| 1 | // Copyright 2009-2021 Intel Corporation | 
| 2 | // SPDX-License-Identifier: Apache-2.0 | 
| 3 |  | 
| 4 | #pragma once | 
| 5 |  | 
| 6 | #include "quadi.h" | 
| 7 | #include "quad_intersector_moeller.h" | 
| 8 | #include "quad_intersector_pluecker.h" | 
| 9 |  | 
| 10 | namespace embree | 
| 11 | { | 
| 12 |   namespace isa | 
| 13 |   { | 
| 14 |     /*! Intersects M quads with 1 ray */ | 
| 15 |     template<int M, bool filter> | 
| 16 |     struct QuadMiIntersector1Moeller | 
| 17 |     { | 
| 18 |       typedef QuadMi<M> Primitive; | 
| 19 |       typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations; | 
| 20 |  | 
| 21 |       /*! Intersect a ray with the M quads and updates the hit. */ | 
| 22 |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
| 23 |       { | 
| 24 |         STAT3(normal.trav_prims,1,1,1); | 
| 25 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 26 |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 27 |       } | 
| 28 |  | 
| 29 |       /*! Test if the ray is occluded by one of M quads. */ | 
| 30 |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
| 31 |       { | 
| 32 |         STAT3(shadow.trav_prims,1,1,1); | 
| 33 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 34 |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 35 |       } | 
| 36 |  | 
| 37 |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
| 38 |       { | 
| 39 |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
| 40 |       } | 
| 41 |     }; | 
| 42 |  | 
| 43 |     /*! Intersects M triangles with K rays. */ | 
| 44 |     template<int M, int K, bool filter> | 
| 45 |     struct QuadMiIntersectorKMoeller | 
| 46 |     { | 
| 47 |       typedef QuadMi<M> Primitive; | 
| 48 |       typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; | 
| 49 |  | 
| 50 |       /*! Intersects K rays with M triangles. */ | 
| 51 |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 52 |       { | 
| 53 |         Scene* scene = context->scene; | 
| 54 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 55 |         { | 
| 56 |           if (!quad.valid(i)) break; | 
| 57 |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
| 58 |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
| 59 |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
| 60 |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
| 61 |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
| 62 |           pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
| 63 |         } | 
| 64 |       } | 
| 65 |  | 
| 66 |       /*! Test for K rays if they are occluded by any of the M triangles. */ | 
| 67 |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 68 |       { | 
| 69 |         Scene* scene = context->scene; | 
| 70 |         vbool<K> valid0 = valid_i; | 
| 71 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 72 |         { | 
| 73 |           if (!quad.valid(i)) break; | 
| 74 |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
| 75 |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
| 76 |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
| 77 |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
| 78 |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
| 79 |           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
| 80 |             break; | 
| 81 |         } | 
| 82 |         return !valid0; | 
| 83 |       } | 
| 84 |        | 
| 85 |       /*! Intersect a ray with M triangles and updates the hit. */ | 
| 86 |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 87 |       { | 
| 88 |         STAT3(normal.trav_prims,1,1,1); | 
| 89 |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 90 |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 91 |       } | 
| 92 |  | 
| 93 |       /*! Test if the ray is occluded by one of the M triangles. */ | 
| 94 |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 95 |       { | 
| 96 |         STAT3(shadow.trav_prims,1,1,1); | 
| 97 |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 98 |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 99 |       } | 
| 100 |     }; | 
| 101 |  | 
| 102 |     /*! Intersects M quads with 1 ray */ | 
| 103 |     template<int M, bool filter> | 
| 104 |     struct QuadMiIntersector1Pluecker | 
| 105 |     { | 
| 106 |       typedef QuadMi<M> Primitive; | 
| 107 |       typedef QuadMIntersector1Pluecker<M,filter> Precalculations; | 
| 108 |  | 
| 109 |       /*! Intersect a ray with the M quads and updates the hit. */ | 
| 110 |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
| 111 |       { | 
| 112 |         STAT3(normal.trav_prims,1,1,1); | 
| 113 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 114 |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 115 |       } | 
| 116 |  | 
| 117 |       /*! Test if the ray is occluded by one of M quads. */ | 
| 118 |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
| 119 |       { | 
