node_intersector1.h 72 KB

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  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #pragma once
  4. #include "node_intersector.h"
  5. #if defined(__AVX2__)
  6. #define __FMA_X4__
  7. #endif
  8. #if defined(__aarch64__)
  9. #define __FMA_X4__
  10. #endif
  11. namespace embree
  12. {
  13. namespace isa
  14. {
  15. //////////////////////////////////////////////////////////////////////////////////////
  16. // Ray structure used in single-ray traversal
  17. //////////////////////////////////////////////////////////////////////////////////////
  18. template<int N, bool robust>
  19. struct TravRayBase;
  20. /* Base (without tnear and tfar) */
  21. template<int N>
  22. struct TravRayBase<N,false>
  23. {
  24. __forceinline TravRayBase() {}
  25. __forceinline TravRayBase(const Vec3fa& ray_org, const Vec3fa& ray_dir)
  26. : org_xyz(ray_org), dir_xyz(ray_dir)
  27. {
  28. const Vec3fa ray_rdir = rcp_safe(ray_dir);
  29. org = Vec3vf<N>(ray_org.x,ray_org.y,ray_org.z);
  30. dir = Vec3vf<N>(ray_dir.x,ray_dir.y,ray_dir.z);
  31. rdir = Vec3vf<N>(ray_rdir.x,ray_rdir.y,ray_rdir.z);
  32. #if defined(__FMA_X4__)
  33. const Vec3fa ray_org_rdir = ray_org*ray_rdir;
  34. #if !defined(__aarch64__)
  35. org_rdir = Vec3vf<N>(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z);
  36. #else
  37. //for aarch64, we do not have msub equal instruction, so we negeate orig and use madd
  38. //x86 will use msub
  39. neg_org_rdir = Vec3vf<N>(-ray_org_rdir.x,-ray_org_rdir.y,-ray_org_rdir.z);
  40. #endif
  41. #endif
  42. nearX = ray_rdir.x >= 0.0f ? 0*sizeof(vfloat<N>) : 1*sizeof(vfloat<N>);
  43. nearY = ray_rdir.y >= 0.0f ? 2*sizeof(vfloat<N>) : 3*sizeof(vfloat<N>);
  44. nearZ = ray_rdir.z >= 0.0f ? 4*sizeof(vfloat<N>) : 5*sizeof(vfloat<N>);
  45. farX = nearX ^ sizeof(vfloat<N>);
  46. farY = nearY ^ sizeof(vfloat<N>);
  47. farZ = nearZ ^ sizeof(vfloat<N>);
  48. }
  49. template<int K>
  50. __forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,
  51. const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,
  52. size_t flip = sizeof(vfloat<N>))
  53. {
  54. org = Vec3vf<N>(ray_org.x[k], ray_org.y[k], ray_org.z[k]);
  55. dir = Vec3vf<N>(ray_dir.x[k], ray_dir.y[k], ray_dir.z[k]);
  56. rdir = Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);
  57. #if defined(__FMA_X4__)
  58. #if !defined(__aarch64__)
  59. org_rdir = org*rdir;
  60. #else
  61. neg_org_rdir = -(org*rdir);
  62. #endif
  63. #endif
  64. nearX = nearXYZ.x[k];
  65. nearY = nearXYZ.y[k];
  66. nearZ = nearXYZ.z[k];
  67. farX = nearX ^ flip;
  68. farY = nearY ^ flip;
  69. farZ = nearZ ^ flip;
  70. }
  71. Vec3fa org_xyz, dir_xyz;
  72. Vec3vf<N> org, dir, rdir;
  73. #if defined(__FMA_X4__)
  74. #if !defined(__aarch64__)
  75. Vec3vf<N> org_rdir;
  76. #else
  77. //aarch64 version are keeping negation of the org_rdir and use madd
  78. //x86 uses msub
  79. Vec3vf<N> neg_org_rdir;
  80. #endif
  81. #endif
  82. size_t nearX, nearY, nearZ;
  83. size_t farX, farY, farZ;
  84. };
  85. /* Base (without tnear and tfar) */
  86. template<int N>
  87. struct TravRayBase<N,true>
  88. {
  89. __forceinline TravRayBase() {}
  90. __forceinline TravRayBase(const Vec3fa& ray_org, const Vec3fa& ray_dir)
  91. : org_xyz(ray_org), dir_xyz(ray_dir)
  92. {
  93. const float round_down = 1.0f-3.0f*float(ulp);
  94. const float round_up = 1.0f+3.0f*float(ulp);
  95. const Vec3fa ray_rdir = 1.0f/zero_fix(ray_dir);
  96. const Vec3fa ray_rdir_near = round_down*ray_rdir;
  97. const Vec3fa ray_rdir_far = round_up *ray_rdir;
  98. org = Vec3vf<N>(ray_org.x,ray_org.y,ray_org.z);
  99. dir = Vec3vf<N>(ray_dir.x,ray_dir.y,ray_dir.z);
  100. rdir_near = Vec3vf<N>(ray_rdir_near.x,ray_rdir_near.y,ray_rdir_near.z);
  101. rdir_far = Vec3vf<N>(ray_rdir_far .x,ray_rdir_far .y,ray_rdir_far .z);
  102. nearX = ray_rdir_near.x >= 0.0f ? 0*sizeof(vfloat<N>) : 1*sizeof(vfloat<N>);
  103. nearY = ray_rdir_near.y >= 0.0f ? 2*sizeof(vfloat<N>) : 3*sizeof(vfloat<N>);
  104. nearZ = ray_rdir_near.z >= 0.0f ? 4*sizeof(vfloat<N>) : 5*sizeof(vfloat<N>);
  105. farX = nearX ^ sizeof(vfloat<N>);
  106. farY = nearY ^ sizeof(vfloat<N>);
  107. farZ = nearZ ^ sizeof(vfloat<N>);
  108. }
  109. template<int K>
  110. __forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,
  111. const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,
  112. size_t flip = sizeof(vfloat<N>))
  113. {
  114. const vfloat<N> round_down = 1.0f-3.0f*float(ulp);
  115. const vfloat<N> round_up = 1.0f+3.0f*float(ulp);
  116. org = Vec3vf<N>(ray_org.x[k], ray_org.y[k], ray_org.z[k]);
  117. dir = Vec3vf<N>(ray_dir.x[k], ray_dir.y[k], ray_dir.z[k]);
  118. rdir_near = round_down*Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);
  119. rdir_far = round_up *Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);
  120. nearX = nearXYZ.x[k];
  121. nearY = nearXYZ.y[k];
  122. nearZ = nearXYZ.z[k];
  123. farX = nearX ^ flip;
  124. farY = nearY ^ flip;
  125. farZ = nearZ ^ flip;
  126. }
  127. Vec3fa org_xyz, dir_xyz;
  128. Vec3vf<N> org, dir, rdir_near, rdir_far;
  129. size_t nearX, nearY, nearZ;
  130. size_t farX, farY, farZ;
  131. };
  132. /* Full (with tnear and tfar) */
  133. template<int N, bool robust>
  134. struct TravRay : TravRayBase<N,robust>
  135. {
  136. __forceinline TravRay() {}
  137. __forceinline TravRay(const Vec3fa& ray_org, const Vec3fa& ray_dir, float ray_tnear, float ray_tfar)
  138. : TravRayBase<N,robust>(ray_org, ray_dir),
  139. tnear(ray_tnear), tfar(ray_tfar) {}
  140. template<int K>
  141. __forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,
  142. const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,
  143. float ray_tnear, float ray_tfar,
  144. size_t flip = sizeof(vfloat<N>))
  145. {
  146. TravRayBase<N,robust>::template init<K>(k, ray_org, ray_dir, ray_rdir, nearXYZ, flip);
  147. tnear = ray_tnear; tfar = ray_tfar;
  148. }
  149. vfloat<N> tnear;
  150. vfloat<N> tfar;
  151. };
  152. //////////////////////////////////////////////////////////////////////////////////////
  153. // Point Query structure used in single-ray traversal
  154. //////////////////////////////////////////////////////////////////////////////////////
  155. template<int N>
  156. struct TravPointQuery
  157. {
  158. __forceinline TravPointQuery() {}
  159. __forceinline TravPointQuery(const Vec3fa& query_org, const Vec3fa& query_rad)
  160. {
  161. org = Vec3vf<N>(query_org.x, query_org.y, query_org.z);
  162. rad = Vec3vf<N>(query_rad.x, query_rad.y, query_rad.z);
  163. }
  164. __forceinline vfloat<N> const& tfar() const {
  165. return rad.x;
  166. }
  167. Vec3vf<N> org, rad;
  168. };
  169. //////////////////////////////////////////////////////////////////////////////////////
  170. // point query
  171. //////////////////////////////////////////////////////////////////////////////////////
  172. template<int N>
  173. __forceinline size_t pointQuerySphereDistAndMask(
  174. const TravPointQuery<N>& query, vfloat<N>& dist, vfloat<N> const& minX, vfloat<N> const& maxX,
  175. vfloat<N> const& minY, vfloat<N> const& maxY, vfloat<N> const& minZ, vfloat<N> const& maxZ)
  176. {
  177. const vfloat<N> vX = min(max(query.org.x, minX), maxX) - query.org.x;
  178. const vfloat<N> vY = min(max(query.org.y, minY), maxY) - query.org.y;
  179. const vfloat<N> vZ = min(max(query.org.z, minZ), maxZ) - query.org.z;
  180. dist = vX * vX + vY * vY + vZ * vZ;
  181. const vbool<N> vmask = dist <= query.tfar()*query.tfar();
  182. const vbool<N> valid = minX <= maxX;
  183. return movemask(vmask) & movemask(valid);
  184. }
  185. template<int N>
  186. __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::AABBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  187. {
  188. const vfloat<N> minX = vfloat<N>::load((float*)((const char*)&node->lower_x));
  189. const vfloat<N> minY = vfloat<N>::load((float*)((const char*)&node->lower_y));
  190. const vfloat<N> minZ = vfloat<N>::load((float*)((const char*)&node->lower_z));
  191. const vfloat<N> maxX = vfloat<N>::load((float*)((const char*)&node->upper_x));
  192. const vfloat<N> maxY = vfloat<N>::load((float*)((const char*)&node->upper_y));
  193. const vfloat<N> maxZ = vfloat<N>::load((float*)((const char*)&node->upper_z));
  194. return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
  195. }
  196. template<int N>
