| 1 | // Copyright 2009-2021 Intel Corporation | 
| 2 | // SPDX-License-Identifier: Apache-2.0 | 
| 3 |  | 
| 4 | #pragma once | 
| 5 |  | 
| 6 | #include "quadv.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 QuadMvIntersector1Moeller | 
| 17 |     { | 
| 18 |       typedef QuadMv<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 |         pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 26 |       } | 
| 27 |          | 
| 28 |       /*! Test if the ray is occluded by one of M quads. */ | 
| 29 |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
| 30 |       { | 
| 31 |         STAT3(shadow.trav_prims,1,1,1); | 
| 32 |         return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 33 |       } | 
| 34 |        | 
| 35 |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
| 36 |       { | 
| 37 |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
| 38 |       } | 
| 39 |     }; | 
| 40 |  | 
| 41 |     /*! Intersects M triangles with K rays. */ | 
| 42 |     template<int M, int K, bool filter> | 
| 43 |     struct QuadMvIntersectorKMoeller | 
| 44 |     { | 
| 45 |       typedef QuadMv<M> Primitive; | 
| 46 |       typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; | 
| 47 |  | 
| 48 |       /*! Intersects K rays with M triangles. */ | 
| 49 |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad) | 
| 50 |       { | 
| 51 |         for (size_t i=0; i<QuadMv<M>::max_size(); i++) | 
| 52 |         { | 
| 53 |           if (!quad.valid(i)) break; | 
| 54 |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
| 55 |           const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); | 
| 56 |           const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); | 
| 57 |           const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i); | 
| 58 |           const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i); | 
| 59 |           pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
| 60 |         } | 
| 61 |       } | 
| 62 |  | 
| 63 |       /*! Test for K rays if they are occluded by any of the M triangles. */ | 
| 64 |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad) | 
| 65 |       { | 
| 66 |         vbool<K> valid0 = valid_i; | 
| 67 |  | 
| 68 |         for (size_t i=0; i<QuadMv<M>::max_size(); i++) | 
| 69 |         { | 
| 70 |           if (!quad.valid(i)) break; | 
| 71 |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
| 72 |           const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); | 
| 73 |           const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); | 
| 74 |           const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i); | 
| 75 |           const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i); | 
| 76 |           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
| 77 |             break; | 
| 78 |         } | 
| 79 |         return !valid0; | 
| 80 |       } | 
| 81 |        | 
| 82 |       /*! Intersect a ray with M triangles and updates the hit. */ | 
| 83 |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad) | 
| 84 |       { | 
| 85 |         STAT3(normal.trav_prims,1,1,1); | 
| 86 |         pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 87 |       } | 
| 88 |  | 
| 89 |       /*! Test if the ray is occluded by one of the M triangles. */ | 
| 90 |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad) | 
| 91 |       { | 
| 92 |         STAT3(shadow.trav_prims,1,1,1); | 
| 93 |         return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 94 |       } | 
| 95 |     }; | 
| 96 |  | 
| 97 |     /*! Intersects M quads with 1 ray */ | 
| 98 |     template<int M, bool filter> | 
| 99 |     struct QuadMvIntersector1Pluecker | 
| 100 |     { | 
| 101 |       typedef QuadMv<M> Primitive; | 
| 102 |       typedef QuadMIntersector1Pluecker<M,filter> Precalculations; | 
| 103 |          | 
| 104 |       /*! Intersect a ray with the M quads and updates the hit. */ | 
| 105 |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
| 106 |       { | 
| 107 |         STAT3(normal.trav_prims,1,1,1); | 
| 108 |         pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 109 |       } | 
| 110 |          | 
| 111 |       /*! Test if the ray is occluded by one of M quads. */ | 
| 112 |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
| 113 |       { | 
| 114 |         STAT3(shadow.trav_prims,1,1,1); | 
| 115 |         return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 116 |       } | 
| 117 |        | 
| 118 |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
| 119 |       { | 
| 120 |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
| 121 |       } | 
| 122 |     }; | 
| 123 |  | 
| 124 |     /*! Intersects M triangles with K rays. */ | 
| 125 |     template<int M, int K, bool filter> | 
| 126 |     struct QuadMvIntersectorKPluecker | 
| 127 |     { | 
| 128 |       typedef QuadMv<M> Primitive; | 
| 129 |       typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; | 
| 130 |  | 
| 131 |       /*! Intersects K rays with M triangles. */ | 
| 132 |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad) | 
| 133 |       { | 
| 134 |         for (size_t i=0; i<QuadMv<M>::max_size(); i++) | 
| 135 |         { | 
| 136 |           if (!quad.valid(i)) break; | 
| 137 |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
| 138 |           const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); | 
| 139 |           const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); | 
| 140 |           const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i); | 
| 141 |           const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i); | 
| 142 |           pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
| 143 |         } | 
| 144 |       } | 
| 145 |  | 
| 146 |       /*! Test for K rays if they are occluded by any of the M triangles. */ | 
| 147 |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad) | 
| 148 |       { | 
| 149 |         vbool<K> valid0 = valid_i; | 
| 150 |  | 
| 151 |         for (size_t i=0; i<QuadMv<M>::max_size(); i++) | 
| 152 |         { | 
| 153 |           if (!quad.valid(i)) break; | 
| 154 |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
| 155 |           const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i); | 
| 156 |           const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i); | 
| 157 |           const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i); | 
| 158 |           const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i); | 
| 159 |           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
| 160 |             break; | 
| 161 |         } | 
| 162 |         return !valid0; | 
| 163 |       } | 
| 164 |        | 
| 165 |       /*! Intersect a ray with M triangles and updates the hit. */ | 
| 166 |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad) | 
| 167 |       { | 
| 168 |         STAT3(normal.trav_prims,1,1,1); | 
| 169 |         pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 170 |       } | 
| 171 |  | 
| 172 |       /*! Test if the ray is occluded by one of the M triangles. */ | 
| 173 |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad) | 
| 174 |       { | 
| 175 |         STAT3(shadow.trav_prims,1,1,1); | 
| 176 |         return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID()); | 
| 177 |       } | 
| 178 |     }; | 
| 179 |   } | 
| 180 | } | 
| 181 |  | 
| 182 |  |