diff options
author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-05-21 18:30:02 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-05-21 18:30:02 +0200 |
commit | 3ee034451a9349e7de26decc662afefd7ab8c460 (patch) | |
tree | a8bec3fbb06c2eaca05a075f5ffe2cdd2d94f04a /thirdparty/embree/kernels/geometry/trianglei_intersector.h | |
parent | 8fa07eae145e1e37eb8708ce8c117188b58e3ecc (diff) | |
parent | 767e374dced69b45db0afb30ca2ccf0bbbeef672 (diff) |
Merge pull request #48885 from JFonS/upgrade_embree
Upgrade Embree to the latest official release (3.13.0).
Diffstat (limited to 'thirdparty/embree/kernels/geometry/trianglei_intersector.h')
-rw-r--r-- | thirdparty/embree/kernels/geometry/trianglei_intersector.h | 336 |
1 files changed, 336 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/geometry/trianglei_intersector.h b/thirdparty/embree/kernels/geometry/trianglei_intersector.h new file mode 100644 index 0000000000..f7deb9e72d --- /dev/null +++ b/thirdparty/embree/kernels/geometry/trianglei_intersector.h @@ -0,0 +1,336 @@ +// 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())); + } + }; + } +} |