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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "node_intersector.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ //////////////////////////////////////////////////////////////////////////////////////
++ // Frustum structure used in hybrid and stream traversal
++ //////////////////////////////////////////////////////////////////////////////////////
++
++ /*
++ Optimized frustum test. We calculate t=(p-org)/dir in ray/box
++ intersection. We assume the rays are split by octant, thus
++ dir intervals are either positive or negative in each
++ dimension.
++
++ Case 1: dir.min >= 0 && dir.max >= 0:
++ t_min = (p_min - org_max) / dir_max = (p_min - org_max)*rdir_min = p_min*rdir_min - org_max*rdir_min
++ t_max = (p_max - org_min) / dir_min = (p_max - org_min)*rdir_max = p_max*rdir_max - org_min*rdir_max
++
++ Case 2: dir.min < 0 && dir.max < 0:
++ t_min = (p_max - org_min) / dir_min = (p_max - org_min)*rdir_max = p_max*rdir_max - org_min*rdir_max
++ t_max = (p_min - org_max) / dir_max = (p_min - org_max)*rdir_min = p_min*rdir_min - org_max*rdir_min
++ */
++
++ template<bool robust>
++ struct Frustum;
++
++ /* Fast variant */
++ template<>
++ struct Frustum<false>
++ {
++ __forceinline Frustum() {}
++
++ template<int K>
++ __forceinline void init(const vbool<K>& valid, const Vec3vf<K>& org, const Vec3vf<K>& rdir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar, int N)
++ {
++ const Vec3fa reduced_min_org(reduce_min(select(valid, org.x, pos_inf)),
++ reduce_min(select(valid, org.y, pos_inf)),
++ reduce_min(select(valid, org.z, pos_inf)));
++
++ const Vec3fa reduced_max_org(reduce_max(select(valid, org.x, neg_inf)),
++ reduce_max(select(valid, org.y, neg_inf)),
++ reduce_max(select(valid, org.z, neg_inf)));
++
++ const Vec3fa reduced_min_rdir(reduce_min(select(valid, rdir.x, pos_inf)),
++ reduce_min(select(valid, rdir.y, pos_inf)),
++ reduce_min(select(valid, rdir.z, pos_inf)));
++
++ const Vec3fa reduced_max_rdir(reduce_max(select(valid, rdir.x, neg_inf)),
++ reduce_max(select(valid, rdir.y, neg_inf)),
++ reduce_max(select(valid, rdir.z, neg_inf)));
++
++ const float reduced_min_dist = reduce_min(select(valid, ray_tnear, vfloat<K>(pos_inf)));
++ const float reduced_max_dist = reduce_max(select(valid, ray_tfar , vfloat<K>(neg_inf)));
++
++ init(reduced_min_org, reduced_max_org, reduced_min_rdir, reduced_max_rdir, reduced_min_dist, reduced_max_dist, N);
++ }
++
++ __forceinline void init(const Vec3fa& reduced_min_org,
++ const Vec3fa& reduced_max_org,
++ const Vec3fa& reduced_min_rdir,
++ const Vec3fa& reduced_max_rdir,
++ float reduced_min_dist,
++ float reduced_max_dist,
++ int N)
++ {
++ const Vec3ba pos_rdir = ge_mask(reduced_min_rdir, Vec3fa(zero));
++
++ min_rdir = select(pos_rdir, reduced_min_rdir, reduced_max_rdir);
++ max_rdir = select(pos_rdir, reduced_max_rdir, reduced_min_rdir);
++
++ min_org_rdir = min_rdir * select(pos_rdir, reduced_max_org, reduced_min_org);
++ max_org_rdir = max_rdir * select(pos_rdir, reduced_min_org, reduced_max_org);
++
++ min_dist = reduced_min_dist;
++ max_dist = reduced_max_dist;
++
++ nf = NearFarPrecalculations(min_rdir, N);
++ }
++
++ template<int K>
++ __forceinline void updateMaxDist(const vfloat<K>& ray_tfar)
