warp-lang 1.0.2__py3-none-manylinux2014_aarch64.whl → 1.1.0__py3-none-manylinux2014_aarch64.whl

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Files changed (346) hide show
  1. warp/__init__.py +108 -97
  2. warp/__init__.pyi +1 -1
  3. warp/bin/warp-clang.so +0 -0
  4. warp/bin/warp.so +0 -0
  5. warp/build.py +115 -113
  6. warp/build_dll.py +383 -375
  7. warp/builtins.py +3425 -3354
  8. warp/codegen.py +2878 -2792
  9. warp/config.py +40 -36
  10. warp/constants.py +45 -45
  11. warp/context.py +5194 -5102
  12. warp/dlpack.py +442 -442
  13. warp/examples/__init__.py +16 -16
  14. warp/examples/assets/bear.usd +0 -0
  15. warp/examples/assets/bunny.usd +0 -0
  16. warp/examples/assets/cartpole.urdf +110 -110
  17. warp/examples/assets/crazyflie.usd +0 -0
  18. warp/examples/assets/cube.usd +0 -0
  19. warp/examples/assets/nv_ant.xml +92 -92
  20. warp/examples/assets/nv_humanoid.xml +183 -183
  21. warp/examples/assets/quadruped.urdf +267 -267
  22. warp/examples/assets/rocks.nvdb +0 -0
  23. warp/examples/assets/rocks.usd +0 -0
  24. warp/examples/assets/sphere.usd +0 -0
  25. warp/examples/benchmarks/benchmark_api.py +383 -383
  26. warp/examples/benchmarks/benchmark_cloth.py +278 -277
  27. warp/examples/benchmarks/benchmark_cloth_cupy.py +88 -88
  28. warp/examples/benchmarks/benchmark_cloth_jax.py +97 -100
  29. warp/examples/benchmarks/benchmark_cloth_numba.py +146 -142
  30. warp/examples/benchmarks/benchmark_cloth_numpy.py +77 -77
  31. warp/examples/benchmarks/benchmark_cloth_pytorch.py +86 -86
  32. warp/examples/benchmarks/benchmark_cloth_taichi.py +112 -112
  33. warp/examples/benchmarks/benchmark_cloth_warp.py +146 -146
  34. warp/examples/benchmarks/benchmark_launches.py +295 -295
  35. warp/examples/browse.py +29 -29
  36. warp/examples/core/example_dem.py +234 -219
  37. warp/examples/core/example_fluid.py +293 -267
  38. warp/examples/core/example_graph_capture.py +144 -126
  39. warp/examples/core/example_marching_cubes.py +188 -174
  40. warp/examples/core/example_mesh.py +174 -155
  41. warp/examples/core/example_mesh_intersect.py +205 -193
  42. warp/examples/core/example_nvdb.py +176 -170
  43. warp/examples/core/example_raycast.py +105 -90
  44. warp/examples/core/example_raymarch.py +199 -178
  45. warp/examples/core/example_render_opengl.py +185 -141
  46. warp/examples/core/example_sph.py +405 -387
  47. warp/examples/core/example_torch.py +222 -181
  48. warp/examples/core/example_wave.py +263 -248
  49. warp/examples/fem/bsr_utils.py +378 -380
  50. warp/examples/fem/example_apic_fluid.py +407 -389
  51. warp/examples/fem/example_convection_diffusion.py +182 -168
  52. warp/examples/fem/example_convection_diffusion_dg.py +219 -209
  53. warp/examples/fem/example_convection_diffusion_dg0.py +204 -194
  54. warp/examples/fem/example_deformed_geometry.py +177 -159
  55. warp/examples/fem/example_diffusion.py +201 -173
  56. warp/examples/fem/example_diffusion_3d.py +177 -152
  57. warp/examples/fem/example_diffusion_mgpu.py +221 -214
  58. warp/examples/fem/example_mixed_elasticity.py +244 -222
  59. warp/examples/fem/example_navier_stokes.py +259 -243
  60. warp/examples/fem/example_stokes.py +220 -192
  61. warp/examples/fem/example_stokes_transfer.py +265 -249
  62. warp/examples/fem/mesh_utils.py +133 -109
  63. warp/examples/fem/plot_utils.py +292 -287
  64. warp/examples/optim/example_bounce.py +260 -246
  65. warp/examples/optim/example_cloth_throw.py +222 -209
  66. warp/examples/optim/example_diffray.py +566 -536
  67. warp/examples/optim/example_drone.py +864 -835
  68. warp/examples/optim/example_inverse_kinematics.py +176 -168
  69. warp/examples/optim/example_inverse_kinematics_torch.py +185 -169
  70. warp/examples/optim/example_spring_cage.py +239 -231
  71. warp/examples/optim/example_trajectory.py +223 -199
  72. warp/examples/optim/example_walker.py +306 -293
  73. warp/examples/sim/example_cartpole.py +139 -129
  74. warp/examples/sim/example_cloth.py +196 -186
  75. warp/examples/sim/example_granular.py +124 -111
  76. warp/examples/sim/example_granular_collision_sdf.py +197 -186
  77. warp/examples/sim/example_jacobian_ik.py +236 -214
  78. warp/examples/sim/example_particle_chain.py +118 -105
  79. warp/examples/sim/example_quadruped.py +193 -180
  80. warp/examples/sim/example_rigid_chain.py +197 -187
  81. warp/examples/sim/example_rigid_contact.py +189 -177
  82. warp/examples/sim/example_rigid_force.py +127 -125
  83. warp/examples/sim/example_rigid_gyroscopic.py +109 -95
  84. warp/examples/sim/example_rigid_soft_contact.py +134 -122
  85. warp/examples/sim/example_soft_body.py +190 -177
  86. warp/fabric.py +337 -335
  87. warp/fem/__init__.py +60 -27
  88. warp/fem/cache.py +401 -388
  89. warp/fem/dirichlet.py +178 -179
  90. warp/fem/domain.py +262 -263
  91. warp/fem/field/__init__.py +100 -101
  92. warp/fem/field/field.py +148 -149
  93. warp/fem/field/nodal_field.py +298 -299
  94. warp/fem/field/restriction.py +22 -21
  95. warp/fem/field/test.py +180 -181
  96. warp/fem/field/trial.py +183 -183
  97. warp/fem/geometry/__init__.py +15 -19
  98. warp/fem/geometry/closest_point.py +69 -70
  99. warp/fem/geometry/deformed_geometry.py +270 -271
  100. warp/fem/geometry/element.py +744 -744
  101. warp/fem/geometry/geometry.py +184 -186
  102. warp/fem/geometry/grid_2d.py +380 -373
  103. warp/fem/geometry/grid_3d.py +441 -435
  104. warp/fem/geometry/hexmesh.py +953 -953
  105. warp/fem/geometry/partition.py +374 -376
  106. warp/fem/geometry/quadmesh_2d.py +532 -532
  107. warp/fem/geometry/tetmesh.py +840 -840
  108. warp/fem/geometry/trimesh_2d.py +577 -577
  109. warp/fem/integrate.py +1630 -1615
  110. warp/fem/operator.py +190 -191
  111. warp/fem/polynomial.py +214 -213
  112. warp/fem/quadrature/__init__.py +2 -2
  113. warp/fem/quadrature/pic_quadrature.py +243 -245
  114. warp/fem/quadrature/quadrature.py +295 -294
  115. warp/fem/space/__init__.py +294 -292
  116. warp/fem/space/basis_space.py +488 -489
  117. warp/fem/space/collocated_function_space.py +100 -105
  118. warp/fem/space/dof_mapper.py +236 -236
  119. warp/fem/space/function_space.py +148 -145
  120. warp/fem/space/grid_2d_function_space.py +267 -267
  121. warp/fem/space/grid_3d_function_space.py +305 -306
  122. warp/fem/space/hexmesh_function_space.py +350 -352
  123. warp/fem/space/partition.py +350 -350
  124. warp/fem/space/quadmesh_2d_function_space.py +368 -369
  125. warp/fem/space/restriction.py +158 -160
  126. warp/fem/space/shape/__init__.py +13 -15
  127. warp/fem/space/shape/cube_shape_function.py +738 -738
  128. warp/fem/space/shape/shape_function.py +102 -103
  129. warp/fem/space/shape/square_shape_function.py +611 -611
  130. warp/fem/space/shape/tet_shape_function.py +565 -567
  131. warp/fem/space/shape/triangle_shape_function.py +429 -429
  132. warp/fem/space/tetmesh_function_space.py +294 -292
  133. warp/fem/space/topology.py +297 -295
  134. warp/fem/space/trimesh_2d_function_space.py +223 -221
