// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wdeprecated-declarations" #pragma clang diagnostic ignored "-W#pragma-messages" #include #pragma clang diagnostic pop 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 }; 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; }; #include "rttrace_internal.h" // opaque types struct intel_ray_query_t { void* opaque0; void* opaque1; void* opaque2; uint32_t ctrl; uint32_t bvh_level; MemHit& hit(intel_hit_type_t ty) { struct RTStack* rtStack = (struct RTStack*) opaque2; return rtStack->hit[ty]; } }; typedef __attribute__((opencl_global )) struct intel_raytracing_acceleration_structure_opaque_t* intel_raytracing_acceleration_structure_t; // check supported ray tracing features SYCL_EXTERNAL intel_raytracing_ext_flag_t intel_get_raytracing_ext_flag(); // initializes a ray query SYCL_EXTERNAL 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 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 void intel_ray_query_commit_potential_hit( intel_ray_query_t& query ); // commit the potential hit and override hit distance and UVs SYCL_EXTERNAL 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 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 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 void intel_ray_query_abandon( intel_ray_query_t& query ); // read hit information during shader execution SYCL_EXTERNAL unsigned int intel_get_hit_bvh_level( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL float intel_get_hit_distance( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL intel_float2 intel_get_hit_barycentrics( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL bool intel_get_hit_front_face( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL unsigned int intel_get_hit_geometry_id(intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL unsigned int intel_get_hit_primitive_id( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL 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 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 unsigned int intel_get_hit_instance_id( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL unsigned int intel_get_hit_instance_user_id( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL intel_float4x3 intel_get_hit_world_to_object( intel_ray_query_t& query, intel_hit_type_t hit_type ); SYCL_EXTERNAL 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 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 intel_float3 intel_get_ray_origin( intel_ray_query_t& query, unsigned int bvh_level ); SYCL_EXTERNAL intel_float3 intel_get_ray_direction( intel_ray_query_t& query, unsigned int bvh_level ); SYCL_EXTERNAL float intel_get_ray_tmin( intel_ray_query_t& query, unsigned int bvh_level ); SYCL_EXTERNAL intel_ray_flags_t intel_get_ray_flags( intel_ray_query_t& query, unsigned int bvh_level ); SYCL_EXTERNAL unsigned int intel_get_ray_mask( intel_ray_query_t& query, unsigned int bvh_level ); // 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 }; SYCL_EXTERNAL 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 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 bool intel_has_committed_hit( intel_ray_query_t& query );