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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #include "bvh_intersector_hybrid.h"
++ #include "bvh_traverser1.h"
++ #include "node_intersector1.h"
++ #include "node_intersector_packet.h"
++
++ #include "../geometry/intersector_iterators.h"
++ #include "../geometry/triangle_intersector.h"
++ #include "../geometry/trianglev_intersector.h"
++ #include "../geometry/trianglev_mb_intersector.h"
++ #include "../geometry/trianglei_intersector.h"
++ #include "../geometry/quadv_intersector.h"
++ #include "../geometry/quadi_intersector.h"
++ #include "../geometry/curveNv_intersector.h"
++ #include "../geometry/curveNi_intersector.h"
++ #include "../geometry/curveNi_mb_intersector.h"
++ #include "../geometry/linei_intersector.h"
++ #include "../geometry/subdivpatch1_intersector.h"
++ #include "../geometry/object_intersector.h"
++ #include "../geometry/instance_intersector.h"
++ #include "../geometry/subgrid_intersector.h"
++ #include "../geometry/subgrid_mb_intersector.h"
++ #include "../geometry/curve_intersector_virtual.h"
++
++ #define SWITCH_DURING_DOWN_TRAVERSAL 1
++ #define FORCE_SINGLE_MODE 0
++
++ #define ENABLE_FAST_COHERENT_CODEPATHS 1
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int N, int K, int types, bool robust, typename PrimitiveIntersectorK, bool single>
++ void BVHNIntersectorKHybrid<N, K, types, robust, PrimitiveIntersectorK, single>::intersect1(Accel::Intersectors* This,
++ const BVH* bvh,
++ NodeRef root,
++ size_t k,
++ Precalculations& pre,
++ RayHitK<K>& ray,
++ const TravRayK<K, robust>& tray,
++ IntersectContext* context)
++ {
++ /* stack state */
++ StackItemT<NodeRef> stack[stackSizeSingle]; // stack of nodes
++ StackItemT<NodeRef>* stackPtr = stack + 1; // current stack pointer
++ StackItemT<NodeRef>* stackEnd = stack + stackSizeSingle;
++ stack[0].ptr = root;
++ stack[0].dist = neg_inf;
++
++ /* load the ray into SIMD registers */
++ TravRay<N,robust> tray1;
++ tray1.template init<K>(k, tray.org, tray.dir, tray.rdir, tray.nearXYZ, tray.tnear[k], tray.tfar[k]);
++
++ /* pop loop */
++ while (true) pop:
++ {
++ /* pop next node */
++ if (unlikely(stackPtr == stack)) break;
++ stackPtr--;
++ NodeRef cur = NodeRef(stackPtr->ptr);
++
++ /* if popped node is too far, pop next one */
++ if (unlikely(*(float*)&stackPtr->dist > ray.tfar[k]))
++ continue;
++
++ /* downtraversal loop */
++ while (true)
++ {
++ /* intersect node */
++ size_t mask; vfloat<N> tNear;
++ STAT3(normal.trav_nodes, 1, 1, 1);
++ bool nodeIntersected = BVHNNodeIntersector1<N, types, robust>::intersect(cur, tray1, ray.time()[k], tNear, mask);
++ if (unlikely(!nodeIntersected)) { STAT3(normal.trav_nodes,-1,-1,-1); break; }
++
++ /* if no child is hit, pop next node */
++ if (unlikely(mask == 0))
++ goto pop;
++
++ /* select next child and push other children */
++ BVHNNodeTraverser1Hit<N, types>::traverseClosestHit(cur, mask, tNear, stackPtr, stackEnd);
++ }
++
++ /* this is a leaf node */
++ assert(cur != BVH::emptyNode);
++ STAT3(normal.trav_leaves, 1, 1, 1);
++ size_t num; Primitive* prim = (Primitive*)cur.leaf(num);
++
++ size_t lazy_node = 0;
++ PrimitiveIntersectorK::intersect(This, pre, ray, k, context, prim, num, tray1, lazy_node);
++
++ tray1.tfar = ray.tfar[k];
++
++ if (unlikely(lazy_node)) {
++ stackPtr->ptr = lazy_node;
++ stackPtr->dist = neg_inf;
++ stackPtr++;
++ }
++ }
++ }
++
++ template<int N, int K, int types, bool robust, typename PrimitiveIntersectorK, bool single>
++ void BVHNIntersectorKHybrid<N, K, types, robust, PrimitiveIntersectorK, single>::intersect(vint<K>* __restrict__ valid_i,
