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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.
		
			
				
	
	
		
			157 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			157 lines
		
	
	
	
		
			5.8 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 "primitive.h"
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namespace embree
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{
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  /* Stores the vertices of M triangles in struct of array layout */
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  template <int M>
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  struct TriangleMv
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  { 
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  public:
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    struct Type : public PrimitiveType 
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    {
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      const char* name() const;
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      size_t sizeActive(const char* This) const;
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      size_t sizeTotal(const char* This) const;
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      size_t getBytes(const char* This) const;
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    };
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    static Type type;
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  public:
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    /* Returns maximum number of stored triangles */
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    static __forceinline size_t max_size() { return M; }
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    /* Returns required number of primitive blocks for N primitives */
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    static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
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  public:
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    /* Default constructor */
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    __forceinline TriangleMv() {}
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    /* Construction from vertices and IDs */
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    __forceinline TriangleMv(const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const vuint<M>& geomIDs, const vuint<M>& primIDs)
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      : v0(v0), v1(v1), v2(v2), geomIDs(geomIDs), primIDs(primIDs) {}
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    /* Returns a mask that tells which triangles are valid */
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    __forceinline vbool<M> valid() const { return geomIDs != vuint<M>(-1); }
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    /* Returns true if the specified triangle is valid */
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    __forceinline bool valid(const size_t i) const { assert(i<M); return geomIDs[i] != -1; }
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    /* Returns the number of stored triangles */
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    __forceinline size_t size() const { return bsf(~movemask(valid())); }
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    /* Returns the geometry IDs */
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    __forceinline       vuint<M>& geomID()       { return geomIDs; }
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    __forceinline const vuint<M>& geomID() const { return geomIDs; }
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    __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
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    /* Returns the primitive IDs */
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    __forceinline       vuint<M>& primID()       { return primIDs; }
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    __forceinline const vuint<M>& primID() const { return primIDs; }
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    __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
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    /* Calculate the bounds of the triangles */
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    __forceinline BBox3fa bounds() const 
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    {
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      Vec3vf<M> lower = min(v0,v1,v2);
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      Vec3vf<M> upper = max(v0,v1,v2);
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      vbool<M> mask = valid();
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      lower.x = select(mask,lower.x,vfloat<M>(pos_inf));
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      lower.y = select(mask,lower.y,vfloat<M>(pos_inf));
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      lower.z = select(mask,lower.z,vfloat<M>(pos_inf));
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      upper.x = select(mask,upper.x,vfloat<M>(neg_inf));
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      upper.y = select(mask,upper.y,vfloat<M>(neg_inf));
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      upper.z = select(mask,upper.z,vfloat<M>(neg_inf));
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      return BBox3fa(Vec3fa(reduce_min(lower.x),reduce_min(lower.y),reduce_min(lower.z)),
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                     Vec3fa(reduce_max(upper.x),reduce_max(upper.y),reduce_max(upper.z)));
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    }
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    /* Non temporal store */
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    __forceinline static void store_nt(TriangleMv* dst, const TriangleMv& src)
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    {
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      vfloat<M>::store_nt(&dst->v0.x,src.v0.x);
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      vfloat<M>::store_nt(&dst->v0.y,src.v0.y);
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      vfloat<M>::store_nt(&dst->v0.z,src.v0.z);
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      vfloat<M>::store_nt(&dst->v1.x,src.v1.x);
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      vfloat<M>::store_nt(&dst->v1.y,src.v1.y);
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      vfloat<M>::store_nt(&dst->v1.z,src.v1.z);
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      vfloat<M>::store_nt(&dst->v2.x,src.v2.x);
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      vfloat<M>::store_nt(&dst->v2.y,src.v2.y);
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      vfloat<M>::store_nt(&dst->v2.z,src.v2.z);
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      vuint<M>::store_nt(&dst->geomIDs,src.geomIDs);
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      vuint<M>::store_nt(&dst->primIDs,src.primIDs);
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    }
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    /* Fill triangle from triangle list */
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    __forceinline void fill(const PrimRef* prims, size_t& begin, size_t end, Scene* scene)
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    {
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      vuint<M> vgeomID = -1, vprimID = -1;
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      Vec3vf<M> v0 = zero, v1 = zero, v2 = zero;
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      for (size_t i=0; i<M && begin<end; i++, begin++)
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      {
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	const PrimRef& prim = prims[begin];
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        const unsigned geomID = prim.geomID();
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        const unsigned primID = prim.primID();
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        const TriangleMesh* __restrict__ const mesh = scene->get<TriangleMesh>(geomID);
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        const TriangleMesh::Triangle& tri = mesh->triangle(primID);
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        const Vec3fa& p0 = mesh->vertex(tri.v[0]);
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        const Vec3fa& p1 = mesh->vertex(tri.v[1]);
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        const Vec3fa& p2 = mesh->vertex(tri.v[2]);
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        vgeomID [i] = geomID;
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        vprimID [i] = primID;
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        v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
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        v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
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        v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
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      }
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      TriangleMv::store_nt(this,TriangleMv(v0,v1,v2,vgeomID,vprimID));
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    }
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    /* Updates the primitive */
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    __forceinline BBox3fa update(TriangleMesh* mesh)
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    {
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      BBox3fa bounds = empty;
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      vuint<M> vgeomID = -1, vprimID = -1;
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      Vec3vf<M> v0 = zero, v1 = zero, v2 = zero;
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      for (size_t i=0; i<M; i++)
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      {
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        if (primID(i) == -1) break;
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        const unsigned geomId = geomID(i);
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        const unsigned primId = primID(i);
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        const TriangleMesh::Triangle& tri = mesh->triangle(primId);
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        const Vec3fa p0 = mesh->vertex(tri.v[0]);
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        const Vec3fa p1 = mesh->vertex(tri.v[1]);
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        const Vec3fa p2 = mesh->vertex(tri.v[2]);
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        bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
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        vgeomID [i] = geomId;
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        vprimID [i] = primId;
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        v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
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        v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
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        v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
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      }
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      new (this) TriangleMv(v0,v1,v2,vgeomID,vprimID);
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      return bounds;
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    }
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  public:
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    Vec3vf<M> v0;      // 1st vertex of the triangles
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    Vec3vf<M> v1;      // 2nd vertex of the triangles
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    Vec3vf<M> v2;      // 3rd vertex of the triangles
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  private:
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    vuint<M> geomIDs; // geometry ID
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    vuint<M> primIDs; // primitive ID
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  };
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  template<int M>
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  typename TriangleMv<M>::Type TriangleMv<M>::type;
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  typedef TriangleMv<4> Triangle4v;
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}
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