// 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 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& org, const Vec3vf& dir, const vfloat& tnear = zero, const vfloat& tfar = inf, const vfloat& time = zero, const vint& mask = -1, const vint& id = 0, const vint& 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 valid() const { const vbool vx = (abs(org.x) <= vfloat(FLT_LARGE)) & (abs(dir.x) <= vfloat(FLT_LARGE)); const vbool vy = (abs(org.y) <= vfloat(FLT_LARGE)) & (abs(dir.y) <= vfloat(FLT_LARGE)); const vbool vz = (abs(org.z) <= vfloat(FLT_LARGE)) & (abs(dir.z) <= vfloat(FLT_LARGE)); const vbool vn = abs(tnear()) <= vfloat(inf); const vbool vf = abs(tfar) <= vfloat(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 octant() const { return select(dir.x < 0.0f, vint(1), vint(zero)) | select(dir.y < 0.0f, vint(2), vint(zero)) | select(dir.z < 0.0f, vint(4), vint(zero)); } /* Ray data */ Vec3vf org; // ray origin vfloat _tnear; // start of ray segment Vec3vf dir; // ray direction vfloat _time; // time of this ray for motion blur vfloat tfar; // end of ray segment vint mask; // used to mask out objects during traversal vint id; vint flags; __forceinline vfloat& tnear() { return _tnear; } __forceinline vfloat& time() { return _time; } __forceinline const vfloat& tnear() const { return _tnear; } __forceinline const vfloat& time() const { return _time; } }; /* Ray+hit structure for K rays */ template struct RayHitK : RayK { using RayK::org; using RayK::_tnear; using RayK::dir; using RayK::_time; using RayK::tfar; using RayK::mask; using RayK::id; using RayK::flags; using RayK::tnear; using RayK::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& org, const Vec3vf& dir, const vfloat& tnear = zero, const vfloat& tfar = inf, const vfloat& time = zero, const vint& mask = -1, const vint& id = 0, const vint& flags = 0) : RayK(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& ray) : RayK(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& operator =(const RayK& 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& valid0) const { vbool valid = valid0 & geomID != vuint(RTC_INVALID_GEOMETRY_ID); const vbool vt = (abs(tfar) <= vfloat(FLT_LARGE)) | (tfar == vfloat(neg_inf)); const vbool vu = (abs(u) <= vfloat(FLT_LARGE)); const vbool vv = (abs(u) <= vfloat(FLT_LARGE)); const vbool vnx = abs(Ng.x) <= vfloat(FLT_LARGE); const vbool vny = abs(Ng.y) <= vfloat(FLT_LARGE); const vbool vnz = abs(Ng.z) <= vfloat(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 Ng; // geometry normal vfloat u; // barycentric u coordinate of hit vfloat v; // barycentric v coordinate of hit vuint primID; // primitive ID vuint geomID; // geometry ID vuint 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 __forceinline void RayK::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 __forceinline void RayHitK::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 __forceinline void RayK::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 __forceinline void RayHitK::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(instID, ray.instID, i); } /* Converts single rays to ray packet */ template __forceinline void RayK::set(const RayK<1>* ray) { // FIXME: use SIMD transpose for (size_t i = 0; i < K; i++) set(i, ray[i]); } template __forceinline void RayHitK::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 __forceinline void RayK::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 __forceinline void RayHitK::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(ray.instID, instID, i); } /* copies a ray packet element into another element*/ template __forceinline void RayK::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 __forceinline void RayHitK::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(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 struct RayTypeHelper; template struct RayTypeHelper { typedef RayHitK Ty; }; template struct RayTypeHelper { typedef RayK Ty; }; template using RayType = typename RayTypeHelper<1, intersect>::Ty; template using RayTypeK = typename RayTypeHelper::Ty; /* Outputs ray to stream */ template __forceinline embree_ostream operator <<(embree_ostream cout, const RayK& 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 __forceinline embree_ostream operator <<(embree_ostream cout, const RayHitK& 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 __forceinline RayK getRayByOffset(size_t offset) { RayK ray; ray.org.x = vfloat::loadu(org_x(offset)); ray.org.y = vfloat::loadu(org_y(offset)); ray.org.z = vfloat::loadu(org_z(offset)); ray.tnear = vfloat::loadu(tnear(offset)); ray.dir.x = vfloat::loadu(dir_x(offset)); ray.dir.y = vfloat::loadu(dir_y(offset)); ray.dir.z = vfloat::loadu(dir_z(offset)); ray.time = vfloat::loadu(time(offset)); ray.tfar = vfloat::loadu(tfar(offset)); ray.mask = vint::loadu(mask(offset)); ray.id = vint::loadu(id(offset)); ray.flags = vint::loadu(flags(offset)); return ray; } template __forceinline RayK getRayByOffset(const vbool& valid, size_t offset) { RayK ray; ray.org.x = vfloat::loadu(valid, org_x(offset)); ray.org.y = vfloat::loadu(valid, org_y(offset)); ray.org.z = vfloat::loadu(valid, org_z(offset)); ray.tnear() = vfloat::loadu(valid, tnear(offset)); ray.dir.x = vfloat::loadu(valid, dir_x(offset)); ray.dir.y = vfloat::loadu(valid, dir_y(offset)); ray.dir.z = vfloat::loadu(valid, dir_z(offset)); ray.time() = vfloat::loadu(valid, time(offset)); ray.tfar = vfloat::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::loadu(valid, mask(offset)); ray.id = vint::loadu(valid, id(offset)); ray.flags = vint::loadu(valid, flags(offset)); } return ray; } template __forceinline void setHitByOffset(const vbool& valid_i, size_t offset, const RayHitK& 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 valid = valid_i; valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); if (likely(any(valid))) { vfloat::storeu(valid, tfar(offset), ray.tfar); vfloat::storeu(valid, Ng_x(offset), ray.Ng.x); vfloat::storeu(valid, Ng_y(offset), ray.Ng.y); vfloat::storeu(valid, Ng_z(offset), ray.Ng.z); vfloat::storeu(valid, u(offset), ray.u); vfloat::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::storeu(valid, primID(offset), ray.primID); vuint::storeu(valid, geomID(offset), ray.geomID); vuint::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::storeu(valid, instID(l, offset), ray.instID[l]); #endif } } } template __forceinline void setHitByOffset(const vbool& valid_i, size_t offset, const RayK& ray) { vbool valid = valid_i; valid &= (ray.tfar < 0.0f); if (likely(any(valid))) vfloat::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 __forceinline RayK getRayByOffset(const vbool& valid, const vint& offset) { RayK ray; #if defined(__AVX2__) ray.org.x = vfloat::template gather<1>(valid, org_x(), offset); ray.org.y = vfloat::template gather<1>(valid, org_y(), offset); ray.org.z = vfloat::template gather<1>(valid, org_z(), offset); ray.tnear() = vfloat::template gather<1>(valid, tnear(), offset); ray.dir.x = vfloat::template gather<1>(valid, dir_x(), offset); ray.dir.y = vfloat::template gather<1>(valid, dir_y(), offset); ray.dir.z = vfloat::template gather<1>(valid, dir_z(), offset); ray.time() = vfloat::template gather<1>(valid, time(), offset); ray.tfar = vfloat::template gather<1>(valid, tfar(), offset); ray.mask = vint::template gather<1>(valid, mask(), offset); ray.id = vint::template gather<1>(valid, id(), offset); ray.flags = vint::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 __forceinline void setHitByOffset(const vbool& valid_i, const vint& offset, const RayHitK& ray) { vbool valid = valid_i; valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); if (likely(any(valid))) { #if defined(__AVX512F__) vfloat::template scatter<1>(valid, tfar(), offset, ray.tfar); vfloat::template scatter<1>(valid, Ng_x(), offset, ray.Ng.x); vfloat::template scatter<1>(valid, Ng_y(), offset, ray.Ng.y); vfloat::template scatter<1>(valid, Ng_z(), offset, ray.Ng.z); vfloat::template scatter<1>(valid, u(), offset, ray.u); vfloat::template scatter<1>(valid, v(), offset, ray.v); vuint::template scatter<1>(valid, primID(), offset, ray.primID); vuint::template scatter<1>(valid, geomID(), offset, ray.geomID); vuint::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::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 __forceinline void setHitByOffset(const vbool& valid_i, const vint& offset, const RayK& ray) { vbool valid = valid_i; valid &= (ray.tfar < 0.0f); if (likely(any(valid))) { #if defined(__AVX512F__) vfloat::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 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 __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 __forceinline RayK getRayByOffset(const vbool& valid, size_t offset) { RayK ray; ray.org.x = vfloat::loadu(valid, (float* __restrict__)((char*)org_x + offset)); ray.org.y = vfloat::loadu(valid, (float* __restrict__)((char*)org_y + offset)); ray.org.z = vfloat::loadu(valid, (float* __restrict__)((char*)org_z + offset)); ray.dir.x = vfloat::loadu(valid, (float* __restrict__)((char*)dir_x + offset)); ray.dir.y = vfloat::loadu(valid, (float* __restrict__)((char*)dir_y + offset)); ray.dir.z = vfloat::loadu(valid, (float* __restrict__)((char*)dir_z + offset)); ray.tfar = vfloat::loadu(valid, (float* __restrict__)((char*)tfar + offset)); ray.tnear() = tnear ? vfloat::loadu(valid, (float* __restrict__)((char*)tnear + offset)) : 0.0f; ray.time() = time ? vfloat::loadu(valid, (float* __restrict__)((char*)time + offset)) : 0.0f; ray.mask = mask ? vint::loadu(valid, (const void* __restrict__)((char*)mask + offset)) : -1; ray.id = id ? vint::loadu(valid, (const void* __restrict__)((char*)id + offset)) : -1; ray.flags = flags ? vint::loadu(valid, (const void* __restrict__)((char*)flags + offset)) : -1; return ray; } template __forceinline Vec3vf getDirByOffset(const vbool& valid, size_t offset) { Vec3vf dir; dir.x = vfloat::loadu(valid, (float* __restrict__)((char*)dir_x + offset)); dir.y = vfloat::loadu(valid, (float* __restrict__)((char*)dir_y + offset)); dir.z = vfloat::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 __forceinline void setHitByOffset(const vbool& valid_i, size_t offset, const RayHitK& ray) { vbool valid = valid_i; valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); if (likely(any(valid))) { vfloat::storeu(valid, (float* __restrict__)((char*)tfar + offset), ray.tfar); if (likely(Ng_x)) vfloat::storeu(valid, (float* __restrict__)((char*)Ng_x + offset), ray.Ng.x); if (likely(Ng_y)) vfloat::storeu(valid, (float* __restrict__)((char*)Ng_y + offset), ray.Ng.y); if (likely(Ng_z)) vfloat::storeu(valid, (float* __restrict__)((char*)Ng_z + offset), ray.Ng.z); vfloat::storeu(valid, (float* __restrict__)((char*)u + offset), ray.u); vfloat::storeu(valid, (float* __restrict__)((char*)v + offset), ray.v); vuint::storeu(valid, (unsigned int* __restrict__)((char*)primID + offset), ray.primID); vuint::storeu(valid, (unsigned int* __restrict__)((char*)geomID + offset), ray.geomID); if (likely(instID[0])) { vuint::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::storeu(valid, (unsigned int* __restrict__)((char*)instID[l] + offset), ray.instID[l]); #endif } } } template __forceinline void setHitByOffset(const vbool& valid_i, size_t offset, const RayK& ray) { vbool valid = valid_i; valid &= (ray.tfar < 0.0f); if (likely(any(valid))) vfloat::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 __forceinline vbool isValidByOffset(const vbool& valid, size_t offset) { const vfloat nnear = tnear ? vfloat::loadu(valid, (float* __restrict__)((char*)tnear + offset)) : 0.0f; const vfloat ffar = vfloat::loadu(valid, (float* __restrict__)((char*)tfar + offset)); return nnear <= ffar; } template __forceinline RayK getRayByOffset(const vbool& valid, const vint& offset) { RayK ray; #if defined(__AVX2__) ray.org.x = vfloat::template gather<1>(valid, org_x, offset); ray.org.y = vfloat::template gather<1>(valid, org_y, offset); ray.org.z = vfloat::template gather<1>(valid, org_z, offset); ray.dir.x = vfloat::template gather<1>(valid, dir_x, offset); ray.dir.y = vfloat::template gather<1>(valid, dir_y, offset); ray.dir.z = vfloat::template gather<1>(valid, dir_z, offset); ray.tfar = vfloat::template gather<1>(valid, tfar, offset); ray.tnear() = tnear ? vfloat::template gather<1>(valid, tnear, offset) : vfloat(zero); ray.time() = time ? vfloat::template gather<1>(valid, time, offset) : vfloat(zero); ray.mask = mask ? vint::template gather<1>(valid, (int*)mask, offset) : vint(-1); ray.id = id ? vint::template gather<1>(valid, (int*)id, offset) : vint(-1); ray.flags = flags ? vint::template gather<1>(valid, (int*)flags, offset) : vint(-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 __forceinline void setHitByOffset(const vbool& valid_i, const vint& offset, const RayHitK& ray) { vbool valid = valid_i; valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); if (likely(any(valid))) { #if defined(__AVX512F__) vfloat::template scatter<1>(valid, tfar, offset, ray.tfar); if (likely(Ng_x)) vfloat::template scatter<1>(valid, Ng_x, offset, ray.Ng.x); if (likely(Ng_y)) vfloat::template scatter<1>(valid, Ng_y, offset, ray.Ng.y); if (likely(Ng_z)) vfloat::template scatter<1>(valid, Ng_z, offset, ray.Ng.z); vfloat::template scatter<1>(valid, u, offset, ray.u); vfloat::template scatter<1>(valid, v, offset, ray.v); vuint::template scatter<1>(valid, (unsigned int*)geomID, offset, ray.geomID); vuint::template scatter<1>(valid, (unsigned int*)primID, offset, ray.primID); if (likely(instID[0])) { vuint::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::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 __forceinline void setHitByOffset(const vbool& valid_i, const vint& offset, const RayK& ray) { vbool valid = valid_i; valid &= (ray.tfar < 0.0f); if (likely(any(valid))) { #if defined(__AVX512F__) vfloat::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 __forceinline RayK getRayByOffset(const vint& offset); template __forceinline RayK getRayByOffset(const vbool& valid, const vint& offset) { const vint valid_offset = select(valid, offset, vintx(zero)); return getRayByOffset(valid_offset); } template __forceinline void setHitByOffset(const vbool& valid_i, const vint& offset, const RayHitK& ray) { vbool valid = valid_i; valid &= (ray.geomID != RTC_INVALID_GEOMETRY_ID); if (likely(any(valid))) { #if defined(__AVX512F__) vfloat::template scatter<1>(valid, &ptr->tfar, offset, ray.tfar); vfloat::template scatter<1>(valid, &((RayHit*)ptr)->Ng.x, offset, ray.Ng.x); vfloat::template scatter<1>(valid, &((RayHit*)ptr)->Ng.y, offset, ray.Ng.y); vfloat::template scatter<1>(valid, &((RayHit*)ptr)->Ng.z, offset, ray.Ng.z); vfloat::template scatter<1>(valid, &((RayHit*)ptr)->u, offset, ray.u); vfloat::template scatter<1>(valid, &((RayHit*)ptr)->v, offset, ray.v); vuint::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->primID, offset, ray.primID); vuint::template scatter<1>(valid, (unsigned int*)&((RayHit*)ptr)->geomID, offset, ray.geomID); vuint::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::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(ray.instID, ray_k->instID, k); } #endif } } template __forceinline void setHitByOffset(const vbool& valid_i, const vint& offset, const RayK& ray) { vbool valid = valid_i; valid &= (ray.tfar < 0.0f); if (likely(any(valid))) { #if defined(__AVX512F__) vfloat::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 __forceinline RayK getRayByIndex(const vint& index); template __forceinline RayK getRayByIndex(const vbool& valid, const vint& index) { const vint valid_index = select(valid, index, vintx(zero)); return getRayByIndex(valid_index); } template __forceinline void setHitByIndex(const vbool& valid_i, const vint& index, const RayHitK& ray) { vbool 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(ray.instID, ray_k->instID, k); } } } template __forceinline void setHitByIndex(const vbool& valid_i, const vint& index, const RayK& ray) { vbool 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 }