  197. __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::AABBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  198. {
  199. const vfloat<N>* pMinX = (const vfloat<N>*)((const char*)&node->lower_x);
  200. const vfloat<N>* pMinY = (const vfloat<N>*)((const char*)&node->lower_y);
  201. const vfloat<N>* pMinZ = (const vfloat<N>*)((const char*)&node->lower_z);
  202. const vfloat<N>* pMaxX = (const vfloat<N>*)((const char*)&node->upper_x);
  203. const vfloat<N>* pMaxY = (const vfloat<N>*)((const char*)&node->upper_y);
  204. const vfloat<N>* pMaxZ = (const vfloat<N>*)((const char*)&node->upper_z);
  205. const vfloat<N> minX = madd(time,pMinX[6],vfloat<N>(pMinX[0]));
  206. const vfloat<N> minY = madd(time,pMinY[6],vfloat<N>(pMinY[0]));
  207. const vfloat<N> minZ = madd(time,pMinZ[6],vfloat<N>(pMinZ[0]));
  208. const vfloat<N> maxX = madd(time,pMaxX[6],vfloat<N>(pMaxX[0]));
  209. const vfloat<N> maxY = madd(time,pMaxY[6],vfloat<N>(pMaxY[0]));
  210. const vfloat<N> maxZ = madd(time,pMaxZ[6],vfloat<N>(pMaxZ[0]));
  211. return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
  212. }
  213. template<int N>
  214. __forceinline size_t pointQueryNodeSphereMB4D(const typename BVHN<N>::NodeRef ref, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  215. {
  216. const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
  217. size_t mask = pointQueryNodeSphere(node, query, time, dist);
  218. if (unlikely(ref.isAABBNodeMB4D())) {
  219. const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
  220. const vbool<N> vmask = (node1->lower_t <= time) & (time < node1->upper_t);
  221. mask &= movemask(vmask);
  222. }
  223. return mask;
  224. }
  225. template<int N>
  226. __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  227. {
  228. const vfloat<N> start_x(node->start.x);
  229. const vfloat<N> scale_x(node->scale.x);
  230. const vfloat<N> minX = madd(node->template dequantize<N>((0*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
  231. const vfloat<N> maxX = madd(node->template dequantize<N>((1*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
  232. const vfloat<N> start_y(node->start.y);
  233. const vfloat<N> scale_y(node->scale.y);
  234. const vfloat<N> minY = madd(node->template dequantize<N>((2*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
  235. const vfloat<N> maxY = madd(node->template dequantize<N>((3*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
  236. const vfloat<N> start_z(node->start.z);
  237. const vfloat<N> scale_z(node->scale.z);
  238. const vfloat<N> minZ = madd(node->template dequantize<N>((4*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
  239. const vfloat<N> maxZ = madd(node->template dequantize<N>((5*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
  240. return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & movemask(node->validMask());
  241. }
  242. template<int N>
  243. __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  244. {
  245. const vfloat<N> minX = node->dequantizeLowerX(time);
  246. const vfloat<N> maxX = node->dequantizeUpperX(time);
  247. const vfloat<N> minY = node->dequantizeLowerY(time);
  248. const vfloat<N> maxY = node->dequantizeUpperY(time);
  249. const vfloat<N> minZ = node->dequantizeLowerZ(time);
  250. const vfloat<N> maxZ = node->dequantizeUpperZ(time);
  251. return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & movemask(node->validMask());
  252. }
  253. template<int N>
  254. __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::OBBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  255. {
  256. // TODO: point query - implement
  257. const vbool<N> vmask = vbool<N>(true);
  258. const size_t mask = movemask(vmask) & ((1<<N)-1);
  259. dist = vfloat<N>(0.0f);
  260. return mask;
  261. }
  262. template<int N>
  263. __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::OBBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  264. {
  265. // TODO: point query - implement
  266. const vbool<N> vmask = vbool<N>(true);
  267. const size_t mask = movemask(vmask) & ((1<<N)-1);
  268. dist = vfloat<N>(0.0f);
  269. return mask;
  270. }
  271. template<int N>
  272. __forceinline size_t pointQueryAABBDistAndMask(
  273. const TravPointQuery<N>& query, vfloat<N>& dist, vfloat<N> const& minX, vfloat<N> const& maxX,
  274. vfloat<N> const& minY, vfloat<N> const& maxY, vfloat<N> const& minZ, vfloat<N> const& maxZ)
  275. {
  276. const vfloat<N> vX = min(max(query.org.x, minX), maxX) - query.org.x;
  277. const vfloat<N> vY = min(max(query.org.y, minY), maxY) - query.org.y;
  278. const vfloat<N> vZ = min(max(query.org.z, minZ), maxZ) - query.org.z;
  279. dist = vX * vX + vY * vY + vZ * vZ;
  280. const vbool<N> valid = minX <= maxX;
  281. const vbool<N> vmask = !((maxX < query.org.x - query.rad.x) | (minX > query.org.x + query.rad.x) |
  282. (maxY < query.org.y - query.rad.y) | (minY > query.org.y + query.rad.y) |
  283. (maxZ < query.org.z - query.rad.z) | (minZ > query.org.z + query.rad.z));
  284. return movemask(vmask) & movemask(valid);
  285. }
  286. template<int N>
  287. __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::AABBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  288. {
  289. const vfloat<N> minX = vfloat<N>::load((float*)((const char*)&node->lower_x));
  290. const vfloat<N> minY = vfloat<N>::load((float*)((const char*)&node->lower_y));
  291. const vfloat<N> minZ = vfloat<N>::load((float*)((const char*)&node->lower_z));
  292. const vfloat<N> maxX = vfloat<N>::load((float*)((const char*)&node->upper_x));
  293. const vfloat<N> maxY = vfloat<N>::load((float*)((const char*)&node->upper_y));
  294. const vfloat<N> maxZ = vfloat<N>::load((float*)((const char*)&node->upper_z));
  295. return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
  296. }
  297. template<int N>
  298. __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::AABBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  299. {
  300. const vfloat<N>* pMinX = (const vfloat<N>*)((const char*)&node->lower_x);
  301. const vfloat<N>* pMinY = (const vfloat<N>*)((const char*)&node->lower_y);
  302. const vfloat<N>* pMinZ = (const vfloat<N>*)((const char*)&node->lower_z);
  303. const vfloat<N>* pMaxX = (const vfloat<N>*)((const char*)&node->upper_x);
  304. const vfloat<N>* pMaxY = (const vfloat<N>*)((const char*)&node->upper_y);
  305. const vfloat<N>* pMaxZ = (const vfloat<N>*)((const char*)&node->upper_z);
  306. const vfloat<N> minX = madd(time,pMinX[6],vfloat<N>(pMinX[0]));
  307. const vfloat<N> minY = madd(time,pMinY[6],vfloat<N>(pMinY[0]));
  308. const vfloat<N> minZ = madd(time,pMinZ[6],vfloat<N>(pMinZ[0]));
  309. const vfloat<N> maxX = madd(time,pMaxX[6],vfloat<N>(pMaxX[0]));
  310. const vfloat<N> maxY = madd(time,pMaxY[6],vfloat<N>(pMaxY[0]));
  311. const vfloat<N> maxZ = madd(time,pMaxZ[6],vfloat<N>(pMaxZ[0]));
  312. return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
  313. }
  314. template<int N>
  315. __forceinline size_t pointQueryNodeAABBMB4D(const typename BVHN<N>::NodeRef ref, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  316. {
  317. const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
  318. size_t mask = pointQueryNodeAABB(node, query, time, dist);
  319. if (unlikely(ref.isAABBNodeMB4D())) {
  320. const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
  321. const vbool<N> vmask = (node1->lower_t <= time) & (time < node1->upper_t);
  322. mask &= movemask(vmask);
  323. }
  324. return mask;
  325. }
  326. template<int N>
  327. __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  328. {
  329. const size_t mvalid = movemask(node->validMask());
  330. const vfloat<N> start_x(node->start.x);
  331. const vfloat<N> scale_x(node->scale.x);
  332. const vfloat<N> minX = madd(node->template dequantize<N>((0*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
  333. const vfloat<N> maxX = madd(node->template dequantize<N>((1*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
  334. const vfloat<N> start_y(node->start.y);
  335. const vfloat<N> scale_y(node->scale.y);
  336. const vfloat<N> minY = madd(node->template dequantize<N>((2*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
  337. const vfloat<N> maxY = madd(node->template dequantize<N>((3*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
  338. const vfloat<N> start_z(node->start.z);
  339. const vfloat<N> scale_z(node->scale.z);
  340. const vfloat<N> minZ = madd(node->template dequantize<N>((4*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
