godot/thirdparty/embree-aarch64/kernels/bvh/bvh_intersector1.h

38 lines
1.3 KiB
C++

// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "bvh.h"
#include "../common/ray.h"
#include "../common/point_query.h"
namespace embree
{
namespace isa
{
/*! BVH single ray intersector. */
template<int N, int types, bool robust, typename PrimitiveIntersector1>
class BVHNIntersector1
{
/* shortcuts for frequently used types */
typedef typename PrimitiveIntersector1::Precalculations Precalculations;
typedef typename PrimitiveIntersector1::Primitive Primitive;
typedef BVHN<N> BVH;
typedef typename BVH::NodeRef NodeRef;
typedef typename BVH::AABBNode AABBNode;
typedef typename BVH::AABBNodeMB4D AABBNodeMB4D;
static const size_t stackSize = 1+(N-1)*BVH::maxDepth+3; // +3 due to 16-wide store
/* right now AVX512KNL SIMD extension only for standard node types */
static const size_t Nx = (types == BVH_AN1 || types == BVH_QN1) ? vextend<N>::size : N;
public:
static void intersect (const Accel::Intersectors* This, RayHit& ray, IntersectContext* context);
static void occluded (const Accel::Intersectors* This, Ray& ray, IntersectContext* context);
static bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context);
};
}
}