// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "../../common/sys/platform.h" #include "../../common/sys/sysinfo.h" #include "../../common/sys/thread.h" #include "../../common/sys/alloc.h" #include "../../common/sys/ref.h" #include "../../common/sys/intrinsics.h" #include "../../common/sys/atomic.h" #include "../../common/sys/mutex.h" #include "../../common/sys/vector.h" #include "../../common/sys/array.h" #include "../../common/sys/string.h" #include "../../common/sys/regression.h" #include "../../common/sys/vector.h" #include "../../common/math/math.h" #include "../../common/math/transcendental.h" #include "../../common/simd/simd.h" #include "../../common/math/vec2.h" #include "../../common/math/vec3.h" #include "../../common/math/vec4.h" #include "../../common/math/vec2fa.h" #include "../../common/math/vec3fa.h" #include "../../common/math/interval.h" #include "../../common/math/bbox.h" #include "../../common/math/obbox.h" #include "../../common/math/lbbox.h" #include "../../common/math/linearspace2.h" #include "../../common/math/linearspace3.h" #include "../../common/math/affinespace.h" #include "../../common/math/range.h" #include "../../common/lexers/tokenstream.h" #include "../../common/tasking/taskscheduler.h" #define COMMA , #include "../config.h" #include "isa.h" #include "stat.h" #include "profile.h" #include "rtcore.h" #include "vector.h" #include "state.h" #include "instance_stack.h" #include <vector> #include <map> #include <algorithm> #include <functional> #include <utility> #include <sstream> namespace embree { //////////////////////////////////////////////////////////////////////////////// /// Vec2 shortcuts //////////////////////////////////////////////////////////////////////////////// template<int N> using Vec2vf = Vec2<vfloat<N>>; template<int N> using Vec2vd = Vec2<vdouble<N>>; template<int N> using Vec2vr = Vec2<vreal<N>>; template<int N> using Vec2vi = Vec2<vint<N>>; template<int N> using Vec2vl = Vec2<vllong<N>>; template<int N> using Vec2vb = Vec2<vbool<N>>; template<int N> using Vec2vbf = Vec2<vboolf<N>>; template<int N> using Vec2vbd = Vec2<vboold<N>>; typedef Vec2<vfloat4> Vec2vf4; typedef Vec2<vdouble4> Vec2vd4; typedef Vec2<vreal4> Vec2vr4; typedef Vec2<vint4> Vec2vi4; typedef Vec2<vllong4> Vec2vl4; typedef Vec2<vbool4> Vec2vb4; typedef Vec2<vboolf4> Vec2vbf4; typedef Vec2<vboold4> Vec2vbd4; typedef Vec2<vfloat8> Vec2vf8; typedef Vec2<vdouble8> Vec2vd8; typedef Vec2<vreal8> Vec2vr8; typedef Vec2<vint8> Vec2vi8; typedef Vec2<vllong8> Vec2vl8; typedef Vec2<vbool8> Vec2vb8; typedef Vec2<vboolf8> Vec2vbf8; typedef Vec2<vboold8> Vec2vbd8; typedef Vec2<vfloat16> Vec2vf16; typedef Vec2<vdouble16> Vec2vd16; typedef Vec2<vreal16> Vec2vr16; typedef Vec2<vint16> Vec2vi16; typedef Vec2<vllong16> Vec2vl16; typedef Vec2<vbool16> Vec2vb16; typedef Vec2<vboolf16> Vec2vbf16; typedef Vec2<vboold16> Vec2vbd16; typedef Vec2<vfloatx> Vec2vfx; typedef Vec2<vdoublex> Vec2vdx; typedef