266 lines
12 KiB
C++
266 lines
12 KiB
C++
// 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
|