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Diffstat (limited to 'thirdparty/embree/kernels/common/ray.h')
| -rw-r--r-- | thirdparty/embree/kernels/common/ray.h | 1517 | 
1 files changed, 1517 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/common/ray.h b/thirdparty/embree/kernels/common/ray.h new file mode 100644 index 0000000000..7b951cc1e8 --- /dev/null +++ b/thirdparty/embree/kernels/common/ray.h @@ -0,0 +1,1517 @@ +// Copyright 2009-2021 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "default.h" +#include "instance_stack.h" + +// FIXME: if ray gets seperated into ray* and hit, uload4 needs to be adjusted + +namespace embree +{ +  static const size_t MAX_INTERNAL_STREAM_SIZE = 32; + +  /* Ray structure for K rays */ +  template<int K> +  struct RayK +  { +    /* Default construction does nothing */ +    __forceinline RayK() {} + +    /* Constructs a ray from origin, direction, and ray segment. Near +     * has to be smaller than far */ +    __forceinline RayK(const Vec3vf<K>& org, const Vec3vf<K>& dir, +                       const vfloat<K>& tnear = zero, const vfloat<K>& tfar = inf, +                       const vfloat<K>& time = zero, const vint<K>& mask = -1, const vint<K>& id = 0, const vint<K>& flags = 0) +      : org(org), dir(dir), _tnear(tnear), tfar(tfar), _time(time), mask(mask), id(id), flags(flags) {} + +    /* Returns the size of the ray */ +    static __forceinline size_t size() { return K; } + +    /* Calculates if this is a valid ray that does not cause issues during traversal */ +    __forceinline vbool<K> valid() const +    { +      const vbool<K> vx = (abs(org.x) <= vfloat<K>(FLT_LARGE)) & (abs(dir.x) <= vfloat<K>(FLT_LARGE)); +      const vbool<K> vy = (abs(org.y) <= vfloat<K>(FLT_LARGE)) & (abs(dir.y) <= vfloat<K>(FLT_LARGE)); +      const vbool<K> vz = (abs(org.z) <= vfloat<K>(FLT_LARGE)) & (abs(dir.z) <= vfloat<K>(FLT_LARGE)); +      const vbool<K> vn = abs(tnear()) <= vfloat<K>(inf); +      const vbool<K> vf = abs(tfar) <= vfloat<K>(inf); +      return vx & vy & vz & vn & vf; +    } + +    __forceinline void get(RayK<1>* ray) const; +    __forceinline void get(size_t i, RayK<1>& ray) const; +    __forceinline void set(const RayK<1>* ray); +    __forceinline void set(size_t i, const RayK<1>& ray); + +    __forceinline void copy(size_t dest, size_t source); + +    __forceinline vint<K> octant() const +    { +      return select(dir.x < 0.0f, vint<K>(1), vint<K>(zero)) | +             select(dir.y < 0.0f, vint<K>(2), vint<K>(zero)) | +             select(dir.z < 0.0f, vint<K>(4), vint<K>(zero)); +    } + +    /* Ray data */ +    Vec3vf<K> org;    // ray origin +    vfloat<K> _tnear; // start of ray segment +    Vec3vf<K> dir;    // ray direction +    vfloat<K> _time;  // time of this ray for motion blur +    vfloat<K> tfar;   // end of ray segment +    vint<K> mask;     // used to mask out objects during traversal +    vint<K> id;       +    vint<K> flags;   + +    __forceinline vfloat<K>& tnear() { return _tnear; } +    __forceinline vfloat<K>& time()  { return _time; } +    __forceinline const vfloat<K>& tnear() const { return _tnear; } +    __forceinline const vfloat<K>& time()  const { return _time; } +  }; + +  /* Ray+hit structure for K rays */ +  template<int K> +  struct RayHitK : RayK<K> +  { +    using RayK<K>::org; +    using RayK<K>::_tnear; +    using RayK<K>::dir; +    using RayK<K>::_time; +    using RayK<K>::tfar; +    using RayK<K>::mask; +    using RayK<K>::id; +    using RayK<K>::flags; + +    using RayK<K>::tnear; +    using RayK<K>::time; + +    /* Default construction does nothing */ +    __forceinline RayHitK() {} + +    /* Constructs a ray from origin, direction, and ray segment. Near +     * has to be smaller than far */ +    __forceinline RayHitK(const Vec3vf<K>& org, const Vec3vf<K>& dir, +                          const vfloat<K>& tnear = zero, const vfloat<K>& tfar = inf, +                          const vfloat<K>& time = zero, const vint<K>& mask = -1, const vint<K>& id = 0, const vint<K>& flags = 0) +      : RayK<K>(org, dir, tnear, tfar, time, mask, id, flags), +        geomID(RTC_INVALID_GEOMETRY_ID)  +    { +      for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l) +        instID[l] = RTC_INVALID_GEOMETRY_ID; +    } + +    __forceinline RayHitK(const RayK<K>& ray) +      : RayK<K>(ray), +        geomID(RTC_INVALID_GEOMETRY_ID)  +    { +      for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l) +        instID[l] = RTC_INVALID_GEOMETRY_ID; +    } + +    __forceinline RayHitK<K>& operator =(const RayK<K>& ray) +    { +      org    = ray.org; +      _tnear = ray._tnear; +      dir    = ray.dir; +      _time  = ray._time; +      tfar   = ray.tfar; +      mask   = ray.mask; +      id     = ray.id; +      flags  = ray.flags; + +      geomID = RTC_INVALID_GEOMETRY_ID; +      for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l) +        instID[l] = RTC_INVALID_GEOMETRY_ID; + +      return *this; +    } + +    /* Calculates if the hit is valid */ +    __forceinline void verifyHit(const vbool<K>& valid0) const +    { +      vbool<K> valid = valid0 & geomID != vuint<K>(RTC_INVALID_GEOMETRY_ID); +      const vbool<K> vt = (abs(tfar) <= vfloat<K>(FLT_LARGE)) | (tfar == vfloat<K>(neg_inf)); +      const vbool<K> vu = (abs(u) <= vfloat<K>(FLT_LARGE)); +      const vbool<K> vv = (abs(u) <= vfloat<K>(FLT_LARGE)); +      const vbool<K> vnx = abs(Ng.x) <= vfloat<K>(FLT_LARGE); +      const vbool<K> vny = abs(Ng.y) <= vfloat<K>(FLT_LARGE); +      const vbool<K> vnz = abs(Ng.z) <= vfloat<K>(FLT_LARGE); +      if (any(valid & !vt)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid t"); +      if (any(valid & !vu)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid u"); +      if (any(valid & !vv)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid v"); +      if (any(valid & !vnx)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid Ng.x"); +      if (any(valid & !vny)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid Ng.y"); +      if (any(valid & !vnz)) throw_RTCError(RTC_ERROR_UNKNOWN,"invalid Ng.z"); +    } + +    __forceinline void get(RayHitK<1>* ray) const; +    __forceinline void get(size_t i, RayHitK<1>& ray) const; +    __forceinline void set(const RayHitK<1>* ray); +    __forceinline void set(size_t i, const RayHitK<1>& ray); + +    __forceinline void copy(size_t dest, size_t source); + +    /* Hit data */ +    Vec3vf<K> Ng;   // geometry normal +    vfloat<K> u;    // barycentric u coordinate of hit +    vfloat<K> v;    // barycentric v coordinate of hit +    vuint<K> primID; // primitive ID +    vuint<K> geomID; // geometry ID +    vuint<K> instID[RTC_MAX_INSTANCE_LEVEL_COUNT]; // instance ID +  }; + +  /* Specialization for a single ray */ +  template<> +  struct RayK<1> +  { +    /* Default construction does nothing */ +    __forceinline RayK() {} + +    /* Constructs a ray from origin, direction, and ray segment. Near +     *  has to be smaller than far */ +    __forceinline RayK(const Vec3fa& org, const Vec3fa& dir, float tnear = zero, float tfar = inf, float time = zero, int mask = -1, int id = 0, int flags = 0) +      : org(org,tnear), dir(dir,time), tfar(tfar), mask(mask), id(id), flags(flags) {} + +    /* Calculates if this is a valid ray that does not cause issues during traversal */ +    __forceinline bool valid() const { +      return all(le_mask(abs(Vec3fa(org)), Vec3fa(FLT_LARGE)) & le_mask(abs(Vec3fa(dir)), Vec3fa(FLT_LARGE))) && abs(tnear()) <= float(inf) && abs(tfar) <= float(inf); +    } + +    /* Ray data */ +    Vec3ff org;  // 3 floats for ray origin, 1 float for tnear +    //float tnear; // start of ray segment +    Vec3ff dir;  // 3 floats for ray