++ Accel::Intersectors* __restrict__ This,
++ RayHitK<K>& __restrict__ ray,
++ IntersectContext* __restrict__ context)
++ {
++ BVH* __restrict__ bvh = (BVH*)This->ptr;
++
++ /* we may traverse an empty BVH in case all geometry was invalid */
++ if (bvh->root == BVH::emptyNode)
++ return;
++
++ #if ENABLE_FAST_COHERENT_CODEPATHS == 1
++ assert(context);
++ if (unlikely(types == BVH_AN1 && context->user && context->isCoherent()))
++ {
++ intersectCoherent(valid_i, This, ray, context);
++ return;
++ }
++ #endif
++
++ /* filter out invalid rays */
++ vbool<K> valid = *valid_i == -1;
++ #if defined(EMBREE_IGNORE_INVALID_RAYS)
++ valid &= ray.valid();
++ #endif
++
++ /* return if there are no valid rays */
++ size_t valid_bits = movemask(valid);
++
++ #if defined(__AVX__)
++ STAT3(normal.trav_hit_boxes[popcnt(movemask(valid))], 1, 1, 1);
++ #endif
++
++ if (unlikely(valid_bits == 0)) return;
++
++ /* verify correct input */
++ assert(all(valid, ray.valid()));
++ assert(all(valid, ray.tnear() >= 0.0f));
++ assert(!(types & BVH_MB) || all(valid, (ray.time() >= 0.0f) & (ray.time() <= 1.0f)));
++ Precalculations pre(valid, ray);
++
++ /* load ray */
++ TravRayK<K, robust> tray(ray.org, ray.dir, single ? N : 0);
++ const vfloat<K> org_ray_tnear = max(ray.tnear(), 0.0f);
++ const vfloat<K> org_ray_tfar = max(ray.tfar , 0.0f);
++
++ if (single)
++ {
++ tray.tnear = select(valid, org_ray_tnear, vfloat<K>(pos_inf));
++ tray.tfar = select(valid, org_ray_tfar , vfloat<K>(neg_inf));
++
++ for (; valid_bits!=0; ) {
++ const size_t i = bscf(valid_bits);
++ intersect1(This, bvh, bvh->root, i, pre, ray, tray, context);
++ }
++ return;
++ }
++
++ /* determine switch threshold based on flags */
++ const size_t switchThreshold = (context->user && context->isCoherent()) ? 2 : switchThresholdIncoherent;
++
++ vint<K> octant = ray.octant();
++ octant = select(valid, octant, vint<K>(0xffffffff));
++
++ /* test whether we have ray with opposing direction signs in the packet */
++ bool split = false;
++ {
++ size_t bits = valid_bits;
++ vbool<K> vsplit( false );
++ do
++ {
++ const size_t valid_index = bsf(bits);
++ vbool<K> octant_valid = octant[valid_index] == octant;
++ bits &= ~(size_t)movemask(octant_valid);
++ vsplit |= vint<K>(octant[valid_index]) == (octant^vint<K>(0x7));
++ } while (bits);
++ if (any(vsplit)) split = true;
++ }
++
++ do
++ {
++ const size_t valid_index = bsf(valid_bits);
++ const vint<K> diff_octant = vint<K>(octant[valid_index])^octant;
++ const vint<K> count_diff_octant = \
++ ((diff_octant >> 2) & 1) +
++ ((diff_octant >> 1) & 1) +
++ ((diff_octant >> 0) & 1);
++
++ vbool<K> octant_valid = (count_diff_octant <= 1) & (octant != vint<K>(0xffffffff));
++ if (!single || !split) octant_valid = valid; // deactivate octant sorting in pure chunk mode, otherwise instance traversal performance goes down
++
++
++ octant = select(octant_valid,vint<K>(0xffffffff),octant);
++ valid_bits &= ~(size_t)movemask(octant_valid);
++
++ tray.tnear = select(octant_valid, org_ray_tnear, vfloat<K>(pos_inf));
++ tray.tfar = select(octant_valid, org_ray_tfar , vfloat<K>(neg_inf));
++
++ /* allocate stack and push root node */
++ vfloat<K> stack_near[stackSizeChunk];
++ NodeRef stack_node[stackSizeChunk];
++ stack_node[0] = BVH::invalidNode;
++ stack_near[0] = inf;
++ stack_node[1] = bvh->root;
++ stack_near[1] = tray.tnear;
++ NodeRef* stackEnd MAYBE_UNUSED = stack_node+stackSizeChunk;
++ NodeRef* __restrict__ sptr_node = stack_node + 2;
++ vfloat<K>* __restrict__ sptr_near = stack_near + 2;
++
++ while (1) pop:
++ {