++ {
++ max_dist = reduce_max(ray_tfar);
++ }
++
++ NearFarPrecalculations nf;
++
++ Vec3fa min_rdir;
++ Vec3fa max_rdir;
++
++ Vec3fa min_org_rdir;
++ Vec3fa max_org_rdir;
++
++ float min_dist;
++ float max_dist;
++ };
++
++ typedef Frustum<false> FrustumFast;
++
++ /* Robust variant */
++ template<>
++ struct Frustum<true>
++ {
++ __forceinline Frustum() {}
++
++ template<int K>
++ __forceinline void init(const vbool<K>& valid, const Vec3vf<K>& org, const Vec3vf<K>& rdir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar, int N)
++ {
++ const Vec3fa reduced_min_org(reduce_min(select(valid, org.x, pos_inf)),
++ reduce_min(select(valid, org.y, pos_inf)),
++ reduce_min(select(valid, org.z, pos_inf)));
++
++ const Vec3fa reduced_max_org(reduce_max(select(valid, org.x, neg_inf)),
++ reduce_max(select(valid, org.y, neg_inf)),
++ reduce_max(select(valid, org.z, neg_inf)));
++
++ const Vec3fa reduced_min_rdir(reduce_min(select(valid, rdir.x, pos_inf)),
++ reduce_min(select(valid, rdir.y, pos_inf)),
++ reduce_min(select(valid, rdir.z, pos_inf)));
++
++ const Vec3fa reduced_max_rdir(reduce_max(select(valid, rdir.x, neg_inf)),
++ reduce_max(select(valid, rdir.y, neg_inf)),
++ reduce_max(select(valid, rdir.z, neg_inf)));
++
++ const float reduced_min_dist = reduce_min(select(valid, ray_tnear, vfloat<K>(pos_inf)));
++ const float reduced_max_dist = reduce_max(select(valid, ray_tfar , vfloat<K>(neg_inf)));
++
++ init(reduced_min_org, reduced_max_org, reduced_min_rdir, reduced_max_rdir, reduced_min_dist, reduced_max_dist, N);
++ }
++
++ __forceinline void init(const Vec3fa& reduced_min_org,
++ const Vec3fa& reduced_max_org,
++ const Vec3fa& reduced_min_rdir,
++ const Vec3fa& reduced_max_rdir,
++ float reduced_min_dist,
++ float reduced_max_dist,
++ int N)
++ {
++ const Vec3ba pos_rdir = ge_mask(reduced_min_rdir, Vec3fa(zero));
++ min_rdir = select(pos_rdir, reduced_min_rdir, reduced_max_rdir);
++ max_rdir = select(pos_rdir, reduced_max_rdir, reduced_min_rdir);
++
++ min_org = select(pos_rdir, reduced_max_org, reduced_min_org);
++ max_org = select(pos_rdir, reduced_min_org, reduced_max_org);
++
++ min_dist = reduced_min_dist;
++ max_dist = reduced_max_dist;
++
++ nf = NearFarPrecalculations(min_rdir, N);
++ }
++
++ template<int K>
++ __forceinline void updateMaxDist(const vfloat<K>& ray_tfar)
++ {
++ max_dist = reduce_max(ray_tfar);
++ }
++
++ NearFarPrecalculations nf;
++
++ Vec3fa min_rdir;
++ Vec3fa max_rdir;
++
++ Vec3fa min_org;
++ Vec3fa max_org;
++
++ float min_dist;
++ float max_dist;
++ };
++
++ typedef Frustum<true> FrustumRobust;
++
++ //////////////////////////////////////////////////////////////////////////////////////
++ // Fast AABBNode intersection
++ //////////////////////////////////////////////////////////////////////////////////////
++
++ template<int N>
++ __forceinline size_t intersectNodeFrustum(const typename BVHN<N>::AABBNode* __restrict__ node,
++ const FrustumFast& frustum, vfloat<N>& dist)
++ {
++ const vfloat<N> bminX = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.nearX);
++ const vfloat<N> bminY = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.nearY);
++ const vfloat<N> bminZ = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.nearZ);
