rendering-in-cgi/Framework/external/embree/kernels/rthwif/rttrace/rttrace_validation.h
2024-04-23 10:14:24 +02:00

180 lines
7 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#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
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 );