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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "default.h"
++ #include "instance_stack.h"
++
++ // FIXME: if ray gets seperated into ray* and hit, uload4 needs to be adjusted
++
++ namespace embree
++ {
++ static const size_t MAX_INTERNAL_STREAM_SIZE = 32;
++
++ /* Ray structure for K rays */
++ template<int K>
++ struct RayK
++ {
++ /* Default construction does nothing */
++ __forceinline RayK() {}
++
++ /* Constructs a ray from origin, direction, and ray segment. Near
++ * has to be smaller than far */
++ __forceinline RayK(const Vec3vf<K>& org, const Vec3vf<K>& dir,
++ const vfloat<K>& tnear = zero, const vfloat<K>& tfar = inf,
++ const vfloat<K>& time = zero, const vint<K>& mask = -1, const vint<K>& id = 0, const vint<K>& flags = 0)
++ : org(org), dir(dir), _tnear(tnear), tfar(tfar), _time(time), mask(mask), id(id), flags(flags) {}
++
++ /* Returns the size of the ray */
++ static __forceinline size_t size() { return K; }
++
++ /* Calculates if this is a valid ray that does not cause issues during traversal */
++ __forceinline vbool<K> valid() const
++ {
++ const vbool<K> vx = (abs(org.x) <= vfloat<K>(FLT_LARGE)) & (abs(dir.x) <= vfloat<K>(FLT_LARGE));
++ const vbool<K> vy = (abs(org.y) <= vfloat<K>(FLT_LARGE)) & (abs(dir.y) <= vfloat<K>(FLT_LARGE));
++ const vbool<K> vz = (abs(org.z) <= vfloat<K>(FLT_LARGE)) & (abs(dir.z) <= vfloat<K>(FLT_LARGE));
++ const vbool<K> vn = abs(tnear()) <= vfloat<K>(inf);
++ const vbool<K> vf = abs(tfar) <= vfloat<K>(inf);
++ return vx & vy & vz & vn & vf;
++ }
++
++ __forceinline void get(RayK<1>* ray) const;
++ __forceinline void get(size_t i, RayK<1>& ray) const;
++ __forceinline void set(const RayK<1>* ray);
++ __forceinline void set(size_t i, const RayK<1>& ray);
++
++ __forceinline void copy(size_t dest, size_t source);
++
++ __forceinline vint<K> octant() const
++ {
++ return select(dir.x < 0.0f, vint<K>(1), vint<K>(zero)) |
++ select(dir.y < 0.0f, vint<K>(2), vint<K>(zero)) |
++ select(dir.z < 0.0f, vint<K>(4), vint<K>(zero));
++ }
++
++ /* Ray data */
++ Vec3vf<K> org; // ray origin
++ vfloat<K> _tnear; // start of ray segment
++ Vec3vf<K> dir; // ray direction
++ vfloat<K> _time; // time of this ray for motion blur
++ vfloat<K> tfar; // end of ray segment
++ vint<K> mask; // used to mask out objects during traversal
++ vint<K> id;
++ vint<K> flags;
++
++ __forceinline vfloat<K>& tnear() { return _tnear; }
++ __forceinline vfloat<K>& time() { return _time; }
++ __forceinline const vfloat<K>& tnear() const { return _tnear; }
++ __forceinline const vfloat<K>& time() const { return _time; }
++ };
++
++ /* Ray+hit structure for K rays */
++ template<int K>
++ struct RayHitK : RayK<K>
++ {
++ using RayK<K>::org;
++ using RayK<K>::_tnear;
++ using RayK<K>::dir;
++ using RayK<K>::_time;
++ using RayK<K>::tfar;
++ using RayK<K>::mask;
++ using RayK<K>::id;
++ using RayK<K>::flags;
++
++ using RayK<K>::tnear;
++ using RayK<K>::time;
++
++ /* Default construction does nothing */
++ __forceinline RayHitK() {}
++
++ /* Constructs a ray from origin, direction, and ray segment. Near
++ * has to be smaller than far */
++ __forceinline RayHitK(const Vec3vf<K>& org, const Vec3vf<K>& dir,
++ const vfloat<K>& tnear = zero, const vfloat<K>& tfar = inf,
++ const vfloat<K>& time = zero, const vint<K>& mask = -1, const vint<K>& id = 0, const vint<K>& flags = 0)
++ : RayK<K>(org, dir, tnear, tfar, time, mask, id, flags),
++ geomID(RTC_INVALID_GEOMETRY_ID)
++ {
++ for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l)
++ instID[l] = RTC_INVALID_GEOMETRY_ID;
++ }
++
++ __forceinline RayHitK(const RayK<K>& ray)
++ : RayK<K>(ray),
++ geomID(RTC_INVALID_GEOMETRY_ID)
++ {
++ for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l)
++ instID[l] = RTC_INVALID_GEOMETRY_ID;
++ }
++
++ __forceinline RayHitK<K>& operator =(const RayK<K>& ray)
++ {
++ org = ray.org;
++ _tnear = ray._tnear;
++ dir = ray.dir;
++ _time = ray._time;
++ tfar = ray.tfar;
++ mask = ray.mask;
++ id = ray.id;
++ flags = ray.flags;
++
++ geomID = RTC_INVALID_GEOMETRY_ID;
++ for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l)
++ instID[l] = RTC_INVALID_GEOMETRY_ID;
++
++ return *this;
++ }
++
++ /* Calculates if the hit is valid */
++ __forceinline void verifyHit(const vbool<K>& valid0) const
++ {
++ vbool<K> valid = valid0 & geomID != vuint<K>(RTC_INVALID_GEOMETRY_ID);
++ const vbool<K> vt = (abs(tfar) <= vfloat<K>(FLT_LARGE)) | (tfar == vfloat<K>(neg_inf));
++ const vbool<K> vu = (abs(u) <= vfloat<K>(FLT_LARGE));
++ const vbool<K> vv = (abs(u) <= vfloat<K>(FLT_LARGE));
++ const vbool<K> vnx = abs(Ng.x) <= vfloat<K>(FLT_LARGE);
++ const vbool<K> vny = abs(Ng.y) <= vfloat<K>(FLT_LARGE);
++ const vbool<K> vnz = abs(Ng.z) <= vfloat<K>(FLT_LARGE);
++ if (any(valid & !vt)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid t");
++ if (any(valid & !vu)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid u");
++ if (any(valid & !vv)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid v");
++ if (any(valid & !vnx)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid Ng.x");
++ if (any(valid & !vny)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid Ng.y");
++ if (any(valid & !vnz)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid Ng.z");
++ }
++
++ __forceinline void get(RayHitK<1>* ray) const;
++ __forceinline void get(size_t i, RayHitK<1>& ray) const;
++ __forceinline void set(const RayHitK<1>* ray);
++ __forceinline void set(size_t i, const RayHitK<1>& ray);
++
++ __forceinline void copy(size_t dest, size_t source);
++
++ /* Hit data */
++ Vec3vf<K> Ng; // geometry normal
++ vfloat<K> u; // barycentric u coordinate of hit
++ vfloat<K> v; // barycentric v coordinate of hit
++ vuint<K> primID; // primitive ID
++ vuint<K> geomID; // geometry ID
++ vuint<K> instID[RTC_MAX_INSTANCE_LEVEL_COUNT]; // instance ID
++ };
++
++ /* Specialization for a single ray */
++ template<>
++ struct RayK<1>
++ {
++ /* Default construction does nothing */
++ __forceinline RayK() {}
++
++ /* Constructs a ray from origin, direction, and ray segment. Near
++ * has to be smaller than far */
++ __forceinline RayK(const Vec3fa& org, const Vec3fa& dir, float tnear = zero, float tfar = inf, float time = zero, int mask = -1, int id = 0, int flags = 0)
++ : org(org,tnear), dir(dir,time), tfar(tfar), mask(mask), id(id), flags(flags) {}
++
++ /* Calculates if this is a valid ray that does not cause issues during traversal */
++ __forceinline bool valid() const {
++ return all(le_mask(abs(Vec3fa(org)), Vec3fa(FLT_LARGE)) & le_mask(abs(Vec3fa(dir)), Vec3fa(FLT_LARGE))) && abs(tnear()) <= float(inf) && abs(tfar) <= float(inf);
++ }
++
++ /* Ray data */
++ Vec3ff org; // 3 floats for ray origin, 1 float for tnear
++ //float tnear; // start of ray segment
++ Vec3ff dir; // 3 floats for ray direction, 1 float for time
++ // float time;
++ float tfar; // end of ray segment
++ int mask; // used to mask out objects during traversal
