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		767e374dce
		
	
	
	
	
		
			
			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.
		
			
				
	
	
		
			517 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			517 lines
		
	
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
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| // SPDX-License-Identifier: Apache-2.0
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| 
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| #pragma once
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| 
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| #include "subgrid.h"
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| #include "subgrid_intersector_moeller.h"
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| #include "subgrid_intersector_pluecker.h"
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| 
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| namespace embree
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| {
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|   namespace isa
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|   {
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| 
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|     // =======================================================================================
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|     // =================================== SubGridIntersectors ===============================
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|     // =======================================================================================
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| 
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| 
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|     template<int N, bool filter>
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|     struct SubGridIntersector1Moeller
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|     {
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|       typedef SubGridQBVHN<N> Primitive;
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|       typedef SubGridQuadMIntersector1MoellerTrumbore<4,filter> Precalculations;
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| 
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|       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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|         pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
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|       }
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| 
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|       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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|         return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
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|       }
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|       
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|       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(point_query.trav_prims,1,1,1);
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|         AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
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|         assert(accel);
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|         context->geomID = subgrid.geomID();
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|         context->primID = subgrid.primID();
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|         return accel->pointQuery(query, context);
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|       }
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| 
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|       template<bool robust>
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|         static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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|       {
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|         BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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| 
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|         for (size_t i=0;i<num;i++)
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|         {
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|           vfloat<N> dist;
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|           size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
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| #if defined(__AVX__)
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|           STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
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| #endif
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|           while(mask != 0)
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|           {
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|             const size_t ID = bscf(mask); 
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|             assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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| 
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|             if (unlikely(dist[ID] > ray.tfar)) continue;
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|             intersect(pre,ray,context,prim[i].subgrid(ID));
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|           }
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|         }
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|       }
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|       template<bool robust>        
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|         static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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| 
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|       {
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|         BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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| 
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|         for (size_t i=0;i<num;i++)
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|         {
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|           vfloat<N> dist;
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|           size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
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|           while(mask != 0)
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|           {
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|             const size_t ID = bscf(mask); 
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|             assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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| 
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|             if (occluded(pre,ray,context,prim[i].subgrid(ID)))
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|               return true;
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|           }
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|         }
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|         return false;
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|       }
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|     
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|       static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
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|       {
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|         bool changed = false;
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|         for (size_t i=0;i<num;i++)
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|         {
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|           vfloat<N> dist;
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|           size_t mask;
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|           if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
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|             mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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|           } else {
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|             mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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|           }
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|           while(mask != 0)
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|           {
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|             const size_t ID = bscf(mask); 
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|             assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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|             changed |= pointQuery(query, context, prim[i].subgrid(ID));
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|           }
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|         }
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|         return changed;
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|       }
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|     };
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| 
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|     template<int N, bool filter>
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|     struct SubGridIntersector1Pluecker
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|     {
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|       typedef SubGridQBVHN<N> Primitive;
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|       typedef SubGridQuadMIntersector1Pluecker<4,filter> Precalculations;
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| 
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|       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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|         pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
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|       }
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| 
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|       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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|         return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
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|       }
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|       
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|       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(point_query.trav_prims,1,1,1);
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|         AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
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|         context->geomID = subgrid.geomID();
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|         context->primID = subgrid.primID();
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|         return accel->pointQuery(query, context);
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|       }
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| 
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|       template<bool robust>
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|         static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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|       {
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|         BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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| 
