing triangles to not produce a hit
intel_ray_flags_cull_front_facing_triangles = 0x20, // front facing triangles do not produce a hit
intel_ray_flags_cull_opaque = 0x40, // opaque geometry does not produce a hit
intel_ray_flags_cull_non_opaque = 0x80, // non-opaque geometry does not produce a hit
intel_ray_flags_skip_triangles = 0x100, // treat all triangle intersections as misses.
intel_ray_flags_skip_procedural_primitives = 0x200, // skip execution of intersection shaders
};
enum intel_hit_type_t
{
intel_hit_type_committed_hit = 0,
intel_hit_type_potential_hit = 1,
};
enum intel_raytracing_ext_flag_t
{
intel_raytracing_ext_flag_ray_query = 1 << 0, // true if ray queries are supported
};
// opaque types
typedef __attribute__((opencl_private)) struct intel_ray_query_opaque_t* intel_ray_query_t;
typedef __attribute__((opencl_global )) struct intel_raytracing_acceleration_structure_opaque_t* intel_raytracing_acceleration_structure_t;
struct intel_float2
{
float x, y;
intel_float2() {}
intel_float2(float x, float y)
: x(x), y(y) {}
intel_float2(sycl::float2 v)
: x(v.x()), y(v.y()) {}
operator sycl::float2() {
return sycl::float2(x,y);
}
};
struct intel_float3
{
float x, y, z;
intel_float3() {}
intel_float3(float x, float y, float z)
: x(x), y(y), z(z) {}
intel_float3(sycl::float3 v)
: x(v.x()), y(v.y()), z(v.z()) {}
operator sycl::float3() {
return sycl::float3(x,y,z);
}
};
struct intel_float4x3 {
intel_float3 vx, vy, vz, p;
};
struct intel_ray_desc_t
{
intel_float3 origin;
intel_float3 direction;
float tmin;
float tmax;
unsigned int mask;
intel_ray_flags_t flags;
};
// if traversal returns one can test if a triangle or procedural is hit
enum intel_candidate_type_t
{
intel_candidate_type_triangle,
intel_candidate_type_procedural
};
#ifdef __SYCL_DEVICE_ONLY__
// check supported ray tracing features
SYCL_EXTERNAL extern "C" intel_raytracing_ext_flag_t intel_get_raytracing_ext_flag();
// initializes a ray query
SYCL_EXTERNAL extern "C" intel_ray_query_t intel_ray_query_init(
intel_ray_desc_t ray,
intel_raytracing_acceleration_structure_t accel
);
// setup for instance traversal using a transformed ray and bottom-level AS
SYCL_EXTERNAL extern "C" void intel_ray_query_forward_ray(
intel_ray_query_t query,
intel_ray_desc_t ray,
intel_raytracing_acceleration_structure_t accel
);
// commit the potential hit
SYCL_EXTERNAL extern "C" void intel_ray_query_commit_potential_hit(
intel_ray_query_t query
);
// commit the potential hit and override hit distance and UVs
SYCL_EXTERNAL extern "C" void intel_ray_query_commit_potential_hit_override(
intel_ray_query_t query,
float override_hit_distance,
intel_float2 override_uv
);
// start traversal of a ray query
SYCL_EXTERNAL extern "C" void intel_ray_query_start_traversal( intel_ray_query_t query );
// synchronize rayquery execution. If a ray was dispatched,
// This must be called prior to calling any of the accessors below.
SYCL_EXTERNAL extern "C" void intel_ray_query_sync( intel_ray_query_t query );
// signal that a ray query will not be used further. This is the moral equaivalent of a delete
// this function does an implicit sync
SYCL_EXTERNAL extern "C" void intel_ray_query_abandon( intel_ray_query_t query );
// read hit information during shader execution
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_bvh_level( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" float intel_get_hit_distance( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" intel_float2 intel_get_hit_barycentrics( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" bool intel_get_hit_front_face( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_geometry_id(intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_primitive_id( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_triangle_primitive_id( intel_ray_query_t query, intel_hit_type_t hit_type ); // fast path for quad leaves
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_procedural_primitive_id( intel_ray_query_t query, intel_hit_type_t hit_type ); // fast path for procedural leaves
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_instance_id( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" unsigned int intel_get_hit_instance_user_id( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" intel_float4x3 intel_get_hit_world_to_object( intel_ray_query_t query, intel_hit_type_t hit_type );
SYCL_EXTERNAL extern "C" intel_float4x3 intel_get_hit_object_to_world( intel_ray_query_t query, intel_hit_type_t hit_type );
// fetch triangle vertices for a hit
SYCL_EXTERNAL extern "C" void intel_get_hit_triangle_vertices( intel_ray_query_t query, intel_float3 vertices_out[3], intel_hit_type_t hit_type );
// Read ray-data. This is used to read transformed rays produced by HW instancing pipeline
// during any-hit or intersection shader execution.
