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Diffstat (limited to 'thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h')
-rw-r--r-- | thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h | 350 |
1 files changed, 350 insertions, 0 deletions
diff --git a/thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h b/thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h new file mode 100644 index 0000000000..96cf7f1ca2 --- /dev/null +++ b/thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h @@ -0,0 +1,350 @@ +// Copyright 2009-2020 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "quadi.h" +#include "quad_intersector_moeller.h" +#include "quad_intersector_pluecker.h" + +namespace embree +{ + namespace isa + { + /*! Intersects M quads with 1 ray */ + template<int M, bool filter> + struct QuadMiIntersector1Moeller + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations; + + /*! Intersect a ray with the M quads and updates the hit. */ + static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + /*! Test if the ray is occluded by one of M quads. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) + { + return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); + } + }; + + /*! Intersects M triangles with K rays. */ + template<int M, int K, bool filter> + struct QuadMiIntersectorKMoeller + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; + + /*! Intersects K rays with M triangles. */ + static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) + { + Scene* scene = context->scene; + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(normal.trav_prims,1,popcnt(valid_i),K); + const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); + const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); + const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); + const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); + pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.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 QuadMi<M>& quad) + { + Scene* scene = context->scene; + vbool<K> valid0 = valid_i; + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(shadow.trav_prims,1,popcnt(valid0),K); + const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); + const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); + const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); + const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); + if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) + 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 QuadMi<M>& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.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 QuadMi<M>& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + }; + + /*! Intersects M quads with 1 ray */ + template<int M, bool filter> + struct QuadMiIntersector1Pluecker + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersector1Pluecker<M,filter> Precalculations; + + /*! Intersect a ray with the M quads and updates the hit. */ + static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + /*! Test if the ray is occluded by one of M quads. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) + { + return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); + } + }; + + /*! Intersects M triangles with K rays. */ + template<int M, int K, bool filter> + struct QuadMiIntersectorKPluecker + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; + + /*! Intersects K rays with M triangles. */ + static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) + { + Scene* scene = context->scene; + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(normal.trav_prims,1,popcnt(valid_i),K); + const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); + const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); + const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); + const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); + pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.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 QuadMi<M>& quad) + { + Scene* scene = context->scene; + vbool<K> valid0 = valid_i; + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(shadow.trav_prims,1,popcnt(valid0),K); + const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); + const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); + const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); + const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); + if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) + 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 QuadMi<M>& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.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 QuadMi<M>& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); + return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + }; + + /*! Intersects M motion blur quads with 1 ray */ + template<int M, bool filter> + struct QuadMiMBIntersector1Moeller + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations; + + /*! Intersect a ray with the M quads and updates the hit. */ + static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); + pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + /*! Test if the ray is occluded by one of M quads. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); + return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) + { + return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); + } + }; + + /*! Intersects M motion blur quads with K rays. */ + template<int M, int K, bool filter> + struct QuadMiMBIntersectorKMoeller + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; + + /*! Intersects K rays with M quads. */ + static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) + { + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(normal.trav_prims,1,popcnt(valid_i),K); + Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); + pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); + } + } + + /*! Test for K rays if they are occluded by any of the M quads. */ + static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) + { + vbool<K> valid0 = valid_i; + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(shadow.trav_prims,1,popcnt(valid0),K); + Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); + if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) + break; + } + return !valid0; + } + + /*! Intersect a ray with M quads and updates the hit. */ + static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); + pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + /*! Test if the ray is occluded by one of the M quads. */ + static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); + return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + }; + + /*! Intersects M motion blur quads with 1 ray */ + template<int M, bool filter> + struct QuadMiMBIntersector1Pluecker + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersector1Pluecker<M,filter> Precalculations; + + /*! Intersect a ray with the M quads and updates the hit. */ + static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); + pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + /*! Test if the ray is occluded by one of M quads. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); + return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) + { + return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); + } + }; + + /*! Intersects M motion blur quads with K rays. */ + template<int M, int K, bool filter> + struct QuadMiMBIntersectorKPluecker + { + typedef QuadMi<M> Primitive; + typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; + + /*! Intersects K rays with M quads. */ + static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) + { + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(normal.trav_prims,1,popcnt(valid_i),K); + Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); + pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); + } + } + + /*! Test for K rays if they are occluded by any of the M quads. */ + static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) + { + vbool<K> valid0 = valid_i; + for (size_t i=0; i<QuadMi<M>::max_size(); i++) + { + if (!quad.valid(i)) break; + STAT3(shadow.trav_prims,1,popcnt(valid0),K); + Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); + if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) + break; + } + return !valid0; + } + + /*! Intersect a ray with M quads and updates the hit. */ + static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) + { + STAT3(normal.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); + pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + + /*! Test if the ray is occluded by one of the M quads. */ + static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) + { + STAT3(shadow.trav_prims,1,1,1); + Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); + return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); + } + }; + } +} |