Revision control
++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "trianglei.h"
++ #include "triangle_intersector_moeller.h"
++ #include "triangle_intersector_pluecker.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ /*! Intersects M triangles with 1 ray */
++ template<int M, bool filter>
++ struct TriangleMiIntersector1Moeller
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef MoellerTrumboreIntersector1<M> Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
++ }
++ };
++
++ /*! Intersects M triangles with K rays */
++ template<int M, int K, bool filter>
++ struct TriangleMiIntersectorKMoeller
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
++
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri)
++ {
++ const Scene* scene = context->scene;
++ for (size_t i=0; i<Primitive::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
++ const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
++ const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
++ const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
++ pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
++ }
++ }
++
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
++ {
++ vbool<K> valid0 = valid_i;
++ const Scene* scene = context->scene;
++
++ for (size_t i=0; i<Primitive::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
++ const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
++ const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
++ const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
++ pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
++ if (none(valid0)) break;
++ }
++ return !valid0;
++ }
++
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
++ }
++ };
++
++ /*! Intersects M triangles with 1 ray */
++ template<int M, bool filter>
++ struct TriangleMiIntersector1Pluecker
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef PlueckerIntersector1<M> Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
++ }
++ };
++
++ /*! Intersects M triangles with K rays */
++ template<int M, int K, bool filter>
++ struct TriangleMiIntersectorKPluecker
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef PlueckerIntersectorK<M,K> Precalculations;
++
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri)
++ {
++ const Scene* scene = context->scene;
++ for (size_t i=0; i<Primitive::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
++ const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
++ const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
++ const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
++ pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
++ }
++ }
++
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
++ {
++ vbool<K> valid0 = valid_i;
++ const Scene* scene = context->scene;
++
++ for (size_t i=0; i<Primitive::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
++ const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
++ const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
++ const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
++ pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
++ if (none(valid0)) break;
++ }
++ return !valid0;
++ }
++
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
++ return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
++ }
++ };
++
++ /*! Intersects M motion blur triangles with 1 ray */
++ template<int M, bool filter>
++ struct TriangleMiMBIntersector1Moeller
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef MoellerTrumboreIntersector1<M> Precalculations;
++
++ /*! Intersect a ray with the M triangles and updates the hit. */
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
++ pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ /*! Test if the ray is occluded by one of M triangles. */
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
++ return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
++ }
++ };
++
++ /*! Intersects M motion blur triangles with K rays. */
++ template<int M, int K, bool filter>
++ struct TriangleMiMBIntersectorKMoeller
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
++
++ /*! Intersects K rays with M triangles. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
++ {
++ for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
++ pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
++ {
++ vbool<K> valid0 = valid_i;
++ for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
++ pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
++ if (none(valid0)) 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 TriangleMi<M>& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
++ pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
++ return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
++ }
++ };
++
++ /*! Intersects M motion blur triangles with 1 ray */
++ template<int M, bool filter>
++ struct TriangleMiMBIntersector1Pluecker
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef PlueckerIntersector1<M> Precalculations;
++
++ /*! Intersect a ray with the M triangles and updates the hit. */
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
++ pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ /*! Test if the ray is occluded by one of M triangles. */
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
++ return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
++ }
++ };
++
++ /*! Intersects M motion blur triangles with K rays. */
++ template<int M, int K, bool filter>
++ struct TriangleMiMBIntersectorKPluecker
++ {
++ typedef TriangleMi<M> Primitive;
++ typedef PlueckerIntersectorK<M,K> Precalculations;
++
++ /*! Intersects K rays with M triangles. */
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
++ {
++ for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(normal.trav_prims,1,popcnt(valid_i),K);
++ Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
++ pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
++ {
++ vbool<K> valid0 = valid_i;
++ for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
++ {
++ if (!tri.valid(i)) break;
++ STAT3(shadow.trav_prims,1,popcnt(valid0),K);
++ Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
++ pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
++ if (none(valid0)) 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 TriangleMi<M>& tri)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
++ pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
++ return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
++ }
++ };
++ }
++ }