SYCL_EXTERNAL extern "C" intel_float3 intel_get_ray_origin( intel_ray_query_t query, unsigned int bvh_level );
SYCL_EXTERNAL extern "C" intel_float3 intel_get_ray_direction( intel_ray_query_t query, unsigned int bvh_level );
SYCL_EXTERNAL extern "C" float intel_get_ray_tmin( intel_ray_query_t query, unsigned int bvh_level );
SYCL_EXTERNAL extern "C" intel_ray_flags_t intel_get_ray_flags( intel_ray_query_t query, unsigned int bvh_level );
SYCL_EXTERNAL extern "C" unsigned int intel_get_ray_mask( intel_ray_query_t query, unsigned int bvh_level );
SYCL_EXTERNAL extern "C" intel_candidate_type_t intel_get_hit_candidate( intel_ray_query_t query, intel_hit_type_t hit_type );
// test whether traversal has terminated. If false, the ray has reached
// a procedural leaf or a non-opaque triangle leaf, and requires shader processing
SYCL_EXTERNAL extern "C" bool intel_is_traversal_done( intel_ray_query_t query );
// if traversal is done one can test for the presence of a committed hit to either invoke miss or closest hit shader
SYCL_EXTERNAL extern "C" bool intel_has_committed_hit( intel_ray_query_t query );
#else
inline intel_raytracing_ext_flag_t intel_get_raytracing_ext_flag() {
return intel_raytracing_ext_flag_ray_query;
}
inline intel_ray_query_t intel_ray_query_init(
intel_ray_desc_t ray,
intel_raytracing_acceleration_structure_t accel
) { return NULL; }
// setup for instance traversal using a transformed ray and bottom-level AS
inline void intel_ray_query_forward_ray(
intel_ray_query_t query,
intel_ray_desc_t ray,
intel_raytracing_acceleration_structure_t accel
) {}
// commit the potential hit
inline void intel_ray_query_commit_potential_hit(
intel_ray_query_t query
) {}
// commit the potential hit and override hit distance and UVs
inline void intel_ray_query_commit_potential_hit_override(
intel_ray_query_t query,
float override_hit_distance,
intel_float2 override_uv
) {}
// start traversal of a ray query
inline void intel_ray_query_start_traversal( intel_ray_query_t query ) {}
// synchronize rayquery execution. If a ray was dispatched,
// This must be called prior to calling any of the accessors below.
inline void intel_ray_query_sync( intel_ray_query_t query ) {}
// signal that a ray query will not be used further. This is the moral equaivalent of a delete
// this function does an implicit sync
inline void intel_ray_query_abandon( intel_ray_query_t query ) {}
// read hit information during shader execution
inline unsigned int intel_get_hit_bvh_level( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; }
inline float intel_get_hit_distance( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0.0f; }
inline intel_float2 intel_get_hit_barycentrics( intel_ray_query_t query, intel_hit_type_t hit_type ) { return { 0,0 }; }
inline bool intel_get_hit_front_face( intel_ray_query_t query, intel_hit_type_t hit_type ) { return false; }
inline unsigned int intel_get_hit_geometry_id(intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; }
inline unsigned int intel_get_hit_primitive_id( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; }
inline unsigned int intel_get_hit_triangle_primitive_id( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; } // fast path for quad leaves
inline unsigned int intel_get_hit_procedural_primitive_id( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; } // fast path for procedural leaves
inline unsigned int intel_get_hit_instance_id( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; }
inline unsigned int intel_get_hit_instance_user_id( intel_ray_query_t query, intel_hit_type_t hit_type ) { return 0; }
inline intel_float4x3 intel_get_hit_world_to_object( intel_ray_query_t query, intel_hit_type_t hit_type ) { return { {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0} }; }
inline intel_float4x3 intel_get_hit_object_to_world( intel_ray_query_t query, intel_hit_type_t hit_type ) { return { {0,0,0}, {0,0,0}, {0,0,0}, {0,0,0} }; }
// fetch triangle vertices for a hit
inline void intel_get_hit_triangle_vertices( intel_ray_query_t query, intel_float3 vertices_out[3], intel_hit_type_t hit_type ) {}
// Read ray-data. This is used to read transformed rays produced by HW instancing pipeline
// during any-hit or intersection shader execution.
inline intel_float3 intel_get_ray_origin( intel_ray_query_t query, unsigned int bvh_level ) { return { 0,0,0 }; }
inline intel_float3 intel_get_ray_direction( intel_ray_query_t query, unsigned int bvh_level ) { return { 0,0,0 }; }
inline float intel_get_ray_tmin( intel_ray_query_t query, unsigned int bvh_level ) { return 0.0f; }
inline intel_ray_flags_t intel_get_ray_flags( intel_ray_query_t query, unsigned int bvh_level ) { return intel_ray_flags_none; }
inline unsigned int intel_get_ray_mask( intel_ray_query_t query, unsigned int bvh_level ) { return 0; }
inline intel_candidate_type_t intel_get_hit_candidate( intel_ray_query_t query, intel_hit_type_t hit_type ) { return intel_candidate_type_triangle; }
// test whether traversal has terminated. If false, the ray has reached
// a procedural leaf or a non-opaque triangle leaf, and requires shader processing
inline bool intel_is_traversal_done( intel_ray_query_t query ) { return false; }
// if traversal is done one can test for the presence of a committed hit to either invoke miss or closest hit shader
inline bool intel_has_committed_hit( intel_ray_query_t query ) { return false; }
#endif
#pragma clang diagnostic pop
#endif