direction, 1 float for time +    // float time;  +    float tfar;  // end of ray segment +    int mask;    // used to mask out objects during traversal +    int id;      // ray ID +    int flags;   // ray flags + +    __forceinline float& tnear() { return org.w; }; +    __forceinline const float& tnear() const { return org.w; }; + +    __forceinline float& time() { return dir.w; }; +    __forceinline const float& time() const { return dir.w; }; + +  }; + +  template<> +  struct RayHitK<1> : RayK<1> +  { +    /* Default construction does nothing */ +    __forceinline RayHitK() {} + +    /* Constructs a ray from origin, direction, and ray segment. Near +     *  has to be smaller than far */ +    __forceinline RayHitK(const Vec3fa& org, const Vec3fa& dir, float tnear = zero, float tfar = inf, float time = zero, int mask = -1, int id = 0, int flags = 0) +      : RayK<1>(org, dir, tnear, tfar, time, mask, id, flags), +        geomID(RTC_INVALID_GEOMETRY_ID) {} + +    __forceinline RayHitK(const RayK<1>& ray) +      : RayK<1>(ray), +        geomID(RTC_INVALID_GEOMETRY_ID) {} + +    __forceinline RayHitK<1>& operator =(const RayK<1>& ray) +    { +      org    = ray.org; +      dir    = ray.dir; +      tfar   = ray.tfar; +      mask   = ray.mask; +      id     = ray.id; +      flags  = ray.flags; + +      geomID = RTC_INVALID_GEOMETRY_ID; + +      return *this; +    } + +    /* Calculates if the hit is valid */ +    __forceinline void verifyHit() const +    { +      if (geomID == RTC_INVALID_GEOMETRY_ID) return; +      const bool vt = (abs(tfar) <= FLT_LARGE) || (tfar == float(neg_inf)); +      const bool vu = (abs(u) <= FLT_LARGE); +      const bool vv = (abs(u) <= FLT_LARGE); +      const bool vnx = abs(Ng.x) <= FLT_LARGE; +      const bool vny = abs(Ng.y) <= FLT_LARGE; +      const bool vnz = abs(Ng.z) <= FLT_LARGE; +      if (!vt) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid t"); +      if (!vu) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid u"); +      if (!vv) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid v"); +      if (!vnx) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid Ng.x"); +      if (!vny) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid Ng.y"); +      if (!vnz) throw_RTCError(RTC_ERROR_UNKNOWN, "invalid Ng.z"); +    } + +    /* Hit data */ +    Vec3f Ng;            // not normalized geometry normal +    float u;             // barycentric u coordinate of hit +    float v;             // barycentric v coordinate of hit +    unsigned int primID; // primitive ID +    unsigned int geomID; // geometry ID +    unsigned int instID[RTC_MAX_INSTANCE_LEVEL_COUNT]; // instance ID +  }; + +  /* Converts ray packet to single rays */ +  template<int K> +  __forceinline void RayK<K>::get(RayK<1>* ray) const +  { +    for (size_t i = 0; i < K; i++) // FIXME: use SIMD transpose +    { +      ray[i].org.x = org.x[i]; ray[i].org.y = org.y[i]; ray[i].org.z = org.z[i]; ray[i].tnear() = tnear()[i]; +      ray[i].dir.x = dir.x[i]; ray[i].dir.y = dir.y[i]; ray[i].dir.z = dir.z[i]; ray[i].time()  = time()[i]; +      ray[i].tfar  = tfar[i];  ray[i].mask = mask[i]; ray[i].id = id[i]; ray[i].flags = flags[i]; +    } +  } + +  template<int K> +  __forceinline void RayHitK<K>::get(RayHitK<1>* ray) const +  { +    // FIXME: use SIMD transpose +    for (size_t i = 0; i < K; i++) +      get(i, ray[i]); +  } + +  /* Extracts a single ray out of a ray packet*/ +  template<int K> +  __forceinline void RayK<K>::get(size_t i, RayK<1>& ray) const +  { +    ray.org.x = org.x[i]; ray.org.y = org.y[i]; ray.org.z = org.z[i]; ray.tnear() = tnear()[i];  +    ray.dir.x = dir.x[i]; ray.dir.y = dir.y[i]; ray.dir.z = dir.z[i]; ray.time()  = time()[i];   +    ray.tfar  = tfar[i]; ray.mask = mask[i];  ray.id = id[i]; ray.flags = flags[i]; +  } + +  template<int K> +  __forceinline void RayHitK<K>::get(size_t i, RayHitK<1>& ray) const +  { +    ray.org.x = org.x[i]; ray.org.y = org.y[i]; ray.org.z = org.z[i]; ray.tnear() = tnear()[i]; +    ray.dir.x = dir.x[i]; ray.dir.y = dir.y[i]; ray.dir.z = dir.z[i]; ray.tfar  = tfar[i]; ray.time()  = time()[i];  +    ray.mask = mask[i];  ray.id = id[i]; ray.flags = flags[i]; +    ray.Ng.x = Ng.x[i]; ray.Ng.y = Ng.y[i]; ray.Ng.z = Ng.z[i]; +    ray.u = u[i]; ray.v = v[i]; +    ray.primID = primID[i]; ray.geomID = geomID[i];  + +    instance_id_stack::copy_VU<K>(instID, ray.instID, i); +  } + +  /* Converts single rays to ray packet */ +  template<int K> +  __forceinline void RayK<K>::set(const RayK<1>* ray) +  { +    // FIXME: use SIMD transpose +    for (size_t i = 0; i < K; i++) +      set(i, ray[i]); +  } + +  template<int K> +  __forceinline void RayHitK<K>::set(const RayHitK<1>* ray) +  { +    // FIXME: use SIMD transpose +    for (size_t i = 0; i < K; i++) +      set(i, ray[i]); +  } + +  /* inserts a single ray into a ray packet element */ +  template<int K> +  __forceinline void RayK<K>::set(size_t i, const RayK<1>& ray) +  { +    org.x[i] = ray.org.x; org.y[i] = ray.org.y; org.z[i] = ray.org.z; tnear()[i] = ray.tnear(); +    dir.x[i] = ray.dir.x; dir.y[i] = ray.dir.y; dir.z[i] = ray.dir.z; time()[i] = ray.time(); +    tfar[i] = ray.tfar; mask[i] = ray.mask; id[i] = ray.id; flags[i] = ray.flags; +  } + +  template<int K> +  __forceinline void RayHitK<K>::set(size_t i, const RayHitK<1>& ray) +  { +    org.x[i] = ray.org.x; org.y[i] = ray.org.y; org.z[i] = ray.org.z; tnear()[i] = ray.tnear(); +    dir.x[i] = ray.dir.x; dir.y[i] = ray.dir.y; dir.z[i] = ray.dir.z; time()[i] = ray.time(); +    tfar[i] = ray.tfar; mask[i] = ray.mask; id[i] = ray.id; flags[i] = ray.flags; +    Ng.x[i] = ray.Ng.x; Ng.y[i] = ray.Ng.y; Ng.z[i] = ray.Ng.z; +    u[i] = ray.u; v[i] = ray.v; +    primID[i] = ray.primID; geomID[i] = ray.geomID; + +    instance_id_stack::copy_UV<K>(ray.instID, instID, i); +  } + +  /* copies a ray packet element into another element*/ +  template<int K> +  __forceinline void RayK<K>::copy(size_t dest, size_t source) +  { +    org.x[dest] = org.x[source]; org.y[dest] = org.y[source]; org.z[dest] = org.z[source]; tnear()[dest] = tnear()[source]; +    dir.x[dest] = dir.x[source]; dir.y[dest] = dir.y[source]; dir.z[dest] = dir.z[source]; time()[dest] = time()[source];  +    tfar [dest] = tfar[source]; mask[dest] = mask[source]; id[dest] = id[source]; flags[dest] = flags[source];  +  } + +  template<int K> +  __forceinline void RayHitK<K>::copy(size_t dest, size_t source) +  { +    org.x[dest] = org.x[source]; org.y[dest] = org.y[source]; org.z[dest] = org.z[source]; tnear()[dest] = tnear()[source]; +    dir.x[dest] = dir.x[source]; dir.y[dest] = dir.y[source]; dir.z[dest] = dir.z[source]; time()[dest] = time()[source];  +    tfar [dest] = tfar[source]; mask[dest] = mask[source]; id[dest] = id[source]; flags[dest] = flags[source]; +    Ng.x[dest] = Ng.x[source]; Ng.y[dest] = Ng.y[source]; Ng.z[dest] = Ng.z[source]; +    u[dest] = u[source]; v[dest] = v[source]; +    primID[dest] = primID[source]; geomID[dest] = geomID[source];   + +    instance_id_stack::copy_VV<K>(instID, instID, source, dest); +  } + +  /* Shortcuts */ +  typedef RayK<1>  Ray; +  typedef RayK<4>  Ray4; +  typedef RayK<8>  Ray8; +  typedef RayK<16> Ray16; +  struct RayN; + +  typedef RayHitK<1>  RayHit; +  typedef RayHitK<4>  RayHit4; +  typedef RayHitK<8>  RayHit8; +  typedef RayHitK<16> RayHit16; +  struct RayHitN; + +  template<int K, bool intersect> +  struct RayTypeHelper; + +  template<int K> +  struct RayTypeHelper<K, true> +  { +    typedef RayHitK<K> Ty; +  }; + +  template<int K> +  struct RayTypeHelper<K, false> +  { +    typedef RayK<K> Ty; +  }; + +  template<bool intersect> +  using RayType = typename RayTypeHelper<1, intersect>::Ty; + +  template<int K, bool intersect> +  