// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "node_intersector.h" namespace embree { namespace isa { ////////////////////////////////////////////////////////////////////////////////////// // Ray packet structure used in stream traversal ////////////////////////////////////////////////////////////////////////////////////// template<int K, bool robust> struct TravRayKStream; /* Fast variant */ template<int K> struct TravRayKStream<K, false> { __forceinline TravRayKStream() {} __forceinline TravRayKStream(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar) { init(ray_org, ray_dir); tnear = ray_tnear; tfar = ray_tfar; } __forceinline void init(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir) { rdir = rcp_safe(ray_dir); org_rdir = ray_org * rdir; } Vec3vf<K> rdir; Vec3vf<K> org_rdir; vfloat<K> tnear; vfloat<K> tfar; }; template<int K> using TravRayKStreamFast = TravRayKStream<K, false>; /* Robust variant */ template<int K> struct TravRayKStream<K, true> { __forceinline TravRayKStream() {} __forceinline TravRayKStream(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir, const vfloat<K>& ray_tnear, const vfloat<K>& ray_tfar) { init(ray_org, ray_dir); tnear = ray_tnear; tfar = ray_tfar; } __forceinline void init(const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir) { rdir = vfloat<K>(1.0f)/(zero_fix(ray_dir)); org = ray_org; } Vec3vf<K> rdir; Vec3vf<K> org; vfloat<K> tnear; vfloat<K> tfar; }; template<int K> using TravRayKStreamRobust = TravRayKStream<K, true>; ////////////////////////////////////////////////////////////////////////////////////// // Fast AABBNode intersection ////////////////////////////////////////////////////////////////////////////////////// template<int N, int K> __forceinline size_t intersectNode1(const typename BVHN<N>::AABBNode* __restrict__ node, const TravRayKStreamFast<K>& ray, size_t k, const NearFarPrecalculations& nf) { const vfloat<N> bminX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearX)); const vfloat<N> bminY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearY)); const vfloat<N> bminZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearZ)); const vfloat<N> bmaxX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farX)); const vfloat<N> bmaxY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farY)); const vfloat<N> bmaxZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farZ)); const vfloat<N> rminX = msub(bminX, vfloat<N>(ray.rdir.x[k]), vfloat<N>(ray.org_rdir.x[k])); const vfloat<N> rminY = msub(bminY, vfloat<N>(ray.rdir.y[k]), vfloat<N>(ray.org_rdir.y[k])); const vfloat<N> rminZ = msub(bminZ, vfloat<N>(ray.rdir.z[k]), vfloat<N>(ray.org_rdir.z[k])); const vfloat<N> rmaxX = msub(bmaxX, vfloat<N>(ray.rdir.x[k]), vfloat<N>(ray.org_rdir.x[k])); const vfloat<N> rmaxY = msub(bmaxY, vfloat<N>(ray.rdir.y[k]), vfloat<N>(ray.org_rdir.y[k])); const vfloat<N> rmaxZ = msub(bmaxZ, vfloat<N>(ray.rdir.z[k]), vfloat<N>(ray.org_rdir.z[k])); const vfloat<N> rmin = maxi(rminX, rminY, rminZ, vfloat<N>(ray.tnear[k])); const vfloat<N> rmax = mini(rmaxX, rmaxY, rmaxZ, vfloat<N>(ray.tfar[k])); const vbool<N> vmask_first_hit = rmin <= rmax; return movemask(vmask_first_hit) & (((size_t)1 << N)-1); } template<int N, int K> __forceinline size_t intersectNodeK(const typename BVHN<N>::AABBNode* __restrict__ node, size_t i, const TravRayKStreamFast<K>& ray, const NearFarPrecalculations& nf) { char* ptr = (char*)&node->lower_x + i*sizeof(float); const vfloat<K> bminX = *(const float*)(ptr + nf.nearX); const vfloat<K> bminY = *(const float*)(ptr + nf.nearY); const vfloat<K> bminZ = *(const float*)(ptr + nf.nearZ); const vfloat<K> bmaxX = *(const float*)(ptr + nf.farX); const