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								// Copyright 2009-2021 Intel Corporation
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								// SPDX-License-Identifier: Apache-2.0
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								#pragma once
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								#include "trianglei.h"
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								#include "triangle_intersector_moeller.h"
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								#include "triangle_intersector_pluecker.h"
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								namespace embree
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								{
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								  namespace isa
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								  {
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								    /*! Intersects M triangles with 1 ray */
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								    template<int M, bool filter>
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								    struct TriangleMiIntersector1Moeller
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef MoellerTrumboreIntersector1<M> Precalculations;
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								      static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
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								      {
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								        return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
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								      }
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								    };
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								    /*! Intersects M triangles with K rays */
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								    template<int M, int K, bool filter>
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								    struct TriangleMiIntersectorKMoeller
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
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								      static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        const Scene* scene = context->scene;
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								        for (size_t i=0; i<Primitive::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
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								          const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
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								          const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
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								          const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
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								          pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
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								        }
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								      }
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								      static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        vbool<K> valid0 = valid_i;
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								        const Scene* scene = context->scene;
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								        for (size_t i=0; i<Primitive::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
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								          const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
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								          const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
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								          const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
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								          pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
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								          if (none(valid0)) break;
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								        }
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								        return !valid0;
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								      }
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								      static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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								      }
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								    };
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								    /*! Intersects M triangles with 1 ray */
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								    template<int M, bool filter>
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								    struct TriangleMiIntersector1Pluecker
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef PlueckerIntersector1<M> Precalculations;
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								      static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
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								      {
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								        return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
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								      }
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								    };
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								    /*! Intersects M triangles with K rays */
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								    template<int M, int K, bool filter>
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								    struct TriangleMiIntersectorKPluecker
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef PlueckerIntersectorK<M,K> Precalculations;
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								      static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        const Scene* scene = context->scene;
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								        for (size_t i=0; i<Primitive::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
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								          const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
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								          const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
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								          const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
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								          pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
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								        }
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								      }
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								      static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        vbool<K> valid0 = valid_i;
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								        const Scene* scene = context->scene;
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								        for (size_t i=0; i<Primitive::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
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								          const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
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								          const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
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								          const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
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								          pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
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								          if (none(valid0)) break;
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								        }
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								        return !valid0;
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								      }
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								      static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
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								        return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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								      }
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								    };
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								    /*! Intersects M motion blur triangles with 1 ray */
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								    template<int M, bool filter>
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								    struct TriangleMiMBIntersector1Moeller
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef MoellerTrumboreIntersector1<M> Precalculations;
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								      /*! Intersect a ray with the M triangles and updates the hit. */
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								      static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
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								        pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      /*! Test if the ray is occluded by one of M triangles. */
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								      static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
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								        return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
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								      {
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								        return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
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								      }
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								    };
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								    /*! Intersects M motion blur triangles with K rays. */
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								    template<int M, int K, bool filter>
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								    struct TriangleMiMBIntersectorKMoeller
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
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								      /*! Intersects K rays with M triangles. */
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								      static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
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								      {
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								        for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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								          Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
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								          pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
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								        }
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								      }
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								      /*! Test for K rays if they are occluded by any of the M triangles. */
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								      static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
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								      {
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								        vbool<K> valid0 = valid_i;
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								        for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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											2021-05-20 12:49:33 +02:00
										 
									 
								 
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								          Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
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								          pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
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								          if (none(valid0)) break;
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								        }
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								        return !valid0;
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								      }
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								      /*! Intersect a ray with M triangles and updates the hit. */
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								      static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const TriangleMi<M>& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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							 | 
							
							
								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
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											2021-05-20 12:49:33 +02:00
										 
									 
								 
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								        pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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								      }
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								      /*! Test if the ray is occluded by one of the M triangles. */
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								      static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMi<M>& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
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								        return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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								      }
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								    };
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								    /*! Intersects M motion blur triangles with 1 ray */
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								    template<int M, bool filter>
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								    struct TriangleMiMBIntersector1Pluecker
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef PlueckerIntersector1<M> Precalculations;
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								      /*! Intersect a ray with the M triangles and updates the hit. */
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								      static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(normal.trav_prims,1,1,1);
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								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
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											2021-05-20 12:49:33 +02:00
										 
									 
								 
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								        pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      /*! Test if the ray is occluded by one of M triangles. */
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								      static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
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								      {
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								        STAT3(shadow.trav_prims,1,1,1);
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								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
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								        return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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								      }
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								      static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
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								      {
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								        return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
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								      }
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								    };
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								    /*! Intersects M motion blur triangles with K rays. */
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								    template<int M, int K, bool filter>
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								    struct TriangleMiMBIntersectorKPluecker
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								    {
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								      typedef TriangleMi<M> Primitive;
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								      typedef PlueckerIntersectorK<M,K> Precalculations;
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								      /*! Intersects K rays with M triangles. */
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								      static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
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								      {
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								        for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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								          STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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								          Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
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								          pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
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								        }
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								      }
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								      /*! Test for K rays if they are occluded by any of the M triangles. */
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								      static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
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								      {
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								        vbool<K> valid0 = valid_i;
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								        for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
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								        {
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								          if (!tri.valid(i)) break;
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							 | 
							
							
								          STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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											2021-05-20 12:49:33 +02:00
										 
									 
								 
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								          Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
							 | 
						
					
						
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							 | 
							
							
								          pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
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											2021-04-20 18:38:09 +02:00
										 
									 
								 
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							 | 
							
							
								          if (none(valid0)) break;
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								        }
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								        return !valid0;
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								      }
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							 | 
							
							
								      
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							 | 
							
							
								      /*! Intersect a ray with M triangles and updates the hit. */
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							| 
								
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							 | 
							
							
								      static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const TriangleMi<M>& tri)
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							 | 
							
								
							 | 
							
							
								      {
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								        STAT3(normal.trav_prims,1,1,1);
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
							 | 
						
					
						
							
								
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
							 | 
						
					
						
							
								
									
										
										
										
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							 | 
							
								
							 | 
							
								
							 | 
							
							
								      }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      /*! Test if the ray is occluded by one of the M triangles. */
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMi<M>& tri)
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      {
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        STAT3(shadow.trav_prims,1,1,1);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
							 | 
						
					
						
							
								
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								        return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
							 | 
						
					
						
							
								
									
										
										
										
											2021-04-20 18:38:09 +02:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
								      }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    };
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								  }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |