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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "grid_soa.h"
++ #include "../common/ray.h"
++ #include "triangle_intersector_pluecker.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int K>
++ struct MapUV0
++ {
++ const float* const grid_uv;
++ size_t ofs00, ofs01, ofs10, ofs11;
++
++ __forceinline MapUV0(const float* const grid_uv, size_t ofs00, size_t ofs01, size_t ofs10, size_t ofs11)
++ : grid_uv(grid_uv), ofs00(ofs00), ofs01(ofs01), ofs10(ofs10), ofs11(ofs11) {}
++
++ __forceinline void operator() (vfloat<K>& u, vfloat<K>& v, Vec3vf<K>& Ng) const {
++ const vfloat<K> uv00(grid_uv[ofs00]);
++ const vfloat<K> uv01(grid_uv[ofs01]);
++ const vfloat<K> uv10(grid_uv[ofs10]);
++ const vfloat<K> uv11(grid_uv[ofs11]);
++ const Vec2vf<K> uv0 = GridSOA::decodeUV(uv00);
++ const Vec2vf<K> uv1 = GridSOA::decodeUV(uv01);
++ const Vec2vf<K> uv2 = GridSOA::decodeUV(uv10);
++ const Vec2vf<K> uv = madd(u,uv1,madd(v,uv2,(1.0f-u-v)*uv0));
++ u = uv[0]; v = uv[1];
++ }
++ };
++
++ template<int K>
++ struct MapUV1
++ {
++ const float* const grid_uv;
++ size_t ofs00, ofs01, ofs10, ofs11;
++
++ __forceinline MapUV1(const float* const grid_uv, size_t ofs00, size_t ofs01, size_t ofs10, size_t ofs11)
++ : grid_uv(grid_uv), ofs00(ofs00), ofs01(ofs01), ofs10(ofs10), ofs11(ofs11) {}
++
++ __forceinline void operator() (vfloat<K>& u, vfloat<K>& v, Vec3vf<K>& Ng) const {
++ const vfloat<K> uv00(grid_uv[ofs00]);
++ const vfloat<K> uv01(grid_uv[ofs01]);
++ const vfloat<K> uv10(grid_uv[ofs10]);
++ const vfloat<K> uv11(grid_uv[ofs11]);
++ const Vec2vf<K> uv0 = GridSOA::decodeUV(uv10);
++ const Vec2vf<K> uv1 = GridSOA::decodeUV(uv01);
++ const Vec2vf<K> uv2 = GridSOA::decodeUV(uv11);
++ const Vec2vf<K> uv = madd(u,uv1,madd(v,uv2,(1.0f-u-v)*uv0));
++ u = uv[0]; v = uv[1];
++ }
++ };
++
++ template<int K>
++ class GridSOAIntersectorK
++ {
++ public:
++ typedef void Primitive;
++
++ class Precalculations
++ {
++ #if defined(__AVX__)
++ static const int M = 8;
++ #else
++ static const int M = 4;
++ #endif
++
++ public:
++ __forceinline Precalculations (const vbool<K>& valid, const RayK<K>& ray)
++ : grid(nullptr), intersector(valid,ray) {}
++
++ public:
++ GridSOA* grid;
++ PlueckerIntersectorK<M,K> intersector; // FIXME: use quad intersector
++ };
++
++ /*! Intersect a ray with the primitive. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ const size_t dim_offset = pre.grid->dim_offset;
++ const size_t line_offset = pre.grid->width;
++ const float* const grid_x = pre.grid->decodeLeaf(0,prim);
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++
++ const size_t max_x = pre.grid->width == 2 ? 1 : 2;
++ const size_t max_y = pre.grid->height == 2 ? 1 : 2;
++ for (size_t y=0; y<max_y; y++)
++ {
++ for (size_t x=0; x<max_x; x++)
++ {
++ const size_t ofs00 = (y+0)*line_offset+(x+0);
++ const size_t ofs01 = (y+0)*line_offset+(x+1);
++ const size_t ofs10 = (y+1)*line_offset+(x+0);
++ const size_t ofs11 = (y+1)*line_offset+(x+1);
++ const Vec3vf<K> p00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]);
++ const Vec3vf<K> p01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]);
++ const Vec3vf<K> p10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]);
++ const Vec3vf<K> p11(grid_x[ofs11],grid_y[ofs11],grid_z[ofs11]);
++
++ pre.intersector.intersectK(valid_i,ray,p00,p01,p10,MapUV0<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),IntersectKEpilogMU<1,K,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
