Moving on to GPU rendering

This commit is contained in:
Wito Wiala 2026-05-28 06:39:26 +01:00
parent e6d1850785
commit a6ee0a1b52
6 changed files with 1989 additions and 0 deletions

513
kernels/src/intersect.rs Normal file
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#[cfg(target_os = "cuda")]
pub mod device {
use shared::core::aggregates::{BVHAggregate, LinearBVHNode};
use shared::core::geometry::{Bounds3f, Normal3f, Point2f, Point3f, Ray, Vector3f};
use shared::core::interaction::LightSampleContext;
use shared::core::material::Material;
use shared::core::medium::MediumInterface;
use shared::core::primitive::{Primitive, PrimitiveTrait};
use shared::spectra::{SampledSpectrum, SampledWavelengths};
use shared::utils::atomic::GpuAtomicU32;
use shared::utils::soa::SoABuffer;
use shared::wavefront::work_items::*;
use shared::{Float, Ptr};
use cuda_std::*;
#[repr(C)]
pub struct IntersectClosestParams {
pub bvh: Ptr<BVHAggregate>,
// Input queue
pub ray_q: Ptr<RayQueue>,
// Output queues
pub escaped_ray_q: Ptr<EscapedRayQueue>,
pub hit_area_light_q: Ptr<HitAreaLightQueue>,
pub basic_eval_mtl_q: Ptr<MaterialEvalQueue>,
pub universal_eval_mtl_q: Ptr<MaterialEvalQueue>,
pub next_ray_q: Ptr<RayQueue>,
// Persistent state
pub pixel_sample_state: Ptr<PixelSampleState>,
pub n_rays: u32,
}
/// One thread per ray: traverse BVH, push results to output queues.
#[kernel]
pub unsafe fn intersect_closest(params: &IntersectClosestParams) {
let idx = thread::index_1d();
if idx >= params.n_rays {
return;
}
let i = idx as usize;
let ray_q = &*params.ray_q.as_raw();
let work = ray_q.storage.get(i);
let ray = Ray::new(
work.ray_o,
work.ray_d,
Some(work.ray_time),
work.ray_medium,
);
let pi = work.pixel_index as usize;
let pss = &*params.pixel_sample_state.as_raw();
// Read persistent path state
let beta = pss.beta.get(pi);
let r_u = pss.r_u.get(pi);
let r_l = pss.r_l.get(pi);
let lambda = pss.lambda.get(pi);
let depth = pss.depth.get(pi);
let specular_bounce = pss.specular_bounce.get(pi) != 0;
let prev_intr_ctx = pss.prev_intr_ctx.get(pi);
let eta_scale = pss.eta_scale.get(pi);
let any_non_specular = pss.any_non_specular_bounces.get(pi) != 0;
// BVH traversal — mirrors BVHAggregate::intersect exactly
let bvh = &*params.bvh.as_raw();
if bvh.nodes.is_empty() {
// No geometry — ray escapes
push_escaped(params, &work, &lambda, &beta, &r_u, &r_l, depth, specular_bounce, &prev_intr_ctx);
return;
}
let nodes_ptr = bvh.nodes.as_ptr();
let prims_ptr = bvh.primitives.as_ptr();
let mut best_si = None;
let mut hit_t: Float = Float::INFINITY;
let inv_dir = Vector3f::new(
1.0 / ray.d.x(),
1.0 / ray.d.y(),
1.0 / ray.d.z(),
);
let dir_is_neg = [
if inv_dir.x() < 0.0 { 1u8 } else { 0 },
if inv_dir.y() < 0.0 { 1u8 } else { 0 },
if inv_dir.z() < 0.0 { 1u8 } else { 0 },
];
let mut to_visit_offset: u32 = 0;
let mut current_node_index: usize = 0;
// GPU stack — 64 entries matches CPU, fits in registers/local memory
let mut nodes_to_visit = [0usize; 64];
loop {
let node = &*nodes_ptr.add(current_node_index);
if node.bounds.intersect_p(ray.o, hit_t, inv_dir, &dir_is_neg).is_some() {
if node.n_primitives > 0 {
// Leaf node — test primitives
let mut j = 0u16;
while j < node.n_primitives {
let prim_idx = node.primitives_offset + j as usize;
let prim = &*prims_ptr.add(prim_idx);
if let Some(si) = prim.intersect(&ray, Some(hit_t)) {
hit_t = si.t_hit();
best_si = Some(si);
}
j += 1;
}
if to_visit_offset == 0 {
break;
}
to_visit_offset -= 1;
current_node_index = nodes_to_visit[to_visit_offset as usize];
} else {
// Interior node — push far child, visit near child
if dir_is_neg[node.axis as usize] == 1 {
nodes_to_visit[to_visit_offset as usize] = current_node_index + 1;
to_visit_offset += 1;
current_node_index = node.primitives_offset;
} else {
nodes_to_visit[to_visit_offset as usize] = node.primitives_offset;
to_visit_offset += 1;
current_node_index += 1;
}
}
} else {
if to_visit_offset == 0 {
break;
}
to_visit_offset -= 1;
current_node_index = nodes_to_visit[to_visit_offset as usize];
}
}
// Sort result into output queues
let Some(si) = best_si else {
push_escaped(params, &work, &lambda, &beta, &r_u, &r_l, depth, specular_bounce, &prev_intr_ctx);
return;
};
let intr = &si.intr;
// Null material — medium interface, re-queue ray
if intr.material.is_null() {
let next_q = &*params.next_ray_q.as_raw();
next_q.push(RayWorkItem {
ray_o: intr.p(),
ray_d: work.ray_d,
ray_time: work.ray_time,
ray_medium: work.ray_medium,
has_differentials: work.has_differentials,
differential: work.differential,
pixel_index: work.pixel_index,
});
return;
}
// Area light hit
if !intr.area_light.is_null() {
let q = &*params.hit_area_light_q.as_raw();
q.push(HitAreaLightWorkItem {
area_light: intr.area_light,
p: intr.p(),
n: intr.n(),
uv: intr.common.uv,
wo: -work.ray_d,
lambda,
pixel_index: work.pixel_index,
beta,
r_u,
r_l,
depth,
specular_bounce,
prev_intr_ctx,
});
}
// Material evaluation: push to appropriate queue
// For now, push everything to universal eval queue.
// Basic vs universal split requires checking can_evaluate_textures
// on the material, which we can refine later.
let q = &*params.universal_eval_mtl_q.as_raw();
q.push(MaterialEvalWorkItem {
p: intr.p(),
n: intr.n(),
ns: intr.shading.n,
dpdu: intr.shading.dpdu,
dpdv: intr.shading.dpdv,
uv: intr.common.uv,
wo: -work.ray_d,
time: work.ray_time,
face_index: intr.face_index,
material: intr.material,
area_light: intr.area_light,
medium_interface: intr.common.medium_interface,
pixel_index: work.pixel_index,
lambda,
beta,
r_u,
any_non_specular_bounces: any_non_specular,
depth,
eta_scale,
});
}
/// Shadow ray kernel — one thread per shadow ray, binary occlusion test.
#[kernel]
pub unsafe fn intersect_shadow(params: &IntersectShadowParams) {
let idx = thread::index_1d();
if idx >= params.n_rays {
return;
}
let i = idx as usize;
let shadow_q = &*params.shadow_ray_q.as_raw();
let work = shadow_q.storage.get(i);
let ray = Ray::new(
work.ray_o,
work.ray_d,
Some(work.ray_time),
Ptr::null(),
);
// BVH any-hit traversal
let bvh = &*params.bvh.as_raw();
let occluded = bvh_intersect_p(bvh, &ray, work.t_max);
// If NOT occluded, add direct lighting contribution
if !occluded {
let pss = &*params.pixel_sample_state.as_raw();
let pi = work.pixel_index as usize;
// Atomic add to each spectral channel
let mut l = pss.l.get(pi);
l += work.l_d;
pss.l.set(pi, l);
// NOTE: This set is not atomic per-channel. For correctness
// when multiple shadow rays hit the same pixel, we'd need
// per-channel AtomicFloat. For now this works because each
// pixel has at most one shadow ray in flight per depth.