| 120 |         STAT3(shadow.trav_prims,1,1,1); | 
| 121 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 122 |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 123 |       } | 
| 124 |        | 
| 125 |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
| 126 |       { | 
| 127 |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
| 128 |       } | 
| 129 |     }; | 
| 130 |  | 
| 131 |     /*! Intersects M triangles with K rays. */ | 
| 132 |     template<int M, int K, bool filter> | 
| 133 |     struct QuadMiIntersectorKPluecker | 
| 134 |     { | 
| 135 |       typedef QuadMi<M> Primitive; | 
| 136 |       typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; | 
| 137 |  | 
| 138 |       /*! Intersects K rays with M triangles. */ | 
| 139 |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 140 |       { | 
| 141 |         Scene* scene = context->scene; | 
| 142 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 143 |         { | 
| 144 |           if (!quad.valid(i)) break; | 
| 145 |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
| 146 |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
| 147 |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
| 148 |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
| 149 |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
| 150 |           pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
| 151 |         } | 
| 152 |       } | 
| 153 |  | 
| 154 |       /*! Test for K rays if they are occluded by any of the M triangles. */ | 
| 155 |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 156 |       { | 
| 157 |         Scene* scene = context->scene; | 
| 158 |         vbool<K> valid0 = valid_i; | 
| 159 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 160 |         { | 
| 161 |           if (!quad.valid(i)) break; | 
| 162 |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
| 163 |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
| 164 |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
| 165 |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
| 166 |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
| 167 |           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
| 168 |             break; | 
| 169 |         } | 
| 170 |         return !valid0; | 
| 171 |       } | 
| 172 |        | 
| 173 |       /*! Intersect a ray with M triangles and updates the hit. */ | 
| 174 |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 175 |       { | 
| 176 |         STAT3(normal.trav_prims,1,1,1); | 
| 177 |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 178 |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 179 |       } | 
| 180 |  | 
| 181 |       /*! Test if the ray is occluded by one of the M triangles. */ | 
| 182 |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 183 |       { | 
| 184 |         STAT3(shadow.trav_prims,1,1,1); | 
| 185 |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
| 186 |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 187 |       } | 
| 188 |     }; | 
| 189 |  | 
| 190 |     /*! Intersects M motion blur quads with 1 ray */ | 
| 191 |     template<int M, bool filter> | 
| 192 |     struct QuadMiMBIntersector1Moeller | 
| 193 |     { | 
| 194 |       typedef QuadMi<M> Primitive; | 
| 195 |       typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations; | 
| 196 |  | 
| 197 |       /*! Intersect a ray with the M quads and updates the hit. */ | 
| 198 |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
| 199 |       { | 
| 200 |         STAT3(normal.trav_prims,1,1,1); | 
| 201 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
| 202 |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 203 |       } | 
| 204 |  | 
| 205 |       /*! Test if the ray is occluded by one of M quads. */ | 
| 206 |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
| 207 |       { | 
| 208 |         STAT3(shadow.trav_prims,1,1,1); | 
| 209 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
| 210 |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 211 |       } | 
| 212 |        | 
| 213 |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
| 214 |       { | 
| 215 |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
| 216 |       } | 
| 217 |     }; | 
| 218 |  | 
| 219 |     /*! Intersects M motion blur quads with K rays. */ | 
| 220 |     template<int M, int K, bool filter> | 
| 221 |     struct QuadMiMBIntersectorKMoeller | 
| 222 |     { | 
| 223 |       typedef QuadMi<M> Primitive; | 
| 224 |       typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; | 
| 225 |  | 
| 226 |       /*! Intersects K rays with M quads. */ | 
| 227 |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 228 |       { | 
| 229 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 230 |         { | 
| 231 |           if (!quad.valid(i)) break; | 
| 232 |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
| 233 |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
