godot/thirdparty/embree/kernels/subdiv/tessellation.h
2021-01-14 18:02:07 +01:00

162 lines
5.6 KiB
C++

// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
namespace embree
{
/* adjust discret tessellation level for feature-adaptive pre-subdivision */
__forceinline float adjustTessellationLevel(float l, const size_t sublevel)
{
for (size_t i=0; i<sublevel; i++) l *= 0.5f;
float r = ceilf(l);
for (size_t i=0; i<sublevel; i++) r *= 2.0f;
return r;
}
__forceinline int stitch(const int x, const int fine, const int coarse) {
return (2*x+1)*coarse/(2*fine);
}
__forceinline void stitchGridEdges(const unsigned int low_rate,
const unsigned int high_rate,
const unsigned int x0,
const unsigned int x1,
float * __restrict__ const uv_array,
const unsigned int uv_array_step)
{
#if 1
const float inv_low_rate = rcp((float)(low_rate-1));
for (unsigned x=x0; x<=x1; x++) {
uv_array[(x-x0)*uv_array_step] = float(stitch(x,high_rate-1,low_rate-1))*inv_low_rate;
}
if (unlikely(x1 == high_rate-1))
uv_array[(x1-x0)*uv_array_step] = 1.0f;
#else
assert(low_rate < high_rate);
assert(high_rate >= 2);
const float inv_low_rate = rcp((float)(low_rate-1));
const unsigned int dy = low_rate - 1;
const unsigned int dx = high_rate - 1;
int p = 2*dy-dx;
unsigned int offset = 0;
unsigned int y = 0;
float value = 0.0f;
for(unsigned int x=0;x<high_rate-1; x++) // '<=' would be correct but we will leave the 1.0f at the end
{
uv_array[offset] = value;
offset += uv_array_step;
if (unlikely(p > 0))
{
y++;
value = (float)y * inv_low_rate;
p -= 2*dx;
}
p += 2*dy;
}
#endif
}
__forceinline void stitchUVGrid(const float edge_levels[4],
const unsigned int swidth,
const unsigned int sheight,
const unsigned int x0,
const unsigned int y0,
const unsigned int grid_u_res,
const unsigned int grid_v_res,
float * __restrict__ const u_array,
float * __restrict__ const v_array)
{
const unsigned int x1 = x0+grid_u_res-1;
const unsigned int y1 = y0+grid_v_res-1;
const unsigned int int_edge_points0 = (unsigned int)edge_levels[0] + 1;
const unsigned int int_edge_points1 = (unsigned int)edge_levels[1] + 1;
const unsigned int int_edge_points2 = (unsigned int)edge_levels[2] + 1;
const unsigned int int_edge_points3 = (unsigned int)edge_levels[3] + 1;
if (unlikely(y0 == 0 && int_edge_points0 < swidth))
stitchGridEdges(int_edge_points0,swidth,x0,x1,u_array,1);
if (unlikely(y1 == sheight-1 && int_edge_points2 < swidth))
stitchGridEdges(int_edge_points2,swidth,x0,x1,&u_array[(grid_v_res-1)*grid_u_res],1);
if (unlikely(x0 == 0 && int_edge_points1 < sheight))
stitchGridEdges(int_edge_points1,sheight,y0,y1,&v_array[grid_u_res-1],grid_u_res);
if (unlikely(x1 == swidth-1 && int_edge_points3 < sheight))
stitchGridEdges(int_edge_points3,sheight,y0,y1,v_array,grid_u_res);
}
__forceinline void gridUVTessellator(const float edge_levels[4],
const unsigned int swidth,
const unsigned int sheight,
const unsigned int x0,
const unsigned int y0,
const unsigned int grid_u_res,
const unsigned int grid_v_res,
float * __restrict__ const u_array,
float * __restrict__ const v_array)
{
assert( grid_u_res >= 1);
assert( grid_v_res >= 1);
assert( edge_levels[0] >= 1.0f );
assert( edge_levels[1] >= 1.0f );
assert( edge_levels[2] >= 1.0f );
assert( edge_levels[3] >= 1.0f );
#if defined(__AVX__)
const vint8 grid_u_segments = vint8(swidth)-1;
const vint8 grid_v_segments = vint8(sheight)-1;
const vfloat8 inv_grid_u_segments = rcp(vfloat8(grid_u_segments));
const vfloat8 inv_grid_v_segments = rcp(vfloat8(grid_v_segments));
unsigned int index = 0;
vint8 v_i( zero );
for (unsigned int y=0;y<grid_v_res;y++,index+=grid_u_res,v_i += 1)
{
vint8 u_i ( step );
const vbool8 m_v = v_i < grid_v_segments;
for (unsigned int x=0;x<grid_u_res;x+=8, u_i += 8)
{
const vbool8 m_u = u_i < grid_u_segments;
const vfloat8 u = select(m_u, vfloat8(x0+u_i) * inv_grid_u_segments, 1.0f);
const vfloat8 v = select(m_v, vfloat8(y0+v_i) * inv_grid_v_segments, 1.0f);
vfloat8::storeu(&u_array[index + x],u);
vfloat8::storeu(&v_array[index + x],v);
}
}
#else
const vint4 grid_u_segments = vint4(swidth)-1;
const vint4 grid_v_segments = vint4(sheight)-1;
const vfloat4 inv_grid_u_segments = rcp(vfloat4(grid_u_segments));
const vfloat4 inv_grid_v_segments = rcp(vfloat4(grid_v_segments));
unsigned int index = 0;
vint4 v_i( zero );
for (unsigned int y=0;y<grid_v_res;y++,index+=grid_u_res,v_i += 1)
{
vint4 u_i ( step );
const vbool4 m_v = v_i < grid_v_segments;
for (unsigned int x=0;x<grid_u_res;x+=4, u_i += 4)
{
const vbool4 m_u = u_i < grid_u_segments;
const vfloat4 u = select(m_u, vfloat4(x0+u_i) * inv_grid_u_segments, 1.0f);
const vfloat4 v = select(m_v, vfloat4(y0+v_i) * inv_grid_v_segments, 1.0f);
vfloat4::storeu(&u_array[index + x],u);
vfloat4::storeu(&v_array[index + x],v);
}
}
#endif
}
}