++ /* pop next node from stack */
++ assert(sptr_node > stack_node);
++ sptr_node--;
++ sptr_near--;
++ NodeRef cur = *sptr_node;
++ if (unlikely(cur == BVH::invalidNode)) {
++ assert(sptr_node == stack_node);
++ break;
++ }
++
++ /* cull node if behind closest hit point */
++ vfloat<K> curDist = *sptr_near;
++ const vbool<K> active = curDist < tray.tfar;
++ if (unlikely(none(active)))
++ continue;
++
++ /* switch to single ray traversal */
++ #if (!defined(__WIN32__) || defined(__X86_64__)) && defined(__SSE4_2__)
++ #if FORCE_SINGLE_MODE == 0
++ if (single)
++ #endif
++ {
++ size_t bits = movemask(active);
++ #if FORCE_SINGLE_MODE == 0
++ if (unlikely(popcnt(bits) <= switchThreshold))
++ #endif
++ {
++ for (; bits!=0; ) {
++ const size_t i = bscf(bits);
++ intersect1(This, bvh, cur, i, pre, ray, tray, context);
++ }
++ tray.tfar = min(tray.tfar, ray.tfar);
++ continue;
++ }
++ }
++ #endif
++ while (likely(!cur.isLeaf()))
++ {
++ /* process nodes */
++ const vbool<K> valid_node = tray.tfar > curDist;
++ STAT3(normal.trav_nodes, 1, popcnt(valid_node), K);
++ const NodeRef nodeRef = cur;
++ const BaseNode* __restrict__ const node = nodeRef.baseNode();
++
++ /* set cur to invalid */
++ cur = BVH::emptyNode;
++ curDist = pos_inf;
++
++ size_t num_child_hits = 0;
++
++ for (unsigned i = 0; i < N; i++)
++ {
++ const NodeRef child = node->children[i];
++ if (unlikely(child == BVH::emptyNode)) break;
++ vfloat<K> lnearP;
++ vbool<K> lhit = valid_node;
++ BVHNNodeIntersectorK<N, K, types, robust>::intersect(nodeRef, i, tray, ray.time(), lnearP, lhit);
++
++ /* if we hit the child we choose to continue with that child if it
++ is closer than the current next child, or we push it onto the stack */
++ if (likely(any(lhit)))
++ {
++ assert(sptr_node < stackEnd);
++ assert(child != BVH::emptyNode);
++ const vfloat<K> childDist = select(lhit, lnearP, inf);
++ /* push cur node onto stack and continue with hit child */
++ if (any(childDist < curDist))
++ {
++ if (likely(cur != BVH::emptyNode)) {
++ num_child_hits++;
++ *sptr_node = cur; sptr_node++;
++ *sptr_near = curDist; sptr_near++;
++ }
++ curDist = childDist;
++ cur = child;
++ }
++
++ /* push hit child onto stack */
++ else {
++ num_child_hits++;
++ *sptr_node = child; sptr_node++;
++ *sptr_near = childDist; sptr_near++;
++ }
++ }
++ }
++
++ #if defined(__AVX__)
++ //STAT3(normal.trav_hit_boxes[num_child_hits], 1, 1, 1);
++ #endif
++
++ if (unlikely(cur == BVH::emptyNode))
++ goto pop;
++
++ /* improved distance sorting for 3 or more hits */
++ if (unlikely(num_child_hits >= 2))
++ {
++ if (any(sptr_near[-2] < sptr_near[-1]))
++ {
++ std::swap(sptr_near[-2],sptr_near[-1]);
++ std::swap(sptr_node[-2],sptr_node[-1]);
++ }
++ if (unlikely(num_child_hits >= 3))
++ {
++ if (any(sptr_near[-3] < sptr_near[-1]))
++ {
++ std::swap(sptr_near[-3],sptr_near[-1]);
++ std::swap(sptr_node[-3],sptr_node[-1]);
++ }
++ if (any(sptr_near[-3] < sptr_near[-2]))
++ {
++ std::swap(sptr_near[-3],sptr_near[-2]);
++ std::swap(sptr_node[-3],sptr_node[-2]);
++ }
++ }
++ }
++
++ #if SWITCH_DURING_DOWN_TRAVERSAL == 1
++ if (single)
++ {
++ // seems to be the best place for testing utilization
++ if (unlikely(popcnt(tray.tfar > curDist) <= switchThreshold))
++ {
++ *sptr_node++ = cur;
++ *sptr_near++ = curDist;
++ goto pop;
++ }
++ }
++ #endif
++ }
++
++ /* return if stack is empty */
++ if (unlikely(cur == BVH::invalidNode)) {
++ assert(sptr_node == stack_node);
++ break;
++ }
++
++ /* intersect leaf */
++ assert(cur != BVH::emptyNode);
++ const vbool<K> valid_leaf = tray.tfar > curDist;
