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.
182 lines
6.7 KiB
C++
182 lines
6.7 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 "curveNv.h"
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#include "curveNi_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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template<int M>
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struct CurveNvIntersector1 : public CurveNiIntersector1<M>
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{
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typedef CurveNv<M> Primitive;
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typedef CurvePrecalculations1 Precalculations;
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = CurveNiIntersector1<M>::intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID);
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const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]);
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const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]);
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const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]);
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const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]);
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size_t mask1 = mask;
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const size_t i1 = bscf(mask1);
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if (mask) {
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prefetchL1(&prim.vertices(i1,N)[0]);
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prefetchL1(&prim.vertices(i1,N)[4]);
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if (mask1) {
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const size_t i2 = bsf(mask1);
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prefetchL2(&prim.vertices(i2,N)[0]);
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prefetchL2(&prim.vertices(i2,N)[4]);
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}
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}
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Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = CurveNiIntersector1<M>::intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID);
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const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]);
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const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]);
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const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]);
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const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]);
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size_t mask1 = mask;
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const size_t i1 = bscf(mask1);
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if (mask) {
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prefetchL1(&prim.vertices(i1,N)[0]);
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prefetchL1(&prim.vertices(i1,N)[4]);
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if (mask1) {
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const size_t i2 = bsf(mask1);
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prefetchL2(&prim.vertices(i2,N)[0]);
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prefetchL2(&prim.vertices(i2,N)[4]);
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}
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}
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if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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};
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template<int M, int K>
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struct CurveNvIntersectorK : public CurveNiIntersectorK<M,K>
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{
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typedef CurveNv<M> Primitive;
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typedef CurvePrecalculationsK<K> Precalculations;
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_t(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = CurveNiIntersectorK<M,K>::intersect(ray,k,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID);
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const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]);
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const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]);
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const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]);
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const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]);
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size_t mask1 = mask;
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const size_t i1 = bscf(mask1);
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if (mask) {
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prefetchL1(&prim.vertices(i1,N)[0]);
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prefetchL1(&prim.vertices(i1,N)[4]);
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if (mask1) {
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const size_t i2 = bsf(mask1);
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prefetchL2(&prim.vertices(i2,N)[0]);
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prefetchL2(&prim.vertices(i2,N)[4]);
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}
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}
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Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_t(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = CurveNiIntersectorK<M,K>::intersect(ray,k,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = (CurveGeometry*) context->scene->get(geomID);
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const Vec3ff a0 = Vec3ff::loadu(&prim.vertices(i,N)[0]);
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const Vec3ff a1 = Vec3ff::loadu(&prim.vertices(i,N)[1]);
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const Vec3ff a2 = Vec3ff::loadu(&prim.vertices(i,N)[2]);
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const Vec3ff a3 = Vec3ff::loadu(&prim.vertices(i,N)[3]);
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size_t mask1 = mask;
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const size_t i1 = bscf(mask1);
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if (mask) {
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prefetchL1(&prim.vertices(i1,N)[0]);
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prefetchL1(&prim.vertices(i1,N)[4]);
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if (mask1) {
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const size_t i2 = bsf(mask1);
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prefetchL2(&prim.vertices(i2,N)[0]);
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prefetchL2(&prim.vertices(i2,N)[4]);
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}
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}
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if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
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}
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return false;
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}
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};
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}
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}
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