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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "primitive.h"
++ #include "../common/scene.h"
++
++ namespace embree
++ {
++ /* Stores M quads from an indexed face set */
++ template <int M>
++ struct QuadMi
++ {
++ /* Virtual interface to query information about the quad type */
++ struct Type : public PrimitiveType
++ {
++ const char* name() const;
++ size_t sizeActive(const char* This) const;
++ size_t sizeTotal(const char* This) const;
++ size_t getBytes(const char* This) const;
++ };
++ static Type type;
++
++ public:
++
++ /* primitive supports multiple time segments */
++ static const bool singleTimeSegment = false;
++
++ /* Returns maximum number of stored quads */
++ static __forceinline size_t max_size() { return M; }
++
++ /* Returns required number of primitive blocks for N primitives */
++ static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
++
++ public:
++
++ /* Default constructor */
++ __forceinline QuadMi() { }
++
++ /* Construction from vertices and IDs */
++ __forceinline QuadMi(const vuint<M>& v0,
++ const vuint<M>& v1,
++ const vuint<M>& v2,
++ const vuint<M>& v3,
++ const vuint<M>& geomIDs,
++ const vuint<M>& primIDs)
++ #if defined(EMBREE_COMPACT_POLYS)
++ : geomIDs(geomIDs), primIDs(primIDs) {}
++ #else
++ : v0_(v0),v1_(v1), v2_(v2), v3_(v3), geomIDs(geomIDs), primIDs(primIDs) {}
++ #endif
++
++ /* Returns a mask that tells which quads are valid */
++ __forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); }
++
++ /* Returns if the specified quad is valid */
++ __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }
++
++ /* Returns the number of stored quads */
++ __forceinline size_t size() const { return bsf(~movemask(valid())); }
++
++ /* Returns the geometry IDs */
++ __forceinline vuint<M>& geomID() { return geomIDs; }
++ __forceinline const vuint<M>& geomID() const { return geomIDs; }
++ __forceinline unsigned int geomID(const size_t i) const { assert(i<M); assert(geomIDs[i] != -1); return geomIDs[i]; }
++
++ /* Returns the primitive IDs */
++ __forceinline vuint<M>& primID() { return primIDs; }
++ __forceinline const vuint<M>& primID() const { return primIDs; }
++ __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
++
++ /* Calculate the bounds of the quads */
++ __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const
++ {
++ BBox3fa bounds = empty;
++ for (size_t i=0; i<M && valid(i); i++) {
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(i));
++ bounds.extend(mesh->bounds(primID(i),itime));
++ }
++ return bounds;
++ }
++
++ /* Calculate the linear bounds of the primitive */
++ __forceinline LBBox3fa linearBounds(const Scene* const scene, const size_t itime) {
++ return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1));
++ }
++
++ __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps)
++ {
++ LBBox3fa allBounds = empty;
++ for (size_t i=0; i<M && valid(i); i++)
++ {
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(i));
++ allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps));
++ }
++ return allBounds;
++ }
++
++ __forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range)
++ {
++ LBBox3fa allBounds = empty;
++ for (size_t i=0; i<M && valid(i); i++)
++ {
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(i));
++ allBounds.extend(mesh->linearBounds(primID(i), time_range));
++ }
++ return allBounds;
++ }
++
++ /* Fill quad from quad list */
++ template<typename PrimRefT>
++ __forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene)
++ {
++ vuint<M> geomID = -1, primID = -1;
++ const PrimRefT* prim = &prims[begin];
++ vuint<M> v0 = zero, v1 = zero, v2 = zero, v3 = zero;
++
++ for (size_t i=0; i<M; i++)
++ {
++ if (begin<end) {
++ geomID[i] = prim->geomID();
++ primID[i] = prim->primID();
++ #if !defined(EMBREE_COMPACT_POLYS)
++ const QuadMesh* mesh = scene->get<QuadMesh>(prim->geomID());