}
}
/// Launch parameters for shadow ray kernel.
#[repr(C)]
pub struct IntersectShadowParams {
pub bvh: Ptr<BVHAggregate>,
pub shadow_ray_q: Ptr<ShadowRayQueue>,
pub pixel_sample_state: Ptr<PixelSampleState>,
pub n_rays: u32,
}
// -- Helper functions --
unsafe fn push_escaped(
params: &IntersectClosestParams,
work: &RayWorkItem,
lambda: &SampledWavelengths,
beta: &SampledSpectrum,
r_u: &SampledSpectrum,
r_l: &SampledSpectrum,
depth: u32,
specular_bounce: bool,
prev_intr_ctx: &LightSampleContext,
) {
let q = &*params.escaped_ray_q.as_raw();
q.push(EscapedRayWorkItem {
ray_o: work.ray_o,
ray_d: work.ray_d,
lambda: *lambda,
pixel_index: work.pixel_index,
beta: *beta,
r_u: *r_u,
r_l: *r_l,
depth,
specular_bounce,
prev_intr_ctx: *prev_intr_ctx,
});
}
/// BVH any-hit traversal for shadow rays — returns true if occluded.
unsafe fn bvh_intersect_p(bvh: &BVHAggregate, ray: &Ray, t_max: Float) -> bool {
if bvh.nodes.is_empty() {
return false;
}
let nodes_ptr = bvh.nodes.as_ptr();
let prims_ptr = bvh.primitives.as_ptr();
let inv_dir = Vector3f::new(
1.0 / ray.d.x(),
1.0 / ray.d.y(),
1.0 / ray.d.z(),
);
let dir_is_neg = [
if inv_dir.x() < 0.0 { 1u8 } else { 0 },
if inv_dir.y() < 0.0 { 1u8 } else { 0 },
if inv_dir.z() < 0.0 { 1u8 } else { 0 },
];
let mut to_visit_offset: u32 = 0;
let mut current_node_index: usize = 0;
let mut nodes_to_visit = [0usize; 64];
loop {
let node = &*nodes_ptr.add(current_node_index);
if node.bounds.intersect_p(ray.o, t_max, inv_dir, &dir_is_neg).is_some() {
if node.n_primitives > 0 {
let mut j = 0u16;
while j < node.n_primitives {
let prim_idx = node.primitives_offset + j as usize;
let prim = &*prims_ptr.add(prim_idx);
if prim.intersect_p(ray, Some(t_max)) {
return true;
}
j += 1;
}
if to_visit_offset == 0 {
break;
}
to_visit_offset -= 1;
current_node_index = nodes_to_visit[to_visit_offset as usize];
} else {
if dir_is_neg[node.axis as usize] == 1 {
nodes_to_visit[to_visit_offset as usize] = current_node_index + 1;
to_visit_offset += 1;
current_node_index = node.primitives_offset;
} else {
nodes_to_visit[to_visit_offset as usize] = node.primitives_offset;
to_visit_offset += 1;
current_node_index += 1;
}
}
} else {
if to_visit_offset == 0 {
break;
}
to_visit_offset -= 1;
current_node_index = nodes_to_visit[to_visit_offset as usize];
}
}
false
}
}
#[cfg(feature = "cuda")]
pub mod host {
use crate::core::aggregates::BVHAggregate;
use crate::core::geometry::Bounds3f;
use crate::core::primitive::PrimitiveTrait;
use crate::wavefront::aggregate::WavefrontAggregate;
use crate::wavefront::work_items::*;
use crate::{Ptr, Float};
use cust::prelude::*;
use cust::launch;
/// CUDA aggregate — holds the BVH and the compiled kernel module.
pub struct CudaAggregate {
pub bvh: Ptr<BVHAggregate>,
pub module: Module,
pub stream: Stream,
}
impl CudaAggregate {
pub fn new(bvh: Ptr<BVHAggregate>, ptx_data: &str) -> cust::error::CudaResult<Self> {
// Initialize CUDA context (assumes cust::init() already called)
let module = Module::from_ptx(ptx_data, &[])?;
let stream = Stream::new(StreamFlags::NON_BLOCKING, None)?;
Ok(Self { bvh, module, stream })
}
fn launch_intersect_closest(
&self,
n_rays: u32,
ray_q: &RayQueue,
escaped_ray_q: &EscapedRayQueue,
hit_area_light_q: &HitAreaLightQueue,
basic_eval_mtl_q: &MaterialEvalQueue,
universal_eval_mtl_q: &MaterialEvalQueue,
next_ray_q: &RayQueue,
pixel_sample_state: &PixelSampleState,
) -> cust::error::CudaResult<()> {
if n_rays == 0 {
return Ok(());
}
let func = self.module.get_function("intersect_closest")?;
// Build launch params in unified memory
let params = super::device::IntersectClosestParams {
bvh: self.bvh,
ray_q: Ptr::from(ray_q),
escaped_ray_q: Ptr::from(escaped_ray_q),
hit_area_light_q: Ptr::from(hit_area_light_q),
basic_eval_mtl_q: Ptr::from(basic_eval_mtl_q),
universal_eval_mtl_q: Ptr::from(universal_eval_mtl_q),
next_ray_q: Ptr::from(next_ray_q),
pixel_sample_state: Ptr::from(pixel_sample_state),
n_rays,
};
let block_size = 256u32;
let grid_size = (n_rays + block_size - 1) / block_size;
unsafe {
launch!(
func<<<grid_size, block_size, 0, self.stream>>>(
&params
)
)?;
}
self.stream.synchronize()?;
Ok(())
}
fn launch_intersect_shadow(
&self,
n_rays: u32,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) -> cust::error::CudaResult<()> {
if n_rays == 0 {
return Ok(());
}
let func = self.module.get_function("intersect_shadow")?;
let params = super::device::IntersectShadowParams {
bvh: self.bvh,
shadow_ray_q: Ptr::from(shadow_ray_q),
pixel_sample_state: Ptr::from(pixel_sample_state),
n_rays,
};
let block_size = 256u32;
let grid_size = (n_rays + block_size - 1) / block_size;
unsafe {
launch!(
func<<<grid_size, block_size, 0, self.stream>>>(
&params
)
)?;
}
self.stream.synchronize()?;
Ok(())
}
}
impl WavefrontAggregate for CudaAggregate {
fn bounds(&self) -> Bounds3f {
self.bvh.get().map(|b| b.bounds()).unwrap_or_default()
}
fn intersect_closest(
&self,
max_rays: usize,
ray_q: &RayQueue,
escaped_ray_q: &EscapedRayQueue,
hit_area_light_q: &HitAreaLightQueue,
basic_eval_mtl_q: &MaterialEvalQueue,
universal_eval_mtl_q: &MaterialEvalQueue,
next_ray_q: &RayQueue,
pixel_sample_state: &PixelSampleState,
) {
let n_rays = ray_q.size().min(max_rays as u32);
self.launch_intersect_closest(
n_rays,
ray_q,
escaped_ray_q,
hit_area_light_q,
basic_eval_mtl_q,
universal_eval_mtl_q,
next_ray_q,
pixel_sample_state,
)
.expect("CUDA intersect_closest kernel launch failed");
}
fn intersect_shadow(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) {
let n_rays = shadow_ray_q.size().min(max_rays as u32);
self.launch_intersect_shadow(n_rays, shadow_ray_q, pixel_sample_state)
.expect("CUDA intersect_shadow kernel launch failed");
}
fn intersect_shadow_tr(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) {
// Without participating media, shadow_tr is the same as shadow
self.intersect_shadow(max_rays, shadow_ray_q, pixel_sample_state);
}
}
}

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shared/src/utils/atomic.rs Normal file
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use crate::Float;
pub const SCOPE_DEVICE: u32 = 1;
#[allow(dead_code)]
pub const SCOPE_WORKGROUP: u32 = 2;
pub const SEMANTICS_RELAXED: u32 = 0x0;
#[allow(dead_code)]
pub const SEMANTICS_ACQUIRE_RELEASE: u32 = 0x8;
#[repr(C)]
#[derive(Debug)]
pub struct AtomicU32 {
value: u32,
}
impl Default for AtomicU32 {
fn default() -> Self {
Self::new(0)
}
}
impl Clone for AtomicU32 {
fn clone(&self) -> Self {
Self::new(self.load())
}
}
impl AtomicU32 {
pub fn new(val: u32) -> Self {
Self { value: val }
}
#[cfg(not(any(target_arch = "spirv", feature = "cuda")))]
#[inline(always)]
pub fn load(&self) -> u32 {
let atomic = unsafe {
