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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "intersector_epilog.h"
++ #include "pointi.h"
++ #include "sphere_intersector.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int M, bool filter>
++ struct SphereMiIntersector1
++ {
++ typedef PointMi<M> Primitive;
++ typedef CurvePrecalculations1 Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre,
++ RayHit& ray,
++ IntersectContext* context,
++ const Primitive& sphere)
++ {
++ STAT3(normal.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom);
++ const vbool<M> valid = sphere.valid();
++ SphereIntersector1<M>::intersect(
++ valid, ray, context, geom, pre, v0, Intersect1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre,
++ Ray& ray,
++ IntersectContext* context,
++ const Primitive& sphere)
++ {
++ STAT3(shadow.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom);
++ const vbool<M> valid = sphere.valid();
++ return SphereIntersector1<M>::intersect(
++ valid, ray, context, geom, pre, v0, Occluded1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query,
++ PointQueryContext* context,
++ const Primitive& sphere)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, sphere);
++ }
++ };
++
++ template<int M, bool filter>
++ struct SphereMiMBIntersector1
++ {
++ typedef PointMi<M> Primitive;
++ typedef CurvePrecalculations1 Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre,
++ RayHit& ray,
++ IntersectContext* context,
++ const Primitive& sphere)
++ {
++ STAT3(normal.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom, ray.time());
++ const vbool<M> valid = sphere.valid();
++ SphereIntersector1<M>::intersect(
++ valid, ray, context, geom, pre, v0, Intersect1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre,
++ Ray& ray,
++ IntersectContext* context,
++ const Primitive& sphere)
++ {
++ STAT3(shadow.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom, ray.time());
++ const vbool<M> valid = sphere.valid();
++ return SphereIntersector1<M>::intersect(
++ valid, ray, context, geom, pre, v0, Occluded1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query,
++ PointQueryContext* context,
++ const Primitive& sphere)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, sphere);
++ }
++ };
++
++ template<int M, int K, bool filter>
++ struct SphereMiIntersectorK
++ {
++ typedef PointMi<M> Primitive;
++ typedef CurvePrecalculationsK<K> Precalculations;
++
++ static __forceinline void intersect(
++ const Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& sphere)
++ {
++ STAT3(normal.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom);
++ const vbool<M> valid = sphere.valid();
++ SphereIntersectorK<M, K>::intersect(
++ valid, ray, k, context, geom, pre, v0,
++ Intersect1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
++ }
++
++ static __forceinline bool occluded(
++ const Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& sphere)
++ {
++ STAT3(shadow.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom);
++ const vbool<M> valid = sphere.valid();
++ return SphereIntersectorK<M, K>::intersect(
++ valid, ray, k, context, geom, pre, v0,
++ Occluded1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
++ }
++ };
++
++ template<int M, int K, bool filter>
++ struct SphereMiMBIntersectorK
++ {
++ typedef PointMi<M> Primitive;
++ typedef CurvePrecalculationsK<K> Precalculations;
++
++ static __forceinline void intersect(
++ const Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& sphere)
++ {
++ STAT3(normal.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom, ray.time()[k]);
++ const vbool<M> valid = sphere.valid();
++ SphereIntersectorK<M, K>::intersect(
++ valid, ray, k, context, geom, pre, v0,
++ Intersect1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
++ }
++
++ static __forceinline bool occluded(
++ const Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& sphere)
++ {
++ STAT3(shadow.trav_prims, 1, 1, 1);
++ const Points* geom = context->scene->get<Points>(sphere.geomID());
++ Vec4vf<M> v0; sphere.gather(v0, geom, ray.time()[k]);
++ const vbool<M> valid = sphere.valid();
++ return SphereIntersectorK<M, K>::intersect(
++ valid, ray, k, context, geom, pre, v0,
++ Occluded1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
++ }
++ };
++ } // namespace isa
++ } // namespace embree