using RayTypeK = typename RayTypeHelper<K, intersect>::Ty; + +  /* Outputs ray to stream */ +  template<int K> +  __forceinline embree_ostream operator <<(embree_ostream cout, const RayK<K>& ray) +  { +    return cout << "{ " << embree_endl +                << "  org = " << ray.org << embree_endl +                << "  dir = " << ray.dir << embree_endl +                << "  near = " << ray.tnear() << embree_endl +                << "  far = " << ray.tfar << embree_endl +                << "  time = " << ray.time() << embree_endl +                << "  mask = " << ray.mask << embree_endl +                << "  id = " << ray.id << embree_endl +                << "  flags = " << ray.flags << embree_endl +                << "}"; +  } + +  template<int K> +  __forceinline embree_ostream operator <<(embree_ostream cout, const RayHitK<K>& ray) +  { +    cout << "{ " << embree_endl +         << "  org = " << ray.org << embree_endl +         << "  dir = " << ray.dir << embree_endl +         << "  near = " << ray.tnear() << embree_endl +         << "  far = " << ray.tfar << embree_endl +         << "  time = " << ray.time() << embree_endl +         << "  mask = " << ray.mask << embree_endl +         << "  id = " << ray.id << embree_endl +         << "  flags = " << ray.flags << embree_endl +         << "  Ng = " << ray.Ng +         << "  u = " << ray.u <<  embree_endl +         << "  v = " << ray.v << embree_endl +         << "  primID = " << ray.primID <<  embree_endl +         << "  geomID = " << ray.geomID << embree_endl +         << "  instID ="; +    for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l) +    { +      cout << " " << ray.instID[l]; +    } +    cout << embree_endl; +    return cout << "}"; +  } + +  struct RayStreamSOA +  { +    __forceinline RayStreamSOA(void* rays, size_t N) +      : ptr((char*)rays), N(N) {} + +    /* ray data access functions */ +    __forceinline float* org_x(size_t offset = 0) { return (float*)&ptr[0*4*N+offset]; }  // x coordinate of ray origin +    __forceinline float* org_y(size_t offset = 0) { return (float*)&ptr[1*4*N+offset]; }  // y coordinate of ray origin +    __forceinline float* org_z(size_t offset = 0) { return (float*)&ptr[2*4*N+offset]; }; // z coordinate of ray origin +    __forceinline float* tnear(size_t offset = 0) { return (float*)&ptr[3*4*N+offset]; }; // start of ray segment + +    __forceinline float* dir_x(size_t offset = 0) { return (float*)&ptr[4*4*N+offset]; }; // x coordinate of ray direction +    __forceinline float* dir_y(size_t offset = 0) { return (float*)&ptr[5*4*N+offset]; }; // y coordinate of ray direction +    __forceinline float* dir_z(size_t offset = 0) { return (float*)&ptr[6*4*N+offset]; }; // z coordinate of ray direction +    __forceinline float* time (size_t offset = 0) { return (float*)&ptr[7*4*N+offset]; }; // time of this ray for motion blur + +    __forceinline float* tfar (size_t offset = 0) { return (float*)&ptr[8*4*N+offset]; }; // end of ray segment (set to hit distance) +    __forceinline int*   mask (size_t offset = 0) { return (int*)&ptr[9*4*N+offset];   }; // used to mask out objects during traversal (optional) +    __forceinline int*   id   (size_t offset = 0) { return (int*)&ptr[10*4*N+offset];  }; // id +    __forceinline int*   flags(size_t offset = 0) { return (int*)&ptr[11*4*N+offset];  }; // flags + +    /* hit data access functions */ +    __forceinline float* Ng_x(size_t offset = 0) { return (float*)&ptr[12*4*N+offset]; }; // x coordinate of geometry normal +    __forceinline float* Ng_y(size_t offset = 0) { return (float*)&ptr[13*4*N+offset]; }; // y coordinate of geometry normal +    __forceinline float* Ng_z(size_t offset = 0) { return (float*)&ptr[14*4*N+offset]; }; // z coordinate of geometry normal + +    __forceinline float* u(size_t offset = 0) { return (float*)&ptr[15*4*N+offset]; };    // barycentric u coordinate of hit +    __forceinline float* v(size_t offset = 0) { return (float*)&ptr[16*4*N+offset]; };    // barycentric v coordinate of hit + +    __forceinline unsigned int* primID(size_t offset = 0) { return (unsigned int*)&ptr[17*4*N+offset]; };   // primitive ID +    __forceinline unsigned int* geomID(size_t offset = 0) { return (unsigned int*)&ptr[18*4*N+offset]; };   // geometry ID +    __forceinline unsigned int* instID(size_t level, size_t offset = 0) { return (unsigned int*)&ptr[19*4*N+level*4*N+offset]; };   // instance ID + +    __forceinline Ray getRayByOffset(size_t offset) +    { +      Ray ray; +      ray.org.x   = org_x(offset)[0]; +      ray.org.y   = org_y(offset)[0]; +      ray.org.z   = org_z(offset)[0]; +      ray.tnear() = tnear(offset)[0]; +      ray.dir.x   = dir_x(offset)[0]; +      ray.dir.y   = dir_y(offset)[0]; +      ray.dir.z   = dir_z(offset)[0]; +      ray.time()  = time(offset)[0]; +      ray.tfar    = tfar(offset)[0]; +      ray.mask    = mask(offset)[0]; +      ray.id      = id(offset)[0]; +      ray.flags   = flags(offset)[0]; +      return ray; +    } + +    template<int K> +    __forceinline RayK<K> getRayByOffset(size_t offset) +    { +      RayK<K> ray; +      ray.org.x  = vfloat<K>::loadu(org_x(offset)); +      ray.org.y  = vfloat<K>::loadu(org_y(offset)); +      ray.org.z  = vfloat<K>::loadu(org_z(offset)); +      ray.tnear  = vfloat<K>::loadu(tnear(offset)); +      ray.dir.x  = vfloat<K>::loadu(dir_x(offset)); +      ray.dir.y  = vfloat<K>::loadu(dir_y(offset)); +      ray.dir.z  = vfloat<K>::loadu(dir_z(offset)); +      ray.time   = vfloat<K>::loadu(time(offset)); +      ray.tfar   = vfloat<K>::loadu(tfar(offset)); +      ray.mask   = vint<K>::loadu(mask(offset)); +      ray.id     = vint<K>::loadu(id(offset)); +      ray.flags  = vint<K>::loadu(flags(offset)); +      return ray; +    } + +    template<int K> +    __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, size_t offset) +    { +      RayK<K> ray; +      ray.org.x   = vfloat<K>::loadu(valid, org_x(offset)); +      ray.org.y   = vfloat<K>::loadu(valid, org_y(offset)); +      ray.org.z   = vfloat<K>::loadu(valid, org_z(offset)); +      ray.tnear() = vfloat<K>::loadu(valid, tnear(offset)); +      ray.dir.x   = vfloat<K>::loadu(valid, dir_x(offset)); +      ray.dir.y   = vfloat<K>::loadu(valid, dir_y(offset)); +      ray.dir.z   = vfloat<K>::loadu(valid, dir_z(offset)); +      ray.time()  = vfloat<K>::loadu(valid, time(offset)); +      ray.tfar  = vfloat<K>::loadu(valid, tfar(offset)); + +#if !defined(__AVX__) +      /* SSE: some ray members must be loaded with scalar instructions to ensure that we don't cause memory faults, +         because the SSE masked loads always access the entire vector */ +      if (unlikely(!all(valid))) +      { +        ray.mask  = zero; +        ray.id    = zero; +        ray.flags = zero; + +        for (size_t k = 0; k < K; k++) +        { +          if (likely(valid[k])) +          { +            ray.mask[k]  = mask(offset)[k]; +            ray.id[k]    = id(offset)[k]; +            ray.flags[k] = flags(offset)[k]; +          } +        } +      } +      else +#endif +      { +        ray.mask  = vint<K>::loadu(valid, mask(offset)); +        ray.id    = vint<K>::loadu(valid, id(offset)); +        ray.flags = vint<K>::loadu(valid, flags(offset)); +      } + +      return ray; +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayHitK<K>& ray) +    { +      /*  +       * valid_i: stores which of the input rays exist (do not access nonexistent rays!) +       * valid:   stores which of the rays actually hit something. +       */ +      vbool<K> valid = valid_i; +      valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); + +      if (likely(any(valid))) +      { +        vfloat<K>::storeu(valid, tfar(offset), ray.tfar); +        