++ const QuadMesh::Quad& q = mesh->quad(prim->primID());
++ unsigned int_stride = mesh->vertices0.getStride()/4;
++ v0[i] = q.v[0] * int_stride;
++ v1[i] = q.v[1] * int_stride;
++ v2[i] = q.v[2] * int_stride;
++ v3[i] = q.v[3] * int_stride;
++ #endif
++ begin++;
++ } else {
++ assert(i);
++ if (likely(i > 0)) {
++ geomID[i] = geomID[0]; // always valid geomIDs
++ primID[i] = -1; // indicates invalid data
++ v0[i] = v0[0];
++ v1[i] = v0[0];
++ v2[i] = v0[0];
++ v3[i] = v0[0];
++ }
++ }
++ if (begin<end) prim = &prims[begin];
++ }
++ new (this) QuadMi(v0,v1,v2,v3,geomID,primID); // FIXME: use non temporal store
++ }
++
++ __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
++ {
++ fill(prims, begin, end, scene);
++ return linearBounds(scene, itime);
++ }
++
++ __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
++ {
++ fill(prims, begin, end, scene);
++ return linearBounds(scene, time_range);
++ }
++
++ friend embree_ostream operator<<(embree_ostream cout, const QuadMi& quad) {
++ return cout << "QuadMi<" << M << ">( "
++ #if !defined(EMBREE_COMPACT_POLYS)
++ << "v0 = " << quad.v0_ << ", v1 = " << quad.v1_ << ", v2 = " << quad.v2_ << ", v3 = " << quad.v3_ << ", "
++ #endif
++ << "geomID = " << quad.geomIDs << ", primID = " << quad.primIDs << " )";
++ }
++
++ protected:
++ #if !defined(EMBREE_COMPACT_POLYS)
++ vuint<M> v0_; // 4 byte offset of 1st vertex
++ vuint<M> v1_; // 4 byte offset of 2nd vertex
++ vuint<M> v2_; // 4 byte offset of 3rd vertex
++ vuint<M> v3_; // 4 byte offset of 4th vertex
++ #endif
++ vuint<M> geomIDs; // geometry ID of mesh
++ vuint<M> primIDs; // primitive ID of primitive inside mesh
++ };
++
++ namespace isa
++ {
++
++ template<int M>
++ struct QuadMi : public embree::QuadMi<M>
++ {
++ #if !defined(EMBREE_COMPACT_POLYS)
++ using embree::QuadMi<M>::v0_;
++ using embree::QuadMi<M>::v1_;
++ using embree::QuadMi<M>::v2_;
++ using embree::QuadMi<M>::v3_;
++ #endif
++ using embree::QuadMi<M>::geomIDs;
++ using embree::QuadMi<M>::primIDs;
++ using embree::QuadMi<M>::geomID;
++ using embree::QuadMi<M>::primID;
++ using embree::QuadMi<M>::valid;
++
++ template<int vid>
++ __forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const
++ {
++ #if defined(EMBREE_COMPACT_POLYS)
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
++ const QuadMesh::Quad& quad = mesh->quad(primID(index));
++ return (Vec3f) mesh->vertices[0][quad.v[vid]];
++ #else
++ const vuint<M>& v = getVertexOffset<vid>();
++ const float* vertices = scene->vertices[geomID(index)];
++ return (Vec3f&) vertices[v[index]];
++ #endif
++ }
++
++ template<int vid, typename T>
++ __forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const
++ {
++ #if defined(EMBREE_COMPACT_POLYS)
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
++ const QuadMesh::Quad& quad = mesh->quad(primID(index));
++ const Vec3fa v0 = mesh->vertices[itime+0][quad.v[vid]];
++ const Vec3fa v1 = mesh->vertices[itime+1][quad.v[vid]];
++ #else
++ const vuint<M>& v = getVertexOffset<vid>();
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
++ const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0);
++ const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1);
++ const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
++ const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
++ #endif
++ const Vec3<T> p0(v0.x,v0.y,v0.z);
++ const Vec3<T> p1(v1.x,v1.y,v1.z);
++ return lerp(p0,p1,ftime);
++ }
++
++ template<int vid, int K, typename T>
++ __forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const
++ {
++ Vec3<T> p0, p1;
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
++
++ for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask))
++ {
++ #if defined(EMBREE_COMPACT_POLYS)
++ const QuadMesh::Quad& quad = mesh->quad(primID(index));
++ const Vec3fa v0 = mesh->vertices[itime[i]+0][quad.v[vid]];
++ const Vec3fa v1 = mesh->vertices[itime[i]+1][quad.v[vid]];
