Path: blob/master/thirdparty/embree/kernels/bvh/node_intersector1.h
9906 views
// Copyright 2009-2021 Intel Corporation1// SPDX-License-Identifier: Apache-2.023#pragma once45#include "node_intersector.h"67#if defined(__AVX2__)8#define __FMA_X4__9#endif1011#if defined(__aarch64__)12#define __FMA_X4__13#endif141516namespace embree17{18namespace isa19{20//////////////////////////////////////////////////////////////////////////////////////21// Ray structure used in single-ray traversal22//////////////////////////////////////////////////////////////////////////////////////2324template<int N, bool robust>25struct TravRayBase;2627/* Base (without tnear and tfar) */28template<int N>29struct TravRayBase<N,false>30{31__forceinline TravRayBase() {}3233__forceinline TravRayBase(const Vec3fa& ray_org, const Vec3fa& ray_dir)34: org_xyz(ray_org), dir_xyz(ray_dir)35{36const Vec3fa ray_rdir = rcp_safe(ray_dir);37org = Vec3vf<N>(ray_org.x,ray_org.y,ray_org.z);38dir = Vec3vf<N>(ray_dir.x,ray_dir.y,ray_dir.z);39rdir = Vec3vf<N>(ray_rdir.x,ray_rdir.y,ray_rdir.z);40#if defined(__FMA_X4__)41const Vec3fa ray_org_rdir = ray_org*ray_rdir;42#if !defined(__aarch64__)43org_rdir = Vec3vf<N>(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z);44#else45//for aarch64, we do not have msub equal instruction, so we negeate orig and use madd46//x86 will use msub47neg_org_rdir = Vec3vf<N>(-ray_org_rdir.x,-ray_org_rdir.y,-ray_org_rdir.z);48#endif49#endif50nearX = ray_rdir.x >= 0.0f ? 0*sizeof(vfloat<N>) : 1*sizeof(vfloat<N>);51nearY = ray_rdir.y >= 0.0f ? 2*sizeof(vfloat<N>) : 3*sizeof(vfloat<N>);52nearZ = ray_rdir.z >= 0.0f ? 4*sizeof(vfloat<N>) : 5*sizeof(vfloat<N>);53farX = nearX ^ sizeof(vfloat<N>);54farY = nearY ^ sizeof(vfloat<N>);55farZ = nearZ ^ sizeof(vfloat<N>);56}5758template<int K>59__forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,60const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,61size_t flip = sizeof(vfloat<N>))62{63org = Vec3vf<N>(ray_org.x[k], ray_org.y[k], ray_org.z[k]);64dir = Vec3vf<N>(ray_dir.x[k], ray_dir.y[k], ray_dir.z[k]);65rdir = Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);66#if defined(__FMA_X4__)67#if !defined(__aarch64__)68org_rdir = org*rdir;69#else70neg_org_rdir = -(org*rdir);71#endif72#endif73nearX = nearXYZ.x[k];74nearY = nearXYZ.y[k];75nearZ = nearXYZ.z[k];76farX = nearX ^ flip;77farY = nearY ^ flip;78farZ = nearZ ^ flip;79}8081Vec3fa org_xyz, dir_xyz;82Vec3vf<N> org, dir, rdir;83#if defined(__FMA_X4__)84#if !defined(__aarch64__)85Vec3vf<N> org_rdir;86#else87//aarch64 version are keeping negation of the org_rdir and use madd88//x86 uses msub89Vec3vf<N> neg_org_rdir;90#endif91#endif92size_t nearX, nearY, nearZ;93size_t farX, farY, farZ;94};9596/* Base (without tnear and tfar) */97template<int N>98struct TravRayBase<N,true>99{100__forceinline TravRayBase() {}101102__forceinline TravRayBase(const Vec3fa& ray_org, const Vec3fa& ray_dir)103: org_xyz(ray_org), dir_xyz(ray_dir)104{105const float round_down = 1.0f-3.0f*float(ulp);106const float round_up = 1.0f+3.0f*float(ulp);107const Vec3fa ray_rdir = 1.0f/zero_fix(ray_dir);108const Vec3fa ray_rdir_near = round_down*ray_rdir;109const Vec3fa ray_rdir_far = round_up *ray_rdir;110org = Vec3vf<N>(ray_org.x,ray_org.y,ray_org.z);111dir = Vec3vf<N>(ray_dir.x,ray_dir.y,ray_dir.z);112rdir_near = Vec3vf<N>(ray_rdir_near.x,ray_rdir_near.y,ray_rdir_near.z);113rdir_far = Vec3vf<N>(ray_rdir_far .x,ray_rdir_far .y,ray_rdir_far .z);114115nearX = ray_rdir_near.x >= 0.0f ? 0*sizeof(vfloat<N>) : 1*sizeof(vfloat<N>);116nearY = ray_rdir_near.y >= 0.0f ? 2*sizeof(vfloat<N>) : 3*sizeof(vfloat<N>);117nearZ = ray_rdir_near.z >= 0.0f ? 