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authorjfons <joan.fonssanchez@gmail.com>2021-05-20 12:49:33 +0200
committerjfons <joan.fonssanchez@gmail.com>2021-05-21 17:00:24 +0200
commit767e374dced69b45db0afb30ca2ccf0bbbeef672 (patch)
treea712cecc2c8cc2c6d6ecdc4a50020d423ddb4c0c /thirdparty/embree-aarch64/kernels/bvh/bvh_rotate.cpp
parent42b6602f1d4b108cecb94b94c0d2b645acaebd4f (diff)
Upgrade Embree to the latest official release.
Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
Diffstat (limited to 'thirdparty/embree-aarch64/kernels/bvh/bvh_rotate.cpp')
-rw-r--r--thirdparty/embree-aarch64/kernels/bvh/bvh_rotate.cpp127
1 files changed, 0 insertions, 127 deletions
diff --git a/thirdparty/embree-aarch64/kernels/bvh/bvh_rotate.cpp b/thirdparty/embree-aarch64/kernels/bvh/bvh_rotate.cpp
deleted file mode 100644
index 2bb431bf0e..0000000000
--- a/thirdparty/embree-aarch64/kernels/bvh/bvh_rotate.cpp
+++ /dev/null
@@ -1,127 +0,0 @@
-// Copyright 2009-2020 Intel Corporation
-// SPDX-License-Identifier: Apache-2.0
-
-#include "bvh_rotate.h"
-
-namespace embree
-{
- namespace isa
- {
- /*! Computes half surface area of box. */
- __forceinline float halfArea3f(const BBox<vfloat4>& box) {
- const vfloat4 d = box.size();
- const vfloat4 a = d*shuffle<1,2,0,3>(d);
- return a[0]+a[1]+a[2];
- }
-
- size_t BVHNRotate<4>::rotate(NodeRef parentRef, size_t depth)
- {
- /*! nothing to rotate if we reached a leaf node. */
- if (parentRef.isBarrier()) return 0;
- if (parentRef.isLeaf()) return 0;
- AABBNode* parent = parentRef.getAABBNode();
-
- /*! rotate all children first */
- vint4 cdepth;
- for (size_t c=0; c<4; c++)
- cdepth[c] = (int)rotate(parent->child(c),depth+1);
-
- /* compute current areas of all children */
- vfloat4 sizeX = parent->upper_x-parent->lower_x;
- vfloat4 sizeY = parent->upper_y-parent->lower_y;
- vfloat4 sizeZ = parent->upper_z-parent->lower_z;
- vfloat4 childArea = madd(sizeX,(sizeY + sizeZ),sizeY*sizeZ);
-
- /*! get node bounds */
- BBox<vfloat4> child1_0,child1_1,child1_2,child1_3;
- parent->bounds(child1_0,child1_1,child1_2,child1_3);
-
- /*! Find best rotation. We pick a first child (child1) and a sub-child
- (child2child) of a different second child (child2), and swap child1
- and child2child. We perform the best such swap. */
- float bestArea = 0;
- size_t bestChild1 = -1, bestChild2 = -1, bestChild2Child = -1;
- for (size_t c2=0; c2<4; c2++)
- {
- /*! ignore leaf nodes as we cannot descent into them */
- if (parent->child(c2).isBarrier()) continue;
- if (parent->child(c2).isLeaf()) continue;
- AABBNode* child2 = parent->child(c2).getAABBNode();
-
- /*! transpose child bounds */
- BBox<vfloat4> child2c0,child2c1,child2c2,child2c3;
- child2->bounds(child2c0,child2c1,child2c2,child2c3);
-
- /*! put child1_0 at each child2 position */
- float cost00 = halfArea3f(merge(child1_0,child2c1,child2c2,child2c3));
- float cost01 = halfArea3f(merge(child2c0,child1_0,child2c2,child2c3));
- float cost02 = halfArea3f(merge(child2c0,child2c1,child1_0,child2c3));
- float cost03 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_0));
- vfloat4 cost0 = vfloat4(cost00,cost01,cost02,cost03);
- vfloat4 min0 = vreduce_min(cost0);
- int pos0 = (int)bsf(movemask(min0 == cost0));
-
- /*! put child1_1 at each child2 position */
- float cost10 = halfArea3f(merge(child1_1,child2c1,child2c2,child2c3));
- float cost11 = halfArea3f(merge(child2c0,child1_1,child2c2,child2c3));
- float cost12 = halfArea3f(merge(child2c0,child2c1,child1_1,child2c3));
- float cost13 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_1));
- vfloat4 cost1 = vfloat4(cost10,cost11,cost12,cost13);
- vfloat4 min1 = vreduce_min(cost1);
- int pos1 = (int)bsf(movemask(min1 == cost1));
-
- /*! put child1_2 at each child2 position */
- float cost20 = halfArea3f(merge(child1_2,child2c1,child2c2,child2c3));
- float cost21 = halfArea3f(merge(child2c0,child1_2,child2c2,child2c3));
- float cost22 = halfArea3f(merge(child2c0,child2c1,child1_2,child2c3));
- float cost23 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_2));
- vfloat4 cost2 = vfloat4(cost20,cost21,cost22,cost23);
- vfloat4 min2 = vreduce_min(cost2);
- int pos2 = (int)bsf(movemask(min2 == cost2));
-
- /*! put child1_3 at each child2 position */
- float cost30 = halfArea3f(merge(child1_3,child2c1,child2c2,child2c3));
- float cost31 = halfArea3f(merge(child2c0,child1_3,child2c2,child2c3));
- float cost32 = halfArea3f(merge(child2c0,child2c1,child1_3,child2c3));
- float cost33 = halfArea3f(merge(child2c0,child2c1,child2c2,child1_3));
- vfloat4 cost3 = vfloat4(cost30,cost31,cost32,cost33);
- vfloat4 min3 = vreduce_min(cost3);
- int pos3 = (int)bsf(movemask(min3 == cost3));
-
- /*! find best other child */
- vfloat4 area0123 = vfloat4(extract<0>(min0),extract<0>(min1),extract<0>(min2),extract<0>(min3)) - vfloat4(childArea[c2]);
- int pos[4] = { pos0,pos1,pos2,pos3 };
- const size_t mbd = BVH4::maxBuildDepth;
- vbool4 valid = vint4(int(depth+1))+cdepth <= vint4(mbd); // only select swaps that fulfill depth constraints
- valid &= vint4(int(c2)) != vint4(step);
- if (none(valid)) continue;
- size_t c1 = select_min(valid,area0123);
- float area = area0123[c1];
- if (c1 == c2) continue; // can happen if bounds are NANs
-
- /*! accept a swap when it reduces cost and is not swapping a node with itself */
- if (area < bestArea) {
- bestArea = area;
- bestChild1 = c1;
- bestChild2 = c2;
- bestChild2Child = pos[c1];
- }
- }
-
- /*! if we did not find a swap that improves the SAH then do nothing */
- if (bestChild1 == size_t(-1)) return 1+reduce_max(cdepth);
-
- /*! perform the best found tree rotation */
- AABBNode* child2 = parent->child(bestChild2).getAABBNode();
- AABBNode::swap(parent,bestChild1,child2,bestChild2Child);
- parent->setBounds(bestChild2,child2->bounds());
- AABBNode::compact(parent);
- AABBNode::compact(child2);
-
- /*! This returned depth is conservative as the child that was
- * pulled up in the tree could have been on the critical path. */
- cdepth[bestChild1]++; // bestChild1 was pushed down one level
- return 1+reduce_max(cdepth);
- }
- }
-}