++ #else
++ const vuint<M>& v = getVertexOffset<vid>();
++ const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0);
++ const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1);
++ const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
++ const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
++ #endif
++ p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z;
++ p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z;
++ }
++ return (T(one)-ftime)*p0 + ftime*p1;
++ }
++
++ struct Quad {
++ vfloat4 v0,v1,v2,v3;
++ };
++
++ #if defined(EMBREE_COMPACT_POLYS)
++
++ __forceinline Quad loadQuad(const int i, const Scene* const scene) const
++ {
++ const unsigned int geomID = geomIDs[i];
++ const unsigned int primID = primIDs[i];
++ if (unlikely(primID == -1)) return { zero, zero, zero, zero };
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID);
++ const QuadMesh::Quad& quad = mesh->quad(primID);
++ const vfloat4 v0 = (vfloat4) mesh->vertices0[quad.v[0]];
++ const vfloat4 v1 = (vfloat4) mesh->vertices0[quad.v[1]];
++ const vfloat4 v2 = (vfloat4) mesh->vertices0[quad.v[2]];
++ const vfloat4 v3 = (vfloat4) mesh->vertices0[quad.v[3]];
++ return { v0, v1, v2, v3 };
++ }
++
++ __forceinline Quad loadQuad(const int i, const int itime, const Scene* const scene) const
++ {
++ const unsigned int geomID = geomIDs[i];
++ const unsigned int primID = primIDs[i];
++ if (unlikely(primID == -1)) return { zero, zero, zero, zero };
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID);
++ const QuadMesh::Quad& quad = mesh->quad(primID);
++ const vfloat4 v0 = (vfloat4) mesh->vertices[itime][quad.v[0]];
++ const vfloat4 v1 = (vfloat4) mesh->vertices[itime][quad.v[1]];
++ const vfloat4 v2 = (vfloat4) mesh->vertices[itime][quad.v[2]];
++ const vfloat4 v3 = (vfloat4) mesh->vertices[itime][quad.v[3]];
++ return { v0, v1, v2, v3 };
++ }
++
++ #else
++
++ __forceinline Quad loadQuad(const int i, const Scene* const scene) const
++ {
++ const float* vertices = scene->vertices[geomID(i)];
++ const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
++ const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
++ const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
++ const vfloat4 v3 = vfloat4::loadu(vertices + v3_[i]);
++ return { v0, v1, v2, v3 };
++ }
++
++ __forceinline Quad loadQuad(const int i, const int itime, const Scene* const scene) const
++ {
++ const unsigned int geomID = geomIDs[i];
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID);
++ const float* vertices = (const float*) mesh->vertexPtr(0,itime);
++ const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
++ const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
++ const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
++ const vfloat4 v3 = vfloat4::loadu(vertices + v3_[i]);
++ return { v0, v1, v2, v3 };
++ }
++
++ #endif
++
++ /* Gather the quads */
++ __forceinline void gather(Vec3vf<M>& p0,
++ Vec3vf<M>& p1,
++ Vec3vf<M>& p2,
++ Vec3vf<M>& p3,
++ const Scene *const scene) const;
++
++ #if defined(__AVX512F__)
++ __forceinline void gather(Vec3vf16& p0,
++ Vec3vf16& p1,
++ Vec3vf16& p2,
++ Vec3vf16& p3,
++ const Scene *const scene) const;
++ #endif
++
++ template<int K>
++ #if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019
++ __noinline
++ #else
++ __forceinline
++ #endif
++ void gather(const vbool<K>& valid,
++ Vec3vf<K>& p0,
++ Vec3vf<K>& p1,
++ Vec3vf<K>& p2,
++ Vec3vf<K>& p3,
++ const size_t index,
++ const Scene* const scene,
++ const vfloat<K>& time) const
++ {
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));
++
++ vfloat<K> ftime;
++ const vint<K> itime = mesh->timeSegment<K>(time, ftime);
++
++ const size_t first = bsf(movemask(valid));
++ if (likely(all(valid,itime[first] == itime)))
++ {
++ p0 = getVertex<0>(index, scene, itime[first], ftime);
++ p1 = getVertex<1>(index, scene, itime[first], ftime);