&*(core::ptr::addr_of!(self.value) as *const core::sync::atomic::AtomicU32)
};
atomic.load(core::sync::atomic::Ordering::Relaxed)
}
#[cfg(not(any(target_arch = "spirv", feature = "cuda")))]
#[inline(always)]
pub fn store(&self, val: u32) {
let atomic = unsafe {
&*(core::ptr::addr_of!(self.value) as *const core::sync::atomic::AtomicU32)
};
atomic.store(val, core::sync::atomic::Ordering::Relaxed);
}
#[cfg(not(any(target_arch = "spirv", feature = "cuda")))]
#[inline(always)]
pub fn fetch_add(&self, val: u32) -> u32 {
let atomic = unsafe {
&*(core::ptr::addr_of!(self.value) as *const core::sync::atomic::AtomicU32)
};
atomic.fetch_add(val, core::sync::atomic::Ordering::Relaxed)
}
#[cfg(not(any(target_arch = "spirv", feature = "cuda")))]
#[inline(always)]
pub fn compare_exchange(&self, expected: u32, desired: u32) -> Result<u32, u32> {
let atomic = unsafe {
&*(core::ptr::addr_of!(self.value) as *const core::sync::atomic::AtomicU32)
};
atomic.compare_exchange_weak(
expected,
desired,
core::sync::atomic::Ordering::Relaxed,
core::sync::atomic::Ordering::Relaxed,
)
}
#[cfg(target_arch = "spirv")]
#[inline(always)]
pub fn load(&self) -> u32 {
unsafe {
spirv_std::arch::atomic_load::<u32, SCOPE_DEVICE, SEMANTICS_RELAXED>(
&self.value,
)
}
}
#[cfg(target_arch = "spirv")]
#[inline(always)]
pub fn store(&self, val: u32) {
unsafe {
spirv_std::arch::atomic_store::<u32, SCOPE_DEVICE, SEMANTICS_RELAXED>(
&mut *core::ptr::addr_of!(self.value).cast_mut(),
val,
);
}
}
#[cfg(target_arch = "spirv")]
#[inline(always)]
pub fn fetch_add(&self, val: u32) -> u32 {
unsafe {
spirv_std::arch::atomic_i_add::<u32, SCOPE_DEVICE, SEMANTICS_RELAXED>(
&mut *core::ptr::addr_of!(self.value).cast_mut(),
val,
)
}
}
#[cfg(target_arch = "spirv")]
#[inline(always)]
pub fn compare_exchange(&self, expected: u32, desired: u32) -> Result<u32, u32> {
let old = unsafe {
spirv_std::arch::atomic_compare_exchange::<
u32,
SCOPE_DEVICE,
SEMANTICS_RELAXED,
SEMANTICS_RELAXED,
>(
&mut *core::ptr::addr_of!(self.value).cast_mut(),
desired,
expected,
)
};
if old == expected {
Ok(old)
} else {
Err(old)
}
}
// -- CUDA backend --
#[cfg(feature = "cuda")]
#[inline(always)]
pub fn load(&self) -> u32 {
// CUDA volatile read for atomicity on the same SM
unsafe { core::ptr::read_volatile(&self.value) }
}
#[cfg(feature = "cuda")]
#[inline(always)]
pub fn store(&self, val: u32) {
unsafe {
core::ptr::write_volatile(
core::ptr::addr_of!(self.value).cast_mut(),
val,
);
}
}
#[cfg(feature = "cuda")]
#[inline(always)]
pub fn fetch_add(&self, val: u32) -> u32 {
let ptr = core::ptr::addr_of!(self.value).cast_mut();
let mut old: u32;
unsafe {
core::arch::asm!(
"atom.add.u32 {old}, [{ptr}], {val};",
old = out(reg32) old,
ptr = in(reg64) ptr,
val = in(reg32) val,
);
}
old
}
#[cfg(feature = "cuda")]
#[inline(always)]
pub fn compare_exchange(&self, expected: u32, desired: u32) -> Result<u32, u32> {
let ptr = core::ptr::addr_of!(self.value).cast_mut();
let mut old: u32;
unsafe {
core::arch::asm!(
"atom.cas.b32 {old}, [{ptr}], {expected}, {desired};",
old = out(reg32) old,
ptr = in(reg64) ptr,
expected = in(reg32) expected,
desired = in(reg32) desired,
);
}
if old == expected {
Ok(old)
} else {
Err(old)
}
}
}
#[repr(C)]
#[derive(Debug)]
pub struct AtomicF32 {
bits: AtomicU32,
}
impl Default for AtomicF32 {
fn default() -> Self {
Self::new(0.0)
}
}
impl Clone for AtomicF32 {
fn clone(&self) -> Self {
Self::new(self.get())
}
}
impl AtomicF32 {
pub fn new(val: Float) -> Self {
Self {
bits: AtomicU32::new(val.to_bits()),
}
}
pub fn get(&self) -> Float {
Float::from_bits(self.bits.load())
}
pub fn set(&self, val: Float) {
self.bits.store(val.to_bits());
}
#[cfg(not(any(target_arch = "spirv", feature = "cuda")))]
#[inline(always)]
pub fn add(&self, val: Float) {
let mut current_bits = self.bits.load();
loop {
let current_val = Float::from_bits(current_bits);
let new_val = current_val + val;
let new_bits = new_val.to_bits();
match self.bits.compare_exchange(current_bits, new_bits) {
Ok(_) => break,
Err(x) => current_bits = x,
}
}
}
#[cfg(target_arch = "spirv")]
#[inline(always)]
pub fn add(&self, val: Float) {
unsafe {
let float_ptr = core::ptr::addr_of!(self.bits.value) as *mut Float;
spirv_std::arch::atomic_f_add::<Float, SCOPE_DEVICE, SEMANTICS_RELAXED>(
&mut *float_ptr,
val,
);
}
}
#[cfg(feature = "cuda")]
#[inline(always)]
pub fn add(&self, val: Float) {
let ptr = core::ptr::addr_of!(self.bits.value) as *mut Float;
unsafe {
core::arch::asm!(
"atom.add.f32 {old}, [{ptr}], {val};",
old = out(reg32) _,
ptr = in(reg64) ptr,
val = in(reg32) val.to_bits(),
);
}
}
}
pub type AtomicFloat = AtomicF32;

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use crate::core::geometry::{Bounds3f, Ray, Vector3f};
use crate::core::interaction::InteractionTrait;
use crate::core::material::MaterialTrait;
use crate::core::primitive::{Primitive, PrimitiveTrait};
use crate::core::texture::{TextureEvaluator, UniversalTextureEvaluator};
use crate::wavefront::workitems::*;
pub trait WavefrontAggregate {
fn bounds(&self) -> Bounds3f;
fn intersect_closest(
&self,
max_rays: usize,
ray_q: &RayQueue,
escaped_ray_q: &EscapedRayQueue,
hit_area_light_q: &HitAreaLightQueue,
basic_eval_mtl_q: &MaterialEvalQueue,
universal_eval_mtl_q: &MaterialEvalQueue,
next_ray_q: &RayQueue,
pixel_sample_state: &PixelSampleState,
);
fn intersect_shadow(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
);
fn intersect_shadow_tr(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
);
// fn intersect_one_random(
// &self,
// max_rays: usize,
// subsurface_scatte_q: &mut SubsurfaceScatterQueue,
// ) {
// todo!()
// }
}
pub struct CpuAggregate {
pub aggregate: Primitive,
}
impl CpuAggregate {
pub fn new(aggregate: Primitive) -> Self {
Self { aggregate }
}
}
impl WavefrontAggregate for CpuAggregate {
fn bounds(&self) -> Bounds3f {
self.aggregate.bounds()
}
fn intersect_closest(
&self,
max_rays: usize,
ray_q: &RayQueue,
escaped_ray_q: &EscapedRayQueue,
hit_area_light_q: &HitAreaLightQueue,
basic_eval_mtl_q: &MaterialEvalQueue,
universal_eval_mtl_q: &MaterialEvalQueue,
next_ray_q: &RayQueue,
pixel_sample_state: &PixelSampleState,
) {
let n_rays = ray_q.size().min(max_rays as u32);
for i in 0..n_rays as usize {
let work = unsafe { ray_q.get(i) };
let ray = Ray::new(work.ray_o, work.ray_d, Some(work.ray_time), work.ray_medium);
// Read path state from PixelSampleState
let pi = work.pixel_index as usize;
let beta = pixel_sample_state.beta.get(pi);
let r_u = pixel_sample_state.r_u.get(pi);
let r_l = pixel_sample_state.r_l.get(pi);
let lambda = pixel_sample_state.lambda.get(pi);
let depth = pixel_sample_state.depth.get(pi);
let specular_bounce = pixel_sample_state.specular_bounce.get(pi) != 0;
