Class MPSRayIntersector

  • All Implemented Interfaces:
    NSCoding, NSCopying, NSSecureCoding, NSObject

    public class MPSRayIntersector
    extends MPSKernel
    implements NSSecureCoding, NSCopying
    MPSRayIntersector Performs intersection tests between rays and the geometry in an MPSAccelerationStructure An MPSRayIntersector is used to schedule intersection tests between rays and geometry into an MTLCommandBuffer. First, create a raytracer with a Metal device. Then, configure the properties of the raytracer: [@code] id device = MTLCreateSystemDefaultDevice(); id commandQueue = [device newCommandQueue]; MPSRayIntersector *raytracer = [[MPSRayIntersector alloc] initWithDevice:device]; // Configure raytracer properties [@endcode] Before scheduling intersection tests, an MPSAccelerationStructure must be created. The acceleration structure is built over geometry and is used to accelerate intersection testing. For example, to create a triangle acceleration structure, allocate an MPSTriangleAccelerationStructure object. Then, configure the properties of the acceleration structure. For example, triangle acceleration structures require a vertex buffer and a triangle count: [@code] MPSTriangleAccelerationStructure *accelerationStructure = [[MPSTriangleAccelerationStructure alloc] initWithDevice:device]; accelerationStructure.vertexBuffer = vertexBuffer; accelerationStructure.triangleCount = triangleCount; [@endcode] Acceleration structures must be built at least once before they are used for intersection testing, and must be rebuilt when the geometry changes. Rebuilding an acceleration structure is a time consuming operation, so an asynchronous version of this method is also available. [@code] [accelerationStructure rebuild]; [@endcode] The raytracer is then used to schedule intersection tests into an MTLCommandBuffer. Rays are provided in batches through a Metal buffer, and intersection results are returned through another Metal buffer in the same order, one intersection per ray. There are several choices of ray data type controlled by the rayDataType property. The default ray data type is MPSRayOriginDirection, which includes just the ray origin direction. The other data types add support for minimum and maximum intersection distances and ray masks. These data types are available in the Metal Shading Language by including the MetalPerformanceShaders/MetalPerformanceShaders.h header. Additional application specific per-ray data can also be appended to the end of the ray data type using the rayStride property. This data will be ignored by the intersector. If the rays were generated on the CPU: [@code] typedef MPSRayOriginDirection Ray; // Create a buffer to hold the rays id rayBuffer = [device newBufferWithLength:sizeof(Ray) * rayCount options:0]; // Copy the rays into the ray buffer memcpy(rayBuffer.contents, rays, sizeof(Ray) * rayCount); // Create a buffer to hold the intersections id intersectionBuffer = [device newBufferWithLength:sizeof(Intersection) * rayCount options:0]; [@endcode] It can be useful to prevent certain rays from participating in intersection testing. For example: rays which have bounced out of the scene in previous intersection tests. It may be more efficient to do this by compacting the ray buffer so that threads with invalid rays are not left idle during intersection testing. However, it can be more convenient to disable the ray in place. This can be done by setting most fields to invalid values. For example, setting the maximum distance to a negative value, setting the mask to zero, setting the direction to the zero vector, etc. Finally, the intersection testing is encoded into an MTLCommandBuffer. There are two intersection types. The "nearest" intersection type returns the closest intersection along each ray. The "any" intersection type returns immediately when the first intersection is found. The "any" intersection type is useful for determining whether a point is visible from another point for, e.g., shadow rays or ambient occlusion rays and is typically much faster than the "nearest" intersection type. [@code] id commandBuffer = [commandQueue commandBuffer]; [raytracer encodeIntersectionToCommandBuffer:commandBuffer intersectionType:MPSIntersectionTypeNearest rayBuffer:rayBuffer rayBufferOffset:0 intersectionBuffer:intersectionBuffer intersectionBufferOffset:0 rayCount:rayCount accelerationStructure:accelerationStructure]; [commandBuffer commit]; [@endcode] The intersection results are not available until the command buffer has finished executing on the GPU. It is not safe for the CPU to write or read the contents of the ray buffer, intersection buffer, vertex buffer, etc. until the command buffer has finished executing. Use the waitUntilCompleted or addCompletedHandler methods of the MTLCommandBuffer to block the CPU until the GPU has finished executing. Then retrieve the intersection results from the intersection buffer: [@code] typedef MPSIntersectionDistancePrimitiveIndexCoordinates Intersection; [@endcode] [@code] [commandBuffer waitUntilCompleted]; Intersection *intersections = (Intersection *)intersectionBuffer.contents; [@endcode] There are also several choices of intersection data type controlled by the intersectionDataType property. The default intersection data type is MPSIntersectionDistancePrimitiveIndexCoordinates, which includes the intersection distance, primitive index, and barycentric coordinates. The other data types remove the primitive index or barycentric coordinates, which can be used to reduce the memory and memory bandwidth usage of the intersection buffer. These data types are available in the Metal Shading Language by including the MetalPerformanceShaders/MetalPerformanceShaders.h header. The intersection distance field is positive when an intersection has been found and negative when there is no intersection. When using the "nearest" intersection type, the intersection point is the ray origin plus the ray direction multiplied by the intersection distance. The other fields are not valid if there is no intersection. Only the intersection distance field is valid for the "any" intersection type, and the distance is either a negative or positive value to indicate an intersection or miss. It does not necessarily contain the actual intersection distance when using the "any" intersection type. Asynchronous Raytracing: Copying rays and intersections to and from