  135. warp/fem/types.py +77 -77
  136. warp/fem/utils.py +495 -495
  137. warp/jax.py +166 -141
  138. warp/jax_experimental.py +341 -339
  139. warp/native/array.h +1072 -1025
  140. warp/native/builtin.h +1560 -1560
  141. warp/native/bvh.cpp +398 -398
  142. warp/native/bvh.cu +525 -525
  143. warp/native/bvh.h +429 -429
  144. warp/native/clang/clang.cpp +495 -464
  145. warp/native/crt.cpp +31 -31
  146. warp/native/crt.h +334 -334
  147. warp/native/cuda_crt.h +1049 -1049
  148. warp/native/cuda_util.cpp +549 -540
  149. warp/native/cuda_util.h +288 -203
  150. warp/native/cutlass_gemm.cpp +34 -34
  151. warp/native/cutlass_gemm.cu +372 -372
  152. warp/native/error.cpp +66 -66
  153. warp/native/error.h +27 -27
  154. warp/native/fabric.h +228 -228
  155. warp/native/hashgrid.cpp +301 -278
  156. warp/native/hashgrid.cu +78 -77
  157. warp/native/hashgrid.h +227 -227
  158. warp/native/initializer_array.h +32 -32
  159. warp/native/intersect.h +1204 -1204
  160. warp/native/intersect_adj.h +365 -365
  161. warp/native/intersect_tri.h +322 -322
  162. warp/native/marching.cpp +2 -2
  163. warp/native/marching.cu +497 -497
  164. warp/native/marching.h +2 -2
  165. warp/native/mat.h +1498 -1498
  166. warp/native/matnn.h +333 -333
  167. warp/native/mesh.cpp +203 -203
  168. warp/native/mesh.cu +293 -293
  169. warp/native/mesh.h +1887 -1887
  170. warp/native/nanovdb/NanoVDB.h +4782 -4782
  171. warp/native/nanovdb/PNanoVDB.h +2553 -2553
  172. warp/native/nanovdb/PNanoVDBWrite.h +294 -294
  173. warp/native/noise.h +850 -850
  174. warp/native/quat.h +1084 -1084
  175. warp/native/rand.h +299 -299
  176. warp/native/range.h +108 -108
  177. warp/native/reduce.cpp +156 -156
  178. warp/native/reduce.cu +348 -348
  179. warp/native/runlength_encode.cpp +61 -61
  180. warp/native/runlength_encode.cu +46 -46
  181. warp/native/scan.cpp +30 -30
  182. warp/native/scan.cu +36 -36
  183. warp/native/scan.h +7 -7
  184. warp/native/solid_angle.h +442 -442
  185. warp/native/sort.cpp +94 -94
  186. warp/native/sort.cu +97 -97
  187. warp/native/sort.h +14 -14
  188. warp/native/sparse.cpp +337 -337
  189. warp/native/sparse.cu +544 -544
  190. warp/native/spatial.h +630 -630
  191. warp/native/svd.h +562 -562
  192. warp/native/temp_buffer.h +30 -30
  193. warp/native/vec.h +1132 -1132
  194. warp/native/volume.cpp +297 -297
  195. warp/native/volume.cu +32 -32
  196. warp/native/volume.h +538 -538
  197. warp/native/volume_builder.cu +425 -425
  198. warp/native/volume_builder.h +19 -19
  199. warp/native/warp.cpp +1057 -1052
  200. warp/native/warp.cu +2943 -2828
  201. warp/native/warp.h +313 -305
  202. warp/optim/__init__.py +9 -9
  203. warp/optim/adam.py +120 -120
  204. warp/optim/linear.py +1104 -939
  205. warp/optim/sgd.py +104 -92
  206. warp/render/__init__.py +10 -10
  207. warp/render/render_opengl.py +3217 -3204
  208. warp/render/render_usd.py +768 -749
  209. warp/render/utils.py +152 -150
  210. warp/sim/__init__.py +52 -59
  211. warp/sim/articulation.py +685 -685
  212. warp/sim/collide.py +1594 -1590
  213. warp/sim/import_mjcf.py +489 -481
  214. warp/sim/import_snu.py +220 -221
  215. warp/sim/import_urdf.py +536 -516
  216. warp/sim/import_usd.py +887 -881
  217. warp/sim/inertia.py +316 -317
  218. warp/sim/integrator.py +234 -233
  219. warp/sim/integrator_euler.py +1956 -1956
  220. warp/sim/integrator_featherstone.py +1910 -1991
  221. warp/sim/integrator_xpbd.py +3294 -3312
  222. warp/sim/model.py +4473 -4314
  223. warp/sim/particles.py +113 -112
  224. warp/sim/render.py +417 -403
  225. warp/sim/utils.py +413 -410
  226. warp/sparse.py +1227 -1227
  227. warp/stubs.py +2109 -2469
  228. warp/tape.py +1162 -225
  229. warp/tests/__init__.py +1 -1
  230. warp/tests/__main__.py +4 -4
  231. warp/tests/assets/torus.usda +105 -105
  232. warp/tests/aux_test_class_kernel.py +26 -26
  233. warp/tests/aux_test_compile_consts_dummy.py +10 -10
  234. warp/tests/aux_test_conditional_unequal_types_kernels.py +21 -21
  235. warp/tests/aux_test_dependent.py +22 -22
  236. warp/tests/aux_test_grad_customs.py +23 -23
  237. warp/tests/aux_test_reference.py +11 -11
  238. warp/tests/aux_test_reference_reference.py +10 -10
  239. warp/tests/aux_test_square.py +17 -17
  240. warp/tests/aux_test_unresolved_func.py +14 -14
  241. warp/tests/aux_test_unresolved_symbol.py +14 -14
  242. warp/tests/disabled_kinematics.py +239 -239
  243. warp/tests/run_coverage_serial.py +31 -31
  244. warp/tests/test_adam.py +157 -157
  245. warp/tests/test_arithmetic.py +1124 -1124
  246. warp/tests/test_array.py +2417 -2326
  247. warp/tests/test_array_reduce.py +150 -150
  248. warp/tests/test_async.py +668 -656
  249. warp/tests/test_atomic.py +141 -141
  250. warp/tests/test_bool.py +204 -149
  251. warp/tests/test_builtins_resolution.py +1292 -1292
  252. warp/tests/test_bvh.py +164 -171
  253. warp/tests/test_closest_point_edge_edge.py +228 -228
  254. warp/tests/test_codegen.py +566 -553
  255. warp/tests/test_compile_consts.py +97 -101
  256. warp/tests/test_conditional.py +246 -246
  257. warp/tests/test_copy.py +232 -215
  258. warp/tests/test_ctypes.py +632 -632
  259. warp/tests/test_dense.py +67 -67
  260. warp/tests/test_devices.py +91 -98
  261. warp/tests/test_dlpack.py +530 -529
  262. warp/tests/test_examples.py +400 -378
  263. warp/tests/test_fabricarray.py +955 -955
  264. warp/tests/test_fast_math.py +62 -54
  265. warp/tests/test_fem.py +1277 -1278
  266. warp/tests/test_fp16.py +130 -130
  267. warp/tests/test_func.py +338 -337
  268. warp/tests/test_generics.py +571 -571
  269. warp/tests/test_grad.py +746 -640
  270. warp/tests/test_grad_customs.py +333 -336
  271. warp/tests/test_hash_grid.py +210 -164
  272. warp/tests/test_import.py +39 -39
  273. warp/tests/test_indexedarray.py +1134 -1134
  274. warp/tests/test_intersect.py +67 -67
  275. warp/tests/test_jax.py +307 -307
  276. warp/tests/test_large.py +167 -164
  277. warp/tests/test_launch.py +354 -354
  278. warp/tests/test_lerp.py +261 -261
  279. warp/tests/test_linear_solvers.py +191 -171
  280. warp/tests/test_lvalue.py +421 -493
  281. warp/tests/test_marching_cubes.py +65 -65
  282. warp/tests/test_mat.py +1801 -1827
  283. warp/tests/test_mat_lite.py +115 -115
  284. warp/tests/test_mat_scalar_ops.py +2907 -2889
  285. warp/tests/test_math.py +126 -193
  286. warp/tests/test_matmul.py +500 -499
  287. warp/tests/test_matmul_lite.py +410 -410
  288. warp/tests/test_mempool.py +188 -190
  289. warp/tests/test_mesh.py +284 -324
  290. warp/tests/test_mesh_query_aabb.py +228 -241
  291. warp/tests/test_mesh_query_point.py +692 -702
  292. warp/tests/test_mesh_query_ray.py +292 -303
  293. warp/tests/test_mlp.py +276 -276
  294. warp/tests/test_model.py +110 -110
  295. warp/tests/test_modules_lite.py +39 -39
  296. warp/tests/test_multigpu.py +163 -163
  297. warp/tests/test_noise.py +248 -248
  298. warp/tests/test_operators.py +250 -250