let any_non_specular = pixel_sample_state.any_non_specular_bounces.get(pi) != 0;
let eta_scale = pixel_sample_state.eta_scale.get(pi);
let prev_intr_ctx = pixel_sample_state.prev_intr_ctx.get(pi);
let Some(si) = self.aggregate.intersect(&ray, None) else {
// Ray escaped — push to escaped ray queue
escaped_ray_q.push(EscapedRayWorkItem {
ray_o: work.ray_o,
ray_d: work.ray_d,
lambda,
pixel_index: work.pixel_index,
beta,
r_u,
r_l,
depth,
specular_bounce,
prev_intr_ctx,
});
continue;
};
let intr = &si.intr;
// Check for null material (medium interface) — re-queue the ray
if intr.material.is_null() {
// Skip intersection and continue ray
// TODO: offset ray origin past the intersection
next_ray_q.push(RayWorkItem {
ray_o: intr.p(),
ray_d: work.ray_d,
ray_time: work.ray_time,
ray_medium: work.ray_medium,
has_differentials: work.has_differentials,
differential: work.differential,
pixel_index: work.pixel_index,
});
continue;
}
// Check for area light hit
if !intr.area_light.is_null() {
hit_area_light_q.push(HitAreaLightWorkItem {
area_light: intr.area_light,
p: intr.p(),
n: intr.n(),
uv: intr.common.uv,
wo: -work.ray_d,
lambda,
pixel_index: work.pixel_index,
beta,
r_u,
r_l,
depth,
specular_bounce,
prev_intr_ctx,
});
}
// Determine which material evaluation queue to use based on
// whether the material's textures can be evaluated with the
// basic evaluator (cheaper) or need the universal one.
let material = *intr.material.get().unwrap();
let eval_q = if material.can_evaluate_textures(&UniversalTextureEvaluator) {
basic_eval_mtl_q
} else {
universal_eval_mtl_q
};
eval_q.push(MaterialEvalWorkItem {
p: intr.p(),
n: intr.n(),
ns: intr.shading.n,
dpdu: intr.shading.dpdu,
dpdv: intr.shading.dpdv,
uv: intr.common.uv,
wo: -work.ray_d,
time: work.ray_time,
face_index: intr.face_index,
material: intr.material,
area_light: intr.area_light,
medium_interface: intr.common.medium_interface,
pixel_index: work.pixel_index,
lambda,
beta,
r_u,
any_non_specular_bounces: any_non_specular,
depth,
eta_scale,
});
}
}
fn intersect_shadow(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) {
let n_rays = shadow_ray_q.size().min(max_rays as u32);
for i in 0..n_rays as usize {
let work = unsafe { shadow_ray_q.get(i) };
let ray = Ray::new(
work.ray_o,
work.ray_d,
Some(work.ray_time),
crate::Ptr::null(),
);
// If the shadow ray is NOT occluded, add the direct lighting
// contribution to the pixel's accumulated radiance.
if !self.aggregate.intersect_p(&ray, Some(work.t_max)) {
let pi = work.pixel_index as usize;
let mut l = pixel_sample_state.l.get(pi);
l += work.l_d;
pixel_sample_state.l.set(pi, l);
}
}
}
fn intersect_shadow_tr(
&self,
max_rays: usize,
shadow_ray_q: &ShadowRayQueue,
pixel_sample_state: &PixelSampleState,
) {
self.intersect_shadow(max_rays, shadow_ray_q, pixel_sample_state);
}
}

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@ -0,0 +1,483 @@
use crate::core::bxdf::FArgs;
use crate::core::bxdf::TransportMode;
use crate::core::camera::{Camera, CameraTrait};
use crate::core::film::Film;
use crate::core::filter::{Filter, FilterTrait};
use crate::core::geometry::{
Bounds2i, Point2f, Point2i, Point3f, Point3fi, Ray, RayDifferential, Vector2f, Vector3f,
VectorLike,
};
use crate::core::interaction::InteractionTrait;
use crate::core::light::{Light, LightSampleContext, LightTrait};
use crate::core::material::{MaterialEvalContext, MaterialTrait};
use crate::core::sampler::{CameraSample, Sampler, SamplerTrait};
use crate::core::texture::{TextureEvalContext, UniversalTextureEvaluator};
use crate::lights::sampler::{LightSampler, LightSamplerTrait};
use crate::spectra::{SampledSpectrum, SampledWavelengths};
use crate::utils::math::square;
use crate::utils::sampling::power_heuristic;
use crate::utils::soa::{SoA, SoAAllocator, WorkQueue};
use crate::wavefront::aggregate::WavefrontAggregate;
use crate::wavefront::workitems::*;
use crate::{Float, GVec, Ptr};
pub struct WavefrontPathIntegrator<A: WavefrontAggregate> {
pub aggregate: A,
pub camera: Camera,
pub film: Film,
pub filter: Filter,
pub sampler: Sampler,
pub max_depth: u32,
pub samples_per_pixel: u32,
pub regularize: bool,
// Lights
pub infinite_lights: GVec<Ptr<Light>>,
// Queue capacity = resolution.x * scanlines_per_pass
pub max_queue_size: u32,
pub scanlines_per_pass: u32,
pub ray_queues: [RayQueue; 2],
pub shadow_ray_queue: ShadowRayQueue,
pub escaped_ray_queue: EscapedRayQueue,
pub hit_area_light_queue: HitAreaLightQueue,
pub basic_eval_material_queue: MaterialEvalQueue,
pub universal_eval_material_queue: MaterialEvalQueue,
pub light_sampler: LightSampler,
// Persistent per-path state
pub pixel_sample_state: PixelSampleState,
}
impl<A: WavefrontAggregate> WavefrontPathIntegrator<A> {
pub fn render(&mut self) {
let pixel_bounds = self.film.pixel_bounds();
let resolution = pixel_bounds.diagonal();
for sample_index in 0..self.samples_per_pixel {
// Process image in scanline batches
let mut y0 = pixel_bounds.p_min.y();
while y0 < pixel_bounds.p_max.y() {
let y1 = (y0 + self.scanlines_per_pass as i32).min(pixel_bounds.p_max.y());
// Reset the primary ray queue for this set
self.ray_queues[0].reset();
self.generate_camera_rays(y0, y1, sample_index, &pixel_bounds);
for depth in 0..=self.max_depth {
let current = (depth % 2) as usize;
let next = ((depth + 1) % 2) as usize;
// Reset output queues before intersection
self.ray_queues[next].reset();
self.escaped_ray_queue.reset();
self.hit_area_light_queue.reset();
self.basic_eval_material_queue.reset();
self.universal_eval_material_queue.reset();
self.shadow_ray_queue.reset();
// Skip if no rays to trace
if self.ray_queues[current].size() == 0 {
break;
}
// Sorting of rays into output queues
self.aggregate.intersect_closest(
self.max_queue_size as usize,
&self.ray_queues[current],
&self.escaped_ray_queue,
&self.hit_area_light_queue,
&self.basic_eval_material_queue,
&self.universal_eval_material_queue,
&self.ray_queues[next],
&self.pixel_sample_state,
);
// Infinite light contributions
self.handle_escaped_rays();
// Area light contributions
self.handle_emissive_intersections();
// Last depth — don't evaluate materials or sample lights
if depth == self.max_depth {
break;
}
// Evaluate materials, sample BSDFs, sample direct lighting
// This pushes to shadow_ray_queue and ray_queues[next]
self.evaluate_materials_and_bsdfs(depth);
// Add direct lighting to pixels
self.aggregate.intersect_shadow(
self.max_queue_size as usize,
&self.shadow_ray_queue,
&self.pixel_sample_state,
);
}
// Update film from accumulated pixel sample state
self.update_film(y0, y1, &pixel_bounds);
y0 = y1;
}
}
}
/// Stage 1: Generate camera rays for scanlines [y0, y1).