the CPU is expensive. Furthermore, generating rays and consuming intersections on the CPU causes the CPU and GPU to block each other. If the CPU must generate rays and consume intersections, it is better to add an asynchronous completion handler to the MTLCommandBuffer. The CPU can then proceed to do other useful work and will be notified when the GPU has finished executing. Use double or triple buffered ray and intersection buffers to avoid race conditions such as the CPU overwriting data the GPU may be reading. Then the CPU can safely write to one range of the buffer while the GPU reads from another range of the buffer. Once the GPU is done executing, the CPU and GPU can advance to the next range of the buffer. This method can be implemented using a completion handler and a semaphore: [@code] #define MAX_ASYNC_OPERATIONS 3 // Initialization: // Create a semaphore with the maximum number of asynchronous operations in flight dispatch_semaphore_t asyncOperationSemaphore = dispatch_semaphore_create(MAX_ASYNC_OPERATIONS); // Create a ray and intersection buffer large enough for the maximum number of operations id rayBuffer = [device newBufferWithLength:sizeof(Ray) * rayCount * MAX_ASYNC_OPERATIONS options:0]; id intersectionBuffer = [device newBufferWithLength:sizeof(Intersection) * rayCount * MAX_ASYNC_OPERATIONS options:0]; NSUInteger asyncOperationIndex = 0; // Encode intersection testing: // Wait until there is a free buffer range dispatch_semaphore_wait(asyncOperationSemaphore, DISPATCH_TIME_FOREVER); // Copy rays into ray buffer NSUInteger rayBufferOffset = sizeof(Ray) * rayCount * asyncOperationIndex; NSUInteger intersectionBufferOffset = sizeof(Intersection) * rayCount * asyncOperationIndex; memcpy((uint8_t *)rayBuffer.contents + rayBufferOffset, rays, sizeof(Ray) * rayCount); // Advance the async operation index asyncOperationIndex = (asyncOperationIndex + 1) % MAX_ASYNC_OPERATIONS; // Create a command buffer id commandBuffer = [commandQueue commandBuffer]; // Encode actual intersection work [raytracer encodeIntersectionToCommandBuffer:commandBuffer intersectionType:MPSIntersectionTypeNearest rayBuffer:rayBuffer rayBufferOffset:rayBufferOffset intersectionBuffer:intersectionBuffer intersectionBufferOffset:intersectionBufferOffset rayCount:rayCount accelerationStructure:accelerationStructure]; // Register a completion handler to run when the GPU finishes executing [commandBuffer addCompletedHandler:^(id commandBuffer) { Intersection *intersections = (Intersection *)((uint8_t *)intersectionBuffer.contents + intersectionBufferOffset); // Process intersections // Signal that the ray and intersection buffer ranges are now available for reuse dispatch_semaphore_signal(asyncOperationSemaphore); }]; // Commit the command buffer to allow the GPU to start executing [commandBuffer commit]; [@endcode] GPU Driven Raytracing: Pipelining CPU and GPU work with asynchronous raytracing is better than allowing the CPU and GPU block each other, but it is even better to produce rays and consume intersections entirely on the GPU. This avoids the need to copy rays and intersections to and from the GPU and avoids any kind of CPU/GPU synchronization. To do this, encode compute kernels before and after intersection testing. By processing rays in parallel, the compute kernels may also be able to generate and consume rays faster than the CPU. The ray generation kernel typically produces rays according to some camera model, and the intersection consumption kernel typically updates the output buffer or texture according to some shading model. Since the rays and intersections will never leave the GPU, store them in private Metal buffers that are allocated in GPU memory rather than system memory. Because the ray generation, intersection testing, and intersection consumption kernels are pipelined on the GPU, there is no need to double or triple buffer the ray or intersection buffers, which saves memory. [@code] id rayBuffer = [device newBufferWithLength:sizeof(Ray) * rayCount options:MTLResourceStorageModePrivate]; id intersectionBuffer = [device newBufferWithLength:sizeof(Intersection) * rayCount options:MTLResourceStorageModePrivate]; id commandBuffer = [commandQueue commandBuffer]; // Generate rays id encoder = [commandBuffer computeCommandEncoder]; [encoder setBuffer:rayBuffer offset:0 atIndex:0]; [encoder setBytes:&uniformData length:sizeof(uniformData) atIndex:1]; [encoder setComputePipelineState:cameraPipeline]; [encoder dispatchThreads:MTLSizeMake(rayCount, 1, 1) threadsPerThreadgroup:MTLSizeMake(64, 1, 1)]; [encoder endEncoding]; [raytracer encodeIntersectionToCommandBuffer:commandBuffer intersectionType:MPSIntersectionTypeNearest rayBuffer:rayBuffer rayBufferOffset:0 intersectionBuffer:intersectionBuffer intersectionBufferOffset:0 rayCount:rayCount accelerationStructure:accelerationStructure]; // Perform shading at intersections and update framebuffer texture encoder = [commandBuffer computeCommandEncoder]; [encoder setBuffer:rayBuffer offset:0 atIndex:0]; [encoder setBuffer:intersectionBuffer offset:0 atIndex:1]; [encoder setBytes:&uniformData length:sizeof(uniformData) atIndex:2]; [encoder setTexture:framebufferTexture atIndex:0]; [encoder setComputePipelineState:shadingPipeline]; [encoder dispatchThreads:MTLSizeMake(rayCount, 1, 1) threadsPerThreadgroup:MTLSizeMake(64, 1, 1)]; [encoder endEncoding]; [commandBuffer commit]; [@endcode] Note that the intersection consumption kernel can in turn produce new rays that can be passed back to the MPSRayIntersector. This technique can be used to implement iterative techniques such as progressive path tracing without leaving the GPU. For example, the shading kernel in the example above could produce both a secondary ray that will be passed back to the raytracer in the next iteration as well as a shadow ray that will be used to sample the direct lighting. A final kernel can consume the shadow ray intersections to accumulate lighting contributions into the framebuffer. There is an alternative version of the intersection test encoding method that does not accept a literal ray count. The ray count is instead fetched indirectly by the GPU. For example, this can be combined with a parallel reduction on the GPU to compact the ray buffer after each iteration as rays bounce out of the scene or are absorbed. Alternatively, setting the maximum distance of a ray to a negative number indicates that the