4*sizeof(vfloat<N>) : 5*sizeof(vfloat<N>);118farX = nearX ^ sizeof(vfloat<N>);119farY = nearY ^ sizeof(vfloat<N>);120farZ = nearZ ^ sizeof(vfloat<N>);121}122123template<int K>124__forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,125const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,126size_t flip = sizeof(vfloat<N>))127{128const vfloat<N> round_down = 1.0f-3.0f*float(ulp);129const vfloat<N> round_up = 1.0f+3.0f*float(ulp);130org = Vec3vf<N>(ray_org.x[k], ray_org.y[k], ray_org.z[k]);131dir = Vec3vf<N>(ray_dir.x[k], ray_dir.y[k], ray_dir.z[k]);132rdir_near = round_down*Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);133rdir_far = round_up *Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);134135nearX = nearXYZ.x[k];136nearY = nearXYZ.y[k];137nearZ = nearXYZ.z[k];138farX = nearX ^ flip;139farY = nearY ^ flip;140farZ = nearZ ^ flip;141}142143Vec3fa org_xyz, dir_xyz;144Vec3vf<N> org, dir, rdir_near, rdir_far;145size_t nearX, nearY, nearZ;146size_t farX, farY, farZ;147};148149/* Full (with tnear and tfar) */150template<int N, bool robust>151struct TravRay : TravRayBase<N,robust>152{153__forceinline TravRay() {}154155__forceinline TravRay(const Vec3fa& ray_org, const Vec3fa& ray_dir, float ray_tnear, float ray_tfar)156: TravRayBase<N,robust>(ray_org, ray_dir),157tnear(ray_tnear), tfar(ray_tfar) {}158159template<int K>160__forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,161const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,162float ray_tnear, float ray_tfar,163size_t flip = sizeof(vfloat<N>))164{165TravRayBase<N,robust>::template init<K>(k, ray_org, ray_dir, ray_rdir, nearXYZ, flip);166tnear = ray_tnear; tfar = ray_tfar;167}168169vfloat<N> tnear;170vfloat<N> tfar;171};172173//////////////////////////////////////////////////////////////////////////////////////174// Point Query structure used in single-ray traversal175//////////////////////////////////////////////////////////////////////////////////////176177template<int N>178struct TravPointQuery179{180__forceinline TravPointQuery() {}181182__forceinline TravPointQuery(const Vec3fa& query_org, const Vec3fa& query_rad)183{184org = Vec3vf<N>(query_org.x, query_org.y, query_org.z);185rad = Vec3vf<N>(query_rad.x, query_rad.y, query_rad.z);186}187188__forceinline vfloat<N> const& tfar() const {189return rad.x;190}191192Vec3vf<N> org, rad;193};194195//////////////////////////////////////////////////////////////////////////////////////196// point query197//////////////////////////////////////////////////////////////////////////////////////198199template<int N>200__forceinline size_t pointQuerySphereDistAndMask(201const TravPointQuery<N>& query, vfloat<N>& dist, vfloat<N> const& minX, vfloat<N> const& maxX,202vfloat<N> const& minY, vfloat<N> const& maxY, vfloat<N> const& minZ, vfloat<N> const& maxZ)203{204const vfloat<N> vX = min(max(query.org.x, minX), maxX) - query.org.x;205const vfloat<N> vY = min(max(query.org.y, minY), maxY) - query.org.y;206const vfloat<N> vZ = min(max(query.org.z, minZ), maxZ) - query.org.z;207dist = vX * vX + vY * vY + vZ * vZ;208const vbool<N> vmask = dist <= query.tfar()*query.tfar();209const vbool<N> valid = minX <= maxX;210return movemask(vmask) & movemask(valid);211}212213template<int N>214__forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::AABBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)215{216const vfloat<N> minX = vfloat<N>::load((float*)((const char*)&node->lower_x));217const vfloat<N> minY = vfloat<N>::load((float*)((const char*)&node->lower_y));218const vfloat<N> minZ = vfloat<N>::load((float*)((const char*)&node->lower_z));219const vfloat<N> maxX = vfloat<N>::load((float*)((const char*)&node->upper_x));220const vfloat<N> maxY = vfloat<N>::load((float*)((const char*)&node->upper_y));221const vfloat<N> maxZ = vfloat<N>::load((float*)((const char*)&node->upper_z));222return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);223}224225template<int N>226__forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::AABBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)227{228const vfloat<N>* pMinX = (const vfloat<N>*)((const char*)&node->lower_x);229const vfloat<N>* pMinY = (const