++ int id; // ray ID
++ int flags; // ray flags
++
++ __forceinline float& tnear() { return org.w; };
++ __forceinline const float& tnear() const { return org.w; };
++
++ __forceinline float& time() { return dir.w; };
++ __forceinline const float& time() const { return dir.w; };
++
++ };
++
++ template<>
++ struct RayHitK<1> : RayK<1>
++ {
++ /* Default construction does nothing */
++ __forceinline RayHitK() {}
++
++ /* Constructs a ray from origin, direction, and ray segment. Near
++ * has to be smaller than far */
++ __forceinline RayHitK(const Vec3fa& org, const Vec3fa& dir, float tnear = zero, float tfar = inf, float time = zero, int mask = -1, int id = 0, int flags = 0)
++ : RayK<1>(org, dir, tnear, tfar, time, mask, id, flags),
++ geomID(RTC_INVALID_GEOMETRY_ID) {}
++
++ __forceinline RayHitK(const RayK<1>& ray)
++ : RayK<1>(ray),
++ geomID(RTC_INVALID_GEOMETRY_ID) {}
++
++ __forceinline RayHitK<1>& operator =(const RayK<1>& ray)
++ {
++ org = ray.org;
++ dir = ray.dir;
++ tfar = ray.tfar;
++ mask = ray.mask;
++ id = ray.id;
++ flags = ray.flags;
++
++ geomID = RTC_INVALID_GEOMETRY_ID;
++
++ return *this;
++ }
++
++ /* Calculates if the hit is valid */
++ __forceinline void verifyHit() const
++ {
++ if (geomID == RTC_INVALID_GEOMETRY_ID) return;
++ const bool vt = (abs(tfar) <= FLT_LARGE) || (tfar == float(neg_inf));
++ const bool vu = (abs(u) <= FLT_LARGE);
++ const bool vv = (abs(u) <= FLT_LARGE);
++ const bool vnx = abs(Ng.x) <= FLT_LARGE;
++ const bool vny = abs(Ng.y) <= FLT_LARGE;
++ const bool vnz = abs(Ng.z) <= FLT_LARGE;
++ if (!vt) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid t");
++ if (!vu) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid u");
++ if (!vv) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid v");
++ if (!vnx) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid Ng.x");
++ if (!vny) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid Ng.y");
++ if (!vnz) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid Ng.z");
++ }
++
++ /* Hit data */
++ Vec3f Ng; // not normalized geometry normal
++ float u; // barycentric u coordinate of hit
++ float v; // barycentric v coordinate of hit
++ unsigned int primID; // primitive ID
++ unsigned int geomID; // geometry ID
++ unsigned int instID[RTC_MAX_INSTANCE_LEVEL_COUNT]; // instance ID
++ };
++
++ /* Converts ray packet to single rays */
++ template<int K>
++ __forceinline void RayK<K>::get(RayK<1>* ray) const
++ {
++ for (size_t i = 0; i < K; i++) // FIXME: use SIMD transpose
++ {
++ ray[i].org.x = org.x[i]; ray[i].org.y = org.y[i]; ray[i].org.z = org.z[i]; ray[i].tnear() = tnear()[i];
++ ray[i].dir.x = dir.x[i]; ray[i].dir.y = dir.y[i]; ray[i].dir.z = dir.z[i]; ray[i].time() = time()[i];
++ ray[i].tfar = tfar[i]; ray[i].mask = mask[i]; ray[i].id = id[i]; ray[i].flags = flags[i];
++ }
++ }
++
++ template<int K>
++ __forceinline void RayHitK<K>::get(RayHitK<1>* ray) const
++ {
++ // FIXME: use SIMD transpose
++ for (size_t i = 0; i < K; i++)
++ get(i, ray[i]);
++ }
++
++ /* Extracts a single ray out of a ray packet*/
++ template<int K>
++ __forceinline void RayK<K>::get(size_t i, RayK<1>& ray) const
++ {
++ ray.org.x = org.x[i]; ray.org.y = org.y[i]; ray.org.z = org.z[i]; ray.tnear() = tnear()[i];
++ ray.dir.x = dir.x[i]; ray.dir.y = dir.y[i]; ray.dir.z = dir.z[i]; ray.time() = time()[i];
++ ray.tfar = tfar[i]; ray.mask = mask[i]; ray.id = id[i]; ray.flags = flags[i];
++ }
++
++ template<int K>
++ __forceinline void RayHitK<K>::get(size_t i, RayHitK<1>& ray) const
++ {
++ ray.org.x = org.x[i]; ray.org.y = org.y[i]; ray.org.z = org.z[i]; ray.tnear() = tnear()[i];
++ ray.dir.x = dir.x[i]; ray.dir.y = dir.y[i]; ray.dir.z = dir.z[i]; ray.tfar = tfar[i]; ray.time() = time()[i];
++ ray.mask = mask[i]; ray.id = id[i]; ray.flags = flags[i];
++ ray.Ng.x = Ng.x[i]; ray.Ng.y = Ng.y[i]; ray.Ng.z = Ng.z[i];
++ ray.u = u[i]; ray.v = v[i];
++ ray.primID = primID[i]; ray.geomID = geomID[i];
++
++ instance_id_stack::copy_VU<K>(instID, ray.instID, i);
++ }
++
++ /* Converts single rays to ray packet */
++ template<int K>
++ __forceinline void RayK<K>::set(const RayK<1>* ray)
++ {
++ // FIXME: use SIMD transpose
++ for (size_t i = 0; i < K; i++)
++ set(i, ray[i]);
++ }
++
++ template<int K>
++ __forceinline void RayHitK<K>::set(const RayHitK<1>* ray)
++ {
++ // FIXME: use SIMD transpose
++ for (size_t i = 0; i < K; i++)
++ set(i, ray[i]);
++ }
++
++ /* inserts a single ray into a ray packet element */
++ template<int K>
++ __forceinline void RayK<K>::set(size_t i, const RayK<1>& ray)
++ {
++ org.x[i] = ray.org.x; org.y[i] = ray.org.y; org.z[i] = ray.org.z; tnear()[i] = ray.tnear();
++ dir.x[i] = ray.dir.x; dir.y[i] = ray.dir.y; dir.z[i] = ray.dir.z; time()[i] = ray.time();
++ tfar[i] = ray.tfar; mask[i] = ray.mask; id[i] = ray.id; flags[i] = ray.flags;
++ }
++
++ template<int K>
++ __forceinline void RayHitK<K>::set(size_t i, const RayHitK<1>& ray)
++ {
++ org.x[i] = ray.org.x; org.y[i] = ray.org.y; org.z[i] = ray.org.z; tnear()[i] = ray.tnear();
++ dir.x[i] = ray.dir.x; dir.y[i] = ray.dir.y; dir.z[i] = ray.dir.z; time()[i] = ray.time();
++ tfar[i] = ray.tfar; mask[i] = ray.mask; id[i] = ray.id; flags[i] = ray.flags;
++ Ng.x[i] = ray.Ng.x; Ng.y[i] = ray.Ng.y; Ng.z[i] = ray.Ng.z;
++ u[i] = ray.u; v[i] = ray.v;
++ primID[i] = ray.primID; geomID[i] = ray.geomID;
++
++ instance_id_stack::copy_UV<K>(ray.instID, instID, i);
++ }
++
++ /* copies a ray packet element into another element*/
++ template<int K>
++ __forceinline void RayK<K>::copy(size_t dest, size_t source)
++ {
++ org.x[dest] = org.x[source]; org.y[dest] = org.y[source]; org.z[dest] = org.z[source]; tnear()[dest] = tnear()[source];
++ dir.x[dest] = dir.x[source]; dir.y[dest] = dir.y[source]; dir.z[dest] = dir.z[source]; time()[dest] = time()[source];
++ tfar [dest] = tfar[source]; mask[dest] = mask[source]; id[dest] = id[source]; flags[dest] = flags[source];
++ }
++
++ template<int K>
++ __forceinline void RayHitK<K>::copy(size_t dest, size_t source)
++ {
++ org.x[dest] = org.x[source]; org.y[dest] = org.y[source]; org.z[dest] = org.z[source]; tnear()[dest] = tnear()[source];
++ dir.x[dest] = dir.x[source]; dir.y[dest] = dir.y[source]; dir.z[dest] = dir.z[source]; time()[dest] = time()[source];
++ tfar [dest] = tfar[source]; mask[dest] = mask[source]; id[dest] = id[source]; flags[dest] = flags[source];
++ Ng.x[dest] = Ng.x[source]; Ng.y[dest] = Ng.y[source]; Ng.z[dest] = Ng.z[source];
++ u[dest] = u[source]; v[dest] = v[source];
++ primID[dest] = primID[source]; geomID[dest] = geomID[source];
++
++ instance_id_stack::copy_VV<K>(instID, instID, source, dest);
++ }
++
++ /* Shortcuts */
++ typedef RayK<1> Ray;
++ typedef RayK<4> Ray4;
++ typedef RayK<8> Ray8;
++ typedef RayK<16> Ray16;
++ struct RayN;
++
++ typedef RayHitK<1> RayHit;
++ typedef RayHitK<4> RayHit4;
++ typedef RayHitK<8> RayHit8;
++ typedef RayHitK<16> RayHit16;
++ struct RayHitN;
++
++ template<int K, bool intersect>
++ struct RayTypeHelper;
++
