Merge branch 'VitaminCpp-fix_bvh_generation_crash'

This commit is contained in:
Wojtek Figat
2025-11-15 22:33:24 +01:00

View File

@@ -21,9 +21,9 @@ static_assert(sizeof(GPUBVH) == sizeof(Float4) * 2, "Invalid BVH structure size
void MeshAccelerationStructure::BuildBVH(int32 node, BVHBuild& build)
{
auto& root = _bvh[node];
ASSERT_LOW_LAYER(root.Leaf.IsLeaf);
if (build.MaxLeafSize > 0 && root.Leaf.TriangleCount <= build.MaxLeafSize)
auto* root = &_bvh[node];
ASSERT_LOW_LAYER(root->Leaf.IsLeaf);
if (build.MaxLeafSize > 0 && root->Leaf.TriangleCount <= build.MaxLeafSize)
return;
if (build.MaxDepth > 0 && build.NodeDepth >= build.MaxDepth)
return;
@@ -31,15 +31,16 @@ void MeshAccelerationStructure::BuildBVH(int32 node, BVHBuild& build)
// Spawn two leaves
const int32 childIndex = _bvh.Count();
_bvh.AddDefault(2);
root = &_bvh[node];
auto& left = _bvh.Get()[childIndex];
auto& right = _bvh.Get()[childIndex + 1];
left.Leaf.IsLeaf = 1;
right.Leaf.IsLeaf = 1;
left.Leaf.MeshIndex = root.Leaf.MeshIndex;
right.Leaf.MeshIndex = root.Leaf.MeshIndex;
left.Leaf.MeshIndex = root->Leaf.MeshIndex;
right.Leaf.MeshIndex = root->Leaf.MeshIndex;
// Mid-point splitting based on the largest axis
const Float3 boundsSize = root.Bounds.GetSize();
const Float3 boundsSize = root->Bounds.GetSize();
int32 axisCount = 0;
int32 axis = 0;
RETRY:
@@ -63,11 +64,11 @@ RETRY:
// Go to the next axis
axis = (axis + 1) % 3;
}
const float midPoint = (float)(root.Bounds.Minimum.Raw[axis] + boundsSize.Raw[axis] * 0.5f);
const Mesh& meshData = _meshes[root.Leaf.MeshIndex];
const float midPoint = (float)(root->Bounds.Minimum.Raw[axis] + boundsSize.Raw[axis] * 0.5f);
const Mesh& meshData = _meshes[root->Leaf.MeshIndex];
const Float3* vb = meshData.VertexBuffer.Get<Float3>();
int32 indexStart = root.Leaf.TriangleIndex * 3;
int32 indexEnd = indexStart + root.Leaf.TriangleCount * 3;
int32 indexStart = root->Leaf.TriangleIndex * 3;
int32 indexEnd = indexStart + root->Leaf.TriangleCount * 3;
left.Leaf.TriangleCount = 0;
right.Leaf.TriangleCount = 0;
if (meshData.Use16BitIndexBuffer)
@@ -76,7 +77,7 @@ RETRY:
{
uint16 I0, I1, I2;
};
build.Scratch.Resize(root.Leaf.TriangleCount * sizeof(Tri));
build.Scratch.Resize(root->Leaf.TriangleCount * sizeof(Tri));
auto dst = (Tri*)build.Scratch.Get();
auto ib16 = meshData.IndexBuffer.Get<uint16>();
for (int32 i = indexStart; i < indexEnd;)
@@ -89,9 +90,9 @@ RETRY:
if (centroid <= midPoint)
dst[left.Leaf.TriangleCount++] = tri; // Left
else
dst[root.Leaf.TriangleCount - ++right.Leaf.TriangleCount] = tri; // Right
dst[root->Leaf.TriangleCount - ++right.Leaf.TriangleCount] = tri; // Right
}
Platform::MemoryCopy(ib16 + indexStart, dst, root.Leaf.TriangleCount * 3 * sizeof(uint16));