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|         for (size_t i=0;i<num;i++)
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|         {
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|           vfloat<N> dist;
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|           size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
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| #if defined(__AVX__)
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|           STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
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| #endif
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|           while(mask != 0)
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|           {
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|             const size_t ID = bscf(mask); 
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|             assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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| 
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|             if (unlikely(dist[ID] > ray.tfar)) continue;
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|             intersect(pre,ray,context,prim[i].subgrid(ID));
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|           }
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|         }
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|       }
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| 
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|       template<bool robust>        
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|         static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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|       {
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|         BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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| 
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|         for (size_t i=0;i<num;i++)
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|         {
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|           vfloat<N> dist;
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|           size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
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|           while(mask != 0)
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|           {
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|             const size_t ID = bscf(mask); 
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|             assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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| 
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|             if (occluded(pre,ray,context,prim[i].subgrid(ID)))
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|               return true;
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|           }
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|         }
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|         return false;
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|       }
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|       
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|       static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
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|       {
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|         bool changed = false;
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|         for (size_t i=0;i<num;i++)
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|         {
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|           vfloat<N> dist;
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|           size_t mask;
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|           if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
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|             mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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|           } else {
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|             mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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|           }
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| #if defined(__AVX__)
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|           STAT3(point_query.trav_hit_boxes[popcnt(mask)],1,1,1);
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| #endif
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|           while(mask != 0)
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|           {
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|             const size_t ID = bscf(mask); 
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|             assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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|             changed |= pointQuery(query, context, prim[i].subgrid(ID));
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|           }
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|         }
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|         return changed;
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|       }
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|     };
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| 
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|     template<int N, int K, bool filter>
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|     struct SubGridIntersectorKMoeller
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|     {
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|       typedef SubGridQBVHN<N> Primitive;
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|       typedef SubGridQuadMIntersectorKMoellerTrumbore<4,K,filter> Precalculations;
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| 
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|       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         Vec3fa vtx[16];
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         subgrid.gather(vtx,context->scene);
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|         for (unsigned int i=0; i<4; i++)
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|         {
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|           const Vec3vf<K> p0 = vtx[i*4+0];
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|           const Vec3vf<K> p1 = vtx[i*4+1];
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|           const Vec3vf<K> p2 = vtx[i*4+2];
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|           const Vec3vf<K> p3 = vtx[i*4+3];
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|           STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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|           pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
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|         }
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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 SubGrid& subgrid)
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|       {
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|         vbool<K> valid0 = valid_i;
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|         Vec3fa vtx[16];
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         subgrid.gather(vtx,context->scene);
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|         for (unsigned int i=0; i<4; i++)
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|         {
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|           const Vec3vf<K> p0 = vtx[i*4+0];
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|           const Vec3vf<K> p1 = vtx[i*4+1];
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|           const Vec3vf<K> p2 = vtx[i*4+2];
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|           const Vec3vf<K> p3 = vtx[i*4+3];
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|           STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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|           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i)))
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|             break;
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|         }
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|         return !valid0;
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|       }
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|       
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|       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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|         pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
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|       }
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| 
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|       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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|         return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
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|       }
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| 
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|         template<bool robust>
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|           static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
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|         {
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|           BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
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|           for (size_t j=0;j<num;j++)
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|           {
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|             size_t m_valid = movemask(prim[j].qnode.validMask());
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|             vfloat<K> dist;
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|             while(m_valid)
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|             {
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|               const size_t i = bscf(m_valid);
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|               if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
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|               intersect(valid,pre,ray,context,prim[j].subgrid(i));
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|             }
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|           }
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|         }
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| 
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|         template<bool robust>        
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|         static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
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|         {
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|           BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
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|           vbool<K> valid0 = valid;
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|           for (size_t j=0;j<num;j++)
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|           {
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|             size_t m_valid = movemask(prim[j].qnode.validMask());
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|             vfloat<K> dist;