  341. const vfloat<N> maxZ = madd(node->template dequantize<N>((5*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
  342. return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & mvalid;
  343. }
  344. template<int N>
  345. __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  346. {
  347. const size_t mvalid = movemask(node->validMask());
  348. const vfloat<N> minX = node->dequantizeLowerX(time);
  349. const vfloat<N> maxX = node->dequantizeUpperX(time);
  350. const vfloat<N> minY = node->dequantizeLowerY(time);
  351. const vfloat<N> maxY = node->dequantizeUpperY(time);
  352. const vfloat<N> minZ = node->dequantizeLowerZ(time);
  353. const vfloat<N> maxZ = node->dequantizeUpperZ(time);
  354. return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & mvalid;
  355. }
  356. template<int N>
  357. __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::OBBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  358. {
  359. // TODO: point query - implement
  360. const vbool<N> vmask = vbool<N>(true);
  361. const size_t mask = movemask(vmask) & ((1<<N)-1);
  362. dist = vfloat<N>(0.0f);
  363. return mask;
  364. }
  365. template<int N>
  366. __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::OBBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  367. {
  368. // TODO: point query - implement
  369. const vbool<N> vmask = vbool<N>(true);
  370. const size_t mask = movemask(vmask) & ((1<<N)-1);
  371. dist = vfloat<N>(0.0f);
  372. return mask;
  373. }
  374. //////////////////////////////////////////////////////////////////////////////////////
  375. // Fast AABBNode intersection
  376. //////////////////////////////////////////////////////////////////////////////////////
  377. template<int N, bool robust>
  378. __forceinline size_t intersectNode(const typename BVHN<N>::AABBNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist);
  379. template<>
  380. __forceinline size_t intersectNode<4>(const typename BVH4::AABBNode* node, const TravRay<4,false>& ray, vfloat4& dist)
  381. {
  382. #if defined(__FMA_X4__)
  383. #if defined(__aarch64__)
  384. const vfloat4 tNearX = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.neg_org_rdir.x);
  385. const vfloat4 tNearY = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.neg_org_rdir.y);
  386. const vfloat4 tNearZ = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.neg_org_rdir.z);
  387. const vfloat4 tFarX = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.neg_org_rdir.x);
  388. const vfloat4 tFarY = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.neg_org_rdir.y);
  389. const vfloat4 tFarZ = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.neg_org_rdir.z);
  390. #else
  391. const vfloat4 tNearX = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.org_rdir.x);
  392. const vfloat4 tNearY = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.org_rdir.y);
  393. const vfloat4 tNearZ = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.org_rdir.z);
  394. const vfloat4 tFarX = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.org_rdir.x);
  395. const vfloat4 tFarY = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.org_rdir.y);
  396. const vfloat4 tFarZ = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.org_rdir.z);
  397. #endif
  398. #else
  399. const vfloat4 tNearX = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir.x;
  400. const vfloat4 tNearY = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir.y;
  401. const vfloat4 tNearZ = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir.z;
  402. const vfloat4 tFarX = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir.x;
  403. const vfloat4 tFarY = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir.y;
  404. const vfloat4 tFarZ = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir.z;
  405. #endif
  406. #if defined(__aarch64__)
  407. const vfloat4 tNear = maxi(tNearX, tNearY, tNearZ, ray.tnear);
  408. const vfloat4 tFar = mini(tFarX, tFarY, tFarZ, ray.tfar);
  409. const vbool4 vmask = asInt(tNear) <= asInt(tFar);
  410. const size_t mask = movemask(vmask);
  411. #elif defined(__SSE4_1__) && !defined(__AVX512F__) // up to HSW
  412. const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  413. const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  414. const vbool4 vmask = asInt(tNear) > asInt(tFar);
  415. const size_t mask = movemask(vmask) ^ ((1<<4)-1);
  416. #elif defined(__AVX512F__) // SKX
  417. const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  418. const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  419. const vbool4 vmask = asInt(tNear) <= asInt(tFar);
  420. const size_t mask = movemask(vmask);
  421. #else
  422. const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  423. const vfloat4 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  424. const vbool4 vmask = tNear <= tFar;
  425. const size_t mask = movemask(vmask);
  426. #endif
  427. dist = tNear;
  428. return mask;
  429. }
  430. #if defined(__AVX__)
  431. template<>
  432. __forceinline size_t intersectNode<8>(const typename BVH8::AABBNode* node, const TravRay<8,false>& ray, vfloat8& dist)
  433. {
  434. #if defined(__AVX2__)
  435. #if defined(__aarch64__)
  436. const vfloat8 tNearX = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.neg_org_rdir.x);
  437. const vfloat8 tNearY = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.neg_org_rdir.y);
  438. const vfloat8 tNearZ = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.neg_org_rdir.z);
  439. const vfloat8 tFarX = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.neg_org_rdir.x);
  440. const vfloat8 tFarY = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.neg_org_rdir.y);
  441. const vfloat8 tFarZ = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.neg_org_rdir.z);
  442. #else
  443. const vfloat8 tNearX = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.org_rdir.x);
  444. const vfloat8 tNearY = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.org_rdir.y);
  445. const vfloat8 tNearZ = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.org_rdir.z);
  446. const vfloat8 tFarX = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.org_rdir.x);
  447. const vfloat8 tFarY = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.org_rdir.y);
  448. const vfloat8 tFarZ = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.org_rdir.z);
  449. #endif
  450. #else
  451. const vfloat8 tNearX = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir.x;
  452. const vfloat8 tNearY = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir.y;
  453. const vfloat8 tNearZ = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir.z;
  454. const vfloat8 tFarX = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir.x;
  455. const vfloat8 tFarY = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir.y;
  456. const vfloat8 tFarZ = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir.z;
  457. #endif
  458. #if defined(__AVX2__) && !defined(__AVX512F__) // HSW
  459. const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  460. const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  461. const vbool8 vmask = asInt(tNear) > asInt(tFar);
  462. const size_t mask = movemask(vmask) ^ ((1<<8)-1);
  463. #elif defined(__AVX512F__) // SKX
  464. const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  465. const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  466. const vbool8 vmask = asInt(tNear) <= asInt(tFar);
  467. const size_t mask = movemask(vmask);
  468. #else
  469. const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  470. const vfloat8 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  471. const vbool8 vmask = tNear <= tFar;
  472. const size_t mask = movemask(vmask);
  473. #endif
  474. dist = tNear;
  475. return mask;
  476. }
  477. #endif
  478. //////////////////////////////////////////////////////////////////////////////////////
  479. // Robust AABBNode intersection
  480. //////////////////////////////////////////////////////////////////////////////////////
  481. template<int N>
  482. __forceinline size_t intersectNodeRobust(const typename BVHN<N>::AABBNode* node, const TravRay<N,true>& ray, vfloat<N>& dist)
  483. {
  484. const vfloat<N> tNearX = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir_near.x;
  485. const vfloat<N> tNearY = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir_near.y;
  486. const vfloat<N> tNearZ = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir_near.z;
  487. const vfloat<N> tFarX = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir_far.x;
  488. const vfloat<N> tFarY = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir_far.y;
  489. const vfloat<N> tFarZ = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir_far.z;
  490. const vfloat<N> tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  491. const vfloat<N> tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  492. const vbool<N> vmask = tNear <= tFar;
  493. const size_t mask = movemask(vmask);
  494. dist = tNear;
  495. return mask;
  496. }
  497. //////////////////////////////////////////////////////////////////////////////////////
  498. // Fast AABBNodeMB intersection
  499. //////////////////////////////////////////////////////////////////////////////////////
  500. template<int N>
  501. __forceinline size_t intersectNode(const typename BVHN<N>::AABBNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
  502. {
  503. const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
  504. const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
  505. const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
  506. const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
  507. const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
  508. const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
  509. #if defined(__FMA_X4__)
  510. #if defined(__aarch64__)
  511. const vfloat<N> tNearX = madd(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.neg_org_rdir.x);
  512. const vfloat<N> tNearY = madd(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.neg_org_rdir.y);
  513. const vfloat<N> tNearZ = madd(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.neg_org_rdir.z);
  514. const vfloat<N> tFarX = madd(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.neg_org_rdir.x);
  515. const vfloat<N> tFarY = madd(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.neg_org_rdir.y);
  516. const vfloat<N> tFarZ = madd(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.neg_org_rdir.z);
  517. #else
  518. const vfloat<N> tNearX = msub(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.org_rdir.x);
  519. const vfloat<N> tNearY = msub(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.org_rdir.y);
  520. const vfloat<N> tNearZ = msub(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.org_rdir.z);
  521. const vfloat<N> tFarX = msub(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.org_rdir.x);
  522. const vfloat<N> tFarY = msub(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.org_rdir.y);
  523. const vfloat<N> tFarZ = msub(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.org_rdir.z);
  524. #endif
  525. #else
  526. const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir.x;
  527. const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir.y;
  528. const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir.z;
  529. const vfloat<N> tFarX = (madd(time,pFarX [6],vfloat<N>(pFarX [0])) - ray.org.x) * ray.rdir.x;
  530. const vfloat<N> tFarY = (madd(time,pFarY [6],vfloat<N>(pFarY [0])) - ray.org.y) * ray.rdir.y;
  531. const vfloat<N> tFarZ = (madd(time,pFarZ [6],vfloat<N>(pFarZ [0])) - ray.org.z) * ray.rdir.z;
  532. #endif
  533. #if defined(__FMA_X4__) && !defined(__AVX512F__) // HSW
  534. const vfloat<N> tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  535. const vfloat<N> tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  536. const vbool<N> vmask = asInt(tNear) > asInt(tFar);
  537. const size_t mask = movemask(vmask) ^ ((1<<N)-1);
  538. #elif defined(__AVX512F__) // SKX
  539. const vfloat<N> tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  540. const vfloat<N> tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  541. const vbool<N> vmask = asInt(tNear) <= asInt(tFar);
  542. const size_t mask = movemask(vmask);
  543. #else
  544. const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
  545. const vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );
  546. const vbool<N> vmask = tNear <= tFar;
  547. const size_t mask = movemask(vmask);
  548. #endif
  549. dist = tNear;
  550. return mask;
  551. }
  552. //////////////////////////////////////////////////////////////////////////////////////
  553. // Robust AABBNodeMB intersection
  554. //////////////////////////////////////////////////////////////////////////////////////
  555. template<int N>
  556. __forceinline size_t intersectNodeRobust(const typename BVHN<N>::AABBNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
  557. {
  558. const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
  559. const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
  560. const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
  561. const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir_near.x;
  562. const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir_near.y;
  563. const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir_near.z;
  564. const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
  565. const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
  566. const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
  567. const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
  568. const vfloat<N> tFarX = (madd(time,pFarX[6],vfloat<N>(pFarX[0])) - ray.org.x) * ray.rdir_far.x;
  569. const vfloat<N> tFarY = (madd(time,pFarY[6],vfloat<N>(pFarY[0])) - ray.org.y) * ray.rdir_far.y;
  570. const vfloat<N> tFarZ = (madd(time,pFarZ[6],vfloat<N>(pFarZ[0])) - ray.org.z) * ray.rdir_far.z;
  571. const vfloat<N> tFar = min(ray.tfar,tFarX,tFarY,tFarZ);
  572. const size_t mask = movemask(tNear <= tFar);
  573. dist = tNear;
  574. return mask;
  575. }
  576. //////////////////////////////////////////////////////////////////////////////////////
  577. // Fast AABBNodeMB4D intersection
  578. //////////////////////////////////////////////////////////////////////////////////////
  579. template<int N>
  580. __forceinline size_t intersectNodeMB4D(const typename BVHN<N>::NodeRef ref, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
  581. {
  582. const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
  583. const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
  584. const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
  585. const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
  586. const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
  587. const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
  588. const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
  589. #if defined (__FMA_X4__)
  590. #if defined(__aarch64__)
  591. const vfloat<N> tNearX = madd(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.neg_org_rdir.x);
  592. const vfloat<N> tNearY = madd(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.neg_org_rdir.y);
  593. const vfloat<N> tNearZ = madd(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.neg_org_rdir.z);
  594. const vfloat<N> tFarX = madd(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.neg_org_rdir.x);
  595. const vfloat<N> tFarY = madd(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.neg_org_rdir.y);
  596. const vfloat<N> tFarZ = madd(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.neg_org_rdir.z);
  597. #else
  598. const vfloat<N> tNearX = msub(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.org_rdir.x);
  599. const vfloat<N> tNearY = msub(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.org_rdir.y);
  600. const vfloat<N> tNearZ = msub(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.org_rdir.z);
  601. const vfloat<N> tFarX = msub(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.org_rdir.x);
  602. const vfloat<N> tFarY = msub(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.org_rdir.y);
  603. const vfloat<N> tFarZ = msub(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.org_rdir.z);
  604. #endif
  605. #else
  606. const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir.x;
  607. const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir.y;
  608. const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir.z;
  609. const vfloat<N> tFarX = (madd(time,pFarX [6],vfloat<N>(pFarX [0])) - ray.org.x) * ray.rdir.x;
  610. const vfloat<N> tFarY = (madd(time,pFarY [6],vfloat<N>(pFarY [0])) - ray.org.y) * ray.rdir.y;
  611. const vfloat<N> tFarZ = (madd(time,pFarZ [6],vfloat<N>(pFarZ [0])) - ray.org.z) * ray.rdir.z;
  612. #endif
  613. #if defined(__FMA_X4__) && !defined(__AVX512F__)
  614. const vfloat<N> tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray.tnear));
  615. const vfloat<N> tFar = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray.tfar ));
  616. #else
  617. const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
  618. const vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );
  619. #endif
  620. vbool<N> vmask = tNear <= tFar;
  621. if (unlikely(ref.isAABBNodeMB4D())) {
  622. const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
  623. vmask &= (node1->lower_t <= time) & (time < node1->upper_t);
  624. }
  625. const size_t mask = movemask(vmask);
  626. dist = tNear;
  627. return mask;
  628. }
  629. //////////////////////////////////////////////////////////////////////////////////////
  630. // Robust AABBNodeMB4D intersection
  631. //////////////////////////////////////////////////////////////////////////////////////
  632. template<int N>
  633. __forceinline size_t intersectNodeMB4DRobust(const typename BVHN<N>::NodeRef ref, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
  634. {
  635. const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
  636. const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
  637. const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
  638. const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
  639. const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir_near.x;
  640. const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir_near.y;
  641. const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir_near.z;
  642. const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
  643. const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
  644. const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
  645. const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
  646. const vfloat<N> tFarX = (madd(time,pFarX[6],vfloat<N>(pFarX[0])) - ray.org.x) * ray.rdir_far.x;
  647. const vfloat<N> tFarY = (madd(time,pFarY[6],vfloat<N>(pFarY[0])) - ray.org.y) * ray.rdir_far.y;
  648. const vfloat<N> tFarZ = (madd(time,pFarZ[6],vfloat<N>(pFarZ[0])) - ray.org.z) * ray.rdir_far.z;
  649. const vfloat<N> tFar = min(ray.tfar,tFarX,tFarY,tFarZ);
  650. vbool<N> vmask = tNear <= tFar;
  651. if (unlikely(ref.isAABBNodeMB4D())) {
  652. const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
  653. vmask &= (node1->lower_t <= time) & (time < node1->upper_t);
  654. }
  655. const size_t mask = movemask(vmask);
  656. dist = tNear;
  657. return mask;
  658. }
  659. //////////////////////////////////////////////////////////////////////////////////////
  660. // Fast QuantizedBaseNode intersection
  661. //////////////////////////////////////////////////////////////////////////////////////
  662. template<int N, bool robust>
  663. __forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist);
  664. template<>
  665. __forceinline size_t intersectNode<4>(const typename BVH4::QuantizedBaseNode* node, const TravRay<4,false>& ray, vfloat4& dist)
  666. {
  667. const size_t mvalid = movemask(node->validMask());
  668. const vfloat4 start_x(node->start.x);
  669. const vfloat4 scale_x(node->scale.x);
  670. const vfloat4 lower_x = madd(node->dequantize<4>(ray.nearX >> 2),scale_x,start_x);
  671. const vfloat4 upper_x = madd(node->dequantize<4>(ray.farX >> 2),scale_x,start_x);
  672. const vfloat4 start_y(node->start.y);
  673. const vfloat4 scale_y(node->scale.y);
  674. const vfloat4 lower_y = madd(node->dequantize<4>(ray.nearY >> 2),scale_y,start_y);
  675. const vfloat4 upper_y = madd(node->dequantize<4>(ray.farY >> 2),scale_y,start_y);
  676. const vfloat4 start_z(node->start.z);
  677. const vfloat4 scale_z(node->scale.z);
  678. const vfloat4 lower_z = madd(node->dequantize<4>(ray.nearZ >> 2),scale_z,start_z);
  679. const vfloat4 upper_z = madd(node->dequantize<4>(ray.farZ >> 2),scale_z,start_z);
  680. #if defined(__FMA_X4__)
  681. #if defined(__aarch64__)
  682. const vfloat4 tNearX = madd(lower_x, ray.rdir.x, ray.neg_org_rdir.x);
  683. const vfloat4 tNearY = madd(lower_y, ray.rdir.y, ray.neg_org_rdir.y);
  684. const vfloat4 tNearZ = madd(lower_z, ray.rdir.z, ray.neg_org_rdir.z);
  685. const vfloat4 tFarX = madd(upper_x, ray.rdir.x, ray.neg_org_rdir.x);
  686. const vfloat4 tFarY = madd(upper_y, ray.rdir.y, ray.neg_org_rdir.y);
  687. const vfloat4 tFarZ = madd(upper_z, ray.rdir.z, ray.neg_org_rdir.z);
  688. #else
  689. const vfloat4 tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);
  690. const vfloat4 tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);
  691. const vfloat4 tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);
  692. const vfloat4 tFarX = msub(upper_x, ray.rdir.x, ray.org_rdir.x);
  693. const vfloat4 tFarY = msub(upper_y, ray.rdir.y, ray.org_rdir.y);
  694. const vfloat4 tFarZ = msub(upper_z, ray.rdir.z, ray.org_rdir.z);
  695. #endif
  696. #else
  697. const vfloat4 tNearX = (lower_x - ray.org.x) * ray.rdir.x;
  698. const vfloat4 tNearY = (lower_y - ray.org.y) * ray.rdir.y;
  699. const vfloat4 tNearZ = (lower_z - ray.org.z) * ray.rdir.z;
  700. const vfloat4 tFarX = (upper_x - ray.org.x) * ray.rdir.x;
  701. const vfloat4 tFarY = (upper_y - ray.org.y) * ray.rdir.y;
  702. const vfloat4 tFarZ = (upper_z - ray.org.z) * ray.rdir.z;
  703. #endif
  704. #if defined(__aarch64__) || defined(__SSE4_1__) && !defined(__AVX512F__) // up to HSW
  705. const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  706. const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  707. const vbool4 vmask = asInt(tNear) > asInt(tFar);
  708. const size_t mask = movemask(vmask) ^ ((1<<4)-1);
  709. #elif defined(__AVX512F__) // SKX
  710. const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  711. const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  712. const vbool4 vmask = asInt(tNear) <= asInt(tFar);
  713. const size_t mask = movemask(vmask);
  714. #else
  715. const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  716. const vfloat4 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  717. const vbool4 vmask = tNear <= tFar;
  718. const size_t mask = movemask(vmask);
  719. #endif
  720. dist = tNear;
  721. return mask & mvalid;
  722. }
  723. template<>
  724. __forceinline size_t intersectNode<4>(const typename BVH4::QuantizedBaseNode* node, const TravRay<4,true>& ray, vfloat4& dist)
  725. {
  726. const size_t mvalid = movemask(node->validMask());
  727. const vfloat4 start_x(node->start.x);
  728. const vfloat4 scale_x(node->scale.x);
  729. const vfloat4 lower_x = madd(node->dequantize<4>(ray.nearX >> 2),scale_x,start_x);
  730. const vfloat4 upper_x = madd(node->dequantize<4>(ray.farX >> 2),scale_x,start_x);
  731. const vfloat4 start_y(node->start.y);
  732. const vfloat4 scale_y(node->scale.y);
  733. const vfloat4 lower_y = madd(node->dequantize<4>(ray.nearY >> 2),scale_y,start_y);
  734. const vfloat4 upper_y = madd(node->dequantize<4>(ray.farY >> 2),scale_y,start_y);
  735. const vfloat4 start_z(node->start.z);
  736. const vfloat4 scale_z(node->scale.z);
  737. const vfloat4 lower_z = madd(node->dequantize<4>(ray.nearZ >> 2),scale_z,start_z);
  738. const vfloat4 upper_z = madd(node->dequantize<4>(ray.farZ >> 2),scale_z,start_z);
  739. const vfloat4 tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;
  740. const vfloat4 tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;
  741. const vfloat4 tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;
  742. const vfloat4 tFarX = (upper_x - ray.org.x) * ray.rdir_far.x;
  743. const vfloat4 tFarY = (upper_y - ray.org.y) * ray.rdir_far.y;
  744. const vfloat4 tFarZ = (upper_z - ray.org.z) * ray.rdir_far.z;
  745. const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  746. const vfloat4 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  747. const vbool4 vmask = tNear <= tFar;
  748. const size_t mask = movemask(vmask);
  749. dist = tNear;
  750. return mask & mvalid;
  751. }
  752. #if defined(__AVX__)
  753. template<>
  754. __forceinline size_t intersectNode<8>(const typename BVH8::QuantizedBaseNode* node, const TravRay<8,false>& ray, vfloat8& dist)
  755. {
  756. const size_t mvalid = movemask(node->validMask());
  757. const vfloat8 start_x(node->start.x);
  758. const vfloat8 scale_x(node->scale.x);
  759. const vfloat8 lower_x = madd(node->dequantize<8>(ray.nearX >> 2),scale_x,start_x);
  760. const vfloat8 upper_x = madd(node->dequantize<8>(ray.farX >> 2),scale_x,start_x);
  761. const vfloat8 start_y(node->start.y);
  762. const vfloat8 scale_y(node->scale.y);
  763. const vfloat8 lower_y = madd(node->dequantize<8>(ray.nearY >> 2),scale_y,start_y);
  764. const vfloat8 upper_y = madd(node->dequantize<8>(ray.farY >> 2),scale_y,start_y);
  765. const vfloat8 start_z(node->start.z);
  766. const vfloat8 scale_z(node->scale.z);
  767. const vfloat8 lower_z = madd(node->dequantize<8>(ray.nearZ >> 2),scale_z,start_z);
  768. const vfloat8 upper_z = madd(node->dequantize<8>(ray.farZ >> 2),scale_z,start_z);
  769. #if defined(__AVX2__)
  770. #if defined(__aarch64__)
  771. const vfloat8 tNearX = madd(lower_x, ray.rdir.x, ray.neg_org_rdir.x);
  772. const vfloat8 tNearY = madd(lower_y, ray.rdir.y, ray.neg_org_rdir.y);
  773. const vfloat8 tNearZ = madd(lower_z, ray.rdir.z, ray.neg_org_rdir.z);
  774. const vfloat8 tFarX = madd(upper_x, ray.rdir.x, ray.neg_org_rdir.x);
  775. const vfloat8 tFarY = madd(upper_y, ray.rdir.y, ray.neg_org_rdir.y);
  776. const vfloat8 tFarZ = madd(upper_z, ray.rdir.z, ray.neg_org_rdir.z);
  777. #else
  778. const vfloat8 tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);
  779. const vfloat8 tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);
  780. const vfloat8 tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);
  781. const vfloat8 tFarX = msub(upper_x, ray.rdir.x, ray.org_rdir.x);
  782. const vfloat8 tFarY = msub(upper_y, ray.rdir.y, ray.org_rdir.y);
  783. const vfloat8 tFarZ = msub(upper_z, ray.rdir.z, ray.org_rdir.z);
  784. #endif
  785. #else
  786. const vfloat8 tNearX = (lower_x - ray.org.x) * ray.rdir.x;
  787. const vfloat8 tNearY = (lower_y - ray.org.y) * ray.rdir.y;
  788. const vfloat8 tNearZ = (lower_z - ray.org.z) * ray.rdir.z;
  789. const vfloat8 tFarX = (upper_x - ray.org.x) * ray.rdir.x;
  790. const vfloat8 tFarY = (upper_y - ray.org.y) * ray.rdir.y;
  791. const vfloat8 tFarZ = (upper_z - ray.org.z) * ray.rdir.z;
  792. #endif
  793. #if defined(__AVX2__) && !defined(__AVX512F__) // HSW
  794. const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  795. const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  796. const vbool8 vmask = asInt(tNear) > asInt(tFar);
  797. const size_t mask = movemask(vmask) ^ ((1<<8)-1);
  798. #elif defined(__AVX512F__) // SKX
  799. const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
  800. const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
  801. const vbool8 vmask = asInt(tNear) <= asInt(tFar);
  802. const size_t mask = movemask(vmask);
  803. #else
  804. const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  805. const vfloat8 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  806. const vbool8 vmask = tNear <= tFar;
  807. const size_t mask = movemask(vmask);
  808. #endif
  809. dist = tNear;
  810. return mask & mvalid;
  811. }
  812. template<>
  813. __forceinline size_t intersectNode<8>(const typename BVH8::QuantizedBaseNode* node, const TravRay<8,true>& ray, vfloat8& dist)
  814. {
  815. const size_t mvalid = movemask(node->validMask());
  816. const vfloat8 start_x(node->start.x);
  817. const vfloat8 scale_x(node->scale.x);
  818. const vfloat8 lower_x = madd(node->dequantize<8>(ray.nearX >> 2),scale_x,start_x);
  819. const vfloat8 upper_x = madd(node->dequantize<8>(ray.farX >> 2),scale_x,start_x);
  820. const vfloat8 start_y(node->start.y);
  821. const vfloat8 scale_y(node->scale.y);
  822. const vfloat8 lower_y = madd(node->dequantize<8>(ray.nearY >> 2),scale_y,start_y);
  823. const vfloat8 upper_y = madd(node->dequantize<8>(ray.farY >> 2),scale_y,start_y);
  824. const vfloat8 start_z(node->start.z);
  825. const vfloat8 scale_z(node->scale.z);
  826. const vfloat8 lower_z = madd(node->dequantize<8>(ray.nearZ >> 2),scale_z,start_z);
  827. const vfloat8 upper_z = madd(node->dequantize<8>(ray.farZ >> 2),scale_z,start_z);
  828. const vfloat8 tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;
  829. const vfloat8 tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;
  830. const vfloat8 tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;
  831. const vfloat8 tFarX = (upper_x - ray.org.x) * ray.rdir_far.x;
  832. const vfloat8 tFarY = (upper_y - ray.org.y) * ray.rdir_far.y;
  833. const vfloat8 tFarZ = (upper_z - ray.org.z) * ray.rdir_far.z;
  834. const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
  835. const vfloat8 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
  836. const vbool8 vmask = tNear <= tFar;
  837. const size_t mask = movemask(vmask);
  838. dist = tNear;
  839. return mask & mvalid;
  840. }
  841. #endif
  842. template<int N>
  843. __forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
  844. {
  845. const vboolf<N> mvalid = node->validMask();
  846. const vfloat<N> lower_x = node->dequantizeLowerX(time);
  847. const vfloat<N> upper_x = node->dequantizeUpperX(time);
  848. const vfloat<N> lower_y = node->dequantizeLowerY(time);
  849. const vfloat<N> upper_y = node->dequantizeUpperY(time);
  850. const vfloat<N> lower_z = node->dequantizeLowerZ(time);
  851. const vfloat<N> upper_z = node->dequantizeUpperZ(time);
  852. #if defined(__FMA_X4__)
  853. #if defined(__aarch64__)
  854. const vfloat<N> tNearX = madd(lower_x, ray.rdir.x, ray.neg_org_rdir.x);
  855. const vfloat<N> tNearY = madd(lower_y, ray.rdir.y, ray.neg_org_rdir.y);
  856. const vfloat<N> tNearZ = madd(lower_z, ray.rdir.z, ray.neg_org_rdir.z);
  857. const vfloat<N> tFarX = madd(upper_x, ray.rdir.x, ray.neg_org_rdir.x);
  858. const vfloat<N> tFarY = madd(upper_y, ray.rdir.y, ray.neg_org_rdir.y);
  859. const vfloat<N> tFarZ = madd(upper_z, ray.rdir.z, ray.neg_org_rdir.z);
  860. #else
  861. const vfloat<N> tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);
  862. const vfloat<N> tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);
  863. const vfloat<N> tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);
  864. const vfloat<N> tFarX = msub(upper_x, ray.rdir.x, ray.org_rdir.x);
  865. const vfloat<N> tFarY = msub(upper_y, ray.rdir.y, ray.org_rdir.y);
  866. const vfloat<N> tFarZ = msub(upper_z, ray.rdir.z, ray.org_rdir.z);
  867. #endif
  868. #else
  869. const vfloat<N> tNearX = (lower_x - ray.org.x) * ray.rdir.x;
  870. const vfloat<N> tNearY = (lower_y - ray.org.y) * ray.rdir.y;
  871. const vfloat<N> tNearZ = (lower_z - ray.org.z) * ray.rdir.z;
  872. const vfloat<N> tFarX = (upper_x - ray.org.x) * ray.rdir.x;
  873. const vfloat<N> tFarY = (upper_y - ray.org.y) * ray.rdir.y;
  874. const vfloat<N> tFarZ = (upper_z - ray.org.z) * ray.rdir.z;
  875. #endif
  876. const vfloat<N> tminX = mini(tNearX,tFarX);
  877. const vfloat<N> tmaxX = maxi(tNearX,tFarX);
  878. const vfloat<N> tminY = mini(tNearY,tFarY);
  879. const vfloat<N> tmaxY = maxi(tNearY,tFarY);
  880. const vfloat<N> tminZ = mini(tNearZ,tFarZ);
  881. const vfloat<N> tmaxZ = maxi(tNearZ,tFarZ);
  882. const vfloat<N> tNear = maxi(tminX,tminY,tminZ,ray.tnear);
  883. const vfloat<N> tFar = mini(tmaxX,tmaxY,tmaxZ,ray.tfar);
  884. #if defined(__AVX512F__) // SKX
  885. const vbool<N> vmask = le(mvalid,asInt(tNear),asInt(tFar));
  886. #else
  887. const vbool<N> vmask = (asInt(tNear) <= asInt(tFar)) & mvalid;
  888. #endif
  889. const size_t mask = movemask(vmask);
  890. dist = tNear;
  891. return mask;
  892. }
  893. template<int N>
  894. __forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
  895. {
  896. const vboolf<N> mvalid = node->validMask();
  897. const vfloat<N> lower_x = node->dequantizeLowerX(time);
  898. const vfloat<N> upper_x = node->dequantizeUpperX(time);
  899. const vfloat<N> lower_y = node->dequantizeLowerY(time);
  900. const vfloat<N> upper_y = node->dequantizeUpperY(time);
  901. const vfloat<N> lower_z = node->dequantizeLowerZ(time);
  902. const vfloat<N> upper_z = node->dequantizeUpperZ(time);
  903. const vfloat<N> tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;
  904. const vfloat<N> tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;
  905. const vfloat<N> tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;
  906. const vfloat<N> tFarX = (upper_x - ray.org.x) * ray.rdir_far.x;
  907. const vfloat<N> tFarY = (upper_y - ray.org.y) * ray.rdir_far.y;
  908. const vfloat<N> tFarZ = (upper_z - ray.org.z) * ray.rdir_far.z;
  909. const vfloat<N> tminX = mini(tNearX,tFarX);
  910. const vfloat<N> tmaxX = maxi(tNearX,tFarX);
  911. const vfloat<N> tminY = mini(tNearY,tFarY);
  912. const vfloat<N> tmaxY = maxi(tNearY,tFarY);
  913. const vfloat<N> tminZ = mini(tNearZ,tFarZ);
  914. const vfloat<N> tmaxZ = maxi(tNearZ,tFarZ);
  915. const vfloat<N> tNear = maxi(tminX,tminY,tminZ,ray.tnear);
  916. const vfloat<N> tFar = mini(tmaxX,tmaxY,tmaxZ,ray.tfar);
  917. #if defined(__AVX512F__) // SKX
  918. const vbool<N> vmask = le(mvalid,asInt(tNear),asInt(tFar));
  919. #else
  920. const vbool<N> vmask = (asInt(tNear) <= asInt(tFar)) & mvalid;
  921. #endif
  922. const size_t mask = movemask(vmask);
  923. dist = tNear;
  924. return mask;
  925. }
  926. //////////////////////////////////////////////////////////////////////////////////////
  927. // Fast OBBNode intersection
  928. //////////////////////////////////////////////////////////////////////////////////////
  929. template<int N, bool robust>
  930. __forceinline size_t intersectNode(const typename BVHN<N>::OBBNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist)
  931. {
  932. const Vec3vf<N> dir = xfmVector(node->naabb,ray.dir);
  933. //const Vec3vf<N> nrdir = Vec3vf<N>(vfloat<N>(-1.0f))/dir;
  934. const Vec3vf<N> nrdir = Vec3vf<N>(vfloat<N>(-1.0f))*rcp_safe(dir);
  935. const Vec3vf<N> org = xfmPoint(node->naabb,ray.org);
  936. const Vec3vf<N> tLowerXYZ = org * nrdir; // (Vec3fa(zero) - org) * rdir;
  937. const Vec3vf<N> tUpperXYZ = tLowerXYZ - nrdir; // (Vec3fa(one ) - org) * rdir;
  938. const vfloat<N> tNearX = mini(tLowerXYZ.x,tUpperXYZ.x);
  939. const vfloat<N> tNearY = mini(tLowerXYZ.y,tUpperXYZ.y);
  940. const vfloat<N> tNearZ = mini(tLowerXYZ.z,tUpperXYZ.z);
  941. const vfloat<N> tFarX = maxi(tLowerXYZ.x,tUpperXYZ.x);
  942. const vfloat<N> tFarY = maxi(tLowerXYZ.y,tUpperXYZ.y);
  943. const vfloat<N> tFarZ = maxi(tLowerXYZ.z,tUpperXYZ.z);
  944. vfloat<N> tNear = max(ray.tnear, tNearX,tNearY,tNearZ);
  945. vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );
  946. if (robust) {
  947. tNear = tNear*vfloat<N>(1.0f-3.0f*float(ulp));
  948. tFar = tFar *vfloat<N>(1.0f+3.0f*float(ulp));
  949. }
  950. const vbool<N> vmask = tNear <= tFar;
  951. dist = tNear;
  952. return movemask(vmask);
  953. }
  954. //////////////////////////////////////////////////////////////////////////////////////
  955. // Fast OBBNodeMB intersection
  956. //////////////////////////////////////////////////////////////////////////////////////
  957. template<int N, bool robust>
  958. __forceinline size_t intersectNode(const typename BVHN<N>::OBBNodeMB* node, const TravRay<N,robust>& ray, const float time, vfloat<N>& dist)
  959. {
  960. const AffineSpace3vf<N> xfm = node->space0;
  961. const Vec3vf<N> b0_lower = zero;
  962. const Vec3vf<N> b0_upper = one;
  963. const Vec3vf<N> lower = lerp(b0_lower,node->b1.lower,vfloat<N>(time));
  964. const Vec3vf<N> upper = lerp(b0_upper,node->b1.upper,vfloat<N>(time));
  965. const BBox3vf<N> bounds(lower,upper);
  966. const Vec3vf<N> dir = xfmVector(xfm,ray.dir);
  967. const Vec3vf<N> rdir = rcp_safe(dir);
  968. const Vec3vf<N> org = xfmPoint(xfm,ray.org);
  969. const Vec3vf<N> tLowerXYZ = (bounds.lower - org) * rdir;
  970. const Vec3vf<N> tUpperXYZ = (bounds.upper - org) * rdir;
  971. const vfloat<N> tNearX = mini(tLowerXYZ.x,tUpperXYZ.x);
  972. const vfloat<N> tNearY = mini(tLowerXYZ.y,tUpperXYZ.y);
  973. const vfloat<N> tNearZ = mini(tLowerXYZ.z,tUpperXYZ.z);
  974. const vfloat<N> tFarX = maxi(tLowerXYZ.x,tUpperXYZ.x);
  975. const vfloat<N> tFarY = maxi(tLowerXYZ.y,tUpperXYZ.y);
  976. const vfloat<N> tFarZ = maxi(tLowerXYZ.z,tUpperXYZ.z);
  977. vfloat<N> tNear = max(ray.tnear, tNearX,tNearY,tNearZ);
  978. vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );
  979. if (robust) {
  980. tNear = tNear*vfloat<N>(1.0f-3.0f*float(ulp));
  981. tFar = tFar *vfloat<N>(1.0f+3.0f*float(ulp));
  982. }
  983. const vbool<N> vmask = tNear <= tFar;
  984. dist = tNear;
  985. return movemask(vmask);
  986. }
  987. //////////////////////////////////////////////////////////////////////////////////////
  988. // Node intersectors used in point query raversal
  989. //////////////////////////////////////////////////////////////////////////////////////
  990. /*! Computes traversal information for N nodes with 1 point query */
  991. template<int N, int types>
  992. struct BVHNNodePointQuerySphere1;
  993. template<int N>
  994. struct BVHNNodePointQuerySphere1<N, BVH_AN1>
  995. {
  996. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  997. {
  998. if (unlikely(node.isLeaf())) return false;
  999. mask = pointQueryNodeSphere(node.getAABBNode(), query, dist);
  1000. return true;
  1001. }
  1002. };
  1003. template<int N>
  1004. struct BVHNNodePointQuerySphere1<N, BVH_AN2>
  1005. {
  1006. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1007. {
  1008. if (unlikely(node.isLeaf())) return false;
  1009. mask = pointQueryNodeSphere(node.getAABBNodeMB(), query, time, dist);
  1010. return true;
  1011. }
  1012. };
  1013. template<int N>
  1014. struct BVHNNodePointQuerySphere1<N, BVH_AN2_AN4D>
  1015. {
  1016. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1017. {
  1018. if (unlikely(node.isLeaf())) return false;
  1019. mask = pointQueryNodeSphereMB4D<N>(node, query, time, dist);
  1020. return true;
  1021. }
  1022. };
  1023. template<int N>
  1024. struct BVHNNodePointQuerySphere1<N, BVH_AN1_UN1>
  1025. {
  1026. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1027. {
  1028. if (likely(node.isAABBNode())) mask = pointQueryNodeSphere(node.getAABBNode(), query, dist);
  1029. else if (unlikely(node.isOBBNode())) mask = pointQueryNodeSphere(node.ungetAABBNode(), query, dist);
  1030. else return false;
  1031. return true;
  1032. }
  1033. };
  1034. template<int N>
  1035. struct BVHNNodePointQuerySphere1<N, BVH_AN2_UN2>
  1036. {
  1037. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1038. {
  1039. if (likely(node.isAABBNodeMB())) mask = pointQueryNodeSphere(node.getAABBNodeMB(), query, time, dist);
  1040. else if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeSphere(node.ungetAABBNodeMB(), query, time, dist);
  1041. else return false;
  1042. return true;
  1043. }
  1044. };
  1045. template<int N>
  1046. struct BVHNNodePointQuerySphere1<N, BVH_AN2_AN4D_UN2>
  1047. {
  1048. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1049. {
  1050. if (unlikely(node.isLeaf())) return false;
  1051. if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeSphere(node.ungetAABBNodeMB(), query, time, dist);
  1052. else mask = pointQueryNodeSphereMB4D(node, query, time, dist);
  1053. return true;
  1054. }
  1055. };
  1056. template<int N>
  1057. struct BVHNNodePointQuerySphere1<N, BVH_QN1>
  1058. {
  1059. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1060. {
  1061. if (unlikely(node.isLeaf())) return false;
  1062. mask = pointQueryNodeSphere((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), query, dist);
  1063. return true;
  1064. }
  1065. };
  1066. template<int N>
  1067. struct BVHNQuantizedBaseNodePointQuerySphere1
  1068. {
  1069. static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  1070. {
  1071. return pointQueryNodeSphere(node,query,dist);
  1072. }
  1073. static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  1074. {
  1075. return pointQueryNodeSphere(node,query,time,dist);
  1076. }
  1077. };
  1078. /*! Computes traversal information for N nodes with 1 point query */
  1079. template<int N, int types>
  1080. struct BVHNNodePointQueryAABB1;
  1081. template<int N>
  1082. struct BVHNNodePointQueryAABB1<N, BVH_AN1>
  1083. {
  1084. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1085. {
  1086. if (unlikely(node.isLeaf())) return false;
  1087. mask = pointQueryNodeAABB(node.getAABBNode(), query, dist);
  1088. return true;
  1089. }
  1090. };
  1091. template<int N>
  1092. struct BVHNNodePointQueryAABB1<N, BVH_AN2>
  1093. {
  1094. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1095. {
  1096. if (unlikely(node.isLeaf())) return false;
  1097. mask = pointQueryNodeAABB(node.getAABBNodeMB(), query, time, dist);
  1098. return true;
  1099. }
  1100. };
  1101. template<int N>
  1102. struct BVHNNodePointQueryAABB1<N, BVH_AN2_AN4D>
  1103. {
  1104. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1105. {
  1106. if (unlikely(node.isLeaf())) return false;
  1107. mask = pointQueryNodeAABBMB4D<N>(node, query, time, dist);
  1108. return true;
  1109. }
  1110. };
  1111. template<int N>
  1112. struct BVHNNodePointQueryAABB1<N, BVH_AN1_UN1>
  1113. {
  1114. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1115. {
  1116. if (likely(node.isAABBNode())) mask = pointQueryNodeAABB(node.getAABBNode(), query, dist);
  1117. else if (unlikely(node.isOBBNode())) mask = pointQueryNodeAABB(node.ungetAABBNode(), query, dist);
  1118. else return false;
  1119. return true;
  1120. }
  1121. };
  1122. template<int N>
  1123. struct BVHNNodePointQueryAABB1<N, BVH_AN2_UN2>
  1124. {
  1125. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1126. {
  1127. if (likely(node.isAABBNodeMB())) mask = pointQueryNodeAABB(node.getAABBNodeMB(), query, time, dist);
  1128. else if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeAABB(node.ungetAABBNodeMB(), query, time, dist);
  1129. else return false;
  1130. return true;
  1131. }
  1132. };
  1133. template<int N>
  1134. struct BVHNNodePointQueryAABB1<N, BVH_AN2_AN4D_UN2>
  1135. {
  1136. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1137. {
  1138. if (unlikely(node.isLeaf())) return false;
  1139. if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeAABB(node.ungetAABBNodeMB(), query, time, dist);
  1140. else mask = pointQueryNodeAABBMB4D(node, query, time, dist);
  1141. return true;
  1142. }
  1143. };
  1144. template<int N>
  1145. struct BVHNNodePointQueryAABB1<N, BVH_QN1>
  1146. {
  1147. static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
  1148. {
  1149. if (unlikely(node.isLeaf())) return false;
  1150. mask = pointQueryNodeAABB((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), query, dist);
  1151. return true;
  1152. }
  1153. };
  1154. template<int N>
  1155. struct BVHNQuantizedBaseNodePointQueryAABB1
  1156. {
  1157. static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
  1158. {
  1159. return pointQueryNodeAABB(node,query,dist);
  1160. }
  1161. static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
  1162. {
  1163. return pointQueryNodeAABB(node,query,time,dist);
  1164. }
  1165. };
  1166. //////////////////////////////////////////////////////////////////////////////////////
  1167. // Node intersectors used in ray traversal
  1168. //////////////////////////////////////////////////////////////////////////////////////
  1169. /*! Intersects N nodes with 1 ray */
  1170. template<int N, int types, bool robust>
  1171. struct BVHNNodeIntersector1;
  1172. template<int N>
  1173. struct BVHNNodeIntersector1<N, BVH_AN1, false>
  1174. {
  1175. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1176. {
  1177. if (unlikely(node.isLeaf())) return false;
  1178. mask = intersectNode(node.getAABBNode(), ray, dist);
  1179. return true;
  1180. }
  1181. };
  1182. template<int N>
  1183. struct BVHNNodeIntersector1<N, BVH_AN1, true>
  1184. {
  1185. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1186. {
  1187. if (unlikely(node.isLeaf())) return false;
  1188. mask = intersectNodeRobust(node.getAABBNode(), ray, dist);
  1189. return true;
  1190. }
  1191. };
  1192. template<int N>
  1193. struct BVHNNodeIntersector1<N, BVH_AN2, false>
  1194. {
  1195. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1196. {
  1197. if (unlikely(node.isLeaf())) return false;
  1198. mask = intersectNode(node.getAABBNodeMB(), ray, time, dist);
  1199. return true;
  1200. }
  1201. };
  1202. template<int N>
  1203. struct BVHNNodeIntersector1<N, BVH_AN2, true>
  1204. {
  1205. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1206. {
  1207. if (unlikely(node.isLeaf())) return false;
  1208. mask = intersectNodeRobust(node.getAABBNodeMB(), ray, time, dist);
  1209. return true;
  1210. }
  1211. };
  1212. template<int N>
  1213. struct BVHNNodeIntersector1<N, BVH_AN2_AN4D, false>
  1214. {
  1215. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1216. {
  1217. if (unlikely(node.isLeaf())) return false;
  1218. mask = intersectNodeMB4D<N>(node, ray, time, dist);
  1219. return true;
  1220. }
  1221. };
  1222. template<int N>
  1223. struct BVHNNodeIntersector1<N, BVH_AN2_AN4D, true>
  1224. {
  1225. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1226. {
  1227. if (unlikely(node.isLeaf())) return false;
  1228. mask = intersectNodeMB4DRobust<N>(node, ray, time, dist);
  1229. return true;
  1230. }
  1231. };
  1232. template<int N>
  1233. struct BVHNNodeIntersector1<N, BVH_AN1_UN1, false>
  1234. {
  1235. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1236. {
  1237. if (likely(node.isAABBNode())) mask = intersectNode(node.getAABBNode(), ray, dist);
  1238. else if (unlikely(node.isOBBNode())) mask = intersectNode(node.ungetAABBNode(), ray, dist);
  1239. else return false;
  1240. return true;
  1241. }
  1242. };
  1243. template<int N>
  1244. struct BVHNNodeIntersector1<N, BVH_AN1_UN1, true>
  1245. {
  1246. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1247. {
  1248. if (likely(node.isAABBNode())) mask = intersectNodeRobust(node.getAABBNode(), ray, dist);
  1249. else if (unlikely(node.isOBBNode())) mask = intersectNode(node.ungetAABBNode(), ray, dist);
  1250. else return false;
  1251. return true;
  1252. }
  1253. };
  1254. template<int N>
  1255. struct BVHNNodeIntersector1<N, BVH_AN2_UN2, false>
  1256. {
  1257. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1258. {
  1259. if (likely(node.isAABBNodeMB())) mask = intersectNode(node.getAABBNodeMB(), ray, time, dist);
  1260. else if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
  1261. else return false;
  1262. return true;
  1263. }
  1264. };
  1265. template<int N>
  1266. struct BVHNNodeIntersector1<N, BVH_AN2_UN2, true>
  1267. {
  1268. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1269. {
  1270. if (likely(node.isAABBNodeMB())) mask = intersectNodeRobust(node.getAABBNodeMB(), ray, time, dist);
  1271. else if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
  1272. else return false;
  1273. return true;
  1274. }
  1275. };
  1276. template<int N>
  1277. struct BVHNNodeIntersector1<N, BVH_AN2_AN4D_UN2, false>
  1278. {
  1279. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1280. {
  1281. if (unlikely(node.isLeaf())) return false;
  1282. if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
  1283. else mask = intersectNodeMB4D(node, ray, time, dist);
  1284. return true;
  1285. }
  1286. };
  1287. template<int N>
  1288. struct BVHNNodeIntersector1<N, BVH_AN2_AN4D_UN2, true>
  1289. {
  1290. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1291. {
  1292. if (unlikely(node.isLeaf())) return false;
  1293. if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
  1294. else mask = intersectNodeMB4DRobust(node, ray, time, dist);
  1295. return true;
  1296. }
  1297. };
  1298. template<int N>
  1299. struct BVHNNodeIntersector1<N, BVH_QN1, false>
  1300. {
  1301. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
  1302. {
  1303. if (unlikely(node.isLeaf())) return false;
  1304. mask = intersectNode((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), ray, dist);
  1305. return true;
  1306. }
  1307. };
  1308. template<int N>
  1309. struct BVHNNodeIntersector1<N, BVH_QN1, true>
  1310. {
  1311. static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
  1312. {
  1313. if (unlikely(node.isLeaf())) return false;
  1314. mask = intersectNodeRobust((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), ray, dist);
  1315. return true;
  1316. }
  1317. };
  1318. /*! Intersects N nodes with K rays */
  1319. template<int N, bool robust>
  1320. struct BVHNQuantizedBaseNodeIntersector1;
  1321. template<int N>
  1322. struct BVHNQuantizedBaseNodeIntersector1<N, false>
  1323. {
  1324. static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,false>& ray, vfloat<N>& dist)
  1325. {
  1326. return intersectNode(node,ray,dist);
  1327. }
  1328. static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
  1329. {
  1330. return intersectNode(node,ray,time,dist);
  1331. }
  1332. };
  1333. template<int N>
  1334. struct BVHNQuantizedBaseNodeIntersector1<N, true>
  1335. {
  1336. static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,true>& ray, vfloat<N>& dist)
  1337. {
  1338. return intersectNode(node,ray,dist);
  1339. }
  1340. static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
  1341. {
  1342. return intersectNode(node,ray,time,dist);
  1343. }
  1344. };
  1345. }
  1346. }