++ template<int K>
++ struct RayTypeHelper<K, true>
++ {
++ typedef RayHitK<K> Ty;
++ };
++
++ template<int K>
++ struct RayTypeHelper<K, false>
++ {
++ typedef RayK<K> Ty;
++ };
++
++ template<bool intersect>
++ using RayType = typename RayTypeHelper<1, intersect>::Ty;
++
++ template<int K, bool intersect>
++ using RayTypeK = typename RayTypeHelper<K, intersect>::Ty;
++
++ /* Outputs ray to stream */
++ template<int K>
++ __forceinline embree_ostream operator <<(embree_ostream cout, const RayK<K>& ray)
++ {
++ return cout << "{ " << embree_endl
++ << " org = " << ray.org << embree_endl
++ << " dir = " << ray.dir << embree_endl
++ << " near = " << ray.tnear() << embree_endl
++ << " far = " << ray.tfar << embree_endl
++ << " time = " << ray.time() << embree_endl
++ << " mask = " << ray.mask << embree_endl
++ << " id = " << ray.id << embree_endl
++ << " flags = " << ray.flags << embree_endl
++ << "}";
++ }
++
++ template<int K>
++ __forceinline embree_ostream operator <<(embree_ostream cout, const RayHitK<K>& ray)
++ {
++ cout << "{ " << embree_endl
++ << " org = " << ray.org << embree_endl
++ << " dir = " << ray.dir << embree_endl
++ << " near = " << ray.tnear() << embree_endl
++ << " far = " << ray.tfar << embree_endl
++ << " time = " << ray.time() << embree_endl
++ << " mask = " << ray.mask << embree_endl
++ << " id = " << ray.id << embree_endl
++ << " flags = " << ray.flags << embree_endl
++ << " Ng = " << ray.Ng
++ << " u = " << ray.u << embree_endl
++ << " v = " << ray.v << embree_endl
++ << " primID = " << ray.primID << embree_endl
++ << " geomID = " << ray.geomID << embree_endl
++ << " instID =";
++ for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l)
++ {
++ cout << " " << ray.instID[l];
++ }
++ cout << embree_endl;
++ return cout << "}";
++ }
++
++ struct RayStreamSOA
++ {
++ __forceinline RayStreamSOA(void* rays, size_t N)
++ : ptr((char*)rays), N(N) {}
++
++ /* ray data access functions */
++ __forceinline float* org_x(size_t offset = 0) { return (float*)&ptr[0*4*N+offset]; } // x coordinate of ray origin
++ __forceinline float* org_y(size_t offset = 0) { return (float*)&ptr[1*4*N+offset]; } // y coordinate of ray origin
++ __forceinline float* org_z(size_t offset = 0) { return (float*)&ptr[2*4*N+offset]; }; // z coordinate of ray origin
++ __forceinline float* tnear(size_t offset = 0) { return (float*)&ptr[3*4*N+offset]; }; // start of ray segment
++
++ __forceinline float* dir_x(size_t offset = 0) { return (float*)&ptr[4*4*N+offset]; }; // x coordinate of ray direction
++ __forceinline float* dir_y(size_t offset = 0) { return (float*)&ptr[5*4*N+offset]; }; // y coordinate of ray direction
++ __forceinline float* dir_z(size_t offset = 0) { return (float*)&ptr[6*4*N+offset]; }; // z coordinate of ray direction
++ __forceinline float* time (size_t offset = 0) { return (float*)&ptr[7*4*N+offset]; }; // time of this ray for motion blur
++
++ __forceinline float* tfar (size_t offset = 0) { return (float*)&ptr[8*4*N+offset]; }; // end of ray segment (set to hit distance)
++ __forceinline int* mask (size_t offset = 0) { return (int*)&ptr[9*4*N+offset]; }; // used to mask out objects during traversal (optional)
++ __forceinline int* id (size_t offset = 0) { return (int*)&ptr[10*4*N+offset]; }; // id
++ __forceinline int* flags(size_t offset = 0) { return (int*)&ptr[11*4*N+offset]; }; // flags
++
++ /* hit data access functions */
++ __forceinline float* Ng_x(size_t offset = 0) { return (float*)&ptr[12*4*N+offset]; }; // x coordinate of geometry normal
++ __forceinline float* Ng_y(size_t offset = 0) { return (float*)&ptr[13*4*N+offset]; }; // y coordinate of geometry normal
++ __forceinline float* Ng_z(size_t offset = 0) { return (float*)&ptr[14*4*N+offset]; }; // z coordinate of geometry normal
++
++ __forceinline float* u(size_t offset = 0) { return (float*)&ptr[15*4*N+offset]; }; // barycentric u coordinate of hit
++ __forceinline float* v(size_t offset = 0) { return (float*)&ptr[16*4*N+offset]; }; // barycentric v coordinate of hit
++
++ __forceinline unsigned int* primID(size_t offset = 0) { return (unsigned int*)&ptr[17*4*N+offset]; }; // primitive ID
++ __forceinline unsigned int* geomID(size_t offset = 0) { return (unsigned int*)&ptr[18*4*N+offset]; }; // geometry ID
++ __forceinline unsigned int* instID(size_t level, size_t offset = 0) { return (unsigned int*)&ptr[19*4*N+level*4*N+offset]; }; // instance ID
++
++ __forceinline Ray getRayByOffset(size_t offset)
++ {
++ Ray ray;
++ ray.org.x = org_x(offset)[0];
++ ray.org.y = org_y(offset)[0];
++ ray.org.z = org_z(offset)[0];
++ ray.tnear() = tnear(offset)[0];
++ ray.dir.x = dir_x(offset)[0];
++ ray.dir.y = dir_y(offset)[0];
++ ray.dir.z = dir_z(offset)[0];
++ ray.time() = time(offset)[0];
++ ray.tfar = tfar(offset)[0];
++ ray.mask = mask(offset)[0];
++ ray.id = id(offset)[0];
++ ray.flags = flags(offset)[0];
++ return ray;
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(size_t offset)
++ {
++ RayK<K> ray;
++ ray.org.x = vfloat<K>::loadu(org_x(offset));
++ ray.org.y = vfloat<K>::loadu(org_y(offset));
++ ray.org.z = vfloat<K>::loadu(org_z(offset));
++ ray.tnear = vfloat<K>::loadu(tnear(offset));
++ ray.dir.x = vfloat<K>::loadu(dir_x(offset));
++ ray.dir.y = vfloat<K>::loadu(dir_y(offset));
++ ray.dir.z = vfloat<K>::loadu(dir_z(offset));
++ ray.time = vfloat<K>::loadu(time(offset));
++ ray.tfar = vfloat<K>::loadu(tfar(offset));
++ ray.mask = vint<K>::loadu(mask(offset));
++ ray.id = vint<K>::loadu(id(offset));
++ ray.flags = vint<K>::loadu(flags(offset));
++ return ray;
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, size_t offset)
++ {
++ RayK<K> ray;
++ ray.org.x = vfloat<K>::loadu(valid, org_x(offset));
++ ray.org.y = vfloat<K>::loadu(valid, org_y(offset));
++ ray.org.z = vfloat<K>::loadu(valid, org_z(offset));
++ ray.tnear() = vfloat<K>::loadu(valid, tnear(offset));
++ ray.dir.x = vfloat<K>::loadu(valid, dir_x(offset));
++ ray.dir.y = vfloat<K>::loadu(valid, dir_y(offset));
++ ray.dir.z = vfloat<K>::loadu(valid, dir_z(offset));
++ ray.time() = vfloat<K>::loadu(valid, time(offset));
++ ray.tfar = vfloat<K>::loadu(valid, tfar(offset));
++
++ #if !defined(__AVX__)
++ /* SSE: some ray members must be loaded with scalar instructions to ensure that we don't cause memory faults,
++ because the SSE masked loads always access the entire vector */
++ if (unlikely(!all(valid)))
++ {
++ ray.mask = zero;
++ ray.id = zero;
++ ray.flags = zero;
++
++ for (size_t k = 0; k < K; k++)
++ {
++ if (likely(valid[k]))
++ {
++ ray.mask[k] = mask(offset)[k];
++ ray.id[k] = id(offset)[k];
++ ray.flags[k] = flags(offset)[k];
++ }
++ }
++ }
++ else
++ #endif
++ {
++ ray.mask = vint<K>::loadu(valid, mask(offset));
++ ray.id = vint<K>::loadu(valid, id(offset));
++ ray.flags = vint<K>::loadu(valid, flags(offset));
++ }
++
++ return ray;
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayHitK<K>& ray)
++ {
++ /*
++ * valid_i: stores which of the input rays exist (do not access nonexistent rays!)