ray has become inactive and causes the raytracer to ignore the ray. [@code] [raytracer encodeIntersectionToCommandBuffer:commandBuffer intersectionType:MPSIntersectionTypeNearest rayBuffer:rayBuffer rayBufferOffset:0 intersectionBuffer:intersectionBuffer intersectionBufferOffset:0 rayCountBuffer:rayCountBuffer rayCountBufferOffset:0 accelerationStructure:accelerationStructure]; [@endcode] Multi-GPU Raytracing: to implement multi-GPU raytracing, create the MPSRayIntersector and MPSAccelerationStructure objects first with one Metal device and copy them to the other Metal device(s). The raytracing process can then proceed independently on each GPU. For example, divide the output image into tiles or slices that are rendered independently. Then composite finished tiles or slices back together on one GPU and present the output image to the screen. The workload should be distributed across GPUs according to their performance to avoid a more powerful GPU idly waiting for a less powerful GPU to finish. Acceleration Structure Serialization: MPSAccelerationStructure objects can be serialized and deserialized using the NSSecureCoding protocol. This can be used to build acceleration structures offline and reload them at runtime rather than building them from scratch. Performance Guidelines: - For vertex buffers, ray buffers, intersection buffers, etc., use private or managed buffers rather than shared buffers when possible on discrete memory GPU architectures as they are much faster than fetching data over the PCIe bus. If the CPU only writes once to a ray buffer once and reads once from the intersection buffer, then a shared buffer may be acceptable and avoids extra copies to and from the GPU. However, it is generally preferable to generate and consume rays and intersections on the GPU instead, in which case a private buffer should be used. Vertex data is typically static and reused many times so it should be stored in private or managed buffers. - If the CPU must generate and consume rays and intersections, use double or triple buffering as described above. This avoids the CPU and GPU mutually blocking each other. - In general, disable any unused features such as ray masks, backface culling, etc. Enabling extra features increases the number of instructions and register usage of the ray intersection kernel(s), reducing intersection performance. For example, it may be more efficient to compute barycentric coordinates in your intersection consumption kernel rather getting them from the raytracer. Use of an index buffer may also reduce performance, so consider disabling the index buffer if there is enough memory available. - Try to submit rays in large batches. This amortizes the costs involved in dispatching work to the GPU and also allows the GPU to perform more effective latency hiding. Use the recommendedMinimumRayBatchSizeForRayCount method to get an estimate of the minimum recommended ray batch size. For this reason, small images or sample counts may not perform as well as large images or sample counts. Note, however, that submitting rays in very large batches can reduce the responsiveness of the system because the GPU will be busy for long periods. Experiment to find a balance between raytracing throughput and system responsiveness. - When possible, organize rays within a batch for spatial locality. Rays that originate at nearby points or are oriented in similar directions tend to access the same locations in memory and can therefore make more effective use of the GPU's caches. For example, the camera rays associated with nearby pixels in the output image will likely originate at the same point and travel in very similar directions. Therefore, divide the output image into small tiles (e.g., 8x8). Rather than laying out all of the rays in the ray buffer in scanline order, first lay out the ray in scanline order within each tile, then lay out the tiles in scanline order or according to some space filling curve. - If CPU encode time is an issue, disable Metal API validation and enable MPSKernelOptionsSkipAPIValidation. - Choose the minimal ray and intersection data types for your use case. Loading and storing extra values such as ray masks or primitive indices can reduce raytracing performance, so use a simpler data type if they are not needed. For example, camera rays typically have no need for a maximum distance field, while shadow rays do. - Use MPSIntersectionTestTypeAny when possible: this is typically much faster than MPSIntersectionTestTypeNearest and can be used when you only need to check for binary visibility between two points such as shadow and ambient occlusion rays. Combine this with MPSRayDataTypeDistance to minimize memory bandwidth usage. - Try to keep the geometry, textures, ray buffers, etc. within the Metal device's recommended working set size. Paging data into GPU memory can significantly reduce raytracing performance. - Changes to MPSRayIntersector properties can trigger internal pipeline compilations when intersection tests are next encoded. If you need to avoid hitches due to pipeline compilation, encode a small ray intersection with each raytracer configuration you will use at encode-time. This creates and caches the corresponding pipelines. - Disable rays which should not participate in intersection testing. This can be done either by compacting the ray buffer such that it only contains valid rays, or by setting fields of the ray struct to invalid values. For example, setting the maximum distance to a negative value, setting the mask to zero, setting the direction to the zero vector, etc. In particular, rays should NOT be disabled using schemes such as moving their origin outside the scene. These rays will still partially traverse the acceleration structure, potentially evicting data from the cache which could have been used by valid rays. Note that it is preferable to provide only valid rays so that threads are not left idle if their rays are found to be invalid, but it can be convenient to disable rays in place in the ray buffer. See MPSAccelerationStructure and MPSInstanceAccelerationStructure for more performance guidelines. Thread Safety: MPSRayIntersectors are generally not thread safe: changing properties and encoding intersection tests from multiple threads result in undefined behavior. Instead, multiple threads should copy or create their own MPSRayIntersectors.
    • Constructor Detail