++ p2 = getVertex<2>(index, scene, itime[first], ftime);
++ p3 = getVertex<3>(index, scene, itime[first], ftime);
++ }
++ else
++ {
++ p0 = getVertex<0,K>(valid, index, scene, itime, ftime);
++ p1 = getVertex<1,K>(valid, index, scene, itime, ftime);
++ p2 = getVertex<2,K>(valid, index, scene, itime, ftime);
++ p3 = getVertex<3,K>(valid, index, scene, itime, ftime);
++ }
++ }
++
++ __forceinline void gather(Vec3vf<M>& p0,
++ Vec3vf<M>& p1,
++ Vec3vf<M>& p2,
++ Vec3vf<M>& p3,
++ const QuadMesh* mesh,
++ const Scene *const scene,
++ const int itime) const;
++
++ __forceinline void gather(Vec3vf<M>& p0,
++ Vec3vf<M>& p1,
++ Vec3vf<M>& p2,
++ Vec3vf<M>& p3,
++ const Scene *const scene,
++ const float time) const;
++
++ /* Updates the primitive */
++ __forceinline BBox3fa update(QuadMesh* mesh)
++ {
++ BBox3fa bounds = empty;
++ for (size_t i=0; i<M; i++)
++ {
++ if (!valid(i)) break;
++ const unsigned primId = primID(i);
++ const QuadMesh::Quad& q = mesh->quad(primId);
++ const Vec3fa p0 = mesh->vertex(q.v[0]);
++ const Vec3fa p1 = mesh->vertex(q.v[1]);
++ const Vec3fa p2 = mesh->vertex(q.v[2]);
++ const Vec3fa p3 = mesh->vertex(q.v[3]);
++ bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2),BBox3fa(p3)));
++ }
++ return bounds;
++ }
++
++ private:
++ #if !defined(EMBREE_COMPACT_POLYS)
++ template<int N> const vuint<M>& getVertexOffset() const;
++ #endif
++ };
++
++ #if !defined(EMBREE_COMPACT_POLYS)
++ template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<0>() const { return v0_; }
++ template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<1>() const { return v1_; }
++ template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<2>() const { return v2_; }
++ template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<3>() const { return v3_; }
++ #endif
++
++ template<>
++ __forceinline void QuadMi<4>::gather(Vec3vf4& p0,
++ Vec3vf4& p1,
++ Vec3vf4& p2,
++ Vec3vf4& p3,
++ const Scene *const scene) const
++ {
++ prefetchL1(((char*)this)+0*64);
++ prefetchL1(((char*)this)+1*64);
++ const Quad tri0 = loadQuad(0,scene);
++ const Quad tri1 = loadQuad(1,scene);
++ const Quad tri2 = loadQuad(2,scene);
++ const Quad tri3 = loadQuad(3,scene);
++ transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
++ transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
++ transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
++ transpose(tri0.v3,tri1.v3,tri2.v3,tri3.v3,p3.x,p3.y,p3.z);
++ }
++
++ template<>
++ __forceinline void QuadMi<4>::gather(Vec3vf4& p0,
++ Vec3vf4& p1,
++ Vec3vf4& p2,
++ Vec3vf4& p3,
++ const QuadMesh* mesh,
++ const Scene *const scene,
++ const int itime) const
++ {
++ // FIXME: for trianglei there all geometries are identical, is this the case here too?
++
++ const Quad tri0 = loadQuad(0,itime,scene);
++ const Quad tri1 = loadQuad(1,itime,scene);
++ const Quad tri2 = loadQuad(2,itime,scene);
++ const Quad tri3 = loadQuad(3,itime,scene);
++ transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
++ transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
++ transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
++ transpose(tri0.v3,tri1.v3,tri2.v3,tri3.v3,p3.x,p3.y,p3.z);
++ }
++
++ template<>
++ __forceinline void QuadMi<4>::gather(Vec3vf4& p0,
++ Vec3vf4& p1,
++ Vec3vf4& p2,
++ Vec3vf4& p3,
++ const Scene *const scene,
++ const float time) const
++ {
++ const QuadMesh* mesh = scene->get<QuadMesh>(geomID(0)); // in mblur mode all geometries are identical
++
++ float ftime;
++ const int itime = mesh->timeSegment(time, ftime);
++
++ Vec3vf4 a0,a1,a2,a3; gather(a0,a1,a2,a3,mesh,scene,itime);
++ Vec3vf4 b0,b1,b2,b3; gather(b0,b1,b2,b3,mesh,scene,itime+1);
++ p0 = lerp(a0,b0,vfloat4(ftime));
++ p1 = lerp(a1,b1,vfloat4(ftime));
++ p2 = lerp(a2,b2,vfloat4(ftime));
++ p3 = lerp(a3,b3,vfloat4(ftime));
++ }
++ }
++
++ template<int M>
++ typename QuadMi<M>::Type QuadMi<M>::type;
++
++ typedef QuadMi<4> Quad4i;
++ }