++ * valid: stores which of the rays actually hit something.
++ */
++ vbool<K> valid = valid_i;
++ valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID);
++
++ if (likely(any(valid)))
++ {
++ vfloat<K>::storeu(valid, tfar(offset), ray.tfar);
++ vfloat<K>::storeu(valid, Ng_x(offset), ray.Ng.x);
++ vfloat<K>::storeu(valid, Ng_y(offset), ray.Ng.y);
++ vfloat<K>::storeu(valid, Ng_z(offset), ray.Ng.z);
++ vfloat<K>::storeu(valid, u(offset), ray.u);
++ vfloat<K>::storeu(valid, v(offset), ray.v);
++
++ #if !defined(__AVX__)
++ /* SSE: some ray members must be stored with scalar instructions to ensure that we don't cause memory faults,
++ because the SSE masked stores always access the entire vector */
++ if (unlikely(!all(valid_i)))
++ {
++ for (size_t k = 0; k < K; k++)
++ {
++ if (likely(valid[k]))
++ {
++ primID(offset)[k] = ray.primID[k];
++ geomID(offset)[k] = ray.geomID[k];
++
++ instID(0, offset)[k] = ray.instID[0][k];
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1][k] != RTC_INVALID_GEOMETRY_ID; ++l)
++ instID(l, offset)[k] = ray.instID[l][k];
++ #endif
++ }
++ }
++ }
++ else
++ #endif
++ {
++ vuint<K>::storeu(valid, primID(offset), ray.primID);
++ vuint<K>::storeu(valid, geomID(offset), ray.geomID);
++
++ vuint<K>::storeu(valid, instID(0, offset), ray.instID[0]);
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l)
++ vuint<K>::storeu(valid, instID(l, offset), ray.instID[l]);
++ #endif
++ }
++ }
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.tfar < 0.0f);
++
++ if (likely(any(valid)))
++ vfloat<K>::storeu(valid, tfar(offset), ray.tfar);
++ }
++
++ __forceinline size_t getOctantByOffset(size_t offset)
++ {
++ const float dx = dir_x(offset)[0];
++ const float dy = dir_y(offset)[0];
++ const float dz = dir_z(offset)[0];
++ const size_t octantID = (dx < 0.0f ? 1 : 0) + (dy < 0.0f ? 2 : 0) + (dz < 0.0f ? 4 : 0);
++ return octantID;
++ }
++
++ __forceinline bool isValidByOffset(size_t offset)
++ {
++ const float nnear = tnear(offset)[0];
++ const float ffar = tfar(offset)[0];
++ return nnear <= ffar;
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, const vint<K>& offset)
++ {
++ RayK<K> ray;
++
++ #if defined(__AVX2__)
++ ray.org.x = vfloat<K>::template gather<1>(valid, org_x(), offset);
++ ray.org.y = vfloat<K>::template gather<1>(valid, org_y(), offset);
++ ray.org.z = vfloat<K>::template gather<1>(valid, org_z(), offset);
++ ray.tnear() = vfloat<K>::template gather<1>(valid, tnear(), offset);
++ ray.dir.x = vfloat<K>::template gather<1>(valid, dir_x(), offset);
++ ray.dir.y = vfloat<K>::template gather<1>(valid, dir_y(), offset);
++ ray.dir.z = vfloat<K>::template gather<1>(valid, dir_z(), offset);
++ ray.time() = vfloat<K>::template gather<1>(valid, time(), offset);
++ ray.tfar = vfloat<K>::template gather<1>(valid, tfar(), offset);
++ ray.mask = vint<K>::template gather<1>(valid, mask(), offset);
++ ray.id = vint<K>::template gather<1>(valid, id(), offset);
++ ray.flags = vint<K>::template gather<1>(valid, flags(), offset);
++ #else
++ ray.org = zero;
++ ray.tnear() = zero;
++ ray.dir = zero;
++ ray.time() = zero;
++ ray.tfar = zero;
++ ray.mask = zero;
++ ray.id = zero;
++ ray.flags = zero;
++
++ for (size_t k = 0; k < K; k++)
++ {
++ if (likely(valid[k]))
++ {
++ const size_t ofs = offset[k];
++
++ ray.org.x[k] = *org_x(ofs);
++ ray.org.y[k] = *org_y(ofs);
++ ray.org.z[k] = *org_z(ofs);
++ ray.tnear()[k] = *tnear(ofs);
++ ray.dir.x[k] = *dir_x(ofs);
++ ray.dir.y[k] = *dir_y(ofs);
++ ray.dir.z[k] = *dir_z(ofs);
++ ray.time()[k] = *time(ofs);
++ ray.tfar[k] = *tfar(ofs);
++ ray.mask[k] = *mask(ofs);
++ ray.id[k] = *id(ofs);
++ ray.flags[k] = *flags(ofs);
++ }
++ }
++ #endif
++
++ return ray;
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayHitK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID);
++
++ if (likely(any(valid)))
++ {
++ #if defined(__AVX512F__)
++ vfloat<K>::template scatter<1>(valid, tfar(), offset, ray.tfar);
++ vfloat<K>::template scatter<1>(valid, Ng_x(), offset, ray.Ng.x);
++ vfloat<K>::template scatter<1>(valid, Ng_y(), offset, ray.Ng.y);
++ vfloat<K>::template scatter<1>(valid, Ng_z(), offset, ray.Ng.z);
++ vfloat<K>::template scatter<1>(valid, u(), offset, ray.u);
++ vfloat<K>::template scatter<1>(valid, v(), offset, ray.v);
++ vuint<K>::template scatter<1>(valid, primID(), offset, ray.primID);
++ vuint<K>::template scatter<1>(valid, geomID(), offset, ray.geomID);
++
++ vuint<K>::template scatter<1>(valid, instID(0), offset, ray.instID[0]);
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l)
++ vuint<K>::template scatter<1>(valid, instID(l), offset, ray.instID[l]);
++ #endif
++ #else
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ const size_t ofs = offset[k];
++
++ *tfar(ofs) = ray.tfar[k];
++
++ *Ng_x(ofs) = ray.Ng.x[k];
++ *Ng_y(ofs) = ray.Ng.y[k];
++ *Ng_z(ofs) = ray.Ng.z[k];
++ *u(ofs) = ray.u[k];
++ *v(ofs) = ray.v[k];
++ *primID(ofs) = ray.primID[k];
++ *geomID(ofs) = ray.geomID[k];
++
++ *instID(0, ofs) = ray.instID[0][k];
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1][k] != RTC_INVALID_GEOMETRY_ID; ++l)
++ *instID(l, ofs) = ray.instID[l][k];
++ #endif
++ }
++ #endif
++ }
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.tfar < 0.0f);
++
++ if (likely(any(valid)))
++ {
++ #if defined(__AVX512F__)
++ vfloat<K>::template scatter<1>(valid, tfar(), offset, ray.tfar);
++ #else
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ const size_t ofs = offset[k];
++
++ *tfar(ofs) = ray.tfar[k];
++ }
++ #endif
++ }
++ }
++
++ char* __restrict__ ptr;
++ size_t N;
++ };
++
++ template<size_t MAX_K>
++ struct StackRayStreamSOA : public RayStreamSOA
++ {
++ __forceinline StackRayStreamSOA(size_t K)
++ : RayStreamSOA(data, K) { assert(K <= MAX_K); }
++
++ char data[MAX_K / 4 * sizeof(RayHit4)];
++ };
++
++
++ struct RayStreamSOP
++ {
++ template<class T>
++ __forceinline void init(T& t)
++ {
++ org_x = (float*)&t.org.x;
++ org_y = (float*)&t.org.y;
++ org_z = (float*)&t.org.z;
++ tnear = (float*)&t.tnear;
++ dir_x = (float*)&t.dir.x;
++ dir_y = (float*)&t.dir.y;
++ dir_z = (float*)&t.dir.z;
++ time = (float*)&t.time;
++ tfar = (float*)&t.tfar;
++ mask = (unsigned int*)&t.mask;
++ id = (unsigned int*)&t.id;
++ flags = (unsigned int*)&t.flags;
++
++ Ng_x = (float*)&t.Ng.x;
++ Ng_y = (float*)&t.Ng.y;
++ Ng_z = (float*)&t.Ng.z;
++ u = (float*)&t.u;
++ v = (float*)&t.v;
++ primID = (unsigned int*)&t.primID;
++ geomID = (unsigned int*)&t.geomID;
++
++ for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l)
++ instID[l] = (unsigned int*)&t.instID[l];
++ }
++
++ __forceinline Ray getRayByOffset(size_t offset)
++ {
++ Ray ray;
++ ray.org.x = *(float* __restrict__)((char*)org_x + offset);
++ ray.org.y = *(float* __restrict__)((char*)org_y + offset);
++ ray.org.z = *(float* __restrict__)((char*)org_z + offset);
++ ray.dir.x = *(float* __restrict__)((char*)dir_x + offset);
++ ray.dir.y = *(float* __restrict__)((char*)dir_y + offset);
++ ray.dir.z = *(float* __restrict__)((char*)dir_z + offset);
++ ray.tfar = *(float* __restrict__)((char*)tfar + offset);