++ const vfloat<N> bmaxX = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.farX);
++ const vfloat<N> bmaxY = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.farY);
++ const vfloat<N> bmaxZ = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.farZ);
++
++ const vfloat<N> fminX = msub(bminX, vfloat<N>(frustum.min_rdir.x), vfloat<N>(frustum.min_org_rdir.x));
++ const vfloat<N> fminY = msub(bminY, vfloat<N>(frustum.min_rdir.y), vfloat<N>(frustum.min_org_rdir.y));
++ const vfloat<N> fminZ = msub(bminZ, vfloat<N>(frustum.min_rdir.z), vfloat<N>(frustum.min_org_rdir.z));
++ const vfloat<N> fmaxX = msub(bmaxX, vfloat<N>(frustum.max_rdir.x), vfloat<N>(frustum.max_org_rdir.x));
++ const vfloat<N> fmaxY = msub(bmaxY, vfloat<N>(frustum.max_rdir.y), vfloat<N>(frustum.max_org_rdir.y));
++ const vfloat<N> fmaxZ = msub(bmaxZ, vfloat<N>(frustum.max_rdir.z), vfloat<N>(frustum.max_org_rdir.z));
++
++ const vfloat<N> fmin = maxi(fminX, fminY, fminZ, vfloat<N>(frustum.min_dist));
++ dist = fmin;
++ const vfloat<N> fmax = mini(fmaxX, fmaxY, fmaxZ, vfloat<N>(frustum.max_dist));
++ const vbool<N> vmask_node_hit = fmin <= fmax;
++ size_t m_node = movemask(vmask_node_hit) & (((size_t)1 << N)-1);
++ return m_node;
++ }
++
++ //////////////////////////////////////////////////////////////////////////////////////
++ // Robust AABBNode intersection
++ //////////////////////////////////////////////////////////////////////////////////////
++
++ template<int N>
++ __forceinline size_t intersectNodeFrustum(const typename BVHN<N>::AABBNode* __restrict__ node,
++ const FrustumRobust& frustum, vfloat<N>& dist)
++ {
++ const vfloat<N> bminX = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.nearX);
++ const vfloat<N> bminY = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.nearY);
++ const vfloat<N> bminZ = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.nearZ);
++ const vfloat<N> bmaxX = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.farX);
++ const vfloat<N> bmaxY = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.farY);
++ const vfloat<N> bmaxZ = *(const vfloat<N>*)((const char*)&node->lower_x + frustum.nf.farZ);
++
++ const vfloat<N> fminX = (bminX - vfloat<N>(frustum.min_org.x)) * vfloat<N>(frustum.min_rdir.x);
++ const vfloat<N> fminY = (bminY - vfloat<N>(frustum.min_org.y)) * vfloat<N>(frustum.min_rdir.y);
++ const vfloat<N> fminZ = (bminZ - vfloat<N>(frustum.min_org.z)) * vfloat<N>(frustum.min_rdir.z);
++ const vfloat<N> fmaxX = (bmaxX - vfloat<N>(frustum.max_org.x)) * vfloat<N>(frustum.max_rdir.x);
++ const vfloat<N> fmaxY = (bmaxY - vfloat<N>(frustum.max_org.y)) * vfloat<N>(frustum.max_rdir.y);
++ const vfloat<N> fmaxZ = (bmaxZ - vfloat<N>(frustum.max_org.z)) * vfloat<N>(frustum.max_rdir.z);
++
++ const float round_down = 1.0f-2.0f*float(ulp); // FIXME: use per instruction rounding for AVX512
++ const float round_up = 1.0f+2.0f*float(ulp);
++ const vfloat<N> fmin = max(fminX, fminY, fminZ, vfloat<N>(frustum.min_dist));
++ dist = fmin;
++ const vfloat<N> fmax = min(fmaxX, fmaxY, fmaxZ, vfloat<N>(frustum.max_dist));
++ const vbool<N> vmask_node_hit = (round_down*fmin <= round_up*fmax);
++ size_t m_node = movemask(vmask_node_hit) & (((size_t)1 << N)-1);
++ return m_node;
++ }
++ }
++ }