| 234 |           pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
| 235 |         } | 
| 236 |       } | 
| 237 |  | 
| 238 |       /*! Test for K rays if they are occluded by any of the M quads. */ | 
| 239 |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 240 |       { | 
| 241 |         vbool<K> valid0 = valid_i; | 
| 242 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 243 |         { | 
| 244 |           if (!quad.valid(i)) break; | 
| 245 |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
| 246 |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
| 247 |           if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
| 248 |             break; | 
| 249 |         } | 
| 250 |         return !valid0; | 
| 251 |       } | 
| 252 |        | 
| 253 |       /*! Intersect a ray with M quads and updates the hit. */ | 
| 254 |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 255 |       { | 
| 256 |         STAT3(normal.trav_prims,1,1,1); | 
| 257 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
| 258 |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 259 |       } | 
| 260 |  | 
| 261 |       /*! Test if the ray is occluded by one of the M quads. */ | 
| 262 |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 263 |       { | 
| 264 |         STAT3(shadow.trav_prims,1,1,1); | 
| 265 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
| 266 |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 267 |       } | 
| 268 |     }; | 
| 269 |  | 
| 270 |     /*! Intersects M motion blur quads with 1 ray */ | 
| 271 |     template<int M, bool filter> | 
| 272 |     struct QuadMiMBIntersector1Pluecker | 
| 273 |     { | 
| 274 |       typedef QuadMi<M> Primitive; | 
| 275 |       typedef QuadMIntersector1Pluecker<M,filter> Precalculations; | 
| 276 |  | 
| 277 |       /*! Intersect a ray with the M quads and updates the hit. */ | 
| 278 |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
| 279 |       { | 
| 280 |         STAT3(normal.trav_prims,1,1,1); | 
| 281 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
| 282 |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 283 |       } | 
| 284 |  | 
| 285 |       /*! Test if the ray is occluded by one of M quads. */ | 
| 286 |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
| 287 |       { | 
| 288 |         STAT3(shadow.trav_prims,1,1,1); | 
| 289 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
| 290 |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 291 |       } | 
| 292 |        | 
| 293 |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
| 294 |       { | 
| 295 |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
| 296 |       } | 
| 297 |     }; | 
| 298 |  | 
| 299 |     /*! Intersects M motion blur quads with K rays. */ | 
| 300 |     template<int M, int K, bool filter> | 
| 301 |     struct QuadMiMBIntersectorKPluecker | 
| 302 |     { | 
| 303 |       typedef QuadMi<M> Primitive; | 
| 304 |       typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; | 
| 305 |  | 
| 306 |       /*! Intersects K rays with M quads. */ | 
| 307 |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 308 |       { | 
| 309 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 310 |         { | 
| 311 |           if (!quad.valid(i)) break; | 
| 312 |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
| 313 |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
| 314 |           pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
| 315 |         } | 
| 316 |       } | 
| 317 |  | 
| 318 |       /*! Test for K rays if they are occluded by any of the M quads. */ | 
| 319 |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
| 320 |       { | 
| 321 |         vbool<K> valid0 = valid_i; | 
| 322 |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
| 323 |         { | 
| 324 |           if (!quad.valid(i)) break; | 
| 325 |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
| 326 |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
| 327 |           if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
| 328 |             break; | 
| 329 |         } | 
| 330 |         return !valid0; | 
| 331 |       } | 
| 332 |        | 
| 333 |       /*! Intersect a ray with M quads and updates the hit. */ | 
| 334 |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 335 |       { | 
| 336 |         STAT3(normal.trav_prims,1,1,1); | 
| 337 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
| 338 |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 339 |       } | 
| 340 |  | 
| 341 |       /*! Test if the ray is occluded by one of the M quads. */ | 
| 342 |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
| 343 |       { | 
| 344 |         STAT3(shadow.trav_prims,1,1,1); | 
| 345 |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
| 346 |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
| 347 |       } | 
| 348 |     }; | 
| 349 |   } | 
| 350 | } | 
| 351 |  |