Vec2<vrealx> Vec2vrx; typedef Vec2<vintx> Vec2vix; typedef Vec2<vllongx> Vec2vlx; typedef Vec2<vboolx> Vec2vbx; typedef Vec2<vboolfx> Vec2vbfx; typedef Vec2<vbooldx> Vec2vbdx; //////////////////////////////////////////////////////////////////////////////// /// Vec3 shortcuts //////////////////////////////////////////////////////////////////////////////// template<int N> using Vec3vf = Vec3<vfloat<N>>; template<int N> using Vec3vd = Vec3<vdouble<N>>; template<int N> using Vec3vr = Vec3<vreal<N>>; template<int N> using Vec3vi = Vec3<vint<N>>; template<int N> using Vec3vl = Vec3<vllong<N>>; template<int N> using Vec3vb = Vec3<vbool<N>>; template<int N> using Vec3vbf = Vec3<vboolf<N>>; template<int N> using Vec3vbd = Vec3<vboold<N>>; typedef Vec3<vfloat4> Vec3vf4; typedef Vec3<vdouble4> Vec3vd4; typedef Vec3<vreal4> Vec3vr4; typedef Vec3<vint4> Vec3vi4; typedef Vec3<vllong4> Vec3vl4; typedef Vec3<vbool4> Vec3vb4; typedef Vec3<vboolf4> Vec3vbf4; typedef Vec3<vboold4> Vec3vbd4; typedef Vec3<vfloat8> Vec3vf8; typedef Vec3<vdouble8> Vec3vd8; typedef Vec3<vreal8> Vec3vr8; typedef Vec3<vint8> Vec3vi8; typedef Vec3<vllong8> Vec3vl8; typedef Vec3<vbool8> Vec3vb8; typedef Vec3<vboolf8> Vec3vbf8; typedef Vec3<vboold8> Vec3vbd8; typedef Vec3<vfloat16> Vec3vf16; typedef Vec3<vdouble16> Vec3vd16; typedef Vec3<vreal16> Vec3vr16; typedef Vec3<vint16> Vec3vi16; typedef Vec3<vllong16> Vec3vl16; typedef Vec3<vbool16> Vec3vb16; typedef Vec3<vboolf16> Vec3vbf16; typedef Vec3<vboold16> Vec3vbd16; typedef Vec3<vfloatx> Vec3vfx; typedef Vec3<vdoublex> Vec3vdx; typedef Vec3<vrealx> Vec3vrx; typedef Vec3<vintx> Vec3vix; typedef Vec3<vllongx> Vec3vlx; typedef Vec3<vboolx> Vec3vbx; typedef Vec3<vboolfx> Vec3vbfx; typedef Vec3<vbooldx> Vec3vbdx; //////////////////////////////////////////////////////////////////////////////// /// Vec4 shortcuts //////////////////////////////////////////////////////////////////////////////// template<int N> using Vec4vf = Vec4<vfloat<N>>; template<int N> using Vec4vd = Vec4<vdouble<N>>; template<int N> using Vec4vr = Vec4<vreal<N>>; template<int N> using Vec4vi = Vec4<vint<N>>; template<int N> using Vec4vl = Vec4<vllong<N>>; template<int N> using Vec4vb = Vec4<vbool<N>>; template<int N> using Vec4vbf = Vec4<vboolf<N>>; template<int N> using Vec4vbd = Vec4<vboold<N>>; typedef Vec4<vfloat4> Vec4vf4; typedef Vec4<vdouble4> Vec4vd4; typedef Vec4<vreal4> Vec4vr4; typedef Vec4<vint4> Vec4vi4; typedef Vec4<vllong4> Vec4vl4; typedef Vec4<vbool4> Vec4vb4; typedef Vec4<vboolf4> Vec4vbf4; typedef Vec4<vboold4> Vec4vbd4; typedef Vec4<vfloat8> Vec4vf8; typedef Vec4<vdouble8> Vec4vd8; typedef Vec4<vreal8> Vec4vr8; typedef Vec4<vint8> Vec4vi8; typedef Vec4<vllong8> Vec4vl8; typedef Vec4<vbool8> Vec4vb8; typedef Vec4<vboolf8> Vec4vbf8; typedef Vec4<vboold8> Vec4vbd8; typedef Vec4<vfloat16> Vec4vf16; typedef Vec4<vdouble16> Vec4vd16; typedef Vec4<vreal16> Vec4vr16; typedef Vec4<vint16> Vec4vi16; typedef Vec4<vllong16> Vec4vl16; typedef