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This shader gets called and will construct ANV BVH from IR BVH. More specifically, each invocation will take care of one internal node. The internal nodes get processed starting from root node all the way to the bottom leaves. During processing, we keep track of the destination of where the internal node should be encoded (tracked in vk_ir_box.bvh_offset), and where its leaves should be encoded (tracked in vk_ir_header.dst_node_offset). The processed bvh is in contiguous memory, which starts with header, followed by interleaving internal nodes and leaves. The nodes information are also populated. Rework: (Sagar) - Return out of bounds threads early - Mimic GRL internal node encoding - Handle node mask - Fix block_incr_and_start_prim - Fix shader_index_and_geom_mask for instance node - Fix instance flag - Fix block_incr and instance_contribution_and_geom_flags initialized to be zero - Fix lower_x and upper_x to be properly flipped for invalid child - For invalid node, clear blockIncr and set startPrim to INVALID - Calculated things upfront and assign, cutting down more than ~200 instructions Co-authored-by: Kevin Chuang <kaiwenjon23@gmail.com> Co-authored-by: Sagar Ghuge <sagar.ghuge@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/31588> |
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