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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
++ {
++ //////////////////////////////////////////////////////////////////////////////////////
++ // Ray packet structure used in stream traversal
++ //////////////////////////////////////////////////////////////////////////////////////
++
++ template<int K, bool robust>
++ struct TravRayKStream;
++
++ /* Fast variant */
++ template<int K>
++ struct TravRayKStream<K, false>
++ {
++ __forceinline TravRayKStream() {}
++
++ __forceinline TravRayKStream(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar)
++ {
++ init(ray_org, ray_dir);
++ tnear = ray_tnear;
++ tfar = ray_tfar;
++ }
++
++ __forceinline void init(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir)
++ {
++ rdir = rcp_safe(ray_dir);
++ org_rdir = ray_org * rdir;
++ }
++
++ Vec3vf<K> rdir;
++ Vec3vf<K> org_rdir;
++ vfloat<K> tnear;
++ vfloat<K> tfar;
++ };
++
++ template<int K>
++ using TravRayKStreamFast = TravRayKStream<K, false>;
++
++ /* Robust variant */
++ template<int K>
++ struct TravRayKStream<K, true>
++ {
++ __forceinline TravRayKStream() {}
++
++ __forceinline TravRayKStream(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar)
++ {
++ init(ray_org, ray_dir);
++ tnear = ray_tnear;
++ tfar = ray_tfar;
++ }
++
++ __forceinline void init(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir)
++ {
++ rdir = vfloat<K>(1.0f)/(zero_fix(ray_dir));
++ org = ray_org;
++ }
++
++ Vec3vf<K> rdir;
++ Vec3vf<K> org;
++ vfloat<K> tnear;
++ vfloat<K> tfar;
++ };
++
++ template<int K>
++ using TravRayKStreamRobust = TravRayKStream<K, true>;
++
++ //////////////////////////////////////////////////////////////////////////////////////
++ // Fast AABBNode intersection
++ //////////////////////////////////////////////////////////////////////////////////////
++
++ template<int N, int K>
++ __forceinline size_t intersectNode1(const typename BVHN<N>::AABBNode* __restrict__ node,
++ const TravRayKStreamFast<K>& ray, size_t k, const NearFarPrecalculations& nf)
++ {
++ const vfloat<N> bminX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearX));
++ const vfloat<N> bminY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearY));
++ const vfloat<N> bminZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearZ));
++ const vfloat<N> bmaxX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farX));
++ const vfloat<N> bmaxY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farY));
++ const vfloat<N> bmaxZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farZ));
++
++ const vfloat<N> rminX = msub(bminX, vfloat<N>(ray.rdir.x[k]), vfloat<N>(ray.org_rdir.x[k]));
++ const vfloat<N> rminY = msub(bminY, vfloat<N>(ray.rdir.y[k]), vfloat<N>(ray.org_rdir.y[k]));
++ const vfloat<N> rminZ = msub(bminZ, vfloat<N>(ray.rdir.z[k]), vfloat<N>(ray.org_rdir.z[k]));
++ const vfloat<N> rmaxX = msub(bmaxX, vfloat<N>(ray.rdir.x[k]), vfloat<N>(ray.org_rdir.x[k]));
++ const vfloat<N> rmaxY = msub(bmaxY, vfloat<N>(ray.rdir.y[k]), vfloat<N>(ray.org_rdir.y[k]));
++ const vfloat<N> rmaxZ = msub(bmaxZ, vfloat<N>(ray.rdir.z[k]), vfloat<N>(ray.org_rdir.z[k]));
++ const vfloat<N> rmin = maxi(rminX, rminY, rminZ, vfloat<N>(ray.tnear[k]));
++ const vfloat<N> rmax = mini(rmaxX, rmaxY, rmaxZ, vfloat<N>(ray.tfar[k]));
++
++ const vbool<N> vmask_first_hit = rmin <= rmax;
++
++ return movemask(vmask_first_hit) & (((size_t)1 << N)-1);
++ }
++
++ template<int N, int K>
++ __forceinline size_t intersectNodeK(const typename BVHN<N>::AABBNode* __restrict__ node, size_t i,
++ const TravRayKStreamFast<K>& ray, const NearFarPrecalculations& nf)
++ {
++ char* ptr = (char*)&node->lower_x + i*sizeof(float);
++ const vfloat<K> bminX = *(const float*)(ptr + nf.nearX);
++ const vfloat<K> bminY = *(const float*)(ptr + nf.nearY);
++ const vfloat<K> bminZ = *(const float*)(ptr + nf.nearZ);
++ const vfloat<K> bmaxX = *(const float*)(ptr + nf.farX);