fn generate_camera_rays(
&mut self,
y0: i32,
y1: i32,
sample_index: u32,
pixel_bounds: &Bounds2i,
) {
// For each pixel in the scanline range, generate a camera ray
// and push it to the ray queue. Also initialize the PixelSampleState.
for y in y0..y1 {
for x in pixel_bounds.p_min.x()..pixel_bounds.p_max.x() {
let p_pixel = Point2i::new(x, y);
// TODO: proper sampler state per pixel/sample
// For now, use a simple approach
self.sampler
.start_pixel_sample(p_pixel, sample_index as i32, Some(0));
let lambda = SampledWavelengths::sample_visible(self.sampler.get1d());
let camera_sample = crate::core::sampler::get_camera_sample(
&mut self.sampler,
p_pixel,
&self.filter,
);
let Some(camera_ray) = self.camera.generate_ray(camera_sample, &lambda) else {
continue;
};
// Compute pixel index for this sample
let pixel_index = self.ray_queues[0].size();
// Initialize persistent pixel state
let pi = pixel_index as usize;
self.pixel_sample_state.l.set(pi, SampledSpectrum::new(0.0));
self.pixel_sample_state.beta.set(pi, camera_ray.weight);
self.pixel_sample_state.lambda.set(pi, lambda);
self.pixel_sample_state
.r_u
.set(pi, SampledSpectrum::new(1.0));
self.pixel_sample_state
.r_l
.set(pi, SampledSpectrum::new(1.0));
self.pixel_sample_state.depth.set(pi, 0);
self.pixel_sample_state.specular_bounce.set(pi, 1);
self.pixel_sample_state.any_non_specular_bounces.set(pi, 0);
self.pixel_sample_state.eta_scale.set(pi, 1.0);
self.pixel_sample_state.p_film.set(pi, camera_sample.p_film);
self.pixel_sample_state
.filter_weight
.set(pi, camera_sample.filter_weight);
self.pixel_sample_state
.prev_intr_ctx
.set(pi, LightSampleContext::default());
// Push ray to queue
self.ray_queues[0].push(RayWorkItem {
ray_o: camera_ray.ray.o,
ray_d: camera_ray.ray.d,
ray_time: camera_ray.ray.time,
ray_medium: camera_ray.ray.medium,
pixel_index: pixel_index,
has_differentials: true,
differential: RayDifferential::default(),
});
}
}
}
/// Handle escaped rays — evaluate infinite lights.
fn handle_escaped_rays(&self) {
let n = self.escaped_ray_queue.size();
for i in 0..n as usize {
let w = unsafe { self.escaped_ray_queue.storage.get(i) };
let mut l_contrib = SampledSpectrum::new(0.0);
// Evaluate all infinite lights
for light_ptr in &self.infinite_lights {
let light = light_ptr.get().unwrap();
let ray = crate::core::geometry::Ray::new(w.ray_o, w.ray_d, None, Ptr::null());
let le = light.le(&ray, &w.lambda);
if le.is_black() {
continue;
}
if w.depth == 0 || w.specular_bounce {
// No MIS for direct camera rays or specular bounces
l_contrib += w.beta * le / w.r_u.average();
} else {
// MIS with light sampling
// TODO: compute light PDF for MIS weight
// For now, use unidirectional weight only
l_contrib += w.beta * le / w.r_u.average();
}
}
if !l_contrib.is_black() {
let pi = w.pixel_index as usize;
let mut l = self.pixel_sample_state.l.get(pi);
l += l_contrib;
self.pixel_sample_state.l.set(pi, l);
}
}
}
/// Handle emissive intersections — area light contribution with MIS.
fn handle_emissive_intersections(&self) {
let n = self.hit_area_light_queue.size();
for i in 0..n as usize {
let w = unsafe { self.hit_area_light_queue.storage.get(i) };
let light = w.area_light.get().unwrap();
let le = light.l(w.p, w.n, w.uv, w.wo, &w.lambda);
if le.is_black() {
continue;
}
let l_contrib = if w.depth == 0 || w.specular_bounce {
w.beta * le / w.r_u.average()
} else {
// MIS: combine BSDF and light sampling weights
// TODO: full MIS with light sampler PDF
w.beta * le / w.r_u.average()
};
if !l_contrib.is_black() {
let pi = w.pixel_index as usize;
let mut l = self.pixel_sample_state.l.get(pi);
l += l_contrib;
self.pixel_sample_state.l.set(pi, l);
}
}
}
fn evaluate_materials_and_bsdfs(&mut self, depth: u32) {
self.evaluate_material_queue_impl(depth, false);
self.evaluate_material_queue_impl(depth, true);
}
fn evaluate_material_queue_impl(&mut self, depth: u32, use_universal: bool) {
let queue = if use_universal {
&self.universal_eval_material_queue
} else {
&self.basic_eval_material_queue
};
let n = queue.size();
let next = ((depth + 1) % 2) as usize;
for i in 0..n as usize {
let w = unsafe { queue.storage.get(i) };
let pi = w.pixel_index as usize;
let lambda = self.pixel_sample_state.lambda.get(pi);
let beta = self.pixel_sample_state.beta.get(pi);
let any_non_specular = self.pixel_sample_state.any_non_specular_bounces.get(pi) != 0;
let eta_scale = self.pixel_sample_state.eta_scale.get(pi);
let Some(material) = w.material.get() else {
continue;
};
let tex_eval = UniversalTextureEvaluator;
let ctx = MaterialEvalContext {
texture: TextureEvalContext {
p: w.p,
dpdx: Vector3f::zero(),
dpdy: Vector3f::zero(),
n: w.n,
uv: w.uv,
dudx: 0.0,
dudy: 0.0,
dvdx: 0.0,
dvdy: 0.0,
face_index: w.face_index,
},
wo: w.wo,
ns: w.ns,
dpdus: w.dpdu,
};
let mut bsdf = material.get_bsdf(&tex_eval, &ctx, &lambda);
if bsdf.flags().is_empty() {
continue;
}
if self.regularize && any_non_specular {
bsdf.regularize();
}
if depth >= self.max_depth {
continue;
}
// Sample a light, compute contribution,
// push shadow ray with deferred visibility
if bsdf.flags().is_non_specular() {
let light_ctx = LightSampleContext {
pi: Point3fi::new_from_point(w.p),
n: w.n,
ns: w.ns,
};
if let Some(sampled_light) = self
.light_sampler
.sample_with_context(&light_ctx, self.sampler.get1d())
{
if let Some(ls) = sampled_light.light.sample_li(
&light_ctx,
self.sampler.get2d(),
&lambda,
true,
) {
if !ls.l.is_black() && ls.pdf > 0.0 {
let wi = ls.wi;
if let Some(f_val) = bsdf.f(w.wo, wi, TransportMode::Radiance) {
let f_cos = f_val * wi.abs_dot(w.ns.into());
if !f_cos.is_black() {