++ pre.intersector.intersectK(valid_i,ray,p10,p01,p11,MapUV1<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),IntersectKEpilogMU<1,K,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
++ }
++ }
++ }
++
++ /*! Test if the ray is occluded by the primitive */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ const size_t dim_offset = pre.grid->dim_offset;
++ const size_t line_offset = pre.grid->width;
++ const float* const grid_x = pre.grid->decodeLeaf(0,prim);
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++
++ vbool<K> valid = valid_i;
++ const size_t max_x = pre.grid->width == 2 ? 1 : 2;
++ const size_t max_y = pre.grid->height == 2 ? 1 : 2;
++ for (size_t y=0; y<max_y; y++)
++ {
++ for (size_t x=0; x<max_x; x++)
++ {
++ const size_t ofs00 = (y+0)*line_offset+(x+0);
++ const size_t ofs01 = (y+0)*line_offset+(x+1);
++ const size_t ofs10 = (y+1)*line_offset+(x+0);
++ const size_t ofs11 = (y+1)*line_offset+(x+1);
++ const Vec3vf<K> p00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]);
++ const Vec3vf<K> p01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]);
++ const Vec3vf<K> p10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]);
++ const Vec3vf<K> p11(grid_x[ofs11],grid_y[ofs11],grid_z[ofs11]);
++
++ pre.intersector.intersectK(valid,ray,p00,p01,p10,MapUV0<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),OccludedKEpilogMU<1,K,true>(valid,ray,context,pre.grid->geomID(),pre.grid->primID()));
++ if (none(valid)) break;
++ pre.intersector.intersectK(valid,ray,p10,p01,p11,MapUV1<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),OccludedKEpilogMU<1,K,true>(valid,ray,context,pre.grid->geomID(),pre.grid->primID()));
++ if (none(valid)) break;
++ }
++ }
++ return !valid;
++ }
++
++ template<typename Loader>
++ static __forceinline void intersect(RayHitK<K>& ray, size_t k,
++ IntersectContext* context,
++ const float* const grid_x,
++ const size_t line_offset,
++ const size_t lines,
++ Precalculations& pre)
++ {
++ typedef typename Loader::vfloat vfloat;
++ const size_t dim_offset = pre.grid->dim_offset;
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++ Vec3<vfloat> v0, v1, v2; Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,v0,v1,v2);
++ pre.intersector.intersect(ray,k,v0,v1,v2,GridSOA::MapUV<Loader>(grid_uv,line_offset,lines),Intersect1KEpilogMU<Loader::M,K,true>(ray,k,context,pre.grid->geomID(),pre.grid->primID()));
++ };
++
++ template<typename Loader>
++ static __forceinline bool occluded(RayK<K>& ray, size_t k,
++ IntersectContext* context,
++ const float* const grid_x,
++ const size_t line_offset,
++ const size_t lines,
++ Precalculations& pre)
++ {
++ typedef typename Loader::vfloat vfloat;
++ const size_t dim_offset = pre.grid->dim_offset;
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++ Vec3<vfloat> v0, v1, v2; Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,v0,v1,v2);
++ return pre.intersector.intersect(ray,k,v0,v1,v2,GridSOA::MapUV<Loader>(grid_uv,line_offset,lines),Occluded1KEpilogMU<Loader::M,K,true>(ray,k,context,pre.grid->geomID(),pre.grid->primID()));
++ }
++
++ /*! Intersect a ray with the primitive. */
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ const size_t line_offset = pre.grid->width;
++ const size_t lines = pre.grid->height;
++ const float* const grid_x = pre.grid->decodeLeaf(0,prim);
++ #if defined(__AVX__)
