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