++ STAT3(normal.trav_leaves, 1, popcnt(valid_leaf), K);
++ if (unlikely(none(valid_leaf))) continue;
++ size_t items; const Primitive* prim = (Primitive*)cur.leaf(items);
++
++ size_t lazy_node = 0;
++ PrimitiveIntersectorK::intersect(valid_leaf, This, pre, ray, context, prim, items, tray, lazy_node);
++ tray.tfar = select(valid_leaf, ray.tfar, tray.tfar);
++
++ if (unlikely(lazy_node)) {
++ *sptr_node = lazy_node; sptr_node++;
++ *sptr_near = neg_inf; sptr_near++;
++ }
++ }
++ } while(valid_bits);
++ }
++
++
++ template<int N, int K, int types, bool robust, typename PrimitiveIntersectorK, bool single>
++ void BVHNIntersectorKHybrid<N, K, types, robust, PrimitiveIntersectorK, single>::intersectCoherent(vint<K>* __restrict__ valid_i,
++ Accel::Intersectors* __restrict__ This,
++ RayHitK<K>& __restrict__ ray,
++ IntersectContext* context)
++ {
++ BVH* __restrict__ bvh = (BVH*)This->ptr;
++
++ /* filter out invalid rays */
++ vbool<K> valid = *valid_i == -1;
++ #if defined(EMBREE_IGNORE_INVALID_RAYS)
++ valid &= ray.valid();
++ #endif
++
++ /* return if there are no valid rays */
++ size_t valid_bits = movemask(valid);
++ if (unlikely(valid_bits == 0)) return;
++
++ /* verify correct input */
++ assert(all(valid, ray.valid()));
++ assert(all(valid, ray.tnear() >= 0.0f));
++ assert(!(types & BVH_MB) || all(valid, (ray.time() >= 0.0f) & (ray.time() <= 1.0f)));
++ Precalculations pre(valid, ray);
++
++ /* load ray */
++ TravRayK<K, robust> tray(ray.org, ray.dir, single ? N : 0);
++ const vfloat<K> org_ray_tnear = max(ray.tnear(), 0.0f);
++ const vfloat<K> org_ray_tfar = max(ray.tfar , 0.0f);
++
++ vint<K> octant = ray.octant();
++ octant = select(valid, octant, vint<K>(0xffffffff));
++
++ do
++ {
++ const size_t valid_index = bsf(valid_bits);
++ const vbool<K> octant_valid = octant[valid_index] == octant;
++ valid_bits &= ~(size_t)movemask(octant_valid);
++
++ tray.tnear = select(octant_valid, org_ray_tnear, vfloat<K>(pos_inf));
++ tray.tfar = select(octant_valid, org_ray_tfar , vfloat<K>(neg_inf));
++
++ Frustum<robust> frustum;
++ frustum.template init<K>(octant_valid, tray.org, tray.rdir, tray.tnear, tray.tfar, N);
++
++ StackItemT<NodeRef> stack[stackSizeSingle]; // stack of nodes
++ StackItemT<NodeRef>* stackPtr = stack + 1; // current stack pointer
++ stack[0].ptr = bvh->root;
++ stack[0].dist = neg_inf;
++
++ while (1) pop:
++ {
++ /* pop next node from stack */
++ if (unlikely(stackPtr == stack)) break;
++
++ stackPtr--;
++ NodeRef cur = NodeRef(stackPtr->ptr);
++
++ /* cull node if behind closest hit point */
++ vfloat<K> curDist = *(float*)&stackPtr->dist;
++ const vbool<K> active = curDist < tray.tfar;
++ if (unlikely(none(active))) continue;
++
++ while (likely(!cur.isLeaf()))
++ {
++ /* process nodes */
++ //STAT3(normal.trav_nodes, 1, popcnt(valid_node), K);
++ const NodeRef nodeRef = cur;
++ const AABBNode* __restrict__ const node = nodeRef.getAABBNode();
++
++ vfloat<N> fmin;
++ size_t m_frustum_node = intersectNodeFrustum<N>(node, frustum, fmin);
++
++ if (unlikely(!m_frustum_node)) goto pop;
++ cur = BVH::emptyNode;
++ curDist = pos_inf;
++
++ #if defined(__AVX__)
++ //STAT3(normal.trav_hit_boxes[popcnt(m_frustum_node)], 1, 1, 1);
++ #endif
++ size_t num_child_hits = 0;
++ do {
++ const size_t i = bscf(m_frustum_node);
++ vfloat<K> lnearP;
++ vbool<K> lhit = false; // motion blur is not supported, so the initial value will be ignored
++ STAT3(normal.trav_nodes, 1, 1, 1);
++ BVHNNodeIntersectorK<N, K, types, robust>::intersect(nodeRef, i, tray, ray.time(), lnearP, lhit);
++
++ if (likely(any(lhit)))
++ {
++ const vfloat<K> childDist = fmin[i];