++ intersect<GridSOA::Gather3x3>( ray, k, context, grid_x, line_offset, lines, pre);
++ #else
++ intersect<GridSOA::Gather2x3>(ray, k, context, grid_x , line_offset, lines, pre);
++ if (likely(lines > 2))
++ intersect<GridSOA::Gather2x3>(ray, k, context, grid_x+line_offset, line_offset, lines, pre);
++ #endif
++ }
++
++ /*! Test if the ray is occluded by the primitive */
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ const size_t line_offset = pre.grid->width;
++ const size_t lines = pre.grid->height;
++ const float* const grid_x = pre.grid->decodeLeaf(0,prim);
++
++ #if defined(__AVX__)
++ return occluded<GridSOA::Gather3x3>( ray, k, context, grid_x, line_offset, lines, pre);
++ #else
++ if (occluded<GridSOA::Gather2x3>(ray, k, context, grid_x , line_offset, lines, pre)) return true;
++ if (likely(lines > 2))
++ if (occluded<GridSOA::Gather2x3>(ray, k, context, grid_x+line_offset, line_offset, lines, pre)) return true;
++ #endif
++ return false;
++ }
++ };
++
++ template<int K>
++ class GridSOAMBIntersectorK
++ {
++ public:
++ typedef void Primitive;
++ typedef typename GridSOAIntersectorK<K>::Precalculations Precalculations;
++
++ /*! Intersect a ray with the primitive. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ vfloat<K> vftime;
++ vint<K> vitime = getTimeSegment<K>(ray.time(), vfloat<K>((float)(pre.grid->time_steps-1)), vftime);
++
++ vbool<K> valid1 = valid_i;
++ while (any(valid1)) {
++ const size_t j = bsf(movemask(valid1));
++ const int itime = vitime[j];
++ const vbool<K> valid2 = valid1 & (itime == vitime);
++ valid1 = valid1 & !valid2;
++ intersect(valid2,pre,ray,vftime,itime,context,prim,lazy_node);
++ }
++ }
++
++ /*! Intersect a ray with the primitive. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, const vfloat<K>& ftime, int itime, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ const size_t grid_offset = pre.grid->gridBytes >> 2;
++ const size_t dim_offset = pre.grid->dim_offset;
++ const size_t line_offset = pre.grid->width;
++ const float* const grid_x = pre.grid->decodeLeaf(itime,prim);
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++
++ const size_t max_x = pre.grid->width == 2 ? 1 : 2;
++ const size_t max_y = pre.grid->height == 2 ? 1 : 2;
++ for (size_t y=0; y<max_y; y++)
++ {
++ for (size_t x=0; x<max_x; x++)
++ {
++ size_t ofs00 = (y+0)*line_offset+(x+0);
++ size_t ofs01 = (y+0)*line_offset+(x+1);
++ size_t ofs10 = (y+1)*line_offset+(x+0);
++ size_t ofs11 = (y+1)*line_offset+(x+1);
++ const Vec3vf<K> a00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]);
++ const Vec3vf<K> a01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]);
++ const Vec3vf<K> a10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]);
++ const Vec3vf<K> a11(grid_x[ofs11],grid_y[ofs11],grid_z[ofs11]);
++ ofs00 += grid_offset;
++ ofs01 += grid_offset;
++ ofs10 += grid_offset;
++ ofs11 += grid_offset;
++ const Vec3vf<K> b00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]);
++ const Vec3vf<K> b01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]);
++ const Vec3vf<K> b10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]);
++ const Vec3vf<K> b11(grid_x[ofs11],grid_y[ofs11],grid_z[ofs11]);
++ const Vec3vf<K> p00 = lerp(a00,b00,ftime);
++ const Vec3vf<K> p01 = lerp(a01,b01,ftime);
++ const Vec3vf<K> p10 = lerp(a10,b10,ftime);
++ const Vec3vf<K> p11 = lerp(a11,b11,ftime);
++
