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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "quadi.h"
++ #include "quad_intersector_moeller.h"
++ #include "quad_intersector_pluecker.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ /*! Intersects M quads with 1 ray */
++ template<int M, bool filter>
++ struct QuadMiIntersector1Moeller
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
++
++ /*! Intersect a ray with the M quads and updates the hit. */
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of M quads. */
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
++ }
++ };
++
++ /*! Intersects M triangles with K rays. */
++ template<int M, int K, bool filter>
++ struct QuadMiIntersectorKMoeller
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
++
++ /*! Intersects K rays with M triangles. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ Scene* scene = context->scene;
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
++ const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
++ const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
++ const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
++ pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
++ }
++ }
++
++ /*! Test for K rays if they are occluded by any of the M triangles. */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ Scene* scene = context->scene;
++ vbool<K> valid0 = valid_i;
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
++ const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
++ const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
++ const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
++ if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
++ break;
++ }
++ return !valid0;
++ }
++
++ /*! Intersect a ray with M triangles and updates the hit. */
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of the M triangles. */
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++ };
++
++ /*! Intersects M quads with 1 ray */
++ template<int M, bool filter>
++ struct QuadMiIntersector1Pluecker
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
++
++ /*! Intersect a ray with the M quads and updates the hit. */
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of M quads. */
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
++ }
++ };
++
++ /*! Intersects M triangles with K rays. */
++ template<int M, int K, bool filter>
++ struct QuadMiIntersectorKPluecker
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
++
++ /*! Intersects K rays with M triangles. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ Scene* scene = context->scene;
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
++ const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
++ const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
++ const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
++ pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
++ }
++ }
++
++ /*! Test for K rays if they are occluded by any of the M triangles. */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ Scene* scene = context->scene;
++ vbool<K> valid0 = valid_i;
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
++ const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
++ const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
++ const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
++ if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
++ break;
++ }
++ return !valid0;
++ }
++
++ /*! Intersect a ray with M triangles and updates the hit. */
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of the M triangles. */
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++ };
++
++ /*! Intersects M motion blur quads with 1 ray */
++ template<int M, bool filter>
++ struct QuadMiMBIntersector1Moeller
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
++
++ /*! Intersect a ray with the M quads and updates the hit. */
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
++ pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of M quads. */
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
++ return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
++ }
++ };
++
++ /*! Intersects M motion blur quads with K rays. */
++ template<int M, int K, bool filter>
++ struct QuadMiMBIntersectorKMoeller
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
++
++ /*! Intersects K rays with M quads. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
++ pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
++ }
++ }
++
++ /*! Test for K rays if they are occluded by any of the M quads. */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ vbool<K> valid0 = valid_i;
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
++ if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
++ break;
++ }
++ return !valid0;
++ }
++
++ /*! Intersect a ray with M quads and updates the hit. */
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of the M quads. */
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++ };
++
++ /*! Intersects M motion blur quads with 1 ray */
++ template<int M, bool filter>
++ struct QuadMiMBIntersector1Pluecker
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
++
++ /*! Intersect a ray with the M quads and updates the hit. */
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
++ pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of M quads. */
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
++ return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
++ }
++ };
++
++ /*! Intersects M motion blur quads with K rays. */
++ template<int M, int K, bool filter>
++ struct QuadMiMBIntersectorKPluecker
++ {
++ typedef QuadMi<M> Primitive;
++ typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
++
++ /*! Intersects K rays with M quads. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
++ pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
++ }
++ }
++
++ /*! Test for K rays if they are occluded by any of the M quads. */
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ vbool<K> valid0 = valid_i;
++ for (size_t i=0; i<QuadMi<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
++ if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
++ break;
++ }
++ return !valid0;
++ }
++
++ /*! Intersect a ray with M quads and updates the hit. */
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++
++ /*! Test if the ray is occluded by one of the M quads. */
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
++ }
++ };
++ }
++ }