++ const NodeRef child = node->child(i);
++ BVHN<N>::prefetch(child);
++ if (any(childDist < curDist))
++ {
++ if (likely(cur != BVH::emptyNode)) {
++ num_child_hits++;
++ stackPtr->ptr = cur;
++ *(float*)&stackPtr->dist = toScalar(curDist);
++ stackPtr++;
++ }
++ curDist = childDist;
++ cur = child;
++ }
++ /* push hit child onto stack */
++ else {
++ num_child_hits++;
++ stackPtr->ptr = child;
++ *(float*)&stackPtr->dist = toScalar(childDist);
++ stackPtr++;
++ }
++ }
++ } while(m_frustum_node);
++
++ if (unlikely(cur == BVH::emptyNode)) goto pop;
++
++ /* improved distance sorting for 3 or more hits */
++ if (unlikely(num_child_hits >= 2))
++ {
++ if (stackPtr[-2].dist < stackPtr[-1].dist)
++ std::swap(stackPtr[-2],stackPtr[-1]);
++ if (unlikely(num_child_hits >= 3))
++ {
++ if (stackPtr[-3].dist < stackPtr[-1].dist)
++ std::swap(stackPtr[-3],stackPtr[-1]);
++ if (stackPtr[-3].dist < stackPtr[-2].dist)
++ std::swap(stackPtr[-3],stackPtr[-2]);
++ }
++ }
++ }
++
++ /* intersect leaf */
++ assert(cur != BVH::invalidNode);
++ assert(cur != BVH::emptyNode);
++ const vbool<K> valid_leaf = tray.tfar > curDist;
++ STAT3(normal.trav_leaves, 1, popcnt(valid_leaf), K);
++ if (unlikely(none(valid_leaf))) continue;
++ size_t items; const Primitive* prim = (Primitive*)cur.leaf(items);
++
++ size_t lazy_node = 0;
++ PrimitiveIntersectorK::intersect(valid_leaf, This, pre, ray, context, prim, items, tray, lazy_node);
++
++ /* reduce max distance interval on successful intersection */
++ if (likely(any((ray.tfar < tray.tfar) & valid_leaf)))
++ {
++ tray.tfar = select(valid_leaf, ray.tfar, tray.tfar);
++ frustum.template updateMaxDist<K>(tray.tfar);
++ }
++
++ if (unlikely(lazy_node)) {
++ stackPtr->ptr = lazy_node;
++ stackPtr->dist = neg_inf;
++ stackPtr++;
++ }
++ }
++
++ } while(valid_bits);
++ }
++
++ // ===================================================================================================================================================================
++ // ===================================================================================================================================================================
++ // ===================================================================================================================================================================
++
++ template<int N, int K, int types, bool robust, typename PrimitiveIntersectorK, bool single>
++ bool BVHNIntersectorKHybrid<N, K, types, robust, PrimitiveIntersectorK, single>::occluded1(Accel::Intersectors* This,
++ const BVH* bvh,
++ NodeRef root,
++ size_t k,
++ Precalculations& pre,
++ RayK<K>& ray,
++ const TravRayK<K, robust>& tray,
++ IntersectContext* context)
++ {
++ /* stack state */
++ NodeRef stack[stackSizeSingle]; // stack of nodes that still need to get traversed
++ NodeRef* stackPtr = stack+1; // current stack pointer
++ NodeRef* stackEnd = stack+stackSizeSingle;
++ stack[0] = root;
++
++ /* load the ray into SIMD registers */
++ TravRay<N,robust> tray1;
++ tray1.template init<K>(k, tray.org, tray.dir, tray.rdir, tray.nearXYZ, tray.tnear[k], tray.tfar[k]);
++
++ /* pop loop */
++ while (true) pop:
++ {
++ /* pop next node */
++ if (unlikely(stackPtr == stack)) break;
++ stackPtr--;
++ NodeRef cur = (NodeRef)*stackPtr;
++
++ /* downtraversal loop */
++ while (true)
++ {
++ /* intersect node */
++ size_t mask; vfloat<N> tNear;
++ STAT3(shadow.trav_nodes, 1, 1, 1);
++ bool nodeIntersected = BVHNNodeIntersector1<N, types, robust>::intersect(cur, tray1, ray.time()[k], tNear, mask);
