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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "quadv.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 QuadMvIntersector1Moeller
++ {
++ typedef QuadMv<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);
++ pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.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);
++ return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.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 QuadMvIntersectorKMoeller
++ {
++ typedef QuadMv<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 QuadMv<M>& quad)
++ {
++ for (size_t i=0; i<QuadMv<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
++ const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
++ const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
++ const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
++ 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 QuadMv<M>& quad)
++ {
++ vbool<K> valid0 = valid_i;
++
++ for (size_t i=0; i<QuadMv<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
++ const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
++ const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
++ const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
++ 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 QuadMv<M>& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.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 QuadMv<M>& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
++ }
++ };
++
++ /*! Intersects M quads with 1 ray */
++ template<int M, bool filter>
++ struct QuadMvIntersector1Pluecker
++ {
++ typedef QuadMv<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);
++ pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.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);
++ return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.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 QuadMvIntersectorKPluecker
++ {
++ typedef QuadMv<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 QuadMv<M>& quad)
++ {
++ for (size_t i=0; i<QuadMv<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
++ const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
++ const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
++ const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
++ 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 QuadMv<M>& quad)
++ {
++ vbool<K> valid0 = valid_i;
++
++ for (size_t i=0; i<QuadMv<M>::max_size(); i++)
++ {
++ if (!quad.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
++ const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
++ const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
++ const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
++ 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 QuadMv<M>& quad)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.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 QuadMv<M>& quad)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
++ }
++ };
++ }
++ }
++