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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/embree/kernels/bvh/bvh_builder_sah_spatial.cpp
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// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#include "bvh.h"
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#include "bvh_builder.h"
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#include "../builders/primrefgen.h"
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#include "../builders/primrefgen_presplit.h"
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#include "../builders/splitter.h"
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#include "../geometry/linei.h"
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#include "../geometry/triangle.h"
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#include "../geometry/trianglev.h"
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#include "../geometry/trianglev_mb.h"
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#include "../geometry/trianglei.h"
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#include "../geometry/quadv.h"
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#include "../geometry/quadi.h"
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#include "../geometry/object.h"
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#include "../geometry/instance.h"
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#include "../geometry/subgrid.h"
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#include "../common/state.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 N, typename Primitive>
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struct CreateLeafSpatial
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{
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typedef BVHN<N> BVH;
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typedef typename BVH::NodeRef NodeRef;
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__forceinline CreateLeafSpatial (BVH* bvh) : bvh(bvh) {}
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__forceinline NodeRef operator() (const PrimRef* prims, const range<size_t>& set, const FastAllocator::CachedAllocator& alloc) const
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{
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size_t n = set.size();
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size_t items = Primitive::blocks(n);
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size_t start = set.begin();
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Primitive* accel = (Primitive*) alloc.malloc1(items*sizeof(Primitive),BVH::byteAlignment);
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typename BVH::NodeRef node = BVH::encodeLeaf((char*)accel,items);
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for (size_t i=0; i<items; i++) {
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accel[i].fill(prims,start,set.end(),bvh->scene);
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}
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return node;
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}
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BVH* bvh;
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};
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template<int N, typename Mesh, typename Primitive, typename Splitter>
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struct BVHNBuilderFastSpatialSAH : public Builder
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{
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typedef BVHN<N> BVH;
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typedef typename BVH::NodeRef NodeRef;
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BVH* bvh;
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Scene* scene;
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Mesh* mesh;
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mvector<PrimRef> prims0;
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GeneralBVHBuilder::Settings settings;
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const float splitFactor;
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unsigned int geomID_ = std::numeric_limits<unsigned int>::max();
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unsigned int numPreviousPrimitives = 0;
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BVHNBuilderFastSpatialSAH (BVH* bvh, Scene* scene, const size_t sahBlockSize, const float intCost, const size_t minLeafSize, const size_t maxLeafSize, const size_t mode)
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: bvh(bvh), scene(scene), mesh(nullptr), prims0(scene->device,0), settings(sahBlockSize, minLeafSize, min(maxLeafSize,Primitive::max_size()*BVH::maxLeafBlocks), travCost, intCost, DEFAULT_SINGLE_THREAD_THRESHOLD),
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splitFactor(scene->device->max_spatial_split_replications) {}
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BVHNBuilderFastSpatialSAH (BVH* bvh, Mesh* mesh, const unsigned int geomID, const size_t sahBlockSize, const float intCost, const size_t minLeafSize, const size_t maxLeafSize, const size_t mode)
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: bvh(bvh), scene(nullptr), mesh(mesh), prims0(bvh->device,0), settings(sahBlockSize, minLeafSize, min(maxLeafSize,Primitive::max_size()*BVH::maxLeafBlocks), travCost, intCost, DEFAULT_SINGLE_THREAD_THRESHOLD),
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splitFactor(scene->device->max_spatial_split_replications), geomID_(geomID) {}
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// FIXME: shrink bvh->alloc in destructor here and in other builders too
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void build()
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{
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/* we reset the allocator when the mesh size changed */
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if (mesh && mesh->numPrimitives != numPreviousPrimitives) {
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bvh->alloc.clear();
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}
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/* skip build for empty scene */
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const size_t numOriginalPrimitives = mesh ? mesh->size() : scene->getNumPrimitives(Mesh::geom_type,false);
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numPreviousPrimitives = numOriginalPrimitives;
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if (numOriginalPrimitives == 0) {
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prims0.clear();
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bvh->clear();
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return;
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}
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const unsigned int maxGeomID = mesh ? geomID_ : scene->getMaxGeomID<Mesh,false>();
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const bool usePreSplits = scene->device->useSpatialPreSplits || (maxGeomID >= ((unsigned int)1 << (32-RESERVED_NUM_SPATIAL_SPLITS_GEOMID_BITS)));
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double t0 = bvh->preBuild(mesh ? "" : TOSTRING(isa) "::BVH" + toString(N) + (usePreSplits ? "BuilderFastSpatialPresplitSAH" : "BuilderFastSpatialSAH"));
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/* create primref array */
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const size_t numSplitPrimitives = max(numOriginalPrimitives,size_t(splitFactor*numOriginalPrimitives));
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prims0.resize(numSplitPrimitives);
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/* enable os_malloc for two level build */
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if (mesh)
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bvh->alloc.setOSallocation(true);
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NodeRef root(0);
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PrimInfo pinfo;
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if (likely(usePreSplits))
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{
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/* spatial presplit SAH BVH builder */
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pinfo = mesh ?