++ if (unlikely(!nodeIntersected)) { STAT3(shadow.trav_nodes,-1,-1,-1); break; }
++
++ /* if no child is hit, pop next node */
++ if (unlikely(mask == 0))
++ goto pop;
++
++ /* select next child and push other children */
++ BVHNNodeTraverser1Hit<N, types>::traverseAnyHit(cur, mask, tNear, stackPtr, stackEnd);
++ }
++
++ /* this is a leaf node */
++ assert(cur != BVH::emptyNode);
++ STAT3(shadow.trav_leaves, 1, 1, 1);
++ size_t num; Primitive* prim = (Primitive*)cur.leaf(num);
++
++ size_t lazy_node = 0;
++ if (PrimitiveIntersectorK::occluded(This, pre, ray, k, context, prim, num, tray1, lazy_node)) {
++ ray.tfar[k] = neg_inf;
++ return true;
++ }
++
++ if (unlikely(lazy_node)) {
++ *stackPtr = lazy_node;
++ stackPtr++;
++ }
++ }
++ return false;
++ }
++
++ template<int N, int K, int types, bool robust, typename PrimitiveIntersectorK, bool single>
++ void BVHNIntersectorKHybrid<N, K, types, robust, PrimitiveIntersectorK, single>::occluded(vint<K>* __restrict__ valid_i,
++ Accel::Intersectors* __restrict__ This,
++ RayK<K>& __restrict__ ray,
++ IntersectContext* context)
++ {
++ BVH* __restrict__ bvh = (BVH*)This->ptr;
++
++ /* we may traverse an empty BVH in case all geometry was invalid */
++ if (bvh->root == BVH::emptyNode)
++ return;
++
++ #if ENABLE_FAST_COHERENT_CODEPATHS == 1
++ assert(context);
++ if (unlikely(types == BVH_AN1 && context->user && context->isCoherent()))
++ {
++ occludedCoherent(valid_i, This, ray, context);
++ return;
++ }
++ #endif
++
++ /* filter out already occluded and invalid rays */
++ vbool<K> valid = (*valid_i == -1) & (ray.tfar >= 0.0f);
++ #if defined(EMBREE_IGNORE_INVALID_RAYS)
++ valid &= ray.valid();
++ #endif
++
++ /* return if there are no valid rays */
++ const size_t valid_bits = movemask(valid);
++ if (unlikely(valid_bits == 0)) return;
++
++ /* verify correct input */
++ assert(all(valid, ray.valid()));
++ assert(all(valid, ray.tnear() >= 0.0f));
++ assert(!(types & BVH_MB) || all(valid, (ray.time() >= 0.0f) & (ray.time() <= 1.0f)));
++ Precalculations pre(valid, ray);
++
++ /* load ray */
++ TravRayK<K, robust> tray(ray.org, ray.dir, single ? N : 0);
++ const vfloat<K> org_ray_tnear = max(ray.tnear(), 0.0f);
++ const vfloat<K> org_ray_tfar = max(ray.tfar , 0.0f);
++
++ tray.tnear = select(valid, org_ray_tnear, vfloat<K>(pos_inf));
++ tray.tfar = select(valid, org_ray_tfar , vfloat<K>(neg_inf));
++
++ vbool<K> terminated = !valid;
++ const vfloat<K> inf = vfloat<K>(pos_inf);
++
++ /* determine switch threshold based on flags */
++ const size_t switchThreshold = (context->user && context->isCoherent()) ? 2 : switchThresholdIncoherent;
++
++ /* allocate stack and push root node */
++ vfloat<K> stack_near[stackSizeChunk];
++ NodeRef stack_node[stackSizeChunk];
++ stack_node[0] = BVH::invalidNode;
++ stack_near[0] = inf;
++ stack_node[1] = bvh->root;
++ stack_near[1] = tray.tnear;
++ NodeRef* stackEnd MAYBE_UNUSED = stack_node+stackSizeChunk;
++ NodeRef* __restrict__ sptr_node = stack_node + 2;
++ vfloat<K>* __restrict__ sptr_near = stack_near + 2;
++
++ while (1) pop:
++ {
++ /* pop next node from stack */
++ assert(sptr_node > stack_node);
++ sptr_node--;
++ sptr_near--;
++ NodeRef cur = *sptr_node;
++ if (unlikely(cur == BVH::invalidNode)) {
++ assert(sptr_node == stack_node);
++ break;
++ }
++
++ /* cull node if behind closest hit point */
++ vfloat<K> curDist = *sptr_near;
++ const vbool<K> active = curDist < tray.tfar;
++ if (unlikely(none(active)))
++ continue;
++
++ /* switch to single ray traversal */
++ #if (!defined(__WIN32__) || defined(__X86_64__)) && defined(__SSE4_2__)
++ #if FORCE_SINGLE_MODE == 0