  299. warp/tests/test_options.py +123 -125
  300. warp/tests/test_peer.py +133 -137
  301. warp/tests/test_pinned.py +78 -78
  302. warp/tests/test_print.py +54 -54
  303. warp/tests/test_quat.py +2086 -2086
  304. warp/tests/test_rand.py +288 -288
  305. warp/tests/test_reload.py +217 -217
  306. warp/tests/test_rounding.py +179 -179
  307. warp/tests/test_runlength_encode.py +190 -190
  308. warp/tests/test_sim_grad.py +243 -0
  309. warp/tests/test_sim_kinematics.py +91 -97
  310. warp/tests/test_smoothstep.py +168 -168
  311. warp/tests/test_snippet.py +305 -266
  312. warp/tests/test_sparse.py +468 -460
  313. warp/tests/test_spatial.py +2148 -2148
  314. warp/tests/test_streams.py +486 -473
  315. warp/tests/test_struct.py +710 -675
  316. warp/tests/test_tape.py +173 -148
  317. warp/tests/test_torch.py +743 -743
  318. warp/tests/test_transient_module.py +87 -87
  319. warp/tests/test_types.py +556 -659
  320. warp/tests/test_utils.py +490 -499
  321. warp/tests/test_vec.py +1264 -1268
  322. warp/tests/test_vec_lite.py +73 -73
  323. warp/tests/test_vec_scalar_ops.py +2099 -2099
  324. warp/tests/test_verify_fp.py +94 -94
  325. warp/tests/test_volume.py +737 -736
  326. warp/tests/test_volume_write.py +255 -265
  327. warp/tests/unittest_serial.py +37 -37
  328. warp/tests/unittest_suites.py +363 -359
  329. warp/tests/unittest_utils.py +603 -578
  330. warp/tests/unused_test_misc.py +71 -71
  331. warp/tests/walkthrough_debug.py +85 -85
  332. warp/thirdparty/appdirs.py +598 -598
  333. warp/thirdparty/dlpack.py +143 -143
  334. warp/thirdparty/unittest_parallel.py +566 -561
  335. warp/torch.py +321 -295
  336. warp/types.py +4504 -4450
  337. warp/utils.py +1008 -821
  338. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/LICENSE.md +126 -126
  339. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/METADATA +338 -400
  340. warp_lang-1.1.0.dist-info/RECORD +352 -0
  341. warp/examples/assets/cube.usda +0 -42
  342. warp/examples/assets/sphere.usda +0 -56
  343. warp/examples/assets/torus.usda +0 -105
  344. warp_lang-1.0.2.dist-info/RECORD +0 -352
  345. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/WHEEL +0 -0
  346. {warp_lang-1.0.2.dist-info → warp_lang-1.1.0.dist-info}/top_level.txt +0 -0
warp/native/bvh.cu CHANGED
@@ -1,525 +1,525 @@
1
- /** Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
2
- * NVIDIA CORPORATION and its licensors retain all intellectual property
3
- * and proprietary rights in and to this software, related documentation
4
- * and any modifications thereto. Any use, reproduction, disclosure or
5
- * distribution of this software and related documentation without an express
6
- * license agreement from NVIDIA CORPORATION is strictly prohibited.
7
- */
8
-
9
- #include "warp.h"
10
- #include "cuda_util.h"
11
- #include "bvh.h"
12
- #include "sort.h"
13
-
14
- #include <vector>
15
- #include <algorithm>
16
-
17
- #include <cuda.h>
18
- #include <cuda_runtime_api.h>
19
-
20
- #define THRUST_IGNORE_CUB_VERSION_CHECK
21
-
22
- #include <cub/cub.cuh>
23
-
24
-
25
- namespace wp
26
- {
27
-
28
- __global__ void bvh_refit_kernel(int n, const int* __restrict__ parents, int* __restrict__ child_count, BVHPackedNodeHalf* __restrict__ node_lowers, BVHPackedNodeHalf* __restrict__ node_uppers, const vec3* item_lowers, const vec3* item_uppers)
29
- {
30
- int index = blockDim.x*blockIdx.x + threadIdx.x;
31
-
32
- if (index < n)
33
- {
34
- bool leaf = node_lowers[index].b;
35
-
36
- if (leaf)
37
- {
38
- // update the leaf node
39
- const int leaf_index = node_lowers[index].i;
40
-
41
- vec3 lower = item_lowers[leaf_index];
42
- vec3 upper = item_uppers[leaf_index];
43
-
44
- make_node(node_lowers+index, lower, leaf_index, true);
45
- make_node(node_uppers+index, upper, 0, false);
46
- }
47
- else
48
- {
49
- // only keep leaf threads
50
- return;
51
- }
52
-
53
- // update hierarchy
54
- for (;;)
55
- {
56
- int parent = parents[index];
57
-
58
- // reached root
59
- if (parent == -1)
60
- return;
61
-
62
- // ensure all writes are visible
63
- __threadfence();
64
-
65
- int finished = atomicAdd(&child_count[parent], 1);
66
-
67
- // if we have are the last thread (such that the parent node is now complete)
68
- // then update its bounds and move onto the the next parent in the hierarchy
69
- if (finished == 1)
70
- {
71
- const int left_child = node_lowers[parent].i;
72
- const int right_child = node_uppers[parent].i;
73
-
74
- vec3 left_lower = vec3(node_lowers[left_child].x,
75
- node_lowers[left_child].y,
76
- node_lowers[left_child].z);
77
-
78
- vec3 left_upper = vec3(node_uppers[left_child].x,
79
- node_uppers[left_child].y,
80
- node_uppers[left_child].z);
81
-
82
- vec3 right_lower = vec3(node_lowers[right_child].x,
83
- node_lowers[right_child].y,
84
- node_lowers[right_child].z);
85
-
86
-
87
- vec3 right_upper = vec3(node_uppers[right_child].x,
88
- node_uppers[right_child].y,
89
- node_uppers[right_child].z);
90
-
91
- // union of child bounds
92
- vec3 lower = min(left_lower, right_lower);
93
- vec3 upper = max(left_upper, right_upper);
94
-
95
- // write new BVH nodes
96
- make_node(node_lowers+parent, lower, left_child, false);
97
- make_node(node_uppers+parent, upper, right_child, false);
98
-
99
- // move onto processing the parent
100
- index = parent;
101
- }
102
- else
103
- {
104
- // parent not ready (we are the first child), terminate thread
105
- break;
106
- }
107
- }
108
- }
109
- }
110
-
111
-
112
- void bvh_refit_device(BVH& bvh)
113
- {
114
- ContextGuard guard(bvh.context);
115
-
116
- // clear child counters
117
- memset_device(WP_CURRENT_CONTEXT, bvh.node_counts, 0, sizeof(int)*bvh.max_nodes);
118
-
119
- wp_launch_device(WP_CURRENT_CONTEXT, bvh_refit_kernel, bvh.num_items, (bvh.num_items, bvh.node_parents, bvh.node_counts, bvh.node_lowers, bvh.node_uppers, bvh.item_lowers, bvh.item_uppers));
120
- }
121
-
122
-
123
- /////////////////////////////////////////////////////////////////////////////////////////////
124
-
125
- // Create a linear BVH as described in Fast and Simple Agglomerative LBVH construction
126
- // this is a bottom-up clustering method that outputs one node per-leaf
127
- //
128
- class LinearBVHBuilderGPU
129
- {
130
- public:
131
-
132
- LinearBVHBuilderGPU();
133
- ~LinearBVHBuilderGPU();
134
-
135
- // takes a bvh (host ref), and pointers to the GPU lower and upper bounds for each triangle
136
- void build(BVH& bvh, const vec3* item_lowers, const vec3* item_uppers, int num_items, bounds3* total_bounds);
137
-
138
- private:
139
-
140
- // temporary data used during building
141
- int* indices;
142
- int* keys;
143
- int* deltas;
144
- int* range_lefts;
145
- int* range_rights;
146
- int* num_children;
147
-
148
- // bounds data when total item bounds built on GPU
149
- vec3* total_lower;
150
- vec3* total_upper;
151
- vec3* total_inv_edges;
152
- };
153
-
154
- ////////////////////////////////////////////////////////
155
-
156
-
157
-
158