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createPrimRefArray_presplit<Mesh,Splitter>(mesh,maxGeomID,numOriginalPrimitives,prims0,bvh->scene->progressInterface) :
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createPrimRefArray_presplit<Mesh,Splitter>(scene,Mesh::geom_type,false,numOriginalPrimitives,prims0,bvh->scene->progressInterface);
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const size_t node_bytes = pinfo.size()*sizeof(typename BVH::AABBNode)/(4*N);
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const size_t leaf_bytes = size_t(1.2*Primitive::blocks(pinfo.size())*sizeof(Primitive));
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bvh->alloc.init_estimate(node_bytes+leaf_bytes);
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settings.singleThreadThreshold = bvh->alloc.fixSingleThreadThreshold(N,DEFAULT_SINGLE_THREAD_THRESHOLD,pinfo.size(),node_bytes+leaf_bytes);
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settings.branchingFactor = N;
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settings.maxDepth = BVH::maxBuildDepthLeaf;
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/* call BVH builder */
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root = BVHNBuilderVirtual<N>::build(&bvh->alloc,CreateLeafSpatial<N,Primitive>(bvh),bvh->scene->progressInterface,prims0.data(),pinfo,settings);
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}
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else
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{
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/* standard spatial split SAH BVH builder */
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pinfo = mesh ?
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createPrimRefArray(mesh,geomID_,numSplitPrimitives,prims0,bvh->scene->progressInterface) :
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createPrimRefArray(scene,Mesh::geom_type,false,numSplitPrimitives,prims0,bvh->scene->progressInterface);
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Splitter splitter(scene);
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const size_t node_bytes = pinfo.size()*sizeof(typename BVH::AABBNode)/(4*N);
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const size_t leaf_bytes = size_t(1.2*Primitive::blocks(pinfo.size())*sizeof(Primitive));
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bvh->alloc.init_estimate(node_bytes+leaf_bytes);
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settings.singleThreadThreshold = bvh->alloc.fixSingleThreadThreshold(N,DEFAULT_SINGLE_THREAD_THRESHOLD,pinfo.size(),node_bytes+leaf_bytes);
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settings.branchingFactor = N;
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settings.maxDepth = BVH::maxBuildDepthLeaf;
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/* call BVH builder */
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root = BVHBuilderBinnedFastSpatialSAH::build<NodeRef>(
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typename BVH::CreateAlloc(bvh),
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typename BVH::AABBNode::Create2(),
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typename BVH::AABBNode::Set2(),
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CreateLeafSpatial<N,Primitive>(bvh),
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splitter,
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bvh->scene->progressInterface,
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prims0.data(),
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numSplitPrimitives,
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pinfo,settings);
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/* ==================== */
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}
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bvh->set(root,LBBox3fa(pinfo.geomBounds),pinfo.size());
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bvh->layoutLargeNodes(size_t(pinfo.size()*0.005f));
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/* clear temporary data for static geometry */
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if (scene && scene->isStaticAccel()) {
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prims0.clear();
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}
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bvh->cleanup();
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bvh->postBuild(t0);
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}
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void clear() {
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prims0.clear();
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}
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};
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/************************************************************************************/
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/************************************************************************************/
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/************************************************************************************/
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/************************************************************************************/
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#if defined(EMBREE_GEOMETRY_TRIANGLE)
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Builder* BVH4Triangle4SceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<4,TriangleMesh,Triangle4,TriangleSplitterFactory>((BVH4*)bvh,scene,4,1.0f,4,scene->device->max_triangles_per_leaf,mode); }
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Builder* BVH4Triangle4vSceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<4,TriangleMesh,Triangle4v,TriangleSplitterFactory>((BVH4*)bvh,scene,4,1.0f,4,scene->device->max_triangles_per_leaf,mode); }
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Builder* BVH4Triangle4iSceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<4,TriangleMesh,Triangle4i,TriangleSplitterFactory>((BVH4*)bvh,scene,4,1.0f,4,scene->device->max_triangles_per_leaf,mode); }
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#if defined(__AVX__)
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Builder* BVH8Triangle4SceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<8,TriangleMesh,Triangle4,TriangleSplitterFactory>((BVH8*)bvh,scene,4,1.0f,4,inf,mode); }
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Builder* BVH8Triangle4vSceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<8,TriangleMesh,Triangle4v,TriangleSplitterFactory>((BVH8*)bvh,scene,4,1.0f,4,inf,mode); }
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#endif
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#endif
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#if defined(EMBREE_GEOMETRY_QUAD)
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Builder* BVH4Quad4vSceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<4,QuadMesh,Quad4v,QuadSplitterFactory>((BVH4*)bvh,scene,4,1.0f,4,inf,mode); }
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#if defined(__AVX__)
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Builder* BVH8Quad4vSceneBuilderFastSpatialSAH (void* bvh, Scene* scene, size_t mode) { return new BVHNBuilderFastSpatialSAH<8,QuadMesh,Quad4v,QuadSplitterFactory>((BVH8*)bvh,scene,4,1.0f,4,inf,mode); }
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#endif
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#endif
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}
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}
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