++ if (single)
++ #endif
++ {
++ size_t bits = movemask(active);
++ #if FORCE_SINGLE_MODE == 0
++ if (unlikely(popcnt(bits) <= switchThreshold))
++ #endif
++ {
++ for (; bits!=0; ) {
++ const size_t i = bscf(bits);
++ if (occluded1(This, bvh, cur, i, pre, ray, tray, context))
++ set(terminated, i);
++ }
++ if (all(terminated)) break;
++ tray.tfar = select(terminated, vfloat<K>(neg_inf), tray.tfar);
++ continue;
++ }
++ }
++ #endif
++
++ while (likely(!cur.isLeaf()))
++ {
++ /* process nodes */
++ const vbool<K> valid_node = tray.tfar > curDist;
++ STAT3(shadow.trav_nodes, 1, popcnt(valid_node), K);
++ const NodeRef nodeRef = cur;
++ const BaseNode* __restrict__ const node = nodeRef.baseNode();
++
++ /* set cur to invalid */
++ cur = BVH::emptyNode;
++ curDist = pos_inf;
++
++ for (unsigned i = 0; i < N; i++)
++ {
++ const NodeRef child = node->children[i];
++ if (unlikely(child == BVH::emptyNode)) break;
++ vfloat<K> lnearP;
++ vbool<K> lhit = valid_node;
++ BVHNNodeIntersectorK<N, K, types, robust>::intersect(nodeRef, i, tray, ray.time(), lnearP, lhit);
++
++ /* if we hit the child we push the previously hit node onto the stack, and continue with the currently hit child */
++ if (likely(any(lhit)))
++ {
++ assert(sptr_node < stackEnd);
++ assert(child != BVH::emptyNode);
++ const vfloat<K> childDist = select(lhit, lnearP, inf);
++
++ /* push 'cur' node onto stack and continue with hit child */
++ if (likely(cur != BVH::emptyNode)) {
++ *sptr_node = cur; sptr_node++;
++ *sptr_near = curDist; sptr_near++;
++ }
++ curDist = childDist;
++ cur = child;
++ }
++ }
++ if (unlikely(cur == BVH::emptyNode))
++ goto pop;
++
++ #if SWITCH_DURING_DOWN_TRAVERSAL == 1
++ if (single)
++ {
++ // seems to be the best place for testing utilization
++ if (unlikely(popcnt(tray.tfar > curDist) <= switchThreshold))
++ {
++ *sptr_node++ = cur;
++ *sptr_near++ = curDist;
++ goto pop;
++ }
++ }
++ #endif
++ }
++
++ /* return if stack is empty */
++ if (unlikely(cur == BVH::invalidNode)) {
++ assert(sptr_node == stack_node);
++ break;
++ }
++
++
++ /* intersect leaf */
++ assert(cur != BVH::emptyNode);
++ const vbool<K> valid_leaf = tray.tfar > curDist;
++ STAT3(shadow.trav_leaves, 1, popcnt(valid_leaf), K);
++ if (unlikely(none(valid_leaf))) continue;
++ size_t items; const Primitive* prim = (Primitive*) cur.leaf(items);
++
++ size_t lazy_node = 0;
++ terminated |= PrimitiveIntersectorK::occluded(!terminated, This, pre, ray, context, prim, items, tray, lazy_node);
++ if (all(terminated)) break;
++ tray.tfar = select(terminated, vfloat<K>(neg_inf), tray.tfar); // ignore node intersections for terminated rays
++
++ if (unlikely(lazy_node)) {
++ *sptr_node = lazy_node; sptr_node++;
++ *sptr_near = neg_inf; sptr_near++;
++ }
++ }
++
++ vfloat<K>::store(valid & terminated, &ray.tfar, neg_inf);
++ }
++
++
++ template<int N, int K, int types, bool robust, typename PrimitiveIntersectorK, bool single>
++ void BVHNIntersectorKHybrid<N, K, types, robust, PrimitiveIntersectorK, single>::occludedCoherent(vint<K>* __restrict__ valid_i,
++ Accel::Intersectors* __restrict__ This,
++ RayK<K>& __restrict__ ray,
++ IntersectContext* context)
++ {
++ BVH* __restrict__ bvh = (BVH*)This->ptr;
++
++ /* filter out invalid rays */
++ vbool<K> valid = *valid_i == -1;
++ #if defined(EMBREE_IGNORE_INVALID_RAYS)
++ valid &= ray.valid();
++ #endif
++
++ /* return if there are no valid rays */
++ size_t valid_bits = movemask(valid);
++ if (unlikely(valid_bits == 0)) return;
++
++ /* verify correct input */
++ assert(all(valid, ray.valid()));
++ assert(all(valid, ray.tnear() >= 0.0f));