- __global__ void compute_morton_codes(const vec3* __restrict__ item_lowers, const vec3* __restrict__ item_uppers, int n, const vec3* grid_lower, const vec3* grid_inv_edges, int* __restrict__ indices, int* __restrict__ keys)
159
- {
160
- const int index = blockDim.x*blockIdx.x + threadIdx.x;
161
-
162
- if (index < n)
163
- {
164
- vec3 lower = item_lowers[index];
165
- vec3 upper = item_uppers[index];
166
-
167
- vec3 center = 0.5f*(lower+upper);
168
-
169
- vec3 local = cw_mul((center-grid_lower[0]), grid_inv_edges[0]);
170
-
171
- // 10-bit Morton codes stored in lower 30bits (1024^3 effective resolution)
172
- int key = morton3<1024>(local[0], local[1], local[2]);
173
-
174
- indices[index] = index;
175
- keys[index] = key;
176
- }
177
- }
178
-
179
- // calculate the index of the first differing bit between two adjacent Morton keys
180
- __global__ void compute_key_deltas(const int* __restrict__ keys, int* __restrict__ deltas, int n)
181
- {
182
- const int index = blockDim.x*blockIdx.x + threadIdx.x;
183
-
184
- if (index < n)
185
- {
186
- int a = keys[index];
187
- int b = keys[index+1];
188
-
189
- int x = a^b;
190
-
191
- deltas[index] = x;// __clz(x);
192
- }
193
- }
194
-
195
- __global__ void build_leaves(const vec3* __restrict__ item_lowers, const vec3* __restrict__ item_uppers, int n, const int* __restrict__ indices, int* __restrict__ range_lefts, int* __restrict__ range_rights, BVHPackedNodeHalf* __restrict__ lowers, BVHPackedNodeHalf* __restrict__ uppers)
196
- {
197
- const int index = blockDim.x*blockIdx.x + threadIdx.x;
198
-
199
- if (index < n)
200
- {
201
- const int item = indices[index];
202
-
203
- vec3 lower = item_lowers[item];
204
- vec3 upper = item_uppers[item];
205
-
206
- // write leaf nodes
207
- lowers[index] = make_node(lower, item, true);
208
- uppers[index] = make_node(upper, item, false);
209
-
210
- // write leaf key ranges
211
- range_lefts[index] = index;
212
- range_rights[index] = index;
213
- }
214
- }
215
-
216
- // this bottom-up process assigns left and right children and combines bounds to form internal nodes
217
- // there is one thread launched per-leaf node, each thread calculates it's parent node and assigns
218
- // itself to either the left or right parent slot, the last child to complete the parent and moves
219
- // up the hierarchy
220
- __global__ void build_hierarchy(int n, int* root, const int* __restrict__ deltas, int* __restrict__ num_children, volatile int* __restrict__ range_lefts, volatile int* __restrict__ range_rights, volatile int* __restrict__ parents, volatile BVHPackedNodeHalf* __restrict__ lowers, volatile BVHPackedNodeHalf* __restrict__ uppers)
221
- {
222
- int index = blockDim.x*blockIdx.x + threadIdx.x;
223
-
224
- if (index < n)
225
- {
226
- const int internal_offset = n;
227
-
228
- for (;;)
229
- {
230
- int left = range_lefts[index];
231
- int right = range_rights[index];
232
-
233
- // check if we are the root node, if so then store out our index and terminate
234
- if (left == 0 && right == n-1)
235
- {
236
- *root = index;
237
- parents[index] = -1;
238
-
239
- break;
240
- }
241
-
242
- int childCount = 0;
243
-
244
- int parent;
245
-
246
- if (left == 0 || (right != n-1 && deltas[right] < deltas[left-1]))
247
- {
248
- parent = right + internal_offset;
249
-
250
- // set parent left child
251
- parents[index] = parent;
252
- lowers[parent].i = index;
253
- range_lefts[parent] = left;
254
-
255
- // ensure above writes are visible to all threads
256
- __threadfence();
257
-
258
- childCount = atomicAdd(&num_children[parent], 1);
259
- }
260
- else
261
- {
262
- parent = left + internal_offset - 1;
263
-
264
- // set parent right child
265
- parents[index] = parent;
266
- uppers[parent].i = index;
267
- range_rights[parent] = right;
268
-
269
- // ensure above writes are visible to all threads
270
- __threadfence();
271
-
272
- childCount = atomicAdd(&num_children[parent], 1);
273
- }
274
-
275
- // if we have are the last thread (such that the parent node is now complete)
276
- // then update its bounds and move onto the the next parent in the hierarchy
277
- if (childCount == 1)
278
- {
279
- const int left_child = lowers[parent].i;
280
- const int right_child = uppers[parent].i;
281
-
282
- vec3 left_lower = vec3(lowers[left_child].x,
283
- lowers[left_child].y,
284
- lowers[left_child].z);
285
-
286
- vec3 left_upper = vec3(uppers[left_child].x,
287
- uppers[left_child].y,
288
- uppers[left_child].z);
289
-
290
- vec3 right_lower = vec3(lowers[right_child].x,
291
- lowers[right_child].y,
292
- lowers[right_child].z);
293
-
294
-
295
- vec3 right_upper = vec3(uppers[right_child].x,
296
- uppers[right_child].y,
297
- uppers[right_child].z);
298
-
299
- // bounds_union of child bounds
300
- vec3 lower = min(left_lower, right_lower);
301
- vec3 upper = max(left_upper, right_upper);
302
-
303
- // write new BVH nodes
304
- make_node(lowers+parent, lower, left_child, false);
305
- make_node(uppers+parent, upper, right_child, false);
306
-
307
- // move onto processing the parent
308
- index = parent;
309
- }
310
- else
311
- {
312
- // parent not ready (we are the first child), terminate thread
313
- break;
314
- }
315
- }
316
- }
317
- }
318
-
319
- CUDA_CALLABLE inline vec3 Vec3Max(const vec3& a, const vec3& b) { return wp::max(a, b); }
320
- CUDA_CALLABLE inline vec3 Vec3Min(const vec3& a, const vec3& b) { return wp::min(a, b); }
321
-
322
- __global__ void compute_total_bounds(const vec3* item_lowers, const vec3* item_uppers, vec3* total_lower, vec3* total_upper, int num_items)
323
- {
324
- typedef cub::BlockReduce<vec3, 256> BlockReduce;
325
-
326
- __shared__ typename BlockReduce::TempStorage temp_storage;
327
-
328
- const int blockStart = blockDim.x*blockIdx.x;
329
- const int numValid = ::min(num_items-blockStart, blockDim.x);
330
-
331
- const int tid = blockStart + threadIdx.x;
332
-
333
- if (tid < num_items)
334
- {
335
- vec3 lower = item_lowers[tid];
336
- vec3 upper = item_uppers[tid];
337
-
338
- vec3 block_upper = BlockReduce(temp_storage).Reduce(upper, Vec3Max, numValid);
339
-
340
- // sync threads because second reduce uses same temp storage as first
341
- __syncthreads();
342
-
343
- vec3 block_lower = BlockReduce(temp_storage).Reduce(lower, Vec3Min, numValid);
344
-
345
- if (threadIdx.x == 0)
346
- {
347
- // write out block results, expanded by the radius
348
- atomic_max(total_upper, block_upper);
349
- atomic_min(total_lower, block_lower);
350
- }
351
- }
352
- }
353
-
354
- // compute inverse edge length, this is just done on the GPU to avoid a CPU->GPU sync point
355
- __global__ void compute_total_inv_edges(const vec3* total_lower, const vec3* total_upper, vec3* total_inv_edges)
356
- {
357
- vec3 edges = (total_upper[0]-total_lower[0]);
358
- edges += vec3(0.0001f);
359
-
360
- total_inv_edges[0] = vec3(1.0f/edges[0], 1.0f/edges[1], 1.0f/edges[2]);
361
- }
362
-
363
-
364
-
365
- LinearBVHBuilderGPU::LinearBVHBuilderGPU()
366
- : indices(NULL)