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|             while(m_valid)
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|             {
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|               const size_t i = bscf(m_valid);
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|               if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
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|               valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
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|               if (none(valid0)) break;
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|             }
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|           }
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|           return !valid0;
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|         }
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|         
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|         template<bool robust>        
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|           static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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|         {
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|           BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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| 
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|           for (size_t i=0;i<num;i++)
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|           {
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|             vfloat<N> dist;
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|             size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
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|             while(mask != 0)
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|             {
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|               const size_t ID = bscf(mask); 
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|               assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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| 
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|               if (unlikely(dist[ID] > ray.tfar[k])) continue;
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|               intersect(pre,ray,k,context,prim[i].subgrid(ID));
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|             }
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|           }
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|         }
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|         
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|         template<bool robust>
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|         static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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|         {
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|           BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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| 
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|           for (size_t i=0;i<num;i++)
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|           {
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|             vfloat<N> dist;
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|             size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
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|             while(mask != 0)
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|             {
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|               const size_t ID = bscf(mask); 
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|               assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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| 
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|               if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
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|                 return true;
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|             }
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|           }
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|           return false;
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|         }
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|     };
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| 
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| 
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|     template<int N, int K, bool filter>
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|     struct SubGridIntersectorKPluecker
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|     {
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|       typedef SubGridQBVHN<N> Primitive;
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|       typedef SubGridQuadMIntersectorKPluecker<4,K,filter> Precalculations;
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| 
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|       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
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|       {
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|         Vec3fa vtx[16];
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|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
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|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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| 
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|         subgrid.gather(vtx,context->scene);
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|         for (unsigned int i=0; i<4; i++)
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|         {
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|           const Vec3vf<K> p0 = vtx[i*4+0];
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|           const Vec3vf<K> p1 = vtx[i*4+1];
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|           const Vec3vf<K> p2 = vtx[i*4+2];
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|           const Vec3vf<K> p3 = vtx[i*4+3];
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|           STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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|           pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
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|         }
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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 SubGrid& subgrid)
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|       {
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|         vbool<K> valid0 = valid_i;
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|         Vec3fa vtx[16];
 | |
|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
 | |
|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
 | |
| 
 | |
|         subgrid.gather(vtx,context->scene);
 | |
|         for (unsigned int i=0; i<4; i++)
 | |
|         {
 | |
|           const Vec3vf<K> p0 = vtx[i*4+0];
 | |
|           const Vec3vf<K> p1 = vtx[i*4+1];
 | |
|           const Vec3vf<K> p2 = vtx[i*4+2];
 | |
|           const Vec3vf<K> p3 = vtx[i*4+3];
 | |
|           STAT3(shadow.trav_prims,1,popcnt(valid0),K);
 | |
|           //if (pre.intersectK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i)))
 | |
|           if (pre.occludedK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i)))
 | |
| 	    
 | |
|             break;
 | |
|         }
 | |
|         return !valid0;
 | |
|       }
 | |
|       
 | |
|       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
 | |
|       {
 | |
|         STAT3(normal.trav_prims,1,1,1);
 | |
|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
 | |
|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
 | |
| 
 | |
|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
 | |
|         pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
 | |
|       }
 | |
| 
 | |
|       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
 | |
|       {
 | |
|         STAT3(shadow.trav_prims,1,1,1);
 | |
|         const GridMesh* mesh    = context->scene->get<GridMesh>(subgrid.geomID());
 | |
|         const GridMesh::Grid &g = mesh->grid(subgrid.primID());
 | |
|         Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
 | |
|         return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
 | |
|       }
 | |
|       
 | |
|         template<bool robust>
 | |
|           static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
 | |
|         {
 | |
|           BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
 | |
|           for (size_t j=0;j<num;j++)
 | |
|           {
 | |
|             size_t m_valid = movemask(prim[j].qnode.validMask());
 | |
|             vfloat<K> dist;
 | |
|             while(m_valid)
 | |
|             {
 | |
|               const size_t i = bscf(m_valid);
 | |
|               if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
 | |
|               intersect(valid,pre,ray,context,prim[j].subgrid(i));
 | |
|             }
 | |
|           }
 | |
|         }
 | |
| 
 | |
|         template<bool robust>        
 | |
|         static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
 | |
|         {
 | |
|           BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
 | |
|           vbool<K> valid0 = valid;
 | |
|           for (size_t j=0;j<num;j++)
 | |
|           {
 | |
|             size_t m_valid = movemask(prim[j].qnode.validMask());
 | |
|             vfloat<K> dist;
 | |
|             while(m_valid)
 | |
|             {
 | |
|               const size_t i = bscf(m_valid);
 | |
|               if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
 | |
|               valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
 | |
|               if (none(valid0)) break;
 | |
|             }
 | |
|           }
 | |
|           return !valid0;
 | |
|         }
 | |
|         
 | |
|         template<bool robust>        
 | |
|           static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
 | |
|         {
 | |
|           BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
 | |
| 
 | |
|           for (size_t i=0;i<num;i++)
 | |
|           {
 | |
|             vfloat<N> dist;
 | |
|             size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
 | |
|             while(mask != 0)
 | |
|             {
 | |
|               const size_t ID = bscf(mask); 
 | |
|               assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
 | |
| 
 | |
|               if (unlikely(dist[ID] > ray.tfar[k])) continue;
 | |
|               intersect(pre,ray,k,context,prim[i].subgrid(ID));
 | |
|             }
 | |
|           }
 | |
|         }
 | |
|         
 | |
|         template<bool robust>
 | |
|         static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
 | |
|         {
 | |
|           BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
 | |
| 
 | |
|           for (size_t i=0;i<num;i++)
 | |
|           {
 | |
|             vfloat<N> dist;
 | |
|             size_t mask = isec1.intersect(&prim[i].qnode,tray,dist); 
 | |
|             while(mask != 0)
 | |
|             {
 | |
|               const size_t ID = bscf(mask); 
 | |
|               assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
 | |
| 
 | |
|               if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
 | |
|                 return true;
 | |
|             }
 | |
|           }
 | |
|           return false;
 | |
|         }
 | |
|     };
 | |
|   }
 | |
| }
 |