godot/thirdparty/embree/kernels/geometry/subgrid_mb_intersector.h
jfons 767e374dce Upgrade Embree to the latest official release.
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.
2021-05-21 17:00:24 +02:00

236 lines
9.2 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "subgrid_intersector.h"
namespace embree
{
namespace isa
{
template<int N, bool filter>
struct SubGridMBIntersector1Pluecker
{
typedef SubGridMBQBVHN<N> Primitive;
typedef SubGridQuadMIntersector1Pluecker<4,filter> Precalculations;
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, 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());
float ftime;
const int itime = mesh->timeSegment(ray.time(), ftime);
Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime,ftime);
pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
}
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, 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());
float ftime;
const int itime = mesh->timeSegment(ray.time(), ftime);
Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime,ftime);
return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, subgrid);
}
template<bool robust>
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)
{
BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
for (size_t i=0;i<num;i++)
{
vfloat<N> dist;
const float time = prim[i].adjustTime(ray.time());
assert(time <= 1.0f);
size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
#if defined(__AVX__)
STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
#endif
while(mask != 0)
{
const size_t ID = bscf(mask);
if (unlikely(dist[ID] > ray.tfar)) continue;
intersect(pre,ray,context,prim[i].subgrid(ID));
}
}
}
template<bool robust>
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)
{
BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
for (size_t i=0;i<num;i++)
{
const float time = prim[i].adjustTime(ray.time());
assert(time <= 1.0f);
vfloat<N> dist;
size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
while(mask != 0)
{
const size_t ID = bscf(mask);
if (occluded(pre,ray,context,prim[i].subgrid(ID)))
return true;
}
}
return false;
}
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)
{
assert(false && "not implemented");
return false;
}
};
template<int N, int K, bool filter>
struct SubGridMBIntersectorKPluecker
{
typedef SubGridMBQBVHN<N> Primitive;
typedef SubGridQuadMIntersectorKPluecker<4,K,filter> Precalculations;
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
{
size_t m_valid = movemask(valid_i);
while(m_valid)
{
size_t ID = bscf(m_valid);
intersect(pre,ray,ID,context,subgrid);
}
}
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
{
vbool<K> valid0 = valid_i;
size_t m_valid = movemask(valid_i);
while(m_valid)
{
size_t ID = bscf(m_valid);
if (occluded(pre,ray,ID,context,subgrid))
clear(valid0,ID);
}
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());
vfloat<K> ftime;
const vint<K> itime = mesh->timeSegment<K>(ray.time(), ftime);
Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime[k],ftime[k]);
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());
vfloat<K> ftime;
const vint<K> itime = mesh->timeSegment<K>(ray.time(), ftime);
Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime[k],ftime[k]);
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());
const vfloat<K> time = prim[j].template adjustTime<K>(ray.time());
vfloat<K> dist;
while(m_valid)
{
const size_t i = bscf(m_valid);
if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,time,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());
const vfloat<K> time = prim[j].template adjustTime<K>(ray.time());
vfloat<K> dist;
while(m_valid)
{
const size_t i = bscf(m_valid);
if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,time,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;
const float time = prim[i].adjustTime(ray.time()[k]);
assert(time <= 1.0f);
size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
while(mask != 0)
{
const size_t ID = bscf(mask);
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;
const float time = prim[i].adjustTime(ray.time()[k]);
assert(time <= 1.0f);
size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
while(mask != 0)
{
const size_t ID = bscf(mask);
if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
return true;
}
}
return false;
}
};
}
}