      • MPSRayIntersector

        protected MPSRayIntersector​(org.moe.natj.general.Pointer peer)
    • Method Detail

      • accessInstanceVariablesDirectly

        public static boolean accessInstanceVariablesDirectly()
      • allocWithZone

        public static java.lang.Object allocWithZone​(org.moe.natj.general.ptr.VoidPtr zone)
      • automaticallyNotifiesObserversForKey

        public static boolean automaticallyNotifiesObserversForKey​(java.lang.String key)
      • boundingBoxIntersectionTestType

        public long boundingBoxIntersectionTestType()
        Ray/bounding box intersection test type. Defaults to MPSBoundingBoxIntersectionTestTypeDefault.
      • cancelPreviousPerformRequestsWithTarget

        public static void cancelPreviousPerformRequestsWithTarget​(java.lang.Object aTarget)
      • cancelPreviousPerformRequestsWithTargetSelectorObject

        public static void cancelPreviousPerformRequestsWithTargetSelectorObject​(java.lang.Object aTarget,
                                                                                 org.moe.natj.objc.SEL aSelector,
                                                                                 java.lang.Object anArgument)
      • classFallbacksForKeyedArchiver

        public static NSArray<java.lang.String> classFallbacksForKeyedArchiver()
      • classForKeyedUnarchiver

        public static org.moe.natj.objc.Class classForKeyedUnarchiver()
      • copyWithZoneDevice

        public java.lang.Object copyWithZoneDevice​(org.moe.natj.general.ptr.VoidPtr zone,
                                                   MTLDevice device)
        Copy the raytracer with a Metal device
        Overrides:
        copyWithZoneDevice in class MPSKernel
        Parameters:
        zone - The NSZone in which to allocate the object
        device - The Metal device for the new MPSRayIntersector
        Returns:
        A pointer to a copy of this MPSRayIntersector
      • cullMode

        public long cullMode()
        Whether to ignore intersections between rays and back-facing or front-facing triangles or quadrilaterals. Defaults to MTLCullModeNone. A triangle or quadrilateral is back-facing if its normal points in the same direction as a ray and front-facing if its normal points in the opposite direction as a ray. If the cull mode is set to MTLCullModeBack, then back-facing triangles and quadrilaterals will be ignored. If the cull mode is set to MTLCullModeFront, then front-facing triangles and quadrilaterals will be ignored. Otherwise, if the cull mode is set to MTLCullModeNone, no triangles or quadrilaterals will be ignored. The front and back faces can be swapped using the frontFacingWinding property. Backface culling is necessary for some scenes but can reduce raytracing performance.
      • debugDescription_static

        public static java.lang.String debugDescription_static()
      • description_static

        public static java.lang.String description_static()
      • encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetIntersectionBufferIntersectionBufferOffsetRayCountAccelerationStructure

        public void encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetIntersectionBufferIntersectionBufferOffsetRayCountAccelerationStructure​(MTLCommandBuffer commandBuffer,
                                                                                                                                                                     long intersectionType,
                                                                                                                                                                     MTLBuffer rayBuffer,
                                                                                                                                                                     long rayBufferOffset,
                                                                                                                                                                     MTLBuffer intersectionBuffer,
                                                                                                                                                                     long intersectionBufferOffset,
                                                                                                                                                                     long rayCount,
                                                                                                                                                                     MPSAccelerationStructure accelerationStructure)
        Schedule intersection tests between rays and an acceleration structure
        Parameters:
        commandBuffer - Command buffer to schedule intersection testing in
        intersectionType - Which type of intersection to test for
        rayBuffer - Buffer containing rays to intersect against the acceleration structure. The ray data type is defined by the rayDataType and rayStride properties.
        rayBufferOffset - Offset, in bytes, into the ray buffer. Must be a multiple of the ray stride.
        intersectionBuffer - Buffer to store intersection in. Intersections are stored in the same order as the ray buffer, one intersection per ray. The intersection data type is defined by the intersectionDataType and intersectionStride properties.
        intersectionBufferOffset - Offset, in bytes, into the intersection buffer. Must be a multiple of the intersection stride.
        rayCount - Number of rays
        accelerationStructure - Acceleration structure to test against
      • encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetIntersectionBufferIntersectionBufferOffsetRayCountBufferRayCountBufferOffsetAccelerationStructure