367
- , keys(NULL)
368
- , deltas(NULL)
369
- , range_lefts(NULL)
370
- , range_rights(NULL)
371
- , num_children(NULL)
372
- , total_lower(NULL)
373
- , total_upper(NULL)
374
- , total_inv_edges(NULL)
375
- {
376
- total_lower = (vec3*)alloc_device(WP_CURRENT_CONTEXT, sizeof(vec3));
377
- total_upper = (vec3*)alloc_device(WP_CURRENT_CONTEXT, sizeof(vec3));
378
- total_inv_edges = (vec3*)alloc_device(WP_CURRENT_CONTEXT, sizeof(vec3));
379
- }
380
-
381
- LinearBVHBuilderGPU::~LinearBVHBuilderGPU()
382
- {
383
- free_device(WP_CURRENT_CONTEXT, total_lower);
384
- free_device(WP_CURRENT_CONTEXT, total_upper);
385
- free_device(WP_CURRENT_CONTEXT, total_inv_edges);
386
- }
387
-
388
-
389
-
390
- void LinearBVHBuilderGPU::build(BVH& bvh, const vec3* item_lowers, const vec3* item_uppers, int num_items, bounds3* total_bounds)
391
- {
392
- // allocate temporary memory used during building
393
- indices = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*num_items*2); // *2 for radix sort
394
- keys = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*num_items*2); // *2 for radix sort
395
- deltas = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*num_items); // highest differenting bit between keys for item i and i+1
396
- range_lefts = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh.max_nodes);
397
- range_rights = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh.max_nodes);
398
- num_children = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh.max_nodes);
399
-
400
- // if total bounds supplied by the host then we just
401
- // compute our edge length and upload it to the GPU directly
402
- if (total_bounds)
403
- {
404
- // calculate Morton codes
405
- vec3 edges = (*total_bounds).edges();
406
- edges += vec3(0.0001f);
407
-
408
- vec3 inv_edges = vec3(1.0f/edges[0], 1.0f/edges[1], 1.0f/edges[2]);
409
-
410
- memcpy_h2d(WP_CURRENT_CONTEXT, total_lower, &total_bounds->lower[0], sizeof(vec3));
411
- memcpy_h2d(WP_CURRENT_CONTEXT, total_upper, &total_bounds->upper[0], sizeof(vec3));
412
- memcpy_h2d(WP_CURRENT_CONTEXT, total_inv_edges, &inv_edges[0], sizeof(vec3));
413
- }
414
- else
415
- {
416
- static vec3 upper(-FLT_MAX);
417
- static vec3 lower(FLT_MAX);
418
-
419
- memcpy_h2d(WP_CURRENT_CONTEXT, total_lower, &lower, sizeof(lower));
420
- memcpy_h2d(WP_CURRENT_CONTEXT, total_upper, &upper, sizeof(upper));
421
-
422
- // compute the total bounds on the GPU
423
- wp_launch_device(WP_CURRENT_CONTEXT, compute_total_bounds, num_items, (item_lowers, item_uppers, total_lower, total_upper, num_items));
424
-
425
- // compute the total edge length
426
- wp_launch_device(WP_CURRENT_CONTEXT, compute_total_inv_edges, 1, (total_lower, total_upper, total_inv_edges));
427
- }
428
-
429
- // assign 30-bit Morton code based on the centroid of each triangle and bounds for each leaf
430
- wp_launch_device(WP_CURRENT_CONTEXT, compute_morton_codes, num_items, (item_lowers, item_uppers, num_items, total_lower, total_inv_edges, indices, keys));
431
-
432
- // sort items based on Morton key (note the 32-bit sort key corresponds to the template parameter to morton3, i.e. 3x9 bit keys combined)
433
- radix_sort_pairs_device(WP_CURRENT_CONTEXT, keys, indices, num_items);
434
-
435
- // calculate deltas between adjacent keys
436
- wp_launch_device(WP_CURRENT_CONTEXT, compute_key_deltas, num_items, (keys, deltas, num_items-1));
437
-
438
- // initialize leaf nodes
439
- wp_launch_device(WP_CURRENT_CONTEXT, build_leaves, num_items, (item_lowers, item_uppers, num_items, indices, range_lefts, range_rights, bvh.node_lowers, bvh.node_uppers));
440
-
441
- // reset children count, this is our atomic counter so we know when an internal node is complete, only used during building
442
- memset_device(WP_CURRENT_CONTEXT, num_children, 0, sizeof(int)*bvh.max_nodes);
443
-
444
- // build the tree and internal node bounds
445
- wp_launch_device(WP_CURRENT_CONTEXT, build_hierarchy, num_items, (num_items, bvh.root, deltas, num_children, range_lefts, range_rights, bvh.node_parents, bvh.node_lowers, bvh.node_uppers));
446
-
447
- // free temporary memory
448
- free_device(WP_CURRENT_CONTEXT, indices);
449
- free_device(WP_CURRENT_CONTEXT, keys);
450
- free_device(WP_CURRENT_CONTEXT, deltas);
451
-
452
- free_device(WP_CURRENT_CONTEXT, range_lefts);
453
- free_device(WP_CURRENT_CONTEXT, range_rights);
454
- free_device(WP_CURRENT_CONTEXT, num_children);
455
-
456
- }
457
-
458
- void bvh_destroy_device(wp::BVH& bvh)
459
- {
460
- ContextGuard guard(bvh.context);
461
-
462
- free_device(WP_CURRENT_CONTEXT, bvh.node_lowers); bvh.node_lowers = NULL;
463
- free_device(WP_CURRENT_CONTEXT, bvh.node_uppers); bvh.node_uppers = NULL;
464
- free_device(WP_CURRENT_CONTEXT, bvh.node_parents); bvh.node_parents = NULL;
465
- free_device(WP_CURRENT_CONTEXT, bvh.node_counts); bvh.node_counts = NULL;
466
- free_device(WP_CURRENT_CONTEXT, bvh.root); bvh.root = NULL;
467
- }
468
-
469
- } // namespace wp
470
-
471
-
472
- void bvh_refit_device(uint64_t id)
473
- {
474
- wp::BVH bvh;
475
- if (bvh_get_descriptor(id, bvh))
476
- {
477
- ContextGuard guard(bvh.context);
478
-
479
- bvh_refit_device(bvh);
480
- }
481
- }
482
-
483
- uint64_t bvh_create_device(void* context, wp::vec3* lowers, wp::vec3* uppers, int num_items)
484
- {
485
- ContextGuard guard(context);
486
-
487
- wp::BVH bvh_host;
488
- bvh_host.num_items = num_items;
489
- bvh_host.max_nodes = 2*num_items;
490
- bvh_host.node_lowers = (wp::BVHPackedNodeHalf*)alloc_device(WP_CURRENT_CONTEXT, sizeof(wp::BVHPackedNodeHalf)*bvh_host.max_nodes);
491
- bvh_host.node_uppers = (wp::BVHPackedNodeHalf*)alloc_device(WP_CURRENT_CONTEXT, sizeof(wp::BVHPackedNodeHalf)*bvh_host.max_nodes);
492
- bvh_host.node_parents = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh_host.max_nodes);
493
- bvh_host.node_counts = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh_host.max_nodes);
494
- bvh_host.root = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int));
495
- bvh_host.item_lowers = lowers;
496
- bvh_host.item_uppers = uppers;
497
-
498
- bvh_host.context = context ? context : cuda_context_get_current();
499
-
500
- wp::LinearBVHBuilderGPU builder;
501
- builder.build(bvh_host, lowers, uppers, num_items, NULL);
502
-
503
- // create device-side BVH descriptor
504
- wp::BVH* bvh_device = (wp::BVH*)alloc_device(WP_CURRENT_CONTEXT, sizeof(wp::BVH));
505
- memcpy_h2d(WP_CURRENT_CONTEXT, bvh_device, &bvh_host, sizeof(wp::BVH));
506
-
507
- uint64_t bvh_id = (uint64_t)bvh_device;
508
- wp::bvh_add_descriptor(bvh_id, bvh_host);
509
-
510
- return bvh_id;
511
- }
512
-
513
-
514
- void bvh_destroy_device(uint64_t id)
515
- {
516
- wp::BVH bvh;
517
- if (wp::bvh_get_descriptor(id, bvh))
518
- {
519
- wp::bvh_destroy_device(bvh);
520
- wp::bvh_rem_descriptor(id);
521
-
522
- // free descriptor
523
- free_device(WP_CURRENT_CONTEXT, (void*)id);
524
- }
525
- }
1
+ /** Copyright (c) 2022 NVIDIA CORPORATION. All rights reserved.