++ pre.intersector.intersectK(valid_i,ray,p00,p01,p10,MapUV0<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),IntersectKEpilogMU<1,K,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
++ pre.intersector.intersectK(valid_i,ray,p10,p01,p11,MapUV1<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),IntersectKEpilogMU<1,K,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
++ }
++ }
++ }
++
++ /*! Test if the ray is occluded by the primitive */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ vfloat<K> vftime;
++ vint<K> vitime = getTimeSegment<K>(ray.time(), vfloat<K>((float)(pre.grid->time_steps-1)), vftime);
++
++ vbool<K> valid_o = valid_i;
++ vbool<K> valid1 = valid_i;
++ while (any(valid1)) {
++ const int j = int(bsf(movemask(valid1)));
++ const int itime = vitime[j];
++ const vbool<K> valid2 = valid1 & (itime == vitime);
++ valid1 = valid1 & !valid2;
++ valid_o &= !valid2 | occluded(valid2,pre,ray,vftime,itime,context,prim,lazy_node);
++ }
++ return !valid_o;
++ }
++
++ /*! Test if the ray is occluded by the primitive */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, const vfloat<K>& ftime, int itime, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ const size_t grid_offset = pre.grid->gridBytes >> 2;
++ const size_t dim_offset = pre.grid->dim_offset;
++ const size_t line_offset = pre.grid->width;
++ const float* const grid_x = pre.grid->decodeLeaf(itime,prim);
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++
++ vbool<K> valid = valid_i;
++ const size_t max_x = pre.grid->width == 2 ? 1 : 2;
++ const size_t max_y = pre.grid->height == 2 ? 1 : 2;
++ for (size_t y=0; y<max_y; y++)
++ {
++ for (size_t x=0; x<max_x; x++)
++ {
++ size_t ofs00 = (y+0)*line_offset+(x+0);
++ size_t ofs01 = (y+0)*line_offset+(x+1);
++ size_t ofs10 = (y+1)*line_offset+(x+0);
++ size_t ofs11 = (y+1)*line_offset+(x+1);
++ const Vec3vf<K> a00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]);
++ const Vec3vf<K> a01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]);
++ const Vec3vf<K> a10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]);
++ const Vec3vf<K> a11(grid_x[ofs11],grid_y[ofs11],grid_z[ofs11]);
++ ofs00 += grid_offset;
++ ofs01 += grid_offset;
++ ofs10 += grid_offset;
++ ofs11 += grid_offset;
++ const Vec3vf<K> b00(grid_x[ofs00],grid_y[ofs00],grid_z[ofs00]);
++ const Vec3vf<K> b01(grid_x[ofs01],grid_y[ofs01],grid_z[ofs01]);
++ const Vec3vf<K> b10(grid_x[ofs10],grid_y[ofs10],grid_z[ofs10]);
++ const Vec3vf<K> b11(grid_x[ofs11],grid_y[ofs11],grid_z[ofs11]);
++ const Vec3vf<K> p00 = lerp(a00,b00,ftime);
++ const Vec3vf<K> p01 = lerp(a01,b01,ftime);
++ const Vec3vf<K> p10 = lerp(a10,b10,ftime);
++ const Vec3vf<K> p11 = lerp(a11,b11,ftime);
++
++ pre.intersector.intersectK(valid,ray,p00,p01,p10,MapUV0<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),OccludedKEpilogMU<1,K,true>(valid,ray,context,pre.grid->geomID(),pre.grid->primID()));
++ if (none(valid)) break;
++ pre.intersector.intersectK(valid,ray,p10,p01,p11,MapUV1<K>(grid_uv,ofs00,ofs01,ofs10,ofs11),OccludedKEpilogMU<1,K,true>(valid,ray,context,pre.grid->geomID(),pre.grid->primID()));
++ if (none(valid)) break;
++ }
++ }
++ return valid;
++ }
++
++ template<typename Loader>
++ static __forceinline void intersect(RayHitK<K>& ray, size_t k,
++ const float ftime,
++ IntersectContext* context,
++ const float* const grid_x,
++ const size_t line_offset,
++ const size_t lines,
++ Precalculations& pre)
++ {
++ typedef typename Loader::vfloat vfloat;
