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	Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
		
			
				
	
	
		
			96 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			96 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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 "triangle.h"
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#include "triangle_intersector_moeller.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 TriangleMIntersector1Moeller
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    {
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      typedef TriangleM<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 TriangleM<M>& tri)
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      {
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        STAT3(normal.trav_prims,1,1,1);
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        pre.intersectEdge(ray,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),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 TriangleM<M>& tri)
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      {
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        STAT3(shadow.trav_prims,1,1,1);
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        return pre.intersectEdge(ray,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),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 TriangleMIntersectorKMoeller
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    {
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      typedef TriangleM<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 TriangleM<M>& tri)
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      {
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        STAT_USER(0,TriangleM<M>::max_size());
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        for (size_t i=0; i<TriangleM<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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          const Vec3vf<K> p0 = broadcast<vfloat<K>>(tri.v0,i);
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          const Vec3vf<K> e1 = broadcast<vfloat<K>>(tri.e1,i);
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          const Vec3vf<K> e2 = broadcast<vfloat<K>>(tri.e2,i);
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          pre.intersectEdgeK(valid_i,ray,p0,e1,e2,UVIdentity<K>(),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 TriangleM<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<TriangleM<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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          const Vec3vf<K> p0 = broadcast<vfloat<K>>(tri.v0,i);
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          const Vec3vf<K> e1 = broadcast<vfloat<K>>(tri.e1,i);
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          const Vec3vf<K> e2 = broadcast<vfloat<K>>(tri.e2,i);
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          pre.intersectEdgeK(valid0,ray,p0,e1,e2,UVIdentity<K>(),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 TriangleM<M>& tri)
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      {
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        STAT3(normal.trav_prims,1,1,1);
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        pre.intersectEdge(ray,k,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),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 TriangleM<M>& tri)
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      {
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        STAT3(shadow.trav_prims,1,1,1);
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        return pre.intersectEdge(ray,k,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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      }
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    };
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  }
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}
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