++ ray.tnear() = tnear ? *(float* __restrict__)((char*)tnear + offset) : 0.0f;
++ ray.time() = time ? *(float* __restrict__)((char*)time + offset) : 0.0f;
++ ray.mask = mask ? *(unsigned int* __restrict__)((char*)mask + offset) : -1;
++ ray.id = id ? *(unsigned int* __restrict__)((char*)id + offset) : -1;
++ ray.flags = flags ? *(unsigned int* __restrict__)((char*)flags + offset) : -1;
++ return ray;
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, size_t offset)
++ {
++ RayK<K> ray;
++ ray.org.x = vfloat<K>::loadu(valid, (float* __restrict__)((char*)org_x + offset));
++ ray.org.y = vfloat<K>::loadu(valid, (float* __restrict__)((char*)org_y + offset));
++ ray.org.z = vfloat<K>::loadu(valid, (float* __restrict__)((char*)org_z + offset));
++ ray.dir.x = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_x + offset));
++ ray.dir.y = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_y + offset));
++ ray.dir.z = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_z + offset));
++ ray.tfar = vfloat<K>::loadu(valid, (float* __restrict__)((char*)tfar + offset));
++ ray.tnear() = tnear ? vfloat<K>::loadu(valid, (float* __restrict__)((char*)tnear + offset)) : 0.0f;
++ ray.time() = time ? vfloat<K>::loadu(valid, (float* __restrict__)((char*)time + offset)) : 0.0f;
++ ray.mask = mask ? vint<K>::loadu(valid, (const void* __restrict__)((char*)mask + offset)) : -1;
++ ray.id = id ? vint<K>::loadu(valid, (const void* __restrict__)((char*)id + offset)) : -1;
++ ray.flags = flags ? vint<K>::loadu(valid, (const void* __restrict__)((char*)flags + offset)) : -1;
++ return ray;
++ }
++
++ template<int K>
++ __forceinline Vec3vf<K> getDirByOffset(const vbool<K>& valid, size_t offset)
++ {
++ Vec3vf<K> dir;
++ dir.x = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_x + offset));
++ dir.y = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_y + offset));
++ dir.z = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_z + offset));
++ return dir;
++ }
++
++ __forceinline void setHitByOffset(size_t offset, const RayHit& ray)
++ {
++ if (ray.geomID != RTC_INVALID_GEOMETRY_ID)
++ {
++ *(float* __restrict__)((char*)tfar + offset) = ray.tfar;
++
++ if (likely(Ng_x)) *(float* __restrict__)((char*)Ng_x + offset) = ray.Ng.x;
++ if (likely(Ng_y)) *(float* __restrict__)((char*)Ng_y + offset) = ray.Ng.y;
++ if (likely(Ng_z)) *(float* __restrict__)((char*)Ng_z + offset) = ray.Ng.z;
++ *(float* __restrict__)((char*)u + offset) = ray.u;
++ *(float* __restrict__)((char*)v + offset) = ray.v;
++ *(unsigned int* __restrict__)((char*)geomID + offset) = ray.geomID;
++ *(unsigned int* __restrict__)((char*)primID + offset) = ray.primID;
++
++ if (likely(instID[0])) {
++ *(unsigned int* __restrict__)((char*)instID[0] + offset) = ray.instID[0];
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID; ++l)
++ *(unsigned int* __restrict__)((char*)instID[l] + offset) = ray.instID[l];
++ #endif
++ }
++ }
++ }
++
++ __forceinline void setHitByOffset(size_t offset, const Ray& ray)
++ {
++ *(float* __restrict__)((char*)tfar + offset) = ray.tfar;
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayHitK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID);
++
++ if (likely(any(valid)))
++ {
++ vfloat<K>::storeu(valid, (float* __restrict__)((char*)tfar + offset), ray.tfar);
++
++ if (likely(Ng_x)) vfloat<K>::storeu(valid, (float* __restrict__)((char*)Ng_x + offset), ray.Ng.x);
++ if (likely(Ng_y)) vfloat<K>::storeu(valid, (float* __restrict__)((char*)Ng_y + offset), ray.Ng.y);
++ if (likely(Ng_z)) vfloat<K>::storeu(valid, (float* __restrict__)((char*)Ng_z + offset), ray.Ng.z);
++ vfloat<K>::storeu(valid, (float* __restrict__)((char*)u + offset), ray.u);
++ vfloat<K>::storeu(valid, (float* __restrict__)((char*)v + offset), ray.v);
++ vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)primID + offset), ray.primID);
++ vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)geomID + offset), ray.geomID);
++
++ if (likely(instID[0])) {
++ vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)instID[0] + offset), ray.instID[0]);
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l)
++ vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)instID[l] + offset), ray.instID[l]);
++ #endif
++ }
++ }
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.tfar < 0.0f);
++
++ if (likely(any(valid)))
++ vfloat<K>::storeu(valid, (float* __restrict__)((char*)tfar + offset), ray.tfar);
++ }
++
++ __forceinline size_t getOctantByOffset(size_t offset)
++ {
++ const float dx = *(float* __restrict__)((char*)dir_x + offset);
++ const float dy = *(float* __restrict__)((char*)dir_y + offset);
++ const float dz = *(float* __restrict__)((char*)dir_z + offset);
++ const size_t octantID = (dx < 0.0f ? 1 : 0) + (dy < 0.0f ? 2 : 0) + (dz < 0.0f ? 4 : 0);
++ return octantID;
++ }
++
++ __forceinline bool isValidByOffset(size_t offset)
++ {
++ const float nnear = tnear ? *(float* __restrict__)((char*)tnear + offset) : 0.0f;
++ const float ffar = *(float* __restrict__)((char*)tfar + offset);
++ return nnear <= ffar;
++ }
++
++ template<int K>
++ __forceinline vbool<K> isValidByOffset(const vbool<K>& valid, size_t offset)
++ {
++ const vfloat<K> nnear = tnear ? vfloat<K>::loadu(valid, (float* __restrict__)((char*)tnear + offset)) : 0.0f;
++ const vfloat<K> ffar = vfloat<K>::loadu(valid, (float* __restrict__)((char*)tfar + offset));
++ return nnear <= ffar;
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, const vint<K>& offset)
++ {
++ RayK<K> ray;
++
++ #if defined(__AVX2__)
++ ray.org.x = vfloat<K>::template gather<1>(valid, org_x, offset);
++ ray.org.y = vfloat<K>::template gather<1>(valid, org_y, offset);
++ ray.org.z = vfloat<K>::template gather<1>(valid, org_z, offset);
++ ray.dir.x = vfloat<K>::template gather<1>(valid, dir_x, offset);
++ ray.dir.y = vfloat<K>::template gather<1>(valid, dir_y, offset);
++ ray.dir.z = vfloat<K>::template gather<1>(valid, dir_z, offset);
++ ray.tfar = vfloat<K>::template gather<1>(valid, tfar, offset);
++ ray.tnear() = tnear ? vfloat<K>::template gather<1>(valid, tnear, offset) : vfloat<K>(zero);
++ ray.time() = time ? vfloat<K>::template gather<1>(valid, time, offset) : vfloat<K>(zero);
++ ray.mask = mask ? vint<K>::template gather<1>(valid, (int*)mask, offset) : vint<K>(-1);
++ ray.id = id ? vint<K>::template gather<1>(valid, (int*)id, offset) : vint<K>(-1);
++ ray.flags = flags ? vint<K>::template gather<1>(valid, (int*)flags, offset) : vint<K>(-1);
++ #else
++ ray.org = zero;
++ ray.tnear() = zero;
++ ray.dir = zero;
++ ray.tfar = zero;
++ ray.time() = zero;
++ ray.mask = zero;
++ ray.id = zero;
++ ray.flags = zero;
++
++ for (size_t k = 0; k < K; k++)
++ {
++ if (likely(valid[k]))
++ {
++ const size_t ofs = offset[k];
++
++ ray.org.x[k] = *(float* __restrict__)((char*)org_x + ofs);
++ ray.org.y[k] = *(float* __restrict__)((char*)org_y + ofs);
++ ray.org.z[k] = *(float* __restrict__)((char*)org_z + ofs);
++ ray.dir.x[k] = *(float* __restrict__)((char*)dir_x + ofs);
++ ray.dir.y[k] = *(float* __restrict__)((char*)dir_y + ofs);
++ ray.dir.z[k] = *(float* __restrict__)((char*)dir_z + ofs);
++ ray.tfar[k] = *(float* __restrict__)((char*)tfar + ofs);
++ ray.tnear()[k] = tnear ? *(float* __restrict__)((char*)tnear + ofs) : 0.0f;
++ ray.time()[k] = time ? *(float* __restrict__)((char*)time + ofs) : 0.0f;
++ ray.mask[k] = mask ? *(int* __restrict__)((char*)mask + ofs) : -1;
++ ray.id[k] = id ? *(int* __restrict__)((char*)id + ofs) : -1;
++ ray.flags[k] = flags ? *(int* __restrict__)((char*)flags + ofs) : -1;
++ }
++ }
++ #endif
++
++ return ray;
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayHitK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID);
++
++ if (likely(any(valid)))
++ {
++ #if defined(__AVX512F__)
++ vfloat<K>::template scatter<1>(valid, tfar, offset, ray.tfar);
++
++ if (likely(Ng_x)) vfloat<K>::template scatter<1>(valid, Ng_x, offset, ray.Ng.x);
++ if (likely(Ng_y)) vfloat<K>::template scatter<1>(valid, Ng_y, offset, ray.Ng.y);
++ if (likely(Ng_z)) vfloat<K>::template scatter<1>(valid, Ng_z, offset, ray.Ng.z);
++ vfloat<K>::template scatter<1>(valid, u, offset, ray.u);
++ vfloat<K>::template scatter<1>(valid, v, offset, ray.v);
++ vuint<K>::template scatter<1>(valid, (unsigned int*)geomID, offset, ray.geomID);
++ vuint<K>::template scatter<1>(valid, (unsigned int*)primID, offset, ray.primID);
++
++ if (likely(instID[0])) {
++ vuint<K>::template scatter<1>(valid, (unsigned int*)instID[0], offset, ray.instID[0]);
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l)
++ vuint<K>::template scatter<1>(valid, (unsigned int*)instID[l], offset, ray.instID[l]);
++ #endif
++ }
++ #else
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ const size_t ofs = offset[k];
++
++ *(float* __restrict__)((char*)tfar + ofs) = ray.tfar[k];
++
++ if (likely(Ng_x)) *(float* __restrict__)((char*)Ng_x + ofs) = ray.Ng.x[k];
++ if (likely(Ng_y)) *(float* __restrict__)((char*)Ng_y + ofs) = ray.Ng.y[k];
++ if (likely(Ng_z)) *(float* __restrict__)((char*)Ng_z + ofs) = ray.Ng.z[k];
++ *(float* __restrict__)((char*)u + ofs) = ray.u[k];
++ *(float* __restrict__)((char*)v + ofs) = ray.v[k];
++ *(unsigned int* __restrict__)((char*)primID + ofs) = ray.primID[k];
++ *(unsigned int* __restrict__)((char*)geomID + ofs) = ray.geomID[k];
++
++ if (likely(instID[0])) {
++ *(unsigned int* __restrict__)((char*)instID[0] + ofs) = ray.instID[0][k];
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1][k] != RTC_INVALID_GEOMETRY_ID; ++l)
++ *(unsigned int* __restrict__)((char*)instID[l] + ofs) = ray.instID[l][k];
++ #endif
++ }
++ }
++ #endif
++ }
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.tfar < 0.0f);
++
++ if (likely(any(valid)))
++ {
++ #if defined(__AVX512F__)
++ vfloat<K>::template scatter<1>(valid, tfar, offset, ray.tfar);
++ #else
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ const size_t ofs = offset[k];
++
++ *(float* __restrict__)((char*)tfar + ofs) = ray.tfar[k];
++ }
++ #endif
++ }
++ }
++
++ /* ray data */
++ float* __restrict__ org_x; // x coordinate of ray origin
++ float* __restrict__ org_y; // y coordinate of ray origin
++ float* __restrict__ org_z; // z coordinate of ray origin
++ float* __restrict__ tnear; // start of ray segment (optional)
++
++ float* __restrict__ dir_x; // x coordinate of ray direction
++ float* __restrict__ dir_y; // y coordinate of ray direction
++ float* __restrict__ dir_z; // z coordinate of ray direction
++ float* __restrict__ time; // time of this ray for motion blur (optional)
++
++ float* __restrict__ tfar; // end of ray segment (set to hit distance)
++ unsigned int* __restrict__ mask; // used to mask out objects during traversal (optional)
++ unsigned int* __restrict__ id; // ray ID
++ unsigned int* __restrict__ flags; // ray flags
++
++ /* hit data */
++ float* __restrict__ Ng_x; // x coordinate of geometry normal (optional)
++ float* __restrict__ Ng_y; // y coordinate of geometry normal (optional)
++ float* __restrict__ Ng_z; // z coordinate of geometry normal (optional)
++
++ float* __restrict__ u; // barycentric u coordinate of hit
++ float* __restrict__ v; // barycentric v coordinate of hit
++
++ unsigned int* __restrict__ primID; // primitive ID
++ unsigned int* __restrict__ geomID; // geometry ID
++ unsigned int* __restrict__ instID[RTC_MAX_INSTANCE_LEVEL_COUNT]; // instance ID (optional)
++ };
++
++
++ struct RayStreamAOS
++ {
++ __forceinline RayStreamAOS(void* rays)
++ : ptr((Ray*)rays) {}
++
++ __forceinline Ray& getRayByOffset(size_t offset)
++ {
++ return *(Ray*)((char*)ptr + offset);
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(const vint<K>& offset);
++
++ template<int K>
++ __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, const vint<K>& offset)
++ {
++ const vint<K> valid_offset = select(valid, offset, vintx(zero));
++ return getRayByOffset<K>(valid_offset);
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayHitK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID);
++
++ if (likely(any(valid)))
++ {
++ #if defined(__AVX512F__)
++ vfloat<K>::template scatter<1>(valid, &ptr->tfar, offset, ray.tfar);
++ vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->Ng.x, offset, ray.Ng.x);
++ vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->Ng.y, offset, ray.Ng.y);
++ vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->Ng.z, offset, ray.Ng.z);
++ vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->u, offset, ray.u);
++ vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->v, offset, ray.v);
++ vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->primID, offset, ray.primID);
++ vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->geomID, offset, ray.geomID);
++
++ vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->instID[0], offset, ray.instID[0]);
++ #if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1)
++ for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l)
++ vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->instID[l], offset, ray.instID[l]);
++ #endif
++ #else
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ RayHit* __restrict__ ray_k = (RayHit*)((char*)ptr + offset[k]);
++ ray_k->tfar = ray.tfar[k];
++ ray_k->Ng.x = ray.Ng.x[k];
++ ray_k->Ng.y = ray.Ng.y[k];
++ ray_k->Ng.z = ray.Ng.z[k];
++ ray_k->u = ray.u[k];
++ ray_k->v = ray.v[k];
++ ray_k->primID = ray.primID[k];
++ ray_k->geomID = ray.geomID[k];
++
++ instance_id_stack::copy_VU<K>(ray.instID, ray_k->instID, k);
++ }
++ #endif
++ }
++ }
++
++ template<int K>
++ __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.tfar < 0.0f);
++
++ if (likely(any(valid)))
++ {
++ #if defined(__AVX512F__)
++ vfloat<K>::template scatter<1>(valid, &ptr->tfar, offset, ray.tfar);
++ #else
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ Ray* __restrict__ ray_k = (Ray*)((char*)ptr + offset[k]);
++ ray_k->tfar = ray.tfar[k];
++ }
++ #endif
++ }
++ }
++
++ Ray* __restrict__ ptr;
++ };
++
++ template<>
++ __forceinline Ray4 RayStreamAOS::getRayByOffset<4>(const vint4& offset)
++ {
++ Ray4 ray;
++