vfloat<K>::storeu(valid, Ng_x(offset), ray.Ng.x); +        vfloat<K>::storeu(valid, Ng_y(offset), ray.Ng.y); +        vfloat<K>::storeu(valid, Ng_z(offset), ray.Ng.z); +        vfloat<K>::storeu(valid, u(offset), ray.u); +        vfloat<K>::storeu(valid, v(offset), ray.v); + +#if !defined(__AVX__) +        /* SSE: some ray members must be stored with scalar instructions to ensure that we don't cause memory faults, +           because the SSE masked stores always access the entire vector */ +        if (unlikely(!all(valid_i))) +        { +          for (size_t k = 0; k < K; k++) +          { +            if (likely(valid[k])) +            { +              primID(offset)[k] = ray.primID[k]; +              geomID(offset)[k] = ray.geomID[k]; + +              instID(0, offset)[k] = ray.instID[0][k]; +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +              for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1][k] != RTC_INVALID_GEOMETRY_ID; ++l) +                instID(l, offset)[k] = ray.instID[l][k]; +#endif +            } +          } +        } +        else +#endif +        { +          vuint<K>::storeu(valid, primID(offset), ray.primID); +          vuint<K>::storeu(valid, geomID(offset), ray.geomID); + +          vuint<K>::storeu(valid, instID(0, offset), ray.instID[0]); +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +          for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l) +            vuint<K>::storeu(valid, instID(l, offset), ray.instID[l]); +#endif +        } +      } +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.tfar < 0.0f); + +      if (likely(any(valid))) +        vfloat<K>::storeu(valid, tfar(offset), ray.tfar); +    } + +    __forceinline size_t getOctantByOffset(size_t offset) +    { +      const float dx = dir_x(offset)[0]; +      const float dy = dir_y(offset)[0]; +      const float dz = dir_z(offset)[0]; +      const size_t octantID = (dx < 0.0f ? 1 : 0) + (dy < 0.0f ? 2 : 0) + (dz < 0.0f ? 4 : 0); +      return octantID; +    } + +    __forceinline bool isValidByOffset(size_t offset) +    { +      const float nnear = tnear(offset)[0]; +      const float ffar  = tfar(offset)[0]; +      return nnear <= ffar; +    } + +    template<int K> +    __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, const vint<K>& offset) +    { +      RayK<K> ray; + +#if defined(__AVX2__) +      ray.org.x   = vfloat<K>::template gather<1>(valid, org_x(), offset); +      ray.org.y   = vfloat<K>::template gather<1>(valid, org_y(), offset); +      ray.org.z   = vfloat<K>::template gather<1>(valid, org_z(), offset); +      ray.tnear() = vfloat<K>::template gather<1>(valid, tnear(), offset); +      ray.dir.x   = vfloat<K>::template gather<1>(valid, dir_x(), offset); +      ray.dir.y   = vfloat<K>::template gather<1>(valid, dir_y(), offset); +      ray.dir.z   = vfloat<K>::template gather<1>(valid, dir_z(), offset); +      ray.time()  = vfloat<K>::template gather<1>(valid, time(), offset); +      ray.tfar    = vfloat<K>::template gather<1>(valid, tfar(), offset); +      ray.mask    = vint<K>::template gather<1>(valid, mask(), offset); +      ray.id      = vint<K>::template gather<1>(valid, id(), offset); +      ray.flags   = vint<K>::template gather<1>(valid, flags(), offset); +#else +      ray.org     = zero; +      ray.tnear() = zero; +      ray.dir     = zero; +      ray.time()  = zero; +      ray.tfar    = zero; +      ray.mask    = zero; +      ray.id      = zero; +      ray.flags   = zero; + +      for (size_t k = 0; k < K; k++) +      { +        if (likely(valid[k])) +        { +          const size_t ofs = offset[k]; + +          ray.org.x[k]   = *org_x(ofs); +          ray.org.y[k]   = *org_y(ofs); +          ray.org.z[k]   = *org_z(ofs); +          ray.tnear()[k] = *tnear(ofs); +          ray.dir.x[k]   = *dir_x(ofs); +          ray.dir.y[k]   = *dir_y(ofs); +          ray.dir.z[k]   = *dir_z(ofs); +          ray.time()[k]  = *time(ofs); +          ray.tfar[k]    = *tfar(ofs); +          ray.mask[k]    = *mask(ofs); +          ray.id[k]      = *id(ofs); +          ray.flags[k]   = *flags(ofs); +        } +      } +#endif + +      return ray; +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayHitK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); + +      if (likely(any(valid))) +      { +#if defined(__AVX512F__) +        vfloat<K>::template scatter<1>(valid, tfar(), offset, ray.tfar); +        vfloat<K>::template scatter<1>(valid, Ng_x(), offset, ray.Ng.x); +        vfloat<K>::template scatter<1>(valid, Ng_y(), offset, ray.Ng.y); +        vfloat<K>::template scatter<1>(valid, Ng_z(), offset, ray.Ng.z); +        vfloat<K>::template scatter<1>(valid, u(), offset, ray.u); +        vfloat<K>::template scatter<1>(valid, v(), offset, ray.v); +        vuint<K>::template scatter<1>(valid, primID(), offset, ray.primID); +        vuint<K>::template scatter<1>(valid, geomID(), offset, ray.geomID); + +        vuint<K>::template scatter<1>(valid, instID(0), offset, ray.instID[0]); +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +        for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l) +          vuint<K>::template scatter<1>(valid, instID(l), offset, ray.instID[l]); +#endif +#else +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          const size_t ofs = offset[k]; + +          *tfar(ofs) = ray.tfar[k]; + +          *Ng_x(ofs)   = ray.Ng.x[k]; +          *Ng_y(ofs)   = ray.Ng.y[k]; +          *Ng_z(ofs)   = ray.Ng.z[k]; +          *u(ofs)      = ray.u[k]; +          *v(ofs)      = ray.v[k]; +          *primID(ofs) = ray.primID[k]; +          *geomID(ofs) = ray.geomID[k]; + +          *instID(0, ofs) = ray.instID[0][k]; +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +          for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1][k] != RTC_INVALID_GEOMETRY_ID; ++l) +            *instID(l, ofs) = ray.instID[l][k]; +#endif +        } +#endif +      } +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.tfar < 0.0f); + +      if (likely(any(valid))) +      { +#if defined(__AVX512F__) +        vfloat<K>::template scatter<1>(valid, tfar(), offset, ray.tfar); +#else +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          const size_t ofs = offset[k]; + +          *tfar(ofs) = ray.tfar[k]; +        } +#endif +      } +    } + +    char* __restrict__ ptr; +    size_t N; +  }; + +  template<size_t MAX_K> +  struct StackRayStreamSOA : public RayStreamSOA +  { +    __forceinline StackRayStreamSOA(size_t K) +      : RayStreamSOA(data, K) { assert(K <= MAX_K); } + +    char data[MAX_K / 4 * sizeof(RayHit4)]; +  }; + + +  struct RayStreamSOP +  { +    template<class T> +    __forceinline void init(T& t) +    { +      org_x  = (float*)&t.org.x; +      org_y  = (float*)&t.org.y; +      org_z  = (float*)&t.org.z; +      tnear  = (float*)&t.tnear; +      dir_x  = (float*)&t.dir.x; +      dir_y  = (float*)&t.dir.y; +      dir_z  = (float*)&t.dir.z; +      time   = (float*)&t.time; +      tfar   = (float*)&t.tfar; +      mask   = (unsigned int*)&t.mask; +      id     = (unsigned int*)&t.id; +      flags  = (unsigned int*)&t.flags; + +      Ng_x   = (float*)&t.Ng.x; +      Ng_y   = (float*)&t.Ng.y; +      Ng_z   = (float*)&t.Ng.z; +      u      = (float*)&t.u; +      v      = (float*)&t.v; +      primID = (unsigned int*)&t.primID; +      geomID = (unsigned int*)&t.geomID; + +      for (unsigned l = 0; l < RTC_MAX_INSTANCE_LEVEL_COUNT; ++l) +        instID[l] = (unsigned int*)&t.instID[l]; +    } + +    __forceinline Ray getRayByOffset(size_t offset) +    { +      Ray ray; +      ray.org.x   = *(float* __restrict__)((char*)org_x + offset); +      ray.org.y   = *(float* __restrict__)((char*)org_y + offset); +      