Vec4<vbool16> Vec4vb16; typedef Vec4<vboolf16> Vec4vbf16; typedef Vec4<vboold16> Vec4vbd16; typedef Vec4<vfloatx> Vec4vfx; typedef Vec4<vdoublex> Vec4vdx; typedef Vec4<vrealx> Vec4vrx; typedef Vec4<vintx> Vec4vix; typedef Vec4<vllongx> Vec4vlx; typedef Vec4<vboolx> Vec4vbx; typedef Vec4<vboolfx> Vec4vbfx; typedef Vec4<vbooldx> Vec4vbdx; //////////////////////////////////////////////////////////////////////////////// /// Other shortcuts //////////////////////////////////////////////////////////////////////////////// template<int N> using BBox3vf = BBox<Vec3vf<N>>; typedef BBox<Vec3vf4> BBox3vf4; typedef BBox<Vec3vf8> BBox3vf8; typedef BBox<Vec3vf16> BBox3vf16; /* calculate time segment itime and fractional time ftime */ __forceinline int getTimeSegment(float time, float numTimeSegments, float& ftime) { const float timeScaled = time * numTimeSegments; const float itimef = clamp(floorf(timeScaled), 0.0f, numTimeSegments-1.0f); ftime = timeScaled - itimef; return int(itimef); } __forceinline int getTimeSegment(float time, float start_time, float end_time, float numTimeSegments, float& ftime) { const float timeScaled = (time-start_time)/(end_time-start_time) * numTimeSegments; const float itimef = clamp(floorf(timeScaled), 0.0f, numTimeSegments-1.0f); ftime = timeScaled - itimef; return int(itimef); } template<int N> __forceinline vint<N> getTimeSegment(const vfloat<N>& time, const vfloat<N>& numTimeSegments, vfloat<N>& ftime) { const vfloat<N> timeScaled = time * numTimeSegments; const vfloat<N> itimef = clamp(floor(timeScaled), vfloat<N>(zero), numTimeSegments-1.0f); ftime = timeScaled - itimef; return vint<N>(itimef); } template<int N> __forceinline vint<N> getTimeSegment(const vfloat<N>& time, const vfloat<N>& start_time, const vfloat<N>& end_time, const vfloat<N>& numTimeSegments, vfloat<N>& ftime) { const vfloat<N> timeScaled = (time-start_time)/(end_time-start_time) * numTimeSegments; const vfloat<N> itimef = clamp(floor(timeScaled), vfloat<N>(zero), numTimeSegments-1.0f); ftime = timeScaled - itimef; return vint<N>(itimef); } /* calculate overlapping time segment range */ __forceinline range<int> getTimeSegmentRange(const BBox1f& time_range, float numTimeSegments) { const float round_up = 1.0f+2.0f*float(ulp); // corrects inaccuracies to precisely match time step const float round_down = 1.0f-2.0f*float(ulp); const int itime_lower = (int)max(floor(round_up *time_range.lower*numTimeSegments), 0.0f); const int itime_upper = (int)min(ceil (round_down*time_range.upper*numTimeSegments), numTimeSegments); return make_range(itime_lower, itime_upper); } /* calculate overlapping time segment range */ __forceinline range<int> getTimeSegmentRange(const BBox1f& range, BBox1f time_range, float numTimeSegments) { const float lower = (range.lower-time_range.lower)/time_range.size(); const float upper = (range.upper-time_range.lower)/time_range.size(); return getTimeSegmentRange(BBox1f(lower,upper),numTimeSegments); } }