++ /* load and transpose: org.x, org.y, org.z, tnear */
++ const vfloat4 a0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->org);
++ const vfloat4 a1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->org);
++ const vfloat4 a2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->org);
++ const vfloat4 a3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->org);
++
++ transpose(a0,a1,a2,a3, ray.org.x, ray.org.y, ray.org.z, ray.tnear());
++
++ /* load and transpose: dir.x, dir.y, dir.z, time */
++ const vfloat4 b0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->dir);
++ const vfloat4 b1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->dir);
++ const vfloat4 b2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->dir);
++ const vfloat4 b3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->dir);
++
++ transpose(b0,b1,b2,b3, ray.dir.x, ray.dir.y, ray.dir.z, ray.time());
++
++ /* load and transpose: tfar, mask, id, flags */
++ const vfloat4 c0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->tfar);
++ const vfloat4 c1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->tfar);
++ const vfloat4 c2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->tfar);
++ const vfloat4 c3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->tfar);
++
++ vfloat4 maskf, idf, flagsf;
++ transpose(c0,c1,c2,c3, ray.tfar, maskf, idf, flagsf);
++ ray.mask = asInt(maskf);
++ ray.id = asInt(idf);
++ ray.flags = asInt(flagsf);
++
++ return ray;
++ }
++
++ #if defined(__AVX__)
++ template<>
++ __forceinline Ray8 RayStreamAOS::getRayByOffset<8>(const vint8& offset)
++ {
++ Ray8 ray;
++
++ /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */
++ const vfloat8 ab0 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[0]))->org);
++ const vfloat8 ab1 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[1]))->org);
++ const vfloat8 ab2 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[2]))->org);
++ const vfloat8 ab3 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[3]))->org);
++ const vfloat8 ab4 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[4]))->org);
++ const vfloat8 ab5 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[5]))->org);
++ const vfloat8 ab6 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[6]))->org);
++ const vfloat8 ab7 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[7]))->org);
++
++ transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7, ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time());
++
++ /* load and transpose: tfar, mask, id, flags */
++ const vfloat4 c0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->tfar);
++ const vfloat4 c1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->tfar);
++ const vfloat4 c2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->tfar);
++ const vfloat4 c3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->tfar);
++ const vfloat4 c4 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[4]))->tfar);
++ const vfloat4 c5 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[5]))->tfar);
++ const vfloat4 c6 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[6]))->tfar);
++ const vfloat4 c7 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[7]))->tfar);
++
++ vfloat8 maskf, idf, flagsf;
++ transpose(c0,c1,c2,c3,c4,c5,c6,c7, ray.tfar, maskf, idf, flagsf);
++ ray.mask = asInt(maskf);
++ ray.id = asInt(idf);
++ ray.flags = asInt(flagsf);
++
++ return ray;
++ }
++ #endif
++
++ #if defined(__AVX512F__)
++ template<>
++ __forceinline Ray16 RayStreamAOS::getRayByOffset<16>(const vint16& offset)
++ {
++ Ray16 ray;
++
++ /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */
++ const vfloat8 ab0 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 0]))->org);
++ const vfloat8 ab1 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 1]))->org);
++ const vfloat8 ab2 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 2]))->org);
++ const vfloat8 ab3 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 3]))->org);
++ const vfloat8 ab4 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 4]))->org);
++ const vfloat8 ab5 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 5]))->org);
++ const vfloat8 ab6 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 6]))->org);
++ const vfloat8 ab7 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 7]))->org);
++ const vfloat8 ab8 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 8]))->org);
++ const vfloat8 ab9 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 9]))->org);
++ const vfloat8 ab10 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[10]))->org);
++ const vfloat8 ab11 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[11]))->org);
++ const vfloat8 ab12 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[12]))->org);
++ const vfloat8 ab13 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[13]))->org);
++ const vfloat8 ab14 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[14]))->org);
++ const vfloat8 ab15 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[15]))->org);
++
++ transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7,ab8,ab9,ab10,ab11,ab12,ab13,ab14,ab15,
++ ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time());
++
++ /* load and transpose: tfar, mask, id, flags */
++ const vfloat4 c0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 0]))->tfar);
++ const vfloat4 c1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 1]))->tfar);
++ const vfloat4 c2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 2]))->tfar);
++ const vfloat4 c3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 3]))->tfar);
++ const vfloat4 c4 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 4]))->tfar);
++ const vfloat4 c5 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 5]))->tfar);
++ const vfloat4 c6 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 6]))->tfar);
++ const vfloat4 c7 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 7]))->tfar);
++ const vfloat4 c8 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 8]))->tfar);
++ const vfloat4 c9 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 9]))->tfar);
++ const vfloat4 c10 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[10]))->tfar);
++ const vfloat4 c11 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[11]))->tfar);
++ const vfloat4 c12 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[12]))->tfar);
++ const vfloat4 c13 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[13]))->tfar);
++ const vfloat4 c14 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[14]))->tfar);
++ const vfloat4 c15 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[15]))->tfar);
++
++ vfloat16 maskf, idf, flagsf;
++ transpose(c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13,c14,c15,
++ ray.tfar, maskf, idf, flagsf);
++ ray.mask = asInt(maskf);
++ ray.id = asInt(idf);
++ ray.flags = asInt(flagsf);
++
++ return ray;
++ }
++ #endif
++
++
++ struct RayStreamAOP
++ {
++ __forceinline RayStreamAOP(void* rays)
++ : ptr((Ray**)rays) {}