        public void encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetIntersectionBufferIntersectionBufferOffsetRayCountBufferRayCountBufferOffsetAccelerationStructure​(MTLCommandBuffer commandBuffer,
                                                                                                                                                                                               long intersectionType,
                                                                                                                                                                                               MTLBuffer rayBuffer,
                                                                                                                                                                                               long rayBufferOffset,
                                                                                                                                                                                               MTLBuffer intersectionBuffer,
                                                                                                                                                                                               long intersectionBufferOffset,
                                                                                                                                                                                               MTLBuffer rayCountBuffer,
                                                                                                                                                                                               long rayCountBufferOffset,
                                                                                                                                                                                               MPSAccelerationStructure accelerationStructure)
        Schedule intersection tests between rays and an acceleration structure with a ray count provided in a buffer
        Parameters:
        commandBuffer - Command buffer to schedule intersection testing in
        intersectionType - Which type of intersection to test for
        rayBuffer - Buffer containing rays to intersect against the acceleration structure. The ray data type is defined by the rayDataType and rayStride properties.
        rayBufferOffset - Offset, in bytes, into the ray buffer. Must be a multiple of the ray stride.
        intersectionBuffer - Buffer to store intersection in. Intersections are stored in the same order as the ray buffer, one intersection per ray. The intersection data type is defined by the intersectionDataType and intersectionStride properties.
        intersectionBufferOffset - Offset, in bytes, into the intersection buffer. Must be a multiple of the intersection stride.
        rayCountBuffer - Buffer containing number of rays as a 32 bit unsigned integer
        rayCountBufferOffset - Offset, in bytes, into the ray count buffer. Must be a multiple of 4 bytes.
        accelerationStructure - Acceleration structure to test against
      • encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetRayIndexBufferRayIndexBufferOffsetIntersectionBufferIntersectionBufferOffsetRayIndexCountAccelerationStructure

        public void encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetRayIndexBufferRayIndexBufferOffsetIntersectionBufferIntersectionBufferOffsetRayIndexCountAccelerationStructure​(MTLCommandBuffer commandBuffer,
                                                                                                                                                                                                            long intersectionType,
                                                                                                                                                                                                            MTLBuffer rayBuffer,
                                                                                                                                                                                                            long rayBufferOffset,
                                                                                                                                                                                                            MTLBuffer rayIndexBuffer,
                                                                                                                                                                                                            long rayIndexBufferOffset,
                                                                                                                                                                                                            MTLBuffer intersectionBuffer,
                                                                                                                                                                                                            long intersectionBufferOffset,
                                                                                                                                                                                                            long rayIndexCount,
                                                                                                                                                                                                            MPSAccelerationStructure accelerationStructure)
        Schedule intersection tests between rays and an acceleration structure
        Parameters:
        commandBuffer - Command buffer to schedule intersection testing in
        intersectionType - Which type of intersection to test for
        rayBuffer - Buffer containing rays to intersect against the acceleration structure. The ray data type is defined by the rayDataType and rayStride properties.
        rayBufferOffset - Offset, in bytes, into the ray buffer. Must be a multiple of the ray stride.
        rayIndexBuffer - Buffer containing ray indices. Each index references a ray in the ray buffer. The ray index data type is controlled by the rayIndexDataType property.
        rayIndexBufferOffset - Offset, in bytes, into the ray index buffer. Must be a multiple of the stride of the ray index type.
        intersectionBuffer - Buffer to store intersection in. Intersections are stored in the same order as the ray buffer, one intersection per ray. The intersection data type is defined by the intersectionDataType and intersectionStride properties.
        intersectionBufferOffset - Offset, in bytes, into the intersection buffer. Must be a multiple of the intersection stride.
        rayIndexCount - Number of ray indices
        accelerationStructure - Acceleration structure to test against
      • encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetRayIndexBufferRayIndexBufferOffsetIntersectionBufferIntersectionBufferOffsetRayIndexCountBufferRayIndexCountBufferOffsetAccelerationStructure