Platform::MemoryCopy(ib16 + indexStart, dst, root->Leaf.TriangleCount * 3 * sizeof(uint16));
if (left.Leaf.TriangleCount == 0 || right.Leaf.TriangleCount == 0)
{
axisCount++;
@@ -104,9 +105,9 @@ RETRY:
for (int32 i = indexStart; i < indexEnd; i++)
left.Bounds.Merge(vb[((uint16*)build.Scratch.Get())[i]]);
right.Bounds = BoundingBox(vb[dst[root.Leaf.TriangleCount - 1].I0]);
right.Bounds = BoundingBox(vb[dst[root->Leaf.TriangleCount - 1].I0]);
indexStart = left.Leaf.TriangleCount;
indexEnd = root.Leaf.TriangleCount * 3;
indexEnd = root->Leaf.TriangleCount * 3;
for (int32 i = indexStart; i < indexEnd; i++)
right.Bounds.Merge(vb[((uint16*)build.Scratch.Get())[i]]);
}
@@ -116,7 +117,7 @@ RETRY:
{
uint32 I0, I1, I2;
};
build.Scratch.Resize(root.Leaf.TriangleCount * sizeof(Tri));
build.Scratch.Resize(root->Leaf.TriangleCount * sizeof(Tri));
auto dst = (Tri*)build.Scratch.Get();
auto ib32 = meshData.IndexBuffer.Get<uint32>();
for (int32 i = indexStart; i < indexEnd;)
@@ -129,9 +130,9 @@ RETRY:
if (centroid <= midPoint)
dst[left.Leaf.TriangleCount++] = tri; // Left
else
dst[root.Leaf.TriangleCount - ++right.Leaf.TriangleCount] = tri; // Right
dst[root->Leaf.TriangleCount - ++right.Leaf.TriangleCount] = tri; // Right
}
Platform::MemoryCopy(ib32 + indexStart, dst, root.Leaf.TriangleCount * 3 * sizeof(uint32));
Platform::MemoryCopy(ib32 + indexStart, dst, root->Leaf.TriangleCount * 3 * sizeof(uint32));
if (left.Leaf.TriangleCount == 0 || right.Leaf.TriangleCount == 0)
{
axisCount++;
@@ -144,22 +145,22 @@ RETRY:
for (int32 i = indexStart; i < indexEnd; i++)
left.Bounds.Merge(vb[((uint32*)build.Scratch.Get())[i]]);
right.Bounds = BoundingBox(vb[dst[root.Leaf.TriangleCount - 1].I0]);
right.Bounds = BoundingBox(vb[dst[root->Leaf.TriangleCount - 1].I0]);
indexStart = left.Leaf.TriangleCount;
indexEnd = root.Leaf.TriangleCount * 3;
indexEnd = root->Leaf.TriangleCount * 3;
for (int32 i = indexStart; i < indexEnd; i++)
right.Bounds.Merge(vb[((uint32*)build.Scratch.Get())[i]]);
}
ASSERT_LOW_LAYER(left.Leaf.TriangleCount + right.Leaf.TriangleCount == root.Leaf.TriangleCount);
left.Leaf.TriangleIndex = root.Leaf.TriangleIndex;
ASSERT_LOW_LAYER(left.Leaf.TriangleCount + right.Leaf.TriangleCount == root->Leaf.TriangleCount);
left.Leaf.TriangleIndex = root->Leaf.TriangleIndex;
right.Leaf.TriangleIndex = left.Leaf.TriangleIndex + left.Leaf.TriangleCount;
build.MaxNodeTriangles = Math::Max(build.MaxNodeTriangles, (int32)right.Leaf.TriangleCount);
build.MaxNodeTriangles = Math::Max(build.MaxNodeTriangles, (int32)right.Leaf.TriangleCount);
// Convert into a node
root.Node.IsLeaf = 0;
root.Node.ChildIndex = childIndex;
root.Node.ChildrenCount = 2;
root->Node.IsLeaf = 0;
root->Node.ChildIndex = childIndex;
root->Node.ChildrenCount = 2;
// Split children
build.NodeDepth++;