++
++ __forceinline Ray& getRayByIndex(size_t index)
++ {
++ return *ptr[index];
++ }
++
++ template<int K>
++ __forceinline RayK<K> getRayByIndex(const vint<K>& index);
++
++ template<int K>
++ __forceinline RayK<K> getRayByIndex(const vbool<K>& valid, const vint<K>& index)
++ {
++ const vint<K> valid_index = select(valid, index, vintx(zero));
++ return getRayByIndex<K>(valid_index);
++ }
++
++ template<int K>
++ __forceinline void setHitByIndex(const vbool<K>& valid_i, const vint<K>& index, const RayHitK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID);
++
++ if (likely(any(valid)))
++ {
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ RayHit* __restrict__ ray_k = (RayHit*)ptr[index[k]];
++
++ ray_k->tfar = ray.tfar[k];
++ ray_k->Ng.x = ray.Ng.x[k];
++ ray_k->Ng.y = ray.Ng.y[k];
++ ray_k->Ng.z = ray.Ng.z[k];
++ ray_k->u = ray.u[k];
++ ray_k->v = ray.v[k];
++ ray_k->primID = ray.primID[k];
++ ray_k->geomID = ray.geomID[k];
++ instance_id_stack::copy_VU<K>(ray.instID, ray_k->instID, k);
++ }
++ }
++ }
++
++ template<int K>
++ __forceinline void setHitByIndex(const vbool<K>& valid_i, const vint<K>& index, const RayK<K>& ray)
++ {
++ vbool<K> valid = valid_i;
++ valid &= (ray.tfar < 0.0f);
++
++ if (likely(any(valid)))
++ {
++ size_t valid_bits = movemask(valid);
++ while (valid_bits != 0)
++ {
++ const size_t k = bscf(valid_bits);
++ Ray* __restrict__ ray_k = ptr[index[k]];
++
++ ray_k->tfar = ray.tfar[k];
++ }
++ }
++ }
++
++ Ray** __restrict__ ptr;
++ };
++
++ template<>
++ __forceinline Ray4 RayStreamAOP::getRayByIndex<4>(const vint4& index)
++ {
++ Ray4 ray;
++
++ /* load and transpose: org.x, org.y, org.z, tnear */
++ const vfloat4 a0 = vfloat4::loadu(&ptr[index[0]]->org);
++ const vfloat4 a1 = vfloat4::loadu(&ptr[index[1]]->org);
++ const vfloat4 a2 = vfloat4::loadu(&ptr[index[2]]->org);
++ const vfloat4 a3 = vfloat4::loadu(&ptr[index[3]]->org);
++
++ transpose(a0,a1,a2,a3, ray.org.x, ray.org.y, ray.org.z, ray.tnear());
++
++ /* load and transpose: dir.x, dir.y, dir.z, time */
++ const vfloat4 b0 = vfloat4::loadu(&ptr[index[0]]->dir);
++ const vfloat4 b1 = vfloat4::loadu(&ptr[index[1]]->dir);
++ const vfloat4 b2 = vfloat4::loadu(&ptr[index[2]]->dir);
++ const vfloat4 b3 = vfloat4::loadu(&ptr[index[3]]->dir);
++
++ transpose(b0,b1,b2,b3, ray.dir.x, ray.dir.y, ray.dir.z, ray.time());
++
++ /* load and transpose: tfar, mask, id, flags */
++ const vfloat4 c0 = vfloat4::loadu(&ptr[index[0]]->tfar);
++ const vfloat4 c1 = vfloat4::loadu(&ptr[index[1]]->tfar);
++ const vfloat4 c2 = vfloat4::loadu(&ptr[index[2]]->tfar);
++ const vfloat4 c3 = vfloat4::loadu(&ptr[index[3]]->tfar);
++
++ vfloat4 maskf, idf, flagsf;
++ transpose(c0,c1,c2,c3, ray.tfar, maskf, idf, flagsf);
++ ray.mask = asInt(maskf);
++ ray.id = asInt(idf);
++ ray.flags = asInt(flagsf);
++
++ return ray;
++ }
++
++ #if defined(__AVX__)
++ template<>
++ __forceinline Ray8 RayStreamAOP::getRayByIndex<8>(const vint8& index)
++ {
++ Ray8 ray;
++
++ /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */
++ const vfloat8 ab0 = vfloat8::loadu(&ptr[index[0]]->org);
++ const vfloat8 ab1 = vfloat8::loadu(&ptr[index[1]]->org);
++ const vfloat8 ab2 = vfloat8::loadu(&ptr[index[2]]->org);
++ const vfloat8 ab3 = vfloat8::loadu(&ptr[index[3]]->org);
++ const vfloat8 ab4 = vfloat8::loadu(&ptr[index[4]]->org);
++ const vfloat8 ab5 = vfloat8::loadu(&ptr[index[5]]->org);
++ const vfloat8 ab6 = vfloat8::loadu(&ptr[index[6]]->org);
++ const vfloat8 ab7 = vfloat8::loadu(&ptr[index[7]]->org);
++
++ transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7, ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time());
++
++ /* load and transpose: tfar, mask, id, flags */
++ const vfloat4 c0 = vfloat4::loadu(&ptr[index[0]]->tfar);
++ const vfloat4 c1 = vfloat4::loadu(&ptr[index[1]]->tfar);
++ const vfloat4 c2 = vfloat4::loadu(&ptr[index[2]]->tfar);
++ const vfloat4 c3 = vfloat4::loadu(&ptr[index[3]]->tfar);
++ const vfloat4 c4 = vfloat4::loadu(&ptr[index[4]]->tfar);
++ const vfloat4 c5 = vfloat4::loadu(&ptr[index[5]]->tfar);
++ const vfloat4 c6 = vfloat4::loadu(&ptr[index[6]]->tfar);
++ const vfloat4 c7 = vfloat4::loadu(&ptr[index[7]]->tfar);
++
++ vfloat8 maskf, idf, flagsf;
++ transpose(c0,c1,c2,c3,c4,c5,c6,c7, ray.tfar, maskf, idf, flagsf);
++ ray.mask = asInt(maskf);
++ ray.id = asInt(idf);
++ ray.flags = asInt(flagsf);
++
++ return ray;
++ }
++ #endif
++
++ #if defined(__AVX512F__)
++ template<>
++ __forceinline Ray16 RayStreamAOP::getRayByIndex<16>(const vint16& index)
++ {
++ Ray16 ray;
++
++ /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */
++ const vfloat8 ab0 = vfloat8::loadu(&ptr[index[0]]->org);
++ const vfloat8 ab1 = vfloat8::loadu(&ptr[index[1]]->org);
++ const vfloat8 ab2 = vfloat8::loadu(&ptr[index[2]]->org);
++ const vfloat8 ab3 = vfloat8::loadu(&ptr[index[3]]->org);
++ const vfloat8 ab4 = vfloat8::loadu(&ptr[index[4]]->org);
++ const vfloat8 ab5 = vfloat8::loadu(&ptr[index[5]]->org);
++ const vfloat8 ab6 = vfloat8::loadu(&ptr[index[6]]->org);
++ const vfloat8 ab7 = vfloat8::loadu(&ptr[index[7]]->org);
++ const vfloat8 ab8 = vfloat8::loadu(&ptr[index[8]]->org);
++ const vfloat8 ab9 = vfloat8::loadu(&ptr[index[9]]->org);
++ const vfloat8 ab10 = vfloat8::loadu(&ptr[index[10]]->org);
++ const vfloat8 ab11 = vfloat8::loadu(&ptr[index[11]]->org);
++ const vfloat8 ab12 = vfloat8::loadu(&ptr[index[12]]->org);
++ const vfloat8 ab13 = vfloat8::loadu(&ptr[index[13]]->org);
++ const vfloat8 ab14 = vfloat8::loadu(&ptr[index[14]]->org);
++ const vfloat8 ab15 = vfloat8::loadu(&ptr[index[15]]->org);
++
++ transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7,ab8,ab9,ab10,ab11,ab12,ab13,ab14,ab15,
++ ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time());
++
++ /* load and transpose: tfar, mask, id, flags */
++ const vfloat4 c0 = vfloat4::loadu(&ptr[index[0]]->tfar);
++ const vfloat4 c1 = vfloat4::loadu(&ptr[index[1]]->tfar);
++ const vfloat4 c2 = vfloat4::loadu(&ptr[index[2]]->tfar);
++ const vfloat4 c3 = vfloat4::loadu(&ptr[index[3]]->tfar);
++ const vfloat4 c4 = vfloat4::loadu(&ptr[index[4]]->tfar);
++ const vfloat4 c5 = vfloat4::loadu(&ptr[index[5]]->tfar);
++ const vfloat4 c6 = vfloat4::loadu(&ptr[index[6]]->tfar);
++ const vfloat4 c7 = vfloat4::loadu(&ptr[index[7]]->tfar);
++ const vfloat4 c8 = vfloat4::loadu(&ptr[index[8]]->tfar);
++ const vfloat4 c9 = vfloat4::loadu(&ptr[index[9]]->tfar);
++ const vfloat4 c10 = vfloat4::loadu(&ptr[index[10]]->tfar);
++ const vfloat4 c11 = vfloat4::loadu(&ptr[index[11]]->tfar);
++ const vfloat4 c12 = vfloat4::loadu(&ptr[index[12]]->tfar);
++ const vfloat4 c13 = vfloat4::loadu(&ptr[index[13]]->tfar);
++ const vfloat4 c14 = vfloat4::loadu(&ptr[index[14]]->tfar);
++ const vfloat4 c15 = vfloat4::loadu(&ptr[index[15]]->tfar);
++
++ vfloat16 maskf, idf, flagsf;
++ transpose(c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13,c14,c15,
++ ray.tfar, maskf, idf, flagsf);
++
++ ray.mask = asInt(maskf);
++ ray.id = asInt(idf);
++ ray.flags = asInt(flagsf);
++
++ return ray;
++ }
++ #endif
++ }