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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "subgrid.h"
++ #include "subgrid_intersector_moeller.h"
++ #include "subgrid_intersector_pluecker.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++
++ // =======================================================================================
++ // =================================== SubGridIntersectors ===============================
++ // =======================================================================================
++
++
++ template<int N, bool filter>
++ struct SubGridIntersector1Moeller
++ {
++ typedef SubGridQBVHN<N> Primitive;
++ typedef SubGridQuadMIntersector1MoellerTrumbore<4,filter> Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
++ {
++ STAT3(point_query.trav_prims,1,1,1);
++ AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
++ assert(accel);
++ context->geomID = subgrid.geomID();
++ context->primID = subgrid.primID();
++ return accel->pointQuery(query, context);
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ #if defined(__AVX__)
++ STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
++ #endif
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (unlikely(dist[ID] > ray.tfar)) continue;
++ intersect(pre,ray,context,prim[i].subgrid(ID));
++ }
++ }
++ }
++ template<bool robust>
++ static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (occluded(pre,ray,context,prim[i].subgrid(ID)))
++ return true;
++ }
++ }
++ return false;
++ }
++
++ static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
++ {
++ bool changed = false;
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask;
++ if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
++ mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
++ } else {
++ mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
++ }
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++ changed |= pointQuery(query, context, prim[i].subgrid(ID));
++ }
++ }
++ return changed;
++ }
++ };
++
++ template<int N, bool filter>
++ struct SubGridIntersector1Pluecker
++ {
++ typedef SubGridQBVHN<N> Primitive;
++ typedef SubGridQuadMIntersector1Pluecker<4,filter> Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
++ {
++ STAT3(point_query.trav_prims,1,1,1);
++ AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
++ context->geomID = subgrid.geomID();
++ context->primID = subgrid.primID();
++ return accel->pointQuery(query, context);
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ #if defined(__AVX__)
++ STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
++ #endif
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (unlikely(dist[ID] > ray.tfar)) continue;
++ intersect(pre,ray,context,prim[i].subgrid(ID));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (occluded(pre,ray,context,prim[i].subgrid(ID)))
++ return true;
++ }
++ }
++ return false;
++ }
++
++ static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
++ {
++ bool changed = false;
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask;
++ if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
++ mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
++ } else {
++ mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
++ }
++ #if defined(__AVX__)
++ STAT3(point_query.trav_hit_boxes[popcnt(mask)],1,1,1);
++ #endif
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++ changed |= pointQuery(query, context, prim[i].subgrid(ID));
++ }
++ }
++ return changed;
++ }
++ };
++
++ template<int N, int K, bool filter>
++ struct SubGridIntersectorKMoeller
++ {
++ typedef SubGridQBVHN<N> Primitive;
++ typedef SubGridQuadMIntersectorKMoellerTrumbore<4,K,filter> Precalculations;
++
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ Vec3fa vtx[16];
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ subgrid.gather(vtx,context->scene);
++ for (unsigned int i=0; i<4; i++)
++ {
++ const Vec3vf<K> p0 = vtx[i*4+0];
++ const Vec3vf<K> p1 = vtx[i*4+1];
++ const Vec3vf<K> p2 = vtx[i*4+2];
++ const Vec3vf<K> p3 = vtx[i*4+3];
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
++ }
++ }
++
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ vbool<K> valid0 = valid_i;
++ Vec3fa vtx[16];
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ subgrid.gather(vtx,context->scene);
++ for (unsigned int i=0; i<4; i++)
++ {
++ const Vec3vf<K> p0 = vtx[i*4+0];
++ const Vec3vf<K> p1 = vtx[i*4+1];
++ const Vec3vf<K> p2 = vtx[i*4+2];
++ const Vec3vf<K> p3 = vtx[i*4+3];
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ pre.intersectK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i));
++ if (none(valid0)) break;
++ }
++ return !valid0;
++ }
++
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
++ for (size_t j=0;j<num;j++)
++ {
++ size_t m_valid = movemask(prim[j].qnode.validMask());
++ vfloat<K> dist;
++ while(m_valid)
++ {
++ const size_t i = bscf(m_valid);
++ if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
++ intersect(valid,pre,ray,context,prim[j].subgrid(i));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
++ vbool<K> valid0 = valid;
++ for (size_t j=0;j<num;j++)
++ {
++ size_t m_valid = movemask(prim[j].qnode.validMask());
++ vfloat<K> dist;
++ while(m_valid)
++ {
++ const size_t i = bscf(m_valid);
++ if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
++ valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
++ if (none(valid0)) break;
++ }
++ }
++ return !valid0;
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (unlikely(dist[ID] > ray.tfar[k])) continue;
++ intersect(pre,ray,k,context,prim[i].subgrid(ID));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
++ return true;
++ }
++ }
++ return false;
++ }
++ };
++
++
++ template<int N, int K, bool filter>
++ struct SubGridIntersectorKPluecker
++ {
++ typedef SubGridQBVHN<N> Primitive;
++ typedef SubGridQuadMIntersectorKPluecker<4,K,filter> Precalculations;
++
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ Vec3fa vtx[16];
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ subgrid.gather(vtx,context->scene);
++ for (unsigned int i=0; i<4; i++)
++ {
++ const Vec3vf<K> p0 = vtx[i*4+0];
++ const Vec3vf<K> p1 = vtx[i*4+1];
++ const Vec3vf<K> p2 = vtx[i*4+2];
++ const Vec3vf<K> p3 = vtx[i*4+3];
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
++ }
++ }
++
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ vbool<K> valid0 = valid_i;
++ Vec3fa vtx[16];
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ subgrid.gather(vtx,context->scene);
++ for (unsigned int i=0; i<4; i++)
++ {
++ const Vec3vf<K> p0 = vtx[i*4+0];
++ const Vec3vf<K> p1 = vtx[i*4+1];
++ const Vec3vf<K> p2 = vtx[i*4+2];
++ const Vec3vf<K> p3 = vtx[i*4+3];
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ pre.occludedK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i));
++ if (none(valid0)) break;
++ }
++ return !valid0;
++ }
++
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++ Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
++ for (size_t j=0;j<num;j++)
++ {
++ size_t m_valid = movemask(prim[j].qnode.validMask());
++ vfloat<K> dist;
++ while(m_valid)
++ {
++ const size_t i = bscf(m_valid);
++ if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
++ intersect(valid,pre,ray,context,prim[j].subgrid(i));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
++ vbool<K> valid0 = valid;
++ for (size_t j=0;j<num;j++)
++ {
++ size_t m_valid = movemask(prim[j].qnode.validMask());
++ vfloat<K> dist;
++ while(m_valid)
++ {
++ const size_t i = bscf(m_valid);
++ if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
++ valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
++ if (none(valid0)) break;
++ }
++ }
++ return !valid0;
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (unlikely(dist[ID] > ray.tfar[k])) continue;
++ intersect(pre,ray,k,context,prim[i].subgrid(ID));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
++
++ if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
++ return true;
++ }
++ }
++ return false;
++ }
++ };
++ }
++ }