2
+ * NVIDIA CORPORATION and its licensors retain all intellectual property
3
+ * and proprietary rights in and to this software, related documentation
4
+ * and any modifications thereto. Any use, reproduction, disclosure or
5
+ * distribution of this software and related documentation without an express
6
+ * license agreement from NVIDIA CORPORATION is strictly prohibited.
7
+ */
8
+
9
+ #include "warp.h"
10
+ #include "cuda_util.h"
11
+ #include "bvh.h"
12
+ #include "sort.h"
13
+
14
+ #include <vector>
15
+ #include <algorithm>
16
+
17
+ #include <cuda.h>
18
+ #include <cuda_runtime_api.h>
19
+
20
+ #define THRUST_IGNORE_CUB_VERSION_CHECK
21
+
22
+ #include <cub/cub.cuh>
23
+
24
+
25
+ namespace wp
26
+ {
27
+
28
+ __global__ void bvh_refit_kernel(int n, const int* __restrict__ parents, int* __restrict__ child_count, BVHPackedNodeHalf* __restrict__ node_lowers, BVHPackedNodeHalf* __restrict__ node_uppers, const vec3* item_lowers, const vec3* item_uppers)
29
+ {
30
+ int index = blockDim.x*blockIdx.x + threadIdx.x;
31
+
32
+ if (index < n)
33
+ {
34
+ bool leaf = node_lowers[index].b;
35
+
36
+ if (leaf)
37
+ {
38
+ // update the leaf node
39
+ const int leaf_index = node_lowers[index].i;
40
+
41
+ vec3 lower = item_lowers[leaf_index];
42
+ vec3 upper = item_uppers[leaf_index];
43
+
44
+ make_node(node_lowers+index, lower, leaf_index, true);
45
+ make_node(node_uppers+index, upper, 0, false);
46
+ }
47
+ else
48
+ {
49
+ // only keep leaf threads
50
+ return;
51
+ }
52
+
53
+ // update hierarchy
54
+ for (;;)
55
+ {
56
+ int parent = parents[index];
57
+
58
+ // reached root
59
+ if (parent == -1)
60
+ return;
61
+
62
+ // ensure all writes are visible
63
+ __threadfence();
64
+
65
+ int finished = atomicAdd(&child_count[parent], 1);
66
+
67
+ // if we have are the last thread (such that the parent node is now complete)
68
+ // then update its bounds and move onto the the next parent in the hierarchy
69
+ if (finished == 1)
70
+ {
71
+ const int left_child = node_lowers[parent].i;
72
+ const int right_child = node_uppers[parent].i;
73
+
74
+ vec3 left_lower = vec3(node_lowers[left_child].x,
75
+ node_lowers[left_child].y,
76
+ node_lowers[left_child].z);
77
+
78
+ vec3 left_upper = vec3(node_uppers[left_child].x,
79
+ node_uppers[left_child].y,
80
+ node_uppers[left_child].z);
81
+
82
+ vec3 right_lower = vec3(node_lowers[right_child].x,
83
+ node_lowers[right_child].y,
84
+ node_lowers[right_child].z);
85
+
86
+
87
+ vec3 right_upper = vec3(node_uppers[right_child].x,
88
+ node_uppers[right_child].y,
89
+ node_uppers[right_child].z);
90
+
91
+ // union of child bounds
92
+ vec3 lower = min(left_lower, right_lower);
93
+ vec3 upper = max(left_upper, right_upper);
94
+
95
+ // write new BVH nodes
96
+ make_node(node_lowers+parent, lower, left_child, false);
97
+ make_node(node_uppers+parent, upper, right_child, false);
98
+
99
+ // move onto processing the parent
100
+ index = parent;
101
+ }
102
+ else
103
+ {
104
+ // parent not ready (we are the first child), terminate thread
105
+ break;
106
+ }
107
+ }
108
+ }
109
+ }
110
+
111
+
112
+ void bvh_refit_device(BVH& bvh)
113
+ {
114
+ ContextGuard guard(bvh.context);
115
+
116
+ // clear child counters
117
+ memset_device(WP_CURRENT_CONTEXT, bvh.node_counts, 0, sizeof(int)*bvh.max_nodes);
118
+
119
+ wp_launch_device(WP_CURRENT_CONTEXT, bvh_refit_kernel, bvh.num_items, (bvh.num_items, bvh.node_parents, bvh.node_counts, bvh.node_lowers, bvh.node_uppers, bvh.item_lowers, bvh.item_uppers));
120
+ }
121
+
122
+
123
+ /////////////////////////////////////////////////////////////////////////////////////////////
124
+
125
+ // Create a linear BVH as described in Fast and Simple Agglomerative LBVH construction
126
+ // this is a bottom-up clustering method that outputs one node per-leaf
127
+ //
128
+ class LinearBVHBuilderGPU
129
+ {
130
+ public:
131
+
132
+ LinearBVHBuilderGPU();
133
+ ~LinearBVHBuilderGPU();
134
+
135
+ // takes a bvh (host ref), and pointers to the GPU lower and upper bounds for each triangle
136
+ void build(BVH& bvh, const vec3* item_lowers, const vec3* item_uppers, int num_items, bounds3* total_bounds);
137
+
138
+ private:
139
+
140
+ // temporary data used during building
141
+ int* indices;
142
+ int* keys;
143
+ int* deltas;
144
+ int* range_lefts;
145
+ int* range_rights;
146
+ int* num_children;
147
+
148
+ // bounds data when total item bounds built on GPU
149
+ vec3* total_lower;
150
+ vec3* total_upper;
151
+ vec3* total_inv_edges;
152
+ };
153
+
154
+ ////////////////////////////////////////////////////////
155
+
156
+
157
+
158
+ __global__ void compute_morton_codes(const vec3* __restrict__ item_lowers, const vec3* __restrict__ item_uppers, int n, const vec3* grid_lower, const vec3* grid_inv_edges, int* __restrict__ indices, int* __restrict__ keys)
159
+ {
160
+ const int index = blockDim.x*blockIdx.x + threadIdx.x;
161
+
162
+ if (index < n)
163
+ {
164
+ vec3 lower = item_lowers[index];
165
+ vec3 upper = item_uppers[index];
166
+
167
+ vec3 center = 0.5f*(lower+upper);
168
+
169
+ vec3 local = cw_mul((center-grid_lower[0]), grid_inv_edges[0]);
170
+
171
+ // 10-bit Morton codes stored in lower 30bits (1024^3 effective resolution)
172
+ int key = morton3<1024>(local[0], local[1], local[2]);
173
+
174
+ indices[index] = index;
175
+ keys[index] = key;
176
+ }
177
+ }
178
+
179
+ // calculate the index of the first differing bit between two adjacent Morton keys
180
+ __global__ void compute_key_deltas(const int* __restrict__ keys, int* __restrict__ deltas, int n)
181
+ {
182
+ const int index = blockDim.x*blockIdx.x + threadIdx.x;
183
+
184
+ if (index < n)
185
+ {
186
+ int a = keys[index];
187
+ int b = keys[index+1];
188
+
189
+ int x = a^b;
190
+
191
+ deltas[index] = x;// __clz(x);
192
+ }
193
+ }
194
+
195
+ __global__ void build_leaves(const vec3* __restrict__ item_lowers, const vec3* __restrict__ item_uppers, int n, const int* __restrict__ indices, int* __restrict__ range_lefts, int* __restrict__ range_rights, BVHPackedNodeHalf* __restrict__ lowers, BVHPackedNodeHalf* __restrict__ uppers)
196
+ {
197
+ const int index = blockDim.x*blockIdx.x + threadIdx.x;