vfloat<K> bmaxY = *(const float*)(ptr + nf.farY); const vfloat<K> bmaxZ = *(const float*)(ptr + nf.farZ); const vfloat<K> rminX = msub(bminX, ray.rdir.x, ray.org_rdir.x); const vfloat<K> rminY = msub(bminY, ray.rdir.y, ray.org_rdir.y); const vfloat<K> rminZ = msub(bminZ, ray.rdir.z, ray.org_rdir.z); const vfloat<K> rmaxX = msub(bmaxX, ray.rdir.x, ray.org_rdir.x); const vfloat<K> rmaxY = msub(bmaxY, ray.rdir.y, ray.org_rdir.y); const vfloat<K> rmaxZ = msub(bmaxZ, ray.rdir.z, ray.org_rdir.z); const vfloat<K> rmin = maxi(rminX, rminY, rminZ, ray.tnear); const vfloat<K> rmax = mini(rmaxX, rmaxY, rmaxZ, ray.tfar); const vbool<K> vmask_first_hit = rmin <= rmax; return movemask(vmask_first_hit); } ////////////////////////////////////////////////////////////////////////////////////// // Robust AABBNode intersection ////////////////////////////////////////////////////////////////////////////////////// template<int N, int K> __forceinline size_t intersectNode1(const typename BVHN<N>::AABBNode* __restrict__ node, const TravRayKStreamRobust<K>& ray, size_t k, const NearFarPrecalculations& nf) { const vfloat<N> bminX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearX)); const vfloat<N> bminY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearY)); const vfloat<N> bminZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.nearZ)); const vfloat<N> bmaxX = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farX)); const vfloat<N> bmaxY = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farY)); const vfloat<N> bmaxZ = vfloat<N>(*(const vfloat<N>*)((const char*)&node->lower_x + nf.farZ)); const vfloat<N> rminX = (bminX - vfloat<N>(ray.org.x[k])) * vfloat<N>(ray.rdir.x[k]); const vfloat<N> rminY = (bminY - vfloat<N>(ray.org.y[k])) * vfloat<N>(ray.rdir.y[k]); const vfloat<N> rminZ = (bminZ - vfloat<N>(ray.org.z[k])) * vfloat<N>(ray.rdir.z[k]); const vfloat<N> rmaxX = (bmaxX - vfloat<N>(ray.org.x[k])) * vfloat<N>(ray.rdir.x[k]); const vfloat<N> rmaxY = (bmaxY - vfloat<N>(ray.org.y[k])) * vfloat<N>(ray.rdir.y[k]); const vfloat<N> rmaxZ = (bmaxZ - vfloat<N>(ray.org.z[k])) * vfloat<N>(ray.rdir.z[k]); const float round_up = 1.0f+3.0f*float(ulp); // FIXME: use per instruction rounding for AVX512 const vfloat<N> rmin = max(rminX, rminY, rminZ, vfloat<N>(ray.tnear[k])); const vfloat<N> rmax = round_up *min(rmaxX, rmaxY, rmaxZ, vfloat<N>(ray.tfar[k])); const vbool<N> vmask_first_hit = rmin <= rmax; return movemask(vmask_first_hit) & (((size_t)1 << N)-1); } template<int N, int K> __forceinline size_t intersectNodeK(const typename BVHN<N>::AABBNode* __restrict__ node, size_t i, const TravRayKStreamRobust<K>& ray, const NearFarPrecalculations& nf) { char *ptr = (char*)&node->lower_x + i*sizeof(float); const vfloat<K> bminX = *(const float*)(ptr + nf.nearX); const vfloat<K> bminY = *(const float*)(ptr + nf.nearY); const vfloat<K> bminZ = *(const float*)(ptr + nf.nearZ); const vfloat<K> bmaxX = *(const float*)(ptr + nf.farX); const vfloat<K> bmaxY = *(const float*)(ptr + nf.farY); const vfloat<K> bmaxZ = *(const float*)(ptr + nf.farZ); const vfloat<K> rminX = (bminX - ray.org.x) * ray.rdir.x; const vfloat<K> rminY = (bminY - ray.org.y) * ray.rdir.y; const vfloat<K> rminZ = (bminZ - ray.org.z) * ray.rdir.z; const vfloat<K> rmaxX = (bmaxX - ray.org.x) * ray.rdir.x; const vfloat<K> rmaxY = (bmaxY - ray.org.y) * ray.rdir.y; const vfloat<K> rmaxZ = (bmaxZ - ray.org.z) * ray.rdir.z; const float round_up = 1.0f+3.0f*float(ulp); const vfloat<K> rmin = max(rminX, rminY, rminZ, vfloat<K>(ray.tnear)); const vfloat<K> rmax = round_up * min(rmaxX, rmaxY, rmaxZ, vfloat<K>(ray.tfar)); const vbool<K> vmask_first_hit = rmin <= rmax; return movemask(vmask_first_hit); } } }