++ const size_t grid_offset = pre.grid->gridBytes >> 2;
++ const size_t dim_offset = pre.grid->dim_offset;
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++
++ Vec3<vfloat> a0, a1, a2;
++ Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,a0,a1,a2);
++
++ Vec3<vfloat> b0, b1, b2;
++ Loader::gather(grid_x+grid_offset,grid_y+grid_offset,grid_z+grid_offset,line_offset,lines,b0,b1,b2);
++
++ Vec3<vfloat> v0 = lerp(a0,b0,vfloat(ftime));
++ Vec3<vfloat> v1 = lerp(a1,b1,vfloat(ftime));
++ Vec3<vfloat> v2 = lerp(a2,b2,vfloat(ftime));
++
++ pre.intersector.intersect(ray,k,v0,v1,v2,GridSOA::MapUV<Loader>(grid_uv,line_offset,lines),Intersect1KEpilogMU<Loader::M,K,true>(ray,k,context,pre.grid->geomID(),pre.grid->primID()));
++ };
++
++ template<typename Loader>
++ static __forceinline bool occluded(RayK<K>& ray, size_t k,
++ const float ftime,
++ IntersectContext* context,
++ const float* const grid_x,
++ const size_t line_offset,
++ const size_t lines,
++ Precalculations& pre)
++ {
++ typedef typename Loader::vfloat vfloat;
++ const size_t grid_offset = pre.grid->gridBytes >> 2;
++ const size_t dim_offset = pre.grid->dim_offset;
++ const float* const grid_y = grid_x + 1 * dim_offset;
++ const float* const grid_z = grid_x + 2 * dim_offset;
++ const float* const grid_uv = grid_x + 3 * dim_offset;
++
++ Vec3<vfloat> a0, a1, a2;
++ Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,a0,a1,a2);
++
++ Vec3<vfloat> b0, b1, b2;
++ Loader::gather(grid_x+grid_offset,grid_y+grid_offset,grid_z+grid_offset,line_offset,lines,b0,b1,b2);
++
++ Vec3<vfloat> v0 = lerp(a0,b0,vfloat(ftime));
++ Vec3<vfloat> v1 = lerp(a1,b1,vfloat(ftime));
++ Vec3<vfloat> v2 = lerp(a2,b2,vfloat(ftime));
++
++ return pre.intersector.intersect(ray,k,v0,v1,v2,GridSOA::MapUV<Loader>(grid_uv,line_offset,lines),Occluded1KEpilogMU<Loader::M,K,true>(ray,k,context,pre.grid->geomID(),pre.grid->primID()));
++ }
++
++ /*! Intersect a ray with the primitive. */
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ float ftime;
++ int itime = getTimeSegment(ray.time()[k], float(pre.grid->time_steps-1), ftime);
++
++ const size_t line_offset = pre.grid->width;
++ const size_t lines = pre.grid->height;
++ const float* const grid_x = pre.grid->decodeLeaf(itime,prim);
++
++ #if defined(__AVX__)
++ intersect<GridSOA::Gather3x3>( ray, k, ftime, context, grid_x, line_offset, lines, pre);
++ #else
++ intersect<GridSOA::Gather2x3>(ray, k, ftime, context, grid_x, line_offset, lines, pre);
++ if (likely(lines > 2))
++ intersect<GridSOA::Gather2x3>(ray, k, ftime, context, grid_x+line_offset, line_offset, lines, pre);
++ #endif
++ }
++
++ /*! Test if the ray is occluded by the primitive */
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
++ {
++ float ftime;
++ int itime = getTimeSegment(ray.time()[k], float(pre.grid->time_steps-1), ftime);
++
++ const size_t line_offset = pre.grid->width;
++ const size_t lines = pre.grid->height;
++ const float* const grid_x = pre.grid->decodeLeaf(itime,prim);
++
++ #if defined(__AVX__)
++ return occluded<GridSOA::Gather3x3>( ray, k, ftime, context, grid_x, line_offset, lines, pre);
++ #else
++ if (occluded<GridSOA::Gather2x3>(ray, k, ftime, context, grid_x, line_offset, lines, pre)) return true;
++ if (likely(lines > 2))
++ if (occluded<GridSOA::Gather2x3>(ray, k, ftime, context, grid_x+line_offset, line_offset, lines, pre)) return true;
++ #endif
++ return false;
++ }
++ };
++ }
++ }