let p_l = sampled_light.p * ls.pdf;
let l_d = if sampled_light.light.light_type().is_delta_light() {
beta * ls.l * f_cos / p_l
} else {
let p_b = bsdf.pdf(w.wo, wi, FArgs::default());
let w_l = power_heuristic(1, p_l, 1, p_b);
beta * w_l * ls.l * f_cos / p_l
};
if !l_d.is_black() {
let ray_o = Ray::offset_origin(
&Point3fi::new_from_point(w.p),
&w.n,
&wi,
);
let t_max = (1.0 - 1e-4)
* (Point3f::from(ls.p_light.p()) - ray_o).norm()
/ wi.norm();
self.shadow_ray_queue.push(ShadowRayWorkItem {
ray_o,
ray_d: wi,
ray_time: w.time,
t_max,
lambda,
l_d,
pixel_index: w.pixel_index,
});
}
}
}
}
}
}
}
// Sample BSDF for next bounce
let wo = w.wo;
let Some(bs) = bsdf.sample_f(
wo,
self.sampler.get1d(),
self.sampler.get2d(),
FArgs::default(),
) else {
continue;
};
let f_cos = bs.f * bs.wi.abs_dot(w.ns.into());
if f_cos.is_black() || bs.pdf == 0.0 {
continue;
}
let new_beta = beta * f_cos / bs.pdf;
let new_depth = depth + 1;
// Russian roulette
if new_depth > 3 {
let rr_beta = new_beta.max_component_value();
if rr_beta < 0.25 {
let q = (1.0 - rr_beta).max(0.0_f32);
if self.sampler.get1d() < q {
continue;
}
}
}
let ray_o = Ray::offset_origin(&Point3fi::new_from_point(w.p), &w.n, &bs.wi);
// Update PixelSampleState
self.pixel_sample_state.beta.set(pi, new_beta);
self.pixel_sample_state.depth.set(pi, new_depth);
self.pixel_sample_state
.specular_bounce
.set(pi, bs.is_specular() as u8);
self.pixel_sample_state
.any_non_specular_bounces
.set(pi, (any_non_specular || !bs.is_specular()) as u8);
self.pixel_sample_state.eta_scale.set(
pi,
if bs.is_transmissive() {
eta_scale * square(bs.eta)
} else {
eta_scale
},
);
self.pixel_sample_state.prev_intr_ctx.set(
pi,
LightSampleContext {
pi: Point3fi::new_from_point(w.p),
n: w.n,
ns: w.ns,
},
);
// Push next bounce ray
self.ray_queues[next].push(RayWorkItem {
ray_o,
ray_d: bs.wi,
ray_time: w.time,
ray_medium: Ptr::null(),
pixel_index: w.pixel_index,
has_differentials: true,
differential: RayDifferential::default(),
});
}
}
/// Update film — write accumulated radiance to film pixels.
fn update_film(&self, y0: i32, y1: i32, pixel_bounds: &Bounds2i) {
// The pixel_sample_state indices map to rays generated in
// generate_camera_rays. We need to walk the same pixel order
// and read back the accumulated L values.
let mut pi = 0usize;
for y in y0..y1 {
for x in pixel_bounds.p_min.x()..pixel_bounds.p_max.x() {
let l = self.pixel_sample_state.l.get(pi);
let lambda = self.pixel_sample_state.lambda.get(pi);
let filter_weight = self.pixel_sample_state.filter_weight.get(pi);
let p_film = self.pixel_sample_state.p_film.get(pi);
// Add sample to film
self.film.add_sample(
Point2i::new(p_film.x() as i32, p_film.y() as i32),
l,
&lambda,
Some(&crate::core::film::VisibleSurface::default()),
filter_weight,
);
pi += 1;
}
}
}
}

View file

@ -0,0 +1,7 @@
pub mod workitems;
pub mod aggregate;
pub mod integrator;
pub use workitems::*;
pub use aggregate::WavefrontAggregate;

View file

@ -0,0 +1,507 @@
use crate::core::bxdf::BxDFFlags;
use crate::core::geometry::{Normal3f, Point2f, Point3f, Point3fi, Vector3f, RayDifferential};
use crate::core::light::LightSampleContext;
use crate::core::light::Light;
use crate::core::material::Material;
use crate::core::medium::{Medium, MediumInterface};
use crate::spectra::{SampledSpectrum, SampledWavelengths};
use crate::utils::soa::{alloc_soa_buffer, SoA, SoAAllocator, SoABuffer, WorkQueue};
use crate::{Float, Ptr};
/// Per-path state that persists across all wavefront depth iterations.
/// Indexed by pixel_index. Allocated once with capacity = max_queue_size.
#[repr(C)]
#[derive(Clone, Copy)]
pub struct PixelSampleState {
pub filter_weight: SoABuffer<Float>,
pub p_film: SoABuffer<Point2f>,
pub l: SoABuffer<SampledSpectrum>,
pub lambda: SoABuffer<SampledWavelengths>,
pub r_u: SoABuffer<SampledSpectrum>,
pub r_l: SoABuffer<SampledSpectrum>,
pub prev_intr_ctx: SoABuffer<LightSampleContext>,
pub beta: SoABuffer<SampledSpectrum>,
pub depth: SoABuffer<u32>,
pub specular_bounce: SoABuffer<u8>,
pub any_non_specular_bounces: SoABuffer<u8>,
pub eta_scale: SoABuffer<Float>,
pub camera_ray_weight: SoABuffer<SampledSpectrum>,
pub visible_surface_idx: SoABuffer<u32>,
}
impl SoA for PixelSampleState {
type Item = ();
fn allocate(n: u32, alloc: &dyn SoAAllocator) -> Self {
Self {
filter_weight: alloc_soa_buffer(n, alloc),
p_film: alloc_soa_buffer(n, alloc),
l: alloc_soa_buffer(n, alloc),
lambda: alloc_soa_buffer(n, alloc),
r_u: alloc_soa_buffer(n, alloc),
r_l: alloc_soa_buffer(n, alloc),
prev_intr_ctx: alloc_soa_buffer(n, alloc),
beta: alloc_soa_buffer(n, alloc),
depth: alloc_soa_buffer(n, alloc),
specular_bounce: alloc_soa_buffer(n, alloc),
any_non_specular_bounces: alloc_soa_buffer(n, alloc),
eta_scale: alloc_soa_buffer(n, alloc),
camera_ray_weight: alloc_soa_buffer(n, alloc),
visible_surface_idx: alloc_soa_buffer(n, alloc),
}
}
unsafe fn get(&self, _i: usize) -> Self::Item {}
unsafe fn set(&self, _i: usize, _v: Self::Item) {}
}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct RayWorkItem {
pub ray_o: Point3f,
pub ray_d: Vector3f,
pub ray_time: Float,
pub ray_medium: Ptr<Medium>,
pub pixel_index: u32,
pub has_differentials: bool,
pub differential: RayDifferential
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct RayWorkItemSoA {
pub ray_o: SoABuffer<Point3f>,
pub ray_d: SoABuffer<Vector3f>,
pub ray_time: SoABuffer<Float>,
pub ray_medium: SoABuffer<Ptr<Medium>>,
pub pixel_index: SoABuffer<u32>,
pub has_differentials: SoABuffer<bool>,
pub differential: SoABuffer<RayDifferential>,
}
impl SoA for RayWorkItemSoA {
type Item = RayWorkItem;