++ const vfloat<K> bmaxY = *(const float*)(ptr + nf.farY);
++ const vfloat<K> bmaxZ = *(const float*)(ptr + nf.farZ);
++
++ const vfloat<K> rminX = msub(bminX, ray.rdir.x, ray.org_rdir.x);
++ const vfloat<K> rminY = msub(bminY, ray.rdir.y, ray.org_rdir.y);
++ const vfloat<K> rminZ = msub(bminZ, ray.rdir.z, ray.org_rdir.z);
++ const vfloat<K> rmaxX = msub(bmaxX, ray.rdir.x, ray.org_rdir.x);
++ const vfloat<K> rmaxY = msub(bmaxY, ray.rdir.y, ray.org_rdir.y);
++ const vfloat<K> rmaxZ = msub(bmaxZ, ray.rdir.z, ray.org_rdir.z);
++
++ const vfloat<K> rmin = maxi(rminX, rminY, rminZ, ray.tnear);
++ const vfloat<K> rmax = mini(rmaxX, rmaxY, rmaxZ, ray.tfar);
++
++ const vbool<K> vmask_first_hit = rmin <= rmax;
++
++ return movemask(vmask_first_hit);
++ }
++
++ //////////////////////////////////////////////////////////////////////////////////////
++ // Robust AABBNode intersection
++ //////////////////////////////////////////////////////////////////////////////////////
++
++ template<int N, int K>
++ __forceinline size_t intersectNode1(const typename BVHN<N>::AABBNode* __restrict__ node,
++ const TravRayKStreamRobust<K>& ray, size_t k, const NearFarPrecalculations& nf)
++ {
++ const vfloat<N> bminX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearX));
++ const vfloat<N> bminY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearY));
++ const vfloat<N> bminZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearZ));
++ const vfloat<N> bmaxX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farX));
++ const vfloat<N> bmaxY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farY));
++ const vfloat<N> bmaxZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farZ));
++
++ const vfloat<N> rminX = (bminX - vfloat<N>(ray.org.x[k])) * vfloat<N>(ray.rdir.x[k]);
++ const vfloat<N> rminY = (bminY - vfloat<N>(ray.org.y[k])) * vfloat<N>(ray.rdir.y[k]);
++ const vfloat<N> rminZ = (bminZ - vfloat<N>(ray.org.z[k])) * vfloat<N>(ray.rdir.z[k]);
++ const vfloat<N> rmaxX = (bmaxX - vfloat<N>(ray.org.x[k])) * vfloat<N>(ray.rdir.x[k]);
++ const vfloat<N> rmaxY = (bmaxY - vfloat<N>(ray.org.y[k])) * vfloat<N>(ray.rdir.y[k]);
++ const vfloat<N> rmaxZ = (bmaxZ - vfloat<N>(ray.org.z[k])) * vfloat<N>(ray.rdir.z[k]);
++ const float round_up = 1.0f+3.0f*float(ulp); // FIXME: use per instruction rounding for AVX512
++ const vfloat<N> rmin = max(rminX, rminY, rminZ, vfloat<N>(ray.tnear[k]));
++ const vfloat<N> rmax = round_up *min(rmaxX, rmaxY, rmaxZ, vfloat<N>(ray.tfar[k]));
++
++ const vbool<N> vmask_first_hit = rmin <= rmax;
++
++ return movemask(vmask_first_hit) & (((size_t)1 << N)-1);
++ }
++
++ template<int N, int K>
++ __forceinline size_t intersectNodeK(const typename BVHN<N>::AABBNode* __restrict__ node, size_t i,
++ const TravRayKStreamRobust<K>& ray, const NearFarPrecalculations& nf)
++ {
++ char *ptr = (char*)&node->lower_x + i*sizeof(float);
++ const vfloat<K> bminX = *(const float*)(ptr + nf.nearX);
++ const vfloat<K> bminY = *(const float*)(ptr + nf.nearY);
++ const vfloat<K> bminZ = *(const float*)(ptr + nf.nearZ);
++ const vfloat<K> bmaxX = *(const float*)(ptr + nf.farX);
++ const vfloat<K> bmaxY = *(const float*)(ptr + nf.farY);
++ const vfloat<K> bmaxZ = *(const float*)(ptr + nf.farZ);
++
++ const vfloat<K> rminX = (bminX - ray.org.x) * ray.rdir.x;
++ const vfloat<K> rminY = (bminY - ray.org.y) * ray.rdir.y;
++ const vfloat<K> rminZ = (bminZ - ray.org.z) * ray.rdir.z;
++ const vfloat<K> rmaxX = (bmaxX - ray.org.x) * ray.rdir.x;
++ const vfloat<K> rmaxY = (bmaxY - ray.org.y) * ray.rdir.y;
++ const vfloat<K> rmaxZ = (bmaxZ - ray.org.z) * ray.rdir.z;
++
++ const float round_up = 1.0f+3.0f*float(ulp);
++ const vfloat<K> rmin = max(rminX, rminY, rminZ, vfloat<K>(ray.tnear));
++ const vfloat<K> rmax = round_up * min(rmaxX, rmaxY, rmaxZ, vfloat<K>(ray.tfar));
++
++ const vbool<K> vmask_first_hit = rmin <= rmax;
++
++ return movemask(vmask_first_hit);
++ }
++ }
++ }