++ assert(!(types & BVH_MB) || all(valid, (ray.time() >= 0.0f) & (ray.time() <= 1.0f)));
++ Precalculations pre(valid,ray);
++
++ /* load ray */
++ TravRayK<K, robust> tray(ray.org, ray.dir, single ? N : 0);
++ const vfloat<K> org_ray_tnear = max(ray.tnear(), 0.0f);
++ const vfloat<K> org_ray_tfar = max(ray.tfar , 0.0f);
++
++ vbool<K> terminated = !valid;
++
++ vint<K> octant = ray.octant();
++ octant = select(valid, octant, vint<K>(0xffffffff));
++
++ do
++ {
++ const size_t valid_index = bsf(valid_bits);
++ vbool<K> octant_valid = octant[valid_index] == octant;
++ valid_bits &= ~(size_t)movemask(octant_valid);
++
++ tray.tnear = select(octant_valid, org_ray_tnear, vfloat<K>(pos_inf));
++ tray.tfar = select(octant_valid, org_ray_tfar, vfloat<K>(neg_inf));
++
++ Frustum<robust> frustum;
++ frustum.template init<K>(octant_valid, tray.org, tray.rdir, tray.tnear, tray.tfar, N);
++
++ StackItemMaskT<NodeRef> stack[stackSizeSingle]; // stack of nodes
++ StackItemMaskT<NodeRef>* stackPtr = stack + 1; // current stack pointer
++ stack[0].ptr = bvh->root;
++ stack[0].mask = movemask(octant_valid);
++
++ while (1) pop:
++ {
++ /* pop next node from stack */
++ if (unlikely(stackPtr == stack)) break;
++
++ stackPtr--;
++ NodeRef cur = NodeRef(stackPtr->ptr);
++
++ /* cull node of active rays have already been terminated */
++ size_t m_active = (size_t)stackPtr->mask & (~(size_t)movemask(terminated));
++
++ if (unlikely(m_active == 0)) continue;
++
++ while (likely(!cur.isLeaf()))
++ {
++ /* process nodes */
++ //STAT3(normal.trav_nodes, 1, popcnt(valid_node), K);
++ const NodeRef nodeRef = cur;
++ const AABBNode* __restrict__ const node = nodeRef.getAABBNode();
++
++ vfloat<N> fmin;
++ size_t m_frustum_node = intersectNodeFrustum<N>(node, frustum, fmin);
++
++ if (unlikely(!m_frustum_node)) goto pop;
++ cur = BVH::emptyNode;
++ m_active = 0;
++
++ #if defined(__AVX__)
++ //STAT3(normal.trav_hit_boxes[popcnt(m_frustum_node)], 1, 1, 1);
++ #endif
++ size_t num_child_hits = 0;
++ do {
++ const size_t i = bscf(m_frustum_node);
++ vfloat<K> lnearP;
++ vbool<K> lhit = false; // motion blur is not supported, so the initial value will be ignored
++ STAT3(normal.trav_nodes, 1, 1, 1);
++ BVHNNodeIntersectorK<N, K, types, robust>::intersect(nodeRef, i, tray, ray.time(), lnearP, lhit);
++
++ if (likely(any(lhit)))
++ {
++ const NodeRef child = node->child(i);
++ assert(child != BVH::emptyNode);
++ BVHN<N>::prefetch(child);
++ if (likely(cur != BVH::emptyNode)) {
++ num_child_hits++;
++ stackPtr->ptr = cur;
++ stackPtr->mask = m_active;
++ stackPtr++;
++ }
++ cur = child;
++ m_active = movemask(lhit);
++ }
++ } while(m_frustum_node);
++
++ if (unlikely(cur == BVH::emptyNode)) goto pop;
++ }
++
++ /* intersect leaf */
++ assert(cur != BVH::invalidNode);
++ assert(cur != BVH::emptyNode);
++ #if defined(__AVX__)
++ STAT3(normal.trav_leaves, 1, popcnt(m_active), K);
++ #endif
++ if (unlikely(!m_active)) continue;
++ size_t items; const Primitive* prim = (Primitive*)cur.leaf(items);
++
++ size_t lazy_node = 0;
++ terminated |= PrimitiveIntersectorK::occluded(!terminated, This, pre, ray, context, prim, items, tray, lazy_node);
++ octant_valid &= !terminated;
++ if (unlikely(none(octant_valid))) break;
++ tray.tfar = select(terminated, vfloat<K>(neg_inf), tray.tfar); // ignore node intersections for terminated rays
++
++ if (unlikely(lazy_node)) {
++ stackPtr->ptr = lazy_node;
++ stackPtr->mask = movemask(octant_valid);
++ stackPtr++;
++ }
++ }
++ } while(valid_bits);
++
++ vfloat<K>::store(valid & terminated, &ray.tfar, neg_inf);
++ }
++ }
++ }