fn allocate(n: u32, alloc: &dyn SoAAllocator) -> Self {
Self {
ray_o: alloc_soa_buffer(n, alloc),
ray_d: alloc_soa_buffer(n, alloc),
ray_time: alloc_soa_buffer(n, alloc),
ray_medium: alloc_soa_buffer(n, alloc),
pixel_index: alloc_soa_buffer(n, alloc),
has_differentials: alloc_soa_buffer(n, alloc),
differential: alloc_soa_buffer(n, alloc),
}
}
unsafe fn get(&self, i: usize) -> RayWorkItem {
RayWorkItem {
ray_o: self.ray_o.get(i),
ray_d: self.ray_d.get(i),
ray_time: self.ray_time.get(i),
ray_medium: self.ray_medium.get(i),
pixel_index: self.pixel_index.get(i),
has_differentials: self.has_differentials.get(i),
differential: self.differential.get(i),
}
}
unsafe fn set(&self, i: usize, v: RayWorkItem) {
self.ray_o.set(i, v.ray_o);
self.ray_d.set(i, v.ray_d);
self.ray_time.set(i, v.ray_time);
self.ray_medium.set(i, v.ray_medium);
self.pixel_index.set(i, v.pixel_index);
self.has_differentials.set(i, v.has_differentials);
self.differential.set(i, v.differential);
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct EscapedRayWorkItem {
pub ray_o: Point3f,
pub ray_d: Vector3f,
pub lambda: SampledWavelengths,
pub pixel_index: u32,
pub beta: SampledSpectrum,
pub r_u: SampledSpectrum,
pub r_l: SampledSpectrum,
pub depth: u32,
pub specular_bounce: bool,
pub prev_intr_ctx: LightSampleContext,
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct EscapedRayWorkItemSoA {
pub ray_o: SoABuffer<Point3f>,
pub ray_d: SoABuffer<Vector3f>,
pub lambda: SoABuffer<SampledWavelengths>,
pub pixel_index: SoABuffer<u32>,
pub beta: SoABuffer<SampledSpectrum>,
pub r_u: SoABuffer<SampledSpectrum>,
pub r_l: SoABuffer<SampledSpectrum>,
pub depth: SoABuffer<u32>,
pub specular_bounce: SoABuffer<u8>,
pub prev_intr_ctx: SoABuffer<LightSampleContext>,
}
impl SoA for EscapedRayWorkItemSoA {
type Item = EscapedRayWorkItem;
fn allocate(n: u32, alloc: &dyn SoAAllocator) -> Self {
Self {
ray_o: alloc_soa_buffer(n, alloc),
ray_d: alloc_soa_buffer(n, alloc),
lambda: alloc_soa_buffer(n, alloc),
pixel_index: alloc_soa_buffer(n, alloc),
beta: alloc_soa_buffer(n, alloc),
r_u: alloc_soa_buffer(n, alloc),
r_l: alloc_soa_buffer(n, alloc),
depth: alloc_soa_buffer(n, alloc),
specular_bounce: alloc_soa_buffer(n, alloc),
prev_intr_ctx: alloc_soa_buffer(n, alloc),
}
}
unsafe fn get(&self, i: usize) -> EscapedRayWorkItem {
EscapedRayWorkItem {
ray_o: self.ray_o.get(i),
ray_d: self.ray_d.get(i),
lambda: self.lambda.get(i),
pixel_index: self.pixel_index.get(i),
beta: self.beta.get(i),
r_u: self.r_u.get(i),
r_l: self.r_l.get(i),
depth: self.depth.get(i),
specular_bounce: self.specular_bounce.get(i) != 0,
prev_intr_ctx: self.prev_intr_ctx.get(i),
}
}
unsafe fn set(&self, i: usize, v: EscapedRayWorkItem) {
self.ray_o.set(i, v.ray_o);
self.ray_d.set(i, v.ray_d);
self.lambda.set(i, v.lambda);
self.pixel_index.set(i, v.pixel_index);
self.beta.set(i, v.beta);
self.r_u.set(i, v.r_u);
self.r_l.set(i, v.r_l);
self.depth.set(i, v.depth);
self.specular_bounce.set(i, v.specular_bounce as u8);
self.prev_intr_ctx.set(i, v.prev_intr_ctx);
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct HitAreaLightWorkItem {
pub area_light: Ptr<Light>,
pub p: Point3f,
pub n: Normal3f,
pub uv: Point2f,
pub wo: Vector3f,
pub lambda: SampledWavelengths,
pub pixel_index: u32,
pub beta: SampledSpectrum,
pub r_u: SampledSpectrum,
pub r_l: SampledSpectrum,
pub depth: u32,
pub specular_bounce: bool,
pub prev_intr_ctx: LightSampleContext,
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct HitAreaLightWorkItemSoA {
pub area_light: SoABuffer<Ptr<Light>>,
pub p: SoABuffer<Point3f>,
pub n: SoABuffer<Normal3f>,
pub uv: SoABuffer<Point2f>,
pub wo: SoABuffer<Vector3f>,
pub lambda: SoABuffer<SampledWavelengths>,
pub pixel_index: SoABuffer<u32>,
pub beta: SoABuffer<SampledSpectrum>,
pub r_u: SoABuffer<SampledSpectrum>,
pub r_l: SoABuffer<SampledSpectrum>,
pub depth: SoABuffer<u32>,
pub specular_bounce: SoABuffer<u8>,
pub prev_intr_ctx: SoABuffer<LightSampleContext>,
}
impl SoA for HitAreaLightWorkItemSoA {
type Item = HitAreaLightWorkItem;
fn allocate(n: u32, alloc: &dyn SoAAllocator) -> Self {
Self {
area_light: alloc_soa_buffer(n, alloc),
p: alloc_soa_buffer(n, alloc),
n: alloc_soa_buffer(n, alloc),
uv: alloc_soa_buffer(n, alloc),
wo: alloc_soa_buffer(n, alloc),
lambda: alloc_soa_buffer(n, alloc),
pixel_index: alloc_soa_buffer(n, alloc),
beta: alloc_soa_buffer(n, alloc),
r_u: alloc_soa_buffer(n, alloc),
r_l: alloc_soa_buffer(n, alloc),
depth: alloc_soa_buffer(n, alloc),
specular_bounce: alloc_soa_buffer(n, alloc),
prev_intr_ctx: alloc_soa_buffer(n, alloc),
}
}
unsafe fn get(&self, i: usize) -> HitAreaLightWorkItem {
HitAreaLightWorkItem {
area_light: self.area_light.get(i),
p: self.p.get(i),
n: self.n.get(i),
uv: self.uv.get(i),
wo: self.wo.get(i),
lambda: self.lambda.get(i),
pixel_index: self.pixel_index.get(i),
beta: self.beta.get(i),
r_u: self.r_u.get(i),
r_l: self.r_l.get(i),
depth: self.depth.get(i),
specular_bounce: self.specular_bounce.get(i) != 0,
prev_intr_ctx: self.prev_intr_ctx.get(i),
}
}
unsafe fn set(&self, i: usize, v: HitAreaLightWorkItem) {
self.area_light.set(i, v.area_light);
self.p.set(i, v.p);
self.n.set(i, v.n);
self.uv.set(i, v.uv);
self.wo.set(i, v.wo);
self.lambda.set(i, v.lambda);
self.pixel_index.set(i, v.pixel_index);
self.beta.set(i, v.beta);
self.r_u.set(i, v.r_u);
self.r_l.set(i, v.r_l);
self.depth.set(i, v.depth);
self.specular_bounce.set(i, v.specular_bounce as u8);
self.prev_intr_ctx.set(i, v.prev_intr_ctx);
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct MaterialEvalWorkItem {
// Surface interaction
pub p: Point3f,
pub n: Normal3f,
pub ns: Normal3f,