ray.org.z   = *(float* __restrict__)((char*)org_z + offset); +      ray.dir.x   = *(float* __restrict__)((char*)dir_x + offset); +      ray.dir.y   = *(float* __restrict__)((char*)dir_y + offset); +      ray.dir.z   = *(float* __restrict__)((char*)dir_z + offset); +      ray.tfar  = *(float* __restrict__)((char*)tfar + offset); +      ray.tnear() = tnear ? *(float* __restrict__)((char*)tnear + offset) : 0.0f; +      ray.time()  = time ? *(float* __restrict__)((char*)time + offset) : 0.0f; +      ray.mask    = mask ? *(unsigned int* __restrict__)((char*)mask + offset) : -1; +      ray.id      = id ? *(unsigned int* __restrict__)((char*)id + offset) : -1; +      ray.flags   = flags ? *(unsigned int* __restrict__)((char*)flags + offset) : -1; +      return ray; +    } + +    template<int K> +    __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, size_t offset) +    { +      RayK<K> ray; +      ray.org.x   = vfloat<K>::loadu(valid, (float* __restrict__)((char*)org_x + offset)); +      ray.org.y   = vfloat<K>::loadu(valid, (float* __restrict__)((char*)org_y + offset)); +      ray.org.z   = vfloat<K>::loadu(valid, (float* __restrict__)((char*)org_z + offset)); +      ray.dir.x   = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_x + offset)); +      ray.dir.y   = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_y + offset)); +      ray.dir.z   = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_z + offset)); +      ray.tfar    = vfloat<K>::loadu(valid, (float* __restrict__)((char*)tfar + offset)); +      ray.tnear() = tnear ? vfloat<K>::loadu(valid, (float* __restrict__)((char*)tnear + offset)) : 0.0f; +      ray.time()  = time ? vfloat<K>::loadu(valid, (float* __restrict__)((char*)time + offset)) : 0.0f; +      ray.mask    = mask ? vint<K>::loadu(valid, (const void* __restrict__)((char*)mask + offset)) : -1; +      ray.id      = id ? vint<K>::loadu(valid, (const void* __restrict__)((char*)id + offset)) : -1; +      ray.flags   = flags ? vint<K>::loadu(valid, (const void* __restrict__)((char*)flags + offset)) : -1; +      return ray; +    } + +    template<int K> +    __forceinline Vec3vf<K> getDirByOffset(const vbool<K>& valid, size_t offset) +    { +      Vec3vf<K> dir; +      dir.x = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_x + offset)); +      dir.y = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_y + offset)); +      dir.z = vfloat<K>::loadu(valid, (float* __restrict__)((char*)dir_z + offset)); +      return dir; +    } + +    __forceinline void setHitByOffset(size_t offset, const RayHit& ray) +    { +      if (ray.geomID != RTC_INVALID_GEOMETRY_ID) +      { +        *(float* __restrict__)((char*)tfar + offset) = ray.tfar; + +        if (likely(Ng_x)) *(float* __restrict__)((char*)Ng_x + offset) = ray.Ng.x; +        if (likely(Ng_y)) *(float* __restrict__)((char*)Ng_y + offset) = ray.Ng.y; +        if (likely(Ng_z)) *(float* __restrict__)((char*)Ng_z + offset) = ray.Ng.z; +        *(float* __restrict__)((char*)u + offset) = ray.u; +        *(float* __restrict__)((char*)v + offset) = ray.v; +        *(unsigned int* __restrict__)((char*)geomID + offset) = ray.geomID; +        *(unsigned int* __restrict__)((char*)primID + offset) = ray.primID; + +        if (likely(instID[0])) { +          *(unsigned int* __restrict__)((char*)instID[0] + offset) = ray.instID[0]; +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +          for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID; ++l) +            *(unsigned int* __restrict__)((char*)instID[l] + offset) = ray.instID[l]; +#endif +        } +      } +    } + +    __forceinline void setHitByOffset(size_t offset, const Ray& ray) +    { +      *(float* __restrict__)((char*)tfar + offset) = ray.tfar; +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayHitK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); + +      if (likely(any(valid))) +      { +        vfloat<K>::storeu(valid, (float* __restrict__)((char*)tfar + offset), ray.tfar); + +        if (likely(Ng_x)) vfloat<K>::storeu(valid, (float* __restrict__)((char*)Ng_x + offset), ray.Ng.x); +        if (likely(Ng_y)) vfloat<K>::storeu(valid, (float* __restrict__)((char*)Ng_y + offset), ray.Ng.y); +        if (likely(Ng_z)) vfloat<K>::storeu(valid, (float* __restrict__)((char*)Ng_z + offset), ray.Ng.z); +        vfloat<K>::storeu(valid, (float* __restrict__)((char*)u + offset), ray.u); +        vfloat<K>::storeu(valid, (float* __restrict__)((char*)v + offset), ray.v); +        vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)primID + offset), ray.primID); +        vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)geomID + offset), ray.geomID); + +        if (likely(instID[0])) { +          vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)instID[0] + offset), ray.instID[0]); +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +          for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l) +            vuint<K>::storeu(valid, (unsigned int* __restrict__)((char*)instID[l] + offset), ray.instID[l]); +#endif +        } +      } +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, size_t offset, const RayK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.tfar < 0.0f); + +      if (likely(any(valid))) +        vfloat<K>::storeu(valid, (float* __restrict__)((char*)tfar + offset), ray.tfar); +    } + +    __forceinline size_t getOctantByOffset(size_t offset) +    { +      const float dx = *(float* __restrict__)((char*)dir_x + offset); +      const float dy = *(float* __restrict__)((char*)dir_y + offset); +      const float dz = *(float* __restrict__)((char*)dir_z + offset); +      const size_t octantID = (dx < 0.0f ? 1 : 0) + (dy < 0.0f ? 2 : 0) + (dz < 0.0f ? 4 : 0); +      return octantID; +    } + +    __forceinline bool isValidByOffset(size_t offset) +    { +      const float nnear = tnear ? *(float* __restrict__)((char*)tnear + offset) : 0.0f; +      const float ffar  = *(float* __restrict__)((char*)tfar + offset); +      return nnear <= ffar; +    } + +    template<int K> +    __forceinline vbool<K> isValidByOffset(const vbool<K>& valid, size_t offset) +    { +      const vfloat<K> nnear = tnear ? vfloat<K>::loadu(valid, (float* __restrict__)((char*)tnear + offset)) : 0.0f; +      const vfloat<K> ffar  = vfloat<K>::loadu(valid, (float* __restrict__)((char*)tfar + offset)); +      return nnear <= ffar; +    } + +    template<int K> +    __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, const vint<K>& offset) +    { +      RayK<K> ray; + +#if defined(__AVX2__) +      ray.org.x   = vfloat<K>::template gather<1>(valid, org_x, offset); +      ray.org.y   = vfloat<K>::template gather<1>(valid, org_y, offset); +      ray.org.z   = vfloat<K>::template gather<1>(valid, org_z, offset); +      ray.dir.x   = vfloat<K>::template gather<1>(valid, dir_x, offset); +      ray.dir.y   = vfloat<K>::template gather<1>(valid, dir_y, offset); +      ray.dir.z   = vfloat<K>::template gather<1>(valid, dir_z, offset); +      ray.tfar    = vfloat<K>::template gather<1>(valid, tfar, offset); +      ray.tnear() = tnear ? vfloat<K>::template gather<1>(valid, tnear, offset) : vfloat<K>(zero); +      ray.time()  = time ? vfloat<K>::template gather<1>(valid, time, offset) : vfloat<K>(zero); +      ray.mask    = mask ? vint<K>::template gather<1>(valid, (int*)mask, offset) : vint<K>(-1); +      ray.id      = id ? vint<K>::template gather<1>(valid, (int*)id, offset) : vint<K>(-1); +      ray.flags   = flags ? vint<K>::template gather<1>(valid, (int*)flags, offset) : vint<K>(-1); +#else +      ray.org     = zero; +      ray.tnear() = zero; +      ray.dir     = zero; +      ray.tfar    = zero; +      ray.time()  = zero; +      ray.mask    = zero; +      ray.id      = zero; +      ray.flags   = zero; + +      for (size_t k = 0; k < K; k++) +      { +        if (likely(valid[k])) +        { +          const size_t ofs = offset[k]; + +          ray.org.x[k]   = *(float* __restrict__)((char*)org_x + ofs); +          ray.org.y[k]   = *(float* __restrict__)((char*)org_y + ofs); +          ray.org.z[k]   = *(float* __restrict__)((char*)org_z + ofs); +          ray.dir.x[k]   = *(float* __restrict__)((char*)dir_x + ofs); +          ray.dir.y[k]   = *(float* __restrict__)((char*)dir_y + ofs); +          ray.dir.z[k]   = *(float* __restrict__)((char*)dir_z + ofs); +          ray.tfar[k]  = *(float* __restrict__)((char*)tfar + ofs); +          ray.tnear()[k] = tnear ? *(float* __restrict__)((char*)tnear + ofs) : 0.0f; +          ray.time()[k]  = time ? *(float* __restrict__)((char*)time + ofs) : 0.0f; +          ray.mask[k]    = mask ? *(int* __restrict__)((char*)mask + ofs) : -1; +          ray.id[k]      = id ? *(int* __restrict__)((char*)id + ofs) : -1; +          ray.flags[k]   = flags ? *(int* __restrict__)((char*)flags + ofs) : -1; +        } +      } +#endif + +      return ray; +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayHitK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); + +      if (likely(any(valid))) +      { +#if defined(__AVX512F__) +        vfloat<K>::template scatter<1>(valid, tfar, offset, ray.tfar); + +        if (likely(Ng_x)) vfloat<K>::template scatter<1>(valid, Ng_x, offset, ray.Ng.x); +        if (likely(Ng_y)) vfloat<K>::template scatter<1>(valid, Ng_y, offset, ray.Ng.y); +        if (likely(Ng_z)) vfloat<K>::template scatter<1>(valid, Ng_z, offset, ray.Ng.z); +        vfloat<K>::template scatter<1>(valid, u, offset, ray.u); +        vfloat<K>::template scatter<1>(valid, v, offset, ray.v); +        vuint<K>::template scatter<1>(valid, (unsigned int*)geomID, offset, ray.geomID); +        vuint<K>::template scatter<1>(valid, (unsigned int*)primID, offset, ray.primID); + +        if (likely(instID[0])) { +          vuint<K>::template scatter<1>(valid, (unsigned int*)instID[0], offset, ray.instID[0]); +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +          for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l) +            vuint<K>::template scatter<1>(valid, (unsigned int*)instID[l], offset, ray.instID[l]); +#endif +        } +#else +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          const size_t ofs = offset[k]; + +          *(float* __restrict__)((char*)tfar + ofs) = ray.tfar[k]; + +          if (likely(Ng_x)) *(float* __restrict__)((char*)Ng_x + ofs) = ray.Ng.x[k]; +          if (likely(Ng_y)) *(float* __restrict__)((char*)Ng_y + ofs) = ray.Ng.y[k]; +          if (likely(Ng_z)) *(float* __restrict__)((char*)Ng_z + ofs) = ray.Ng.z[k]; +          *(float* __restrict__)((char*)u + ofs) = ray.u[k]; +          *(float* __restrict__)((char*)v + ofs) = ray.v[k]; +          *(unsigned int* __restrict__)((char*)primID + ofs) = ray.primID[k]; +          *(unsigned int* __restrict__)((char*)geomID + ofs) = ray.geomID[k]; + +          if (likely(instID[0])) { +            *(unsigned int* __restrict__)((char*)instID[0] + ofs) = ray.instID[0][k]; +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +            for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && ray.instID[l-1][k] != RTC_INVALID_GEOMETRY_ID; ++l) +              *(unsigned int* __restrict__)((char*)instID[l] + ofs) = ray.instID[l][k]; +#endif +          } +        } +#endif +      } +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.tfar < 0.0f); + +      if (likely(any(valid))) +      { +#if defined(__AVX512F__) +        vfloat<K>::template scatter<1>(valid, tfar, offset, ray.tfar); +#else +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          const size_t ofs = offset[k]; + +          *(float* __restrict__)((char*)tfar + ofs) = ray.tfar[k]; +        } +#endif +      } +    } + +    /* ray data */ +    float* __restrict__ org_x; // x coordinate of ray origin +    float* __restrict__ org_y; // y coordinate of ray origin +    float* __restrict__ org_z; // z coordinate of ray origin +    float* __restrict__ tnear; // start of ray segment (optional) + +    float* __restrict__ dir_x; // x coordinate of ray direction +    float* __restrict__ dir_y; // y coordinate of ray direction +    float* __restrict__ dir_z; // z coordinate of ray direction +    float* __restrict__ time;         // time of this ray for motion blur (optional) + +    float* __restrict__ tfar;  // end of ray segment (set to hit distance) +    unsigned int* __restrict__ mask;  // used to mask out objects during traversal (optional) +    unsigned int* __restrict__ id;    // ray ID +    unsigned int* __restrict__ flags; // ray flags + +    /* hit data */ +    float* __restrict__ Ng_x; // x coordinate of geometry normal (optional) +    float* __restrict__ Ng_y; // y coordinate of geometry normal (optional) +    float* __restrict__ Ng_z; // z coordinate of geometry normal (optional) + +    float* __restrict__ u;    // barycentric u coordinate of hit +    float* __restrict__ v;    // barycentric v coordinate of hit + +    unsigned int* __restrict__ primID; // primitive ID +    unsigned int* __restrict__ geomID; // geometry ID +    unsigned int* __restrict__ instID[RTC_MAX_INSTANCE_LEVEL_COUNT]; // instance ID (optional) +  }; + + +  struct RayStreamAOS +  { +    __forceinline RayStreamAOS(void* rays) +      : ptr((Ray*)rays) {} + +    __forceinline Ray& getRayByOffset(size_t offset) +    { +      return *(Ray*)((char*)ptr + offset); +    } + +    template<int K> +    __forceinline RayK<K> getRayByOffset(const vint<K>& offset); + +    template<int K> +    __forceinline RayK<K> getRayByOffset(const vbool<K>& valid, const vint<K>& offset) +    { +      const vint<K> valid_offset = select(valid, offset, vintx(zero)); +      return getRayByOffset<K>(valid_offset); +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayHitK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); + +      if (likely(any(valid))) +      { +#if defined(__AVX512F__) +        vfloat<K>::template scatter<1>(valid, &ptr->tfar, offset, ray.tfar); +        vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->Ng.x, offset, ray.Ng.x); +        vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->Ng.y, offset, ray.Ng.y); +        vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->Ng.z, offset, ray.Ng.z); +        vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->u, offset, ray.u); +        vfloat<K>::template scatter<1>(valid, &((RayHit*)ptr)->v, offset, ray.v); +        vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->primID, offset, ray.primID); +        vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->geomID, offset, ray.geomID); + +        vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->instID[0], offset, ray.instID[0]); +#if (RTC_MAX_INSTANCE_LEVEL_COUNT > 1) +        for (unsigned l = 1; l < RTC_MAX_INSTANCE_LEVEL_COUNT && any(valid & (ray.instID[l-1] != RTC_INVALID_GEOMETRY_ID)); ++l) +          vuint<K>::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->instID[l], offset, ray.instID[l]); +#endif +#else +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          RayHit* __restrict__ ray_k = (RayHit*)((char*)ptr + offset[k]); +          ray_k->tfar   = ray.tfar[k]; +          ray_k->Ng.x   = ray.Ng.x[k]; +          ray_k->Ng.y   = ray.Ng.y[k]; +          ray_k->Ng.z   = ray.Ng.z[k]; +          ray_k->u      = ray.u[k]; +          ray_k->v      = ray.v[k]; +          ray_k->primID = ray.primID[k]; +          ray_k->geomID = ray.geomID[k]; + +          instance_id_stack::copy_VU<K>(ray.instID, ray_k->instID, k); +        } +#endif +      } +    } + +    template<int K> +    __forceinline void setHitByOffset(const vbool<K>& valid_i, const vint<K>& offset, const RayK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.tfar < 0.0f); + +      if (likely(any(valid))) +      { +#if defined(__AVX512F__) +        vfloat<K>::template scatter<1>(valid, &ptr->tfar, offset, ray.tfar); +#else +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          Ray* __restrict__ ray_k = (Ray*)((char*)ptr + offset[k]); +          ray_k->tfar = ray.tfar[k]; +        } +#endif +      } +    } + +    Ray* __restrict__ ptr; +  }; + +  template<> +  __forceinline Ray4 RayStreamAOS::getRayByOffset<4>(const vint4& offset) +  { +    Ray4 ray; + +    /* load and transpose: org.x, org.y, org.z, tnear */ +    const vfloat4 a0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->org); +    const vfloat4 a1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->org); +    const vfloat4 a2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->org); +    const vfloat4 a3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->org); + +    transpose(a0,a1,a2,a3, ray.org.x, ray.org.y, ray.org.z, ray.tnear()); + +    /* load and transpose: dir.x, dir.y, dir.z, time */ +    const vfloat4 b0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->dir); +    const vfloat4 b1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->dir); +    const vfloat4 b2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->dir); +    const vfloat4 b3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->dir); + +    transpose(b0,b1,b2,b3, ray.dir.x, ray.dir.y, ray.dir.z, ray.time()); + +    /* load and transpose: tfar, mask, id, flags */ +    const vfloat4 c0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->tfar); +    const vfloat4 c1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->tfar); +    const vfloat4 c2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->tfar); +    const vfloat4 c3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->tfar); + +    vfloat4 maskf, idf, flagsf; +    transpose(c0,c1,c2,c3, ray.tfar, maskf, idf, flagsf); +    ray.mask  = asInt(maskf); +    ray.id    = asInt(idf); +    ray.flags = asInt(flagsf); + +    return ray; +  } + +#if defined(__AVX__) +  template<> +  __forceinline Ray8 RayStreamAOS::getRayByOffset<8>(const vint8& offset) +  { +    Ray8 ray; + +    /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */ +    const vfloat8 ab0 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[0]))->org); +    const vfloat8 ab1 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[1]))->org); +    const vfloat8 ab2 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[2]))->org); +    const vfloat8 ab3 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[3]))->org); +    const vfloat8 ab4 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[4]))->org); +    const vfloat8 ab5 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[5]))->org); +    const vfloat8 ab6 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[6]))->org); +    const vfloat8 ab7 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[7]))->org); + +    transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7, ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time()); + +    /* load and transpose: tfar, mask, id, flags */ +    const vfloat4 c0 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[0]))->tfar); +    const vfloat4 c1 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[1]))->tfar); +    const vfloat4 c2 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[2]))->tfar); +    const vfloat4 c3 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[3]))->tfar); +    const vfloat4 c4 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[4]))->tfar); +    const vfloat4 c5 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[5]))->tfar); +    const vfloat4 c6 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[6]))->tfar); +    const vfloat4 c7 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[7]))->tfar); + +    vfloat8 maskf, idf, flagsf; +    transpose(c0,c1,c2,c3,c4,c5,c6,c7, ray.tfar, maskf, idf, flagsf); +    ray.mask  = asInt(maskf); +    ray.id    = asInt(idf); +    ray.flags = asInt(flagsf); + +    return ray; +  } +#endif + +#if defined(__AVX512F__) +  template<> +  __forceinline Ray16 RayStreamAOS::getRayByOffset<16>(const vint16& offset) +  { +    Ray16 ray; + +    /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */ +    const vfloat8 ab0  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 0]))->org); +    const vfloat8 ab1  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 1]))->org); +    const vfloat8 ab2  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 2]))->org); +    const vfloat8 ab3  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 3]))->org); +    const vfloat8 ab4  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 4]))->org); +    const vfloat8 ab5  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 5]))->org); +    const vfloat8 ab6  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 6]))->org); +    const vfloat8 ab7  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 7]))->org); +    const vfloat8 ab8  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 8]))->org); +    const vfloat8 ab9  = vfloat8::loadu(&((Ray*)((char*)ptr + offset[ 9]))->org); +    const vfloat8 ab10 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[10]))->org); +    const vfloat8 ab11 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[11]))->org); +    const vfloat8 ab12 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[12]))->org); +    const vfloat8 ab13 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[13]))->org); +    const vfloat8 ab14 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[14]))->org); +    const vfloat8 ab15 = vfloat8::loadu(&((Ray*)((char*)ptr + offset[15]))->org); + +    transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7,ab8,ab9,ab10,ab11,ab12,ab13,ab14,ab15, +              ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time()); + +    /* load and transpose: tfar, mask, id, flags */ +    const vfloat4 c0  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 0]))->tfar); +    const vfloat4 c1  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 1]))->tfar); +    const vfloat4 c2  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 2]))->tfar); +    const vfloat4 c3  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 3]))->tfar); +    const vfloat4 c4  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 4]))->tfar); +    const vfloat4 c5  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 5]))->tfar); +    const vfloat4 c6  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 6]))->tfar); +    const vfloat4 c7  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 7]))->tfar); +    const vfloat4 c8  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 8]))->tfar); +    const vfloat4 c9  = vfloat4::loadu(&((Ray*)((char*)ptr + offset[ 9]))->tfar); +    const vfloat4 c10 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[10]))->tfar); +    const vfloat4 c11 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[11]))->tfar); +    const vfloat4 c12 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[12]))->tfar); +    const vfloat4 c13 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[13]))->tfar); +    const vfloat4 c14 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[14]))->tfar); +    const vfloat4 c15 = vfloat4::loadu(&((Ray*)((char*)ptr + offset[15]))->tfar); + +    vfloat16 maskf, idf, flagsf; +    transpose(c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13,c14,c15, +              