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diff --git a/thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h b/thirdparty/embree-aarch64/kernels/geometry/quadi_intersector.h
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+// 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());
+ }
+ };
+ }
+}