198
+
199
+ if (index < n)
200
+ {
201
+ const int item = indices[index];
202
+
203
+ vec3 lower = item_lowers[item];
204
+ vec3 upper = item_uppers[item];
205
+
206
+ // write leaf nodes
207
+ lowers[index] = make_node(lower, item, true);
208
+ uppers[index] = make_node(upper, item, false);
209
+
210
+ // write leaf key ranges
211
+ range_lefts[index] = index;
212
+ range_rights[index] = index;
213
+ }
214
+ }
215
+
216
+ // this bottom-up process assigns left and right children and combines bounds to form internal nodes
217
+ // there is one thread launched per-leaf node, each thread calculates it's parent node and assigns
218
+ // itself to either the left or right parent slot, the last child to complete the parent and moves
219
+ // up the hierarchy
220
+ __global__ void build_hierarchy(int n, int* root, const int* __restrict__ deltas, int* __restrict__ num_children, volatile int* __restrict__ range_lefts, volatile int* __restrict__ range_rights, volatile int* __restrict__ parents, volatile BVHPackedNodeHalf* __restrict__ lowers, volatile BVHPackedNodeHalf* __restrict__ uppers)
221
+ {
222
+ int index = blockDim.x*blockIdx.x + threadIdx.x;
223
+
224
+ if (index < n)
225
+ {
226
+ const int internal_offset = n;
227
+
228
+ for (;;)
229
+ {
230
+ int left = range_lefts[index];
231
+ int right = range_rights[index];
232
+
233
+ // check if we are the root node, if so then store out our index and terminate
234
+ if (left == 0 && right == n-1)
235
+ {
236
+ *root = index;
237
+ parents[index] = -1;
238
+
239
+ break;
240
+ }
241
+
242
+ int childCount = 0;
243
+
244
+ int parent;
245
+
246
+ if (left == 0 || (right != n-1 && deltas[right] < deltas[left-1]))
247
+ {
248
+ parent = right + internal_offset;
249
+
250
+ // set parent left child
251
+ parents[index] = parent;
252
+ lowers[parent].i = index;
253
+ range_lefts[parent] = left;
254
+
255
+ // ensure above writes are visible to all threads
256
+ __threadfence();
257
+
258
+ childCount = atomicAdd(&num_children[parent], 1);
259
+ }
260
+ else
261
+ {
262
+ parent = left + internal_offset - 1;
263
+
264
+ // set parent right child
265
+ parents[index] = parent;
266
+ uppers[parent].i = index;
267
+ range_rights[parent] = right;
268
+
269
+ // ensure above writes are visible to all threads
270
+ __threadfence();
271
+
272
+ childCount = atomicAdd(&num_children[parent], 1);
273
+ }
274
+
275
+ // if we have are the last thread (such that the parent node is now complete)
276
+ // then update its bounds and move onto the the next parent in the hierarchy
277
+ if (childCount == 1)
278
+ {
279
+ const int left_child = lowers[parent].i;
280
+ const int right_child = uppers[parent].i;
281
+
282
+ vec3 left_lower = vec3(lowers[left_child].x,
283
+ lowers[left_child].y,
284
+ lowers[left_child].z);
285
+
286
+ vec3 left_upper = vec3(uppers[left_child].x,
287
+ uppers[left_child].y,
288
+ uppers[left_child].z);
289
+
290
+ vec3 right_lower = vec3(lowers[right_child].x,
291
+ lowers[right_child].y,
292
+ lowers[right_child].z);
293
+
294
+
295
+ vec3 right_upper = vec3(uppers[right_child].x,
296
+ uppers[right_child].y,
297
+ uppers[right_child].z);
298
+
299
+ // bounds_union of child bounds
300
+ vec3 lower = min(left_lower, right_lower);
301
+ vec3 upper = max(left_upper, right_upper);
302
+
303
+ // write new BVH nodes
304
+ make_node(lowers+parent, lower, left_child, false);
305
+ make_node(uppers+parent, upper, right_child, false);
306
+
307
+ // move onto processing the parent
308
+ index = parent;
309
+ }
310
+ else
311
+ {
312
+ // parent not ready (we are the first child), terminate thread
313
+ break;
314
+ }
315
+ }
316
+ }
317
+ }
318
+
319
+ CUDA_CALLABLE inline vec3 Vec3Max(const vec3& a, const vec3& b) { return wp::max(a, b); }
320
+ CUDA_CALLABLE inline vec3 Vec3Min(const vec3& a, const vec3& b) { return wp::min(a, b); }
321
+
322
+ __global__ void compute_total_bounds(const vec3* item_lowers, const vec3* item_uppers, vec3* total_lower, vec3* total_upper, int num_items)
323
+ {
324
+ typedef cub::BlockReduce<vec3, 256> BlockReduce;
325
+
326
+ __shared__ typename BlockReduce::TempStorage temp_storage;
327
+
328
+ const int blockStart = blockDim.x*blockIdx.x;
329
+ const int numValid = ::min(num_items-blockStart, blockDim.x);
330
+
331
+ const int tid = blockStart + threadIdx.x;
332
+
333
+ if (tid < num_items)
334
+ {
335
+ vec3 lower = item_lowers[tid];
336
+ vec3 upper = item_uppers[tid];
337
+
338
+ vec3 block_upper = BlockReduce(temp_storage).Reduce(upper, Vec3Max, numValid);
339
+
340
+ // sync threads because second reduce uses same temp storage as first
341
+ __syncthreads();
342
+
343
+ vec3 block_lower = BlockReduce(temp_storage).Reduce(lower, Vec3Min, numValid);
344
+
345
+ if (threadIdx.x == 0)
346
+ {
347
+ // write out block results, expanded by the radius
348
+ atomic_max(total_upper, block_upper);
349
+ atomic_min(total_lower, block_lower);
350
+ }
351
+ }
352
+ }
353
+
354
+ // compute inverse edge length, this is just done on the GPU to avoid a CPU->GPU sync point
355
+ __global__ void compute_total_inv_edges(const vec3* total_lower, const vec3* total_upper, vec3* total_inv_edges)
356
+ {
357
+ vec3 edges = (total_upper[0]-total_lower[0]);
358
+ edges += vec3(0.0001f);
359
+
360
+ total_inv_edges[0] = vec3(1.0f/edges[0], 1.0f/edges[1], 1.0f/edges[2]);
361
+ }
362
+
363
+
364
+
365
+ LinearBVHBuilderGPU::LinearBVHBuilderGPU()
366
+ : indices(NULL)
367
+ , keys(NULL)
368
+ , deltas(NULL)
369
+ , range_lefts(NULL)
370
+ , range_rights(NULL)
371
+ , num_children(NULL)
372
+ , total_lower(NULL)
373
+ , total_upper(NULL)
374
+ , total_inv_edges(NULL)
375
+ {
376
+ total_lower = (vec3*)alloc_device(WP_CURRENT_CONTEXT, sizeof(vec3));
377
+ total_upper = (vec3*)alloc_device(WP_CURRENT_CONTEXT, sizeof(vec3));
378
+ total_inv_edges = (vec3*)alloc_device(WP_CURRENT_CONTEXT, sizeof(vec3));
379
+ }
380
+
381
+ LinearBVHBuilderGPU::~LinearBVHBuilderGPU()
382
+ {
383
+ free_device(WP_CURRENT_CONTEXT, total_lower);
384
+ free_device(WP_CURRENT_CONTEXT, total_upper);
385
+ free_device(WP_CURRENT_CONTEXT, total_inv_edges);
386
+ }
387
+
388
+
389
+
390