ray.tfar, maskf, idf, flagsf); +    ray.mask  = asInt(maskf); +    ray.id    = asInt(idf); +    ray.flags = asInt(flagsf); + +    return ray; +  } +#endif + + +  struct RayStreamAOP +  { +    __forceinline RayStreamAOP(void* rays) +      : ptr((Ray**)rays) {} + +    __forceinline Ray& getRayByIndex(size_t index) +    { +      return *ptr[index]; +    } + +    template<int K> +    __forceinline RayK<K> getRayByIndex(const vint<K>& index); + +    template<int K> +    __forceinline RayK<K> getRayByIndex(const vbool<K>& valid, const vint<K>& index) +    { +      const vint<K> valid_index = select(valid, index, vintx(zero)); +      return getRayByIndex<K>(valid_index); +    } + +    template<int K> +    __forceinline void setHitByIndex(const vbool<K>& valid_i, const vint<K>& index, const RayHitK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); + +      if (likely(any(valid))) +      { +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          RayHit* __restrict__ ray_k = (RayHit*)ptr[index[k]]; + +          ray_k->tfar = ray.tfar[k]; +          ray_k->Ng.x   = ray.Ng.x[k]; +          ray_k->Ng.y   = ray.Ng.y[k]; +          ray_k->Ng.z   = ray.Ng.z[k]; +          ray_k->u      = ray.u[k]; +          ray_k->v      = ray.v[k]; +          ray_k->primID = ray.primID[k]; +          ray_k->geomID = ray.geomID[k]; +          instance_id_stack::copy_VU<K>(ray.instID, ray_k->instID, k); +        } +      } +    } + +    template<int K> +    __forceinline void setHitByIndex(const vbool<K>& valid_i, const vint<K>& index, const RayK<K>& ray) +    { +      vbool<K> valid = valid_i; +      valid &= (ray.tfar < 0.0f); + +      if (likely(any(valid))) +      { +        size_t valid_bits = movemask(valid); +        while (valid_bits != 0) +        { +          const size_t k = bscf(valid_bits); +          Ray* __restrict__ ray_k = ptr[index[k]]; + +          ray_k->tfar = ray.tfar[k]; +        } +      } +    } + +    Ray** __restrict__ ptr; +  }; + +  template<> +  __forceinline Ray4 RayStreamAOP::getRayByIndex<4>(const vint4& index) +  { +    Ray4 ray; + +    /* load and transpose: org.x, org.y, org.z, tnear */ +    const vfloat4 a0 = vfloat4::loadu(&ptr[index[0]]->org); +    const vfloat4 a1 = vfloat4::loadu(&ptr[index[1]]->org); +    const vfloat4 a2 = vfloat4::loadu(&ptr[index[2]]->org); +    const vfloat4 a3 = vfloat4::loadu(&ptr[index[3]]->org); + +    transpose(a0,a1,a2,a3, ray.org.x, ray.org.y, ray.org.z, ray.tnear()); + +    /* load and transpose: dir.x, dir.y, dir.z, time */ +    const vfloat4 b0 = vfloat4::loadu(&ptr[index[0]]->dir); +    const vfloat4 b1 = vfloat4::loadu(&ptr[index[1]]->dir); +    const vfloat4 b2 = vfloat4::loadu(&ptr[index[2]]->dir); +    const vfloat4 b3 = vfloat4::loadu(&ptr[index[3]]->dir); + +    transpose(b0,b1,b2,b3, ray.dir.x, ray.dir.y, ray.dir.z, ray.time()); + +    /* load and transpose: tfar, mask, id, flags */ +    const vfloat4 c0 = vfloat4::loadu(&ptr[index[0]]->tfar); +    const vfloat4 c1 = vfloat4::loadu(&ptr[index[1]]->tfar); +    const vfloat4 c2 = vfloat4::loadu(&ptr[index[2]]->tfar); +    const vfloat4 c3 = vfloat4::loadu(&ptr[index[3]]->tfar); + +    vfloat4 maskf, idf, flagsf; +    transpose(c0,c1,c2,c3, ray.tfar, maskf, idf, flagsf); +    ray.mask  = asInt(maskf); +    ray.id    = asInt(idf); +    ray.flags = asInt(flagsf); + +    return ray; +  } + +#if defined(__AVX__) +  template<> +  __forceinline Ray8 RayStreamAOP::getRayByIndex<8>(const vint8& index) +  { +    Ray8 ray; + +    /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */ +    const vfloat8 ab0 = vfloat8::loadu(&ptr[index[0]]->org); +    const vfloat8 ab1 = vfloat8::loadu(&ptr[index[1]]->org); +    const vfloat8 ab2 = vfloat8::loadu(&ptr[index[2]]->org); +    const vfloat8 ab3 = vfloat8::loadu(&ptr[index[3]]->org); +    const vfloat8 ab4 = vfloat8::loadu(&ptr[index[4]]->org); +    const vfloat8 ab5 = vfloat8::loadu(&ptr[index[5]]->org); +    const vfloat8 ab6 = vfloat8::loadu(&ptr[index[6]]->org); +    const vfloat8 ab7 = vfloat8::loadu(&ptr[index[7]]->org); + +    transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7, ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time()); + +    /* load and transpose: tfar, mask, id, flags */ +    const vfloat4 c0 = vfloat4::loadu(&ptr[index[0]]->tfar); +    const vfloat4 c1 = vfloat4::loadu(&ptr[index[1]]->tfar); +    const vfloat4 c2 = vfloat4::loadu(&ptr[index[2]]->tfar); +    const vfloat4 c3 = vfloat4::loadu(&ptr[index[3]]->tfar); +    const vfloat4 c4 = vfloat4::loadu(&ptr[index[4]]->tfar); +    const vfloat4 c5 = vfloat4::loadu(&ptr[index[5]]->tfar); +    const vfloat4 c6 = vfloat4::loadu(&ptr[index[6]]->tfar); +    const vfloat4 c7 = vfloat4::loadu(&ptr[index[7]]->tfar); + +    vfloat8 maskf, idf, flagsf; +    transpose(c0,c1,c2,c3,c4,c5,c6,c7, ray.tfar, maskf, idf, flagsf); +    ray.mask  = asInt(maskf); +    ray.id    = asInt(idf); +    ray.flags = asInt(flagsf); + +    return ray; +  } +#endif + +#if defined(__AVX512F__) +  template<> +  __forceinline Ray16 RayStreamAOP::getRayByIndex<16>(const vint16& index) +  { +    Ray16 ray; + +    /* load and transpose: org.x, org.y, org.z, tnear, dir.x, dir.y, dir.z, time */ +    const vfloat8 ab0  = vfloat8::loadu(&ptr[index[0]]->org); +    const vfloat8 ab1  = vfloat8::loadu(&ptr[index[1]]->org); +    const vfloat8 ab2  = vfloat8::loadu(&ptr[index[2]]->org); +    const vfloat8 ab3  = vfloat8::loadu(&ptr[index[3]]->org); +    const vfloat8 ab4  = vfloat8::loadu(&ptr[index[4]]->org); +    const vfloat8 ab5  = vfloat8::loadu(&ptr[index[5]]->org); +    const vfloat8 ab6  = vfloat8::loadu(&ptr[index[6]]->org); +    const vfloat8 ab7  = vfloat8::loadu(&ptr[index[7]]->org); +    const vfloat8 ab8  = vfloat8::loadu(&ptr[index[8]]->org); +    const vfloat8 ab9  = vfloat8::loadu(&ptr[index[9]]->org); +    const vfloat8 ab10 = vfloat8::loadu(&ptr[index[10]]->org); +    const vfloat8 ab11 = vfloat8::loadu(&ptr[index[11]]->org); +    const vfloat8 ab12 = vfloat8::loadu(&ptr[index[12]]->org); +    const vfloat8 ab13 = vfloat8::loadu(&ptr[index[13]]->org); +    const vfloat8 ab14 = vfloat8::loadu(&ptr[index[14]]->org); +    const vfloat8 ab15 = vfloat8::loadu(&ptr[index[15]]->org); + +    transpose(ab0,ab1,ab2,ab3,ab4,ab5,ab6,ab7,ab8,ab9,ab10,ab11,ab12,ab13,ab14,ab15, +              ray.org.x, ray.org.y, ray.org.z, ray.tnear(), ray.dir.x, ray.dir.y, ray.dir.z, ray.time()); + +    /* load and transpose: tfar, mask, id, flags */ +    const vfloat4 c0  = vfloat4::loadu(&ptr[index[0]]->tfar); +    const vfloat4 c1  = vfloat4::loadu(&ptr[index[1]]->tfar); +    const vfloat4 c2  = vfloat4::loadu(&ptr[index[2]]->tfar); +    const vfloat4 c3  = vfloat4::loadu(&ptr[index[3]]->tfar); +    const vfloat4 c4  = vfloat4::loadu(&ptr[index[4]]->tfar); +    const vfloat4 c5  = vfloat4::loadu(&ptr[index[5]]->tfar); +    const vfloat4 c6  = vfloat4::loadu(&ptr[index[6]]->tfar); +    const vfloat4 c7  = vfloat4::loadu(&ptr[index[7]]->tfar); +    const vfloat4 c8  = vfloat4::loadu(&ptr[index[8]]->tfar); +    const vfloat4 c9  = vfloat4::loadu(&ptr[index[9]]->tfar); +    const vfloat4 c10 = vfloat4::loadu(&ptr[index[10]]->tfar); +    const vfloat4 c11 = vfloat4::loadu(&ptr[index[11]]->tfar); +    const vfloat4 c12 = vfloat4::loadu(&ptr[index[12]]->tfar); +    const vfloat4 c13 = vfloat4::loadu(&ptr[index[13]]->tfar); +    const vfloat4 c14 = vfloat4::loadu(&ptr[index[14]]->tfar); +    const vfloat4 c15 = vfloat4::loadu(&ptr[index[15]]->tfar); + +    vfloat16 maskf, idf, flagsf; +    transpose(c0,c1,c2,c3,c4,c5,c6,c7,c8,c9,c10,c11,c12,c13,c14,c15, +              ray.tfar, maskf, idf, flagsf); + +    ray.mask  = asInt(maskf); +    ray.id    = asInt(idf); +    ray.flags = asInt(flagsf); + +    return ray; +  } +#endif +}  |