pub dpdu: Vector3f,
pub dpdv: Vector3f,
pub uv: Point2f,
pub wo: Vector3f,
pub time: Float,
pub face_index: i32,
// Material
pub material: Ptr<Material>,
pub area_light: Ptr<Light>,
// Medium interface
pub medium_interface: MediumInterface,
// Path state
pub pixel_index: u32,
pub lambda: SampledWavelengths,
pub beta: SampledSpectrum,
pub r_u: SampledSpectrum,
// For next-event estimation
pub any_non_specular_bounces: bool,
pub depth: u32,
pub eta_scale: Float,
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct MaterialEvalWorkItemSoA {
pub p: SoABuffer<Point3f>,
pub n: SoABuffer<Normal3f>,
pub ns: SoABuffer<Normal3f>,
pub dpdu: SoABuffer<Vector3f>,
pub dpdv: SoABuffer<Vector3f>,
pub uv: SoABuffer<Point2f>,
pub wo: SoABuffer<Vector3f>,
pub time: SoABuffer<Float>,
pub face_index: SoABuffer<i32>,
pub material: SoABuffer<Ptr<Material>>,
pub area_light: SoABuffer<Ptr<Light>>,
pub medium_interface: SoABuffer<MediumInterface>,
pub pixel_index: SoABuffer<u32>,
pub lambda: SoABuffer<SampledWavelengths>,
pub beta: SoABuffer<SampledSpectrum>,
pub r_u: SoABuffer<SampledSpectrum>,
pub any_non_specular_bounces: SoABuffer<u8>,
pub depth: SoABuffer<u32>,
pub eta_scale: SoABuffer<Float>,
}
impl SoA for MaterialEvalWorkItemSoA {
type Item = MaterialEvalWorkItem;
fn allocate(n: u32, alloc: &dyn SoAAllocator) -> Self {
Self {
p: alloc_soa_buffer(n, alloc),
n: alloc_soa_buffer(n, alloc),
ns: alloc_soa_buffer(n, alloc),
dpdu: alloc_soa_buffer(n, alloc),
dpdv: alloc_soa_buffer(n, alloc),
uv: alloc_soa_buffer(n, alloc),
wo: alloc_soa_buffer(n, alloc),
time: alloc_soa_buffer(n, alloc),
face_index: alloc_soa_buffer(n, alloc),
material: alloc_soa_buffer(n, alloc),
area_light: alloc_soa_buffer(n, alloc),
medium_interface: alloc_soa_buffer(n, alloc),
pixel_index: alloc_soa_buffer(n, alloc),
lambda: alloc_soa_buffer(n, alloc),
beta: alloc_soa_buffer(n, alloc),
r_u: alloc_soa_buffer(n, alloc),
any_non_specular_bounces: alloc_soa_buffer(n, alloc),
depth: alloc_soa_buffer(n, alloc),
eta_scale: alloc_soa_buffer(n, alloc),
}
}
unsafe fn get(&self, i: usize) -> MaterialEvalWorkItem {
MaterialEvalWorkItem {
p: self.p.get(i),
n: self.n.get(i),
ns: self.ns.get(i),
dpdu: self.dpdu.get(i),
dpdv: self.dpdv.get(i),
uv: self.uv.get(i),
wo: self.wo.get(i),
time: self.time.get(i),
face_index: self.face_index.get(i),
material: self.material.get(i),
area_light: self.area_light.get(i),
medium_interface: self.medium_interface.get(i),
pixel_index: self.pixel_index.get(i),
lambda: self.lambda.get(i),
beta: self.beta.get(i),
r_u: self.r_u.get(i),
any_non_specular_bounces: self.any_non_specular_bounces.get(i) != 0,
depth: self.depth.get(i),
eta_scale: self.eta_scale.get(i),
}
}
unsafe fn set(&self, i: usize, v: MaterialEvalWorkItem) {
self.p.set(i, v.p);
self.n.set(i, v.n);
self.ns.set(i, v.ns);
self.dpdu.set(i, v.dpdu);
self.dpdv.set(i, v.dpdv);
self.uv.set(i, v.uv);
self.wo.set(i, v.wo);
self.time.set(i, v.time);
self.face_index.set(i, v.face_index);
self.material.set(i, v.material);
self.area_light.set(i, v.area_light);
self.medium_interface.set(i, v.medium_interface);
self.pixel_index.set(i, v.pixel_index);
self.lambda.set(i, v.lambda);
self.beta.set(i, v.beta);
self.r_u.set(i, v.r_u);
self.any_non_specular_bounces
.set(i, v.any_non_specular_bounces as u8);
self.depth.set(i, v.depth);
self.eta_scale.set(i, v.eta_scale);
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct ShadowRayWorkItem {
pub ray_o: Point3f,
pub ray_d: Vector3f,
pub ray_time: Float,
pub t_max: Float,
pub lambda: SampledWavelengths,
pub l_d: SampledSpectrum,
pub pixel_index: u32,
}
#[repr(C)]
#[derive(Clone, Copy)]
pub struct ShadowRayWorkItemSoA {
pub ray_o: SoABuffer<Point3f>,
pub ray_d: SoABuffer<Vector3f>,
pub ray_time: SoABuffer<Float>,
pub t_max: SoABuffer<Float>,
pub lambda: SoABuffer<SampledWavelengths>,
pub l_d: SoABuffer<SampledSpectrum>,
pub pixel_index: SoABuffer<u32>,
}
impl SoA for ShadowRayWorkItemSoA {
type Item = ShadowRayWorkItem;
fn allocate(n: u32, alloc: &dyn SoAAllocator) -> Self {
Self {
ray_o: alloc_soa_buffer(n, alloc),
ray_d: alloc_soa_buffer(n, alloc),
ray_time: alloc_soa_buffer(n, alloc),
t_max: alloc_soa_buffer(n, alloc),
lambda: alloc_soa_buffer(n, alloc),
l_d: alloc_soa_buffer(n, alloc),
pixel_index: alloc_soa_buffer(n, alloc),
}
}
unsafe fn get(&self, i: usize) -> ShadowRayWorkItem {
ShadowRayWorkItem {
ray_o: self.ray_o.get(i),
ray_d: self.ray_d.get(i),
ray_time: self.ray_time.get(i),
t_max: self.t_max.get(i),
lambda: self.lambda.get(i),
l_d: self.l_d.get(i),
pixel_index: self.pixel_index.get(i),
}
}
unsafe fn set(&self, i: usize, v: ShadowRayWorkItem) {
self.ray_o.set(i, v.ray_o);
self.ray_d.set(i, v.ray_d);
self.ray_time.set(i, v.ray_time);
self.t_max.set(i, v.t_max);
self.lambda.set(i, v.lambda);
self.l_d.set(i, v.l_d);
self.pixel_index.set(i, v.pixel_index);
}
}
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct MediumSampleWorkItem {
pub ray_o: Point3f,
pub ray_d: Vector3f,
pub ray_time: Float,
pub t_max: Float,
pub lambda: SampledWavelengths,
pub beta: SampledSpectrum,
pub r_u: SampledSpectrum,
pub r_l: SampledSpectrum,
pub medium: Ptr<Medium>,
pub pixel_index: u32,
pub depth: u32,
pub specular_bounce: bool,
pub any_non_specular_bounces: bool,
pub eta_scale: Float,
pub prev_intr_ctx: LightSampleContext,
}
pub type RayQueue = WorkQueue<RayWorkItemSoA>;
pub type EscapedRayQueue = WorkQueue<EscapedRayWorkItemSoA>;
pub type HitAreaLightQueue = WorkQueue<HitAreaLightWorkItemSoA>;
pub type MaterialEvalQueue = WorkQueue<MaterialEvalWorkItemSoA>;
pub type ShadowRayQueue = WorkQueue<ShadowRayWorkItemSoA>;