+ void LinearBVHBuilderGPU::build(BVH& bvh, const vec3* item_lowers, const vec3* item_uppers, int num_items, bounds3* total_bounds)
391
+ {
392
+ // allocate temporary memory used during building
393
+ indices = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*num_items*2); // *2 for radix sort
394
+ keys = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*num_items*2); // *2 for radix sort
395
+ deltas = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*num_items); // highest differenting bit between keys for item i and i+1
396
+ range_lefts = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh.max_nodes);
397
+ range_rights = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh.max_nodes);
398
+ num_children = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh.max_nodes);
399
+
400
+ // if total bounds supplied by the host then we just
401
+ // compute our edge length and upload it to the GPU directly
402
+ if (total_bounds)
403
+ {
404
+ // calculate Morton codes
405
+ vec3 edges = (*total_bounds).edges();
406
+ edges += vec3(0.0001f);
407
+
408
+ vec3 inv_edges = vec3(1.0f/edges[0], 1.0f/edges[1], 1.0f/edges[2]);
409
+
410
+ memcpy_h2d(WP_CURRENT_CONTEXT, total_lower, &total_bounds->lower[0], sizeof(vec3));
411
+ memcpy_h2d(WP_CURRENT_CONTEXT, total_upper, &total_bounds->upper[0], sizeof(vec3));
412
+ memcpy_h2d(WP_CURRENT_CONTEXT, total_inv_edges, &inv_edges[0], sizeof(vec3));
413
+ }
414
+ else
415
+ {
416
+ static vec3 upper(-FLT_MAX);
417
+ static vec3 lower(FLT_MAX);
418
+
419
+ memcpy_h2d(WP_CURRENT_CONTEXT, total_lower, &lower, sizeof(lower));
420
+ memcpy_h2d(WP_CURRENT_CONTEXT, total_upper, &upper, sizeof(upper));
421
+
422
+ // compute the total bounds on the GPU
423
+ wp_launch_device(WP_CURRENT_CONTEXT, compute_total_bounds, num_items, (item_lowers, item_uppers, total_lower, total_upper, num_items));
424
+
425
+ // compute the total edge length
426
+ wp_launch_device(WP_CURRENT_CONTEXT, compute_total_inv_edges, 1, (total_lower, total_upper, total_inv_edges));
427
+ }
428
+
429
+ // assign 30-bit Morton code based on the centroid of each triangle and bounds for each leaf
430
+ wp_launch_device(WP_CURRENT_CONTEXT, compute_morton_codes, num_items, (item_lowers, item_uppers, num_items, total_lower, total_inv_edges, indices, keys));
431
+
432
+ // sort items based on Morton key (note the 32-bit sort key corresponds to the template parameter to morton3, i.e. 3x9 bit keys combined)
433
+ radix_sort_pairs_device(WP_CURRENT_CONTEXT, keys, indices, num_items);
434
+
435
+ // calculate deltas between adjacent keys
436
+ wp_launch_device(WP_CURRENT_CONTEXT, compute_key_deltas, num_items, (keys, deltas, num_items-1));
437
+
438
+ // initialize leaf nodes
439
+ wp_launch_device(WP_CURRENT_CONTEXT, build_leaves, num_items, (item_lowers, item_uppers, num_items, indices, range_lefts, range_rights, bvh.node_lowers, bvh.node_uppers));
440
+
441
+ // reset children count, this is our atomic counter so we know when an internal node is complete, only used during building
442
+ memset_device(WP_CURRENT_CONTEXT, num_children, 0, sizeof(int)*bvh.max_nodes);
443
+
444
+ // build the tree and internal node bounds
445
+ wp_launch_device(WP_CURRENT_CONTEXT, build_hierarchy, num_items, (num_items, bvh.root, deltas, num_children, range_lefts, range_rights, bvh.node_parents, bvh.node_lowers, bvh.node_uppers));
446
+
447
+ // free temporary memory
448
+ free_device(WP_CURRENT_CONTEXT, indices);
449
+ free_device(WP_CURRENT_CONTEXT, keys);
450
+ free_device(WP_CURRENT_CONTEXT, deltas);
451
+
452
+ free_device(WP_CURRENT_CONTEXT, range_lefts);
453
+ free_device(WP_CURRENT_CONTEXT, range_rights);
454
+ free_device(WP_CURRENT_CONTEXT, num_children);
455
+
456
+ }
457
+
458
+ void bvh_destroy_device(wp::BVH& bvh)
459
+ {
460
+ ContextGuard guard(bvh.context);
461
+
462
+ free_device(WP_CURRENT_CONTEXT, bvh.node_lowers); bvh.node_lowers = NULL;
463
+ free_device(WP_CURRENT_CONTEXT, bvh.node_uppers); bvh.node_uppers = NULL;
464
+ free_device(WP_CURRENT_CONTEXT, bvh.node_parents); bvh.node_parents = NULL;
465
+ free_device(WP_CURRENT_CONTEXT, bvh.node_counts); bvh.node_counts = NULL;
466
+ free_device(WP_CURRENT_CONTEXT, bvh.root); bvh.root = NULL;
467
+ }
468
+
469
+ } // namespace wp
470
+
471
+
472
+ void bvh_refit_device(uint64_t id)
473
+ {
474
+ wp::BVH bvh;
475
+ if (bvh_get_descriptor(id, bvh))
476
+ {
477
+ ContextGuard guard(bvh.context);
478
+
479
+ bvh_refit_device(bvh);
480
+ }
481
+ }
482
+
483
+ uint64_t bvh_create_device(void* context, wp::vec3* lowers, wp::vec3* uppers, int num_items)
484
+ {
485
+ ContextGuard guard(context);
486
+
487
+ wp::BVH bvh_host;
488
+ bvh_host.num_items = num_items;
489
+ bvh_host.max_nodes = 2*num_items;
490
+ bvh_host.node_lowers = (wp::BVHPackedNodeHalf*)alloc_device(WP_CURRENT_CONTEXT, sizeof(wp::BVHPackedNodeHalf)*bvh_host.max_nodes);
491
+ bvh_host.node_uppers = (wp::BVHPackedNodeHalf*)alloc_device(WP_CURRENT_CONTEXT, sizeof(wp::BVHPackedNodeHalf)*bvh_host.max_nodes);
492
+ bvh_host.node_parents = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh_host.max_nodes);
493
+ bvh_host.node_counts = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int)*bvh_host.max_nodes);
494
+ bvh_host.root = (int*)alloc_device(WP_CURRENT_CONTEXT, sizeof(int));
495
+ bvh_host.item_lowers = lowers;
496
+ bvh_host.item_uppers = uppers;
497
+
498
+ bvh_host.context = context ? context : cuda_context_get_current();
499
+
500
+ wp::LinearBVHBuilderGPU builder;
501
+ builder.build(bvh_host, lowers, uppers, num_items, NULL);
502
+
503
+ // create device-side BVH descriptor
504
+ wp::BVH* bvh_device = (wp::BVH*)alloc_device(WP_CURRENT_CONTEXT, sizeof(wp::BVH));
505
+ memcpy_h2d(WP_CURRENT_CONTEXT, bvh_device, &bvh_host, sizeof(wp::BVH));
506
+
507
+ uint64_t bvh_id = (uint64_t)bvh_device;
508
+ wp::bvh_add_descriptor(bvh_id, bvh_host);
509
+
510
+ return bvh_id;
511
+ }
512
+
513
+
514
+ void bvh_destroy_device(uint64_t id)
515
+ {
516
+ wp::BVH bvh;
517
+ if (wp::bvh_get_descriptor(id, bvh))
518
+ {
519
+ wp::bvh_destroy_device(bvh);
520
+ wp::bvh_rem_descriptor(id);
521
+
522
+ // free descriptor
523
+ free_device(WP_CURRENT_CONTEXT, (void*)id);
524
+ }
525
+ }