// Copyright 2009-2020 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "curveNv.h" #include "curveNi_intersector.h" namespace embree { namespace isa { template struct CurveNvIntersector1 : public CurveNiIntersector1 { typedef CurveNv Primitive; typedef CurvePrecalculations1 Precalculations; template static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim) { vfloat tNear; vbool valid = CurveNiIntersector1::intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID); const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]); const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]); const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]); const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { prefetchL1(&prim.vertices(i1,N)[0]); prefetchL1(&prim.vertices(i1,N)[4]); if (mask1) { const size_t i2 = bsf(mask1); prefetchL2(&prim.vertices(i2,N)[0]); prefetchL2(&prim.vertices(i2,N)[4]); } } Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar)); } } template static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim) { vfloat tNear; vbool valid = CurveNiIntersector1::intersect(ray,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID); const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]); const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]); const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]); const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { prefetchL1(&prim.vertices(i1,N)[0]); prefetchL1(&prim.vertices(i1,N)[4]); if (mask1) { const size_t i2 = bsf(mask1); prefetchL2(&prim.vertices(i2,N)[0]); prefetchL2(&prim.vertices(i2,N)[4]); } } if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar)); } return false; } }; template struct CurveNvIntersectorK : public CurveNiIntersectorK { typedef CurveNv Primitive; typedef CurvePrecalculationsK Precalculations; template static __forceinline void intersect_t(Precalculations& pre, RayHitK& ray, const size_t k, IntersectContext* context, const Primitive& prim) { vfloat tNear; vbool valid = CurveNiIntersectorK::intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(normal.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID); const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]); const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]); const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]); const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { prefetchL1(&prim.vertices(i1,N)[0]); prefetchL1(&prim.vertices(i1,N)[4]); if (mask1) { const size_t i2 = bsf(mask1); prefetchL2(&prim.vertices(i2,N)[0]); prefetchL2(&prim.vertices(i2,N)[4]); } } Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)); mask &= movemask(tNear <= vfloat(ray.tfar[k])); } } template static __forceinline bool occluded_t(Precalculations& pre, RayK& ray, const size_t k, IntersectContext* context, const Primitive& prim) { vfloat tNear; vbool valid = CurveNiIntersectorK::intersect(ray,k,prim,tNear); const size_t N = prim.N; size_t mask = movemask(valid); while (mask) { const size_t i = bscf(mask); STAT3(shadow.trav_prims,1,1,1); const unsigned int geomID = prim.geomID(N); const unsigned int primID = prim.primID(N)[i]; const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID); const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]); const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]); const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]); const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]); size_t mask1 = mask; const size_t i1 = bscf(mask1); if (mask) { prefetchL1(&prim.vertices(i1,N)[0]); prefetchL1(&prim.vertices(i1,N)[4]); if (mask1) { const size_t i2 = bsf(mask1); prefetchL2(&prim.vertices(i2,N)[0]); prefetchL2(&prim.vertices(i2,N)[4]); } } if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID))) return true; mask &= movemask(tNear <= vfloat(ray.tfar[k])); } return false; } }; } }