        public void encodeIntersectionToCommandBufferIntersectionTypeRayBufferRayBufferOffsetRayIndexBufferRayIndexBufferOffsetIntersectionBufferIntersectionBufferOffsetRayIndexCountBufferRayIndexCountBufferOffsetAccelerationStructure​(MTLCommandBuffer commandBuffer,
                                                                                                                                                                                                                                           long intersectionType,
                                                                                                                                                                                                                                           MTLBuffer rayBuffer,
                                                                                                                                                                                                                                           long rayBufferOffset,
                                                                                                                                                                                                                                           MTLBuffer rayIndexBuffer,
                                                                                                                                                                                                                                           long rayIndexBufferOffset,
                                                                                                                                                                                                                                           MTLBuffer intersectionBuffer,
                                                                                                                                                                                                                                           long intersectionBufferOffset,
                                                                                                                                                                                                                                           MTLBuffer rayIndexCountBuffer,
                                                                                                                                                                                                                                           long rayIndexCountBufferOffset,
                                                                                                                                                                                                                                           MPSAccelerationStructure accelerationStructure)
        Schedule intersection tests between rays and an acceleration structure with a ray count provided in a buffer
        Parameters:
        commandBuffer - Command buffer to schedule intersection testing in
        intersectionType - Which type of intersection to test for
        rayBuffer - Buffer containing rays to intersect against the acceleration structure. The ray data type is defined by the rayDataType and rayStride properties.
        rayBufferOffset - Offset, in bytes, into the ray buffer. Must be a multiple of the ray stride.
        rayIndexBuffer - Buffer containing ray indices. Each index references a ray in the ray buffer. The ray index data type is controlled by the rayIndexDataType property.
        rayIndexBufferOffset - Offset, in bytes, into the ray index buffer. Must be a multiple of the stride of the ray index type.
        intersectionBuffer - Buffer to store intersection in. Intersections are stored in the same order as the ray buffer, one intersection per ray. The intersection data type is defined by the intersectionDataType and intersectionStride properties.
        intersectionBufferOffset - Offset, in bytes, into the intersection buffer. Must be a multiple of the intersection stride.
        rayIndexCountBuffer - Buffer containing number of rays as a 32 bit unsigned integer
        rayIndexCountBufferOffset - Offset, in bytes, into the ray count buffer. Must be a multiple of 4 bytes.
        accelerationStructure - Acceleration structure to test against
      • encodeIntersectionToCommandBufferIntersectionTypeRayTextureIntersectionTextureAccelerationStructure

        public void encodeIntersectionToCommandBufferIntersectionTypeRayTextureIntersectionTextureAccelerationStructure​(MTLCommandBuffer commandBuffer,
                                                                                                                        long intersectionType,
                                                                                                                        MTLTexture rayTexture,
                                                                                                                        MTLTexture intersectionTexture,
                                                                                                                        MPSAccelerationStructure accelerationStructure)
        Schedule intersection tests between rays and an acceleration structure, where rays and loaded from a texture and intersections are stored into a texture. This is convenient for hybrid rendering applications which produce ray data from a fragment shader. The ray and intersection texture must be 2D array textures. Ray data must be packed into consecutive channels and slices of the ray texture. Intersection data will be packed the same way. The ray and intersection data types are defined by the rayDataType and intersectionDataType properties. The rayStride and intersectionStride properties are ignored. Channels and slices beyond the required number are ignored when reading from the ray texture. Channels and slices beyond the required number are undefined when writing to the intersection texture. For example, if the ray data type is MPSRayDataTypeOriginMaskDirectionMaxDistance, the ray texture must have pixel format MTLPixelFormatRGBA32Float and at least two array slices, packed as follows: [@code] tex.write(float4(ray.position, as_type(ray.mask)), pixel, 0); // slice 0 tex.write(float4(ray.direction, ray.maxDistance), pixel, 1); // slice 1 [@end] If the intersection data type is MPSIntersectionDataTypeDistance, the intersection texture may have pixel format MTLPixelFormatR32Float with just a single channel and one array slice, and should be unpacked as follows: [@code] float distance = tex.read(pixel, 0).x; [@end] On the other hand, if the intersection data type is MPSIntersectionDistancePrimitiveIndexInstanceIndexCoordinates, the intersection texture must have pixel format MTLPixelFormatRGBA32Float and at least two slices: [@code] float3 f0 = tex.read(pixel, 0); float distance = f0.x; unsigned int primitiveIndex = as_type(f0.y); unsigned int instanceIndex = as_type(f0.z); // w component is padding for this intersection data type float2 coordinates = tex.read(pixel, 1).xy; [@end]
        Parameters:
        commandBuffer - Command buffer to schedule intersection testing in
        intersectionType - Which type of intersection to test for
        rayTexture - A 2D array texture containing rays to intersect against the acceleration structure. The ray data type is defined by the rayDataType property.
        intersectionTexture - Texture to store intersection in. Intersections are stored in the same position as the ray texture, one intersection per ray. The intersection data type is defined by the intersectionDataType property.
        accelerationStructure - Acceleration structure to test against
      • frontFacingWinding

        public long frontFacingWinding()
        Winding order used to determine which direction a triangle or quadrilateral's normal points when back face or front face culling is enabled. Defaults to MTLWindingClockwise. If the front face winding is set to MTLWindingClockwise, the triangle or quadrilateral normal is considered to point towards the direction where the vertices are in clockwise order when viewed from that direction. Otherwise, if the front facing winding is set to MTLWindingCounterClockwise, the triangle or quadrilateral normal is considered to point in the opposite direction.
      • hash_static

        public static long hash_static()
      • initWithCoderDevice

        public MPSRayIntersector initWithCoderDevice​(NSCoder aDecoder,
                                                     java.lang.Object device)
        Initialize the raytracer with an NSCoder and a Metal device
        Overrides:
        initWithCoderDevice in class MPSKernel
        Parameters:
        aDecoder - The NSCoder subclass with your serialized MPSKernel
        device - The MTLDevice on which to make the MPSKernel
        Returns:
        A new MPSKernel object, or nil if failure.
      • initWithDevice

        public MPSRayIntersector initWithDevice​(java.lang.Object device)
        Initialize the raytracer with a Metal device
        Overrides:
        initWithDevice in class MPSKernel
        Parameters:
        device - The device that the filter will be used on. May not be NULL.
        Returns:
        a pointer to the newly initialized object. This will fail, returning nil if the device is not supported. Devices must be MTLFeatureSet_iOS_GPUFamily2_v1 or later.
      • instanceMethodSignatureForSelector

        public static NSMethodSignature instanceMethodSignatureForSelector​(org.moe.natj.objc.SEL aSelector)
      • instancesRespondToSelector

        public static boolean instancesRespondToSelector​(org.moe.natj.objc.SEL aSelector)
      • intersectionDataType

        public long intersectionDataType()
        Intersection data type. Defaults to MPSIntersectionDataTypeDistancePrimitiveIndexCoordinates.
      • intersectionStride

        public long intersectionStride()
        Offset, in bytes, between consecutive intersections in the intersection buffer. Defaults to 0, indicating that the intersections are packed according to their natural aligned size. This can be used to skip past any additional per-intersection that which may be stored alongside the MPSRayIntersection struct such as the surface normal at the point of intersection. Must be aligned to the alignment of the intersection data type.
      • isSubclassOfClass

        public static boolean isSubclassOfClass​(org.moe.natj.objc.Class aClass)
      • keyPathsForValuesAffectingValueForKey

        public static NSSet<java.lang.String> keyPathsForValuesAffectingValueForKey​(java.lang.String key)
      • new_objc

        public static java.lang.Object new_objc()
      • rayDataType

        public long rayDataType()
        Ray data type. Defaults to MPSRayDataTypeOriginDirection.
      • rayIndexDataType

        public int rayIndexDataType()
        Ray index data type. Defaults to MPSDataTypeUInt32. Only MPSDataTypeUInt16 and MPSDataTypeUInt32 are supported.
      • rayMask

        public int rayMask()
        Global ray mask. Defaults to 0xFFFFFFFF. This value will be logically AND-ed with the per-ray mask if the ray data type contains a mask.
      • rayMaskOperator

        public long rayMaskOperator()
        The operator to apply to determine whether to accept an intersection between a ray and a primitive or instance. Defaults to MPSRayMaskOperatorAnd.
      • rayMaskOptions

        public long rayMaskOptions()
        Whether to enable primitive and instance masks. Defaults to MPSRayMaskOptionNone. If MPSRayMaskOptionPrimitive or MPSRayMaskOptionInstance is enabled, each ray and primitive and/or instance is associated with a 32 bit unsigned integer mask. Before checking for intersection between a ray and a primitive or instance, the corresponding masks are compared using the ray mask operator defined by the rayMaskOperator property. If the result is zero, the intersection is skipped. This can be used to make certain primitives or instances invisible to certain rays. For example, objects can be grouped into layers and their visibility can be toggled by modifying the ray masks rather than removing the objects from the scene and rebuilding the acceleration structure. Alternatively, certain objects can be prevented from casting shadows by making them invisible to shadow rays. Enabling this option may reduce raytracing performance.
      • rayStride

        public long rayStride()
        Offset, in bytes, between consecutive rays in the ray buffer. Defaults to 0, indicating that the rays are packed according to their natural aligned size. This can be used to skip past any additional per-ray data that may be stored alongside the MPSRay struct such as the current radiance along the ray or the source pixel coordinates. Must be aligned to the alignment of the ray data type.
      • recommendedMinimumRayBatchSizeForRayCount

        public long recommendedMinimumRayBatchSizeForRayCount​(long rayCount)
        Get the recommended minimum number of rays to submit for intersection in one batch In order to keep the system responsive, and to limit the amount of memory allocated to ray and intersection buffers, it may be desirable to divide the rays to be intersected against an acceleration structure into smaller batches. However, submitting too few rays in a batch reduces GPU utilization and performance. This method provides a recommended minimum number of rays to submit in any given batch. For example, for a 1920x1080 image, this method may recommend that the image be divided into 512x512 tiles. The actual recommendation varies per device and total ray count.
        Parameters:
        rayCount - The total number of rays to be submitted
        Returns:
        The recommended minimum ray batch size
      • resolveClassMethod

        public static boolean resolveClassMethod​(org.moe.natj.objc.SEL sel)
      • resolveInstanceMethod

        public static boolean resolveInstanceMethod​(org.moe.natj.objc.SEL sel)
      • setBoundingBoxIntersectionTestType

        public void setBoundingBoxIntersectionTestType​(long value)
        Ray/bounding box intersection test type. Defaults to MPSBoundingBoxIntersectionTestTypeDefault.
      • setCullMode

        public void setCullMode​(long value)
        Whether to ignore intersections between rays and back-facing or front-facing triangles or quadrilaterals. Defaults to MTLCullModeNone. A triangle or quadrilateral is back-facing if its normal points in the same direction as a ray and front-facing if its normal points in the opposite direction as a ray. If the cull mode is set to MTLCullModeBack, then back-facing triangles and quadrilaterals will be ignored. If the cull mode is set to MTLCullModeFront, then front-facing triangles and quadrilaterals will be ignored. Otherwise, if the cull mode is set to MTLCullModeNone, no triangles or quadrilaterals will be ignored. The front and back faces can be swapped using the frontFacingWinding property. Backface culling is necessary for some scenes but can reduce raytracing performance.
      • setFrontFacingWinding

        public void setFrontFacingWinding​(long value)
        Winding order used to determine which direction a triangle or quadrilateral's normal points when back face or front face culling is enabled. Defaults to MTLWindingClockwise. If the front face winding is set to MTLWindingClockwise, the triangle or quadrilateral normal is considered to point towards the direction where the vertices are in clockwise order when viewed from that direction. Otherwise, if the front facing winding is set to MTLWindingCounterClockwise, the triangle or quadrilateral normal is considered to point in the opposite direction.
      • setIntersectionDataType

        public void setIntersectionDataType​(long value)
        Intersection data type. Defaults to MPSIntersectionDataTypeDistancePrimitiveIndexCoordinates.
      • setIntersectionStride

        public void setIntersectionStride​(long value)
        Offset, in bytes, between consecutive intersections in the intersection buffer. Defaults to 0, indicating that the intersections are packed according to their natural aligned size. This can be used to skip past any additional per-intersection that which may be stored alongside the MPSRayIntersection struct such as the surface normal at the point of intersection. Must be aligned to the alignment of the intersection data type.
      • setRayDataType

        public void setRayDataType​(long value)
        Ray data type. Defaults to MPSRayDataTypeOriginDirection.
      • setRayIndexDataType

        public void setRayIndexDataType​(int value)
        Ray index data type. Defaults to MPSDataTypeUInt32. Only MPSDataTypeUInt16 and MPSDataTypeUInt32 are supported.
      • setRayMask

        public void setRayMask​(int value)
        Global ray mask. Defaults to 0xFFFFFFFF. This value will be logically AND-ed with the per-ray mask if the ray data type contains a mask.
      • setRayMaskOperator

        public void setRayMaskOperator​(long value)
        The operator to apply to determine whether to accept an intersection between a ray and a primitive or instance. Defaults to MPSRayMaskOperatorAnd.
      • setRayMaskOptions

        public void setRayMaskOptions​(long value)
        Whether to enable primitive and instance masks. Defaults to MPSRayMaskOptionNone. If MPSRayMaskOptionPrimitive or MPSRayMaskOptionInstance is enabled, each ray and primitive and/or instance is associated with a 32 bit unsigned integer mask. Before checking for intersection between a ray and a primitive or instance, the corresponding masks are compared using the ray mask operator defined by the rayMaskOperator property. If the result is zero, the intersection is skipped. This can be used to make certain primitives or instances invisible to certain rays. For example, objects can be grouped into layers and their visibility can be toggled by modifying the ray masks rather than removing the objects from the scene and rebuilding the acceleration structure. Alternatively, certain objects can be prevented from casting shadows by making them invisible to shadow rays. Enabling this option may reduce raytracing performance.
      • setRayStride

        public void setRayStride​(long value)
        Offset, in bytes, between consecutive rays in the ray buffer. Defaults to 0, indicating that the rays are packed according to their natural aligned size. This can be used to skip past any additional per-ray data that may be stored alongside the MPSRay struct such as the current radiance along the ray or the source pixel coordinates. Must be aligned to the alignment of the ray data type.
      • setTriangleIntersectionTestType

        public void setTriangleIntersectionTestType​(long value)
        Ray/triangle intersection test type. Defaults to MPSTriangleIntersectionTestTypeDefault. Quads are broken into two triangles for intersection testing, so this property also applies to quadrilateral intersections.
      • setVersion_static

        public static void setVersion_static​(long aVersion)
      • superclass_static

        public static org.moe.natj.objc.Class superclass_static()
      • supportsSecureCoding

        public static boolean supportsSecureCoding()
      • _supportsSecureCoding

        public boolean _supportsSecureCoding()
        Description copied from interface: NSSecureCoding
        This property must return YES on all classes that allow secure coding. Subclasses of classes that adopt NSSecureCoding and override initWithCoder: must also override this method and return YES. The Secure Coding Guide should be consulted when writing methods that decode data.
        Specified by:
        _supportsSecureCoding in interface NSSecureCoding
        Overrides:
        _supportsSecureCoding in class MPSKernel
      • triangleIntersectionTestType

        public long triangleIntersectionTestType()
        Ray/triangle intersection test type. Defaults to MPSTriangleIntersectionTestTypeDefault. Quads are broken into two triangles for intersection testing, so this property also applies to quadrilateral intersections.
      • version_static

        public static long version_static()