vfloat<N>*)((const char*)&node->lower_y);230const vfloat<N>* pMinZ = (const vfloat<N>*)((const char*)&node->lower_z);231const vfloat<N>* pMaxX = (const vfloat<N>*)((const char*)&node->upper_x);232const vfloat<N>* pMaxY = (const vfloat<N>*)((const char*)&node->upper_y);233const vfloat<N>* pMaxZ = (const vfloat<N>*)((const char*)&node->upper_z);234const vfloat<N> minX = madd(time,pMinX[6],vfloat<N>(pMinX[0]));235const vfloat<N> minY = madd(time,pMinY[6],vfloat<N>(pMinY[0]));236const vfloat<N> minZ = madd(time,pMinZ[6],vfloat<N>(pMinZ[0]));237const vfloat<N> maxX = madd(time,pMaxX[6],vfloat<N>(pMaxX[0]));238const vfloat<N> maxY = madd(time,pMaxY[6],vfloat<N>(pMaxY[0]));239const vfloat<N> maxZ = madd(time,pMaxZ[6],vfloat<N>(pMaxZ[0]));240return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);241}242243template<int N>244__forceinline size_t pointQueryNodeSphereMB4D(const typename BVHN<N>::NodeRef ref, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)245{246const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();247size_t mask = pointQueryNodeSphere(node, query, time, dist);248249if (unlikely(ref.isAABBNodeMB4D())) {250const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;251const vbool<N> vmask = (node1->lower_t <= time) & (time < node1->upper_t);252mask &= movemask(vmask);253}254255return mask;256}257258template<int N>259__forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)260{261const vfloat<N> start_x(node->start.x);262const vfloat<N> scale_x(node->scale.x);263const vfloat<N> minX = madd(node->template dequantize<N>((0*sizeof(vfloat<N>)) >> 2),scale_x,start_x);264const vfloat<N> maxX = madd(node->template dequantize<N>((1*sizeof(vfloat<N>)) >> 2),scale_x,start_x);265const vfloat<N> start_y(node->start.y);266const vfloat<N> scale_y(node->scale.y);267const vfloat<N> minY = madd(node->template dequantize<N>((2*sizeof(vfloat<N>)) >> 2),scale_y,start_y);268const vfloat<N> maxY = madd(node->template dequantize<N>((3*sizeof(vfloat<N>)) >> 2),scale_y,start_y);269const vfloat<N> start_z(node->start.z);270const vfloat<N> scale_z(node->scale.z);271const vfloat<N> minZ = madd(node->template dequantize<N>((4*sizeof(vfloat<N>)) >> 2),scale_z,start_z);272const vfloat<N> maxZ = madd(node->template dequantize<N>((5*sizeof(vfloat<N>)) >> 2),scale_z,start_z);273return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & movemask(node->validMask());274}275276template<int N>277__forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)278{279const vfloat<N> minX = node->dequantizeLowerX(time);280const vfloat<N> maxX = node->dequantizeUpperX(time);281const vfloat<N> minY = node->dequantizeLowerY(time);282const vfloat<N> maxY = node->dequantizeUpperY(time);283const vfloat<N> minZ = node->dequantizeLowerZ(time);284const vfloat<N> maxZ = node->dequantizeUpperZ(time);285return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & movemask(node->validMask());286}287288template<int N>289__forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::OBBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)290{291// TODO: point query - implement292const vbool<N> vmask = vbool<N>(true);293const size_t mask = movemask(vmask) & ((1<<N)-1);294dist = vfloat<N>(0.0f);295return mask;296}297298template<int N>299__forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::OBBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)300{301// TODO: point query - implement302const vbool<N> vmask = vbool<N>(true);303const size_t mask = movemask(vmask) & ((1<<N)-1);304dist = vfloat<N>(0.0f);305return mask;306}307308template<int N>309__forceinline size_t pointQueryAABBDistAndMask(310const TravPointQuery<N>& query, vfloat<N>& dist, vfloat<N> const& minX, vfloat<N> const& maxX,311vfloat<N> const& minY, vfloat<N> const& maxY, vfloat<N> const& minZ, vfloat<N> const& maxZ)312{313const vfloat<N> vX = min(max(query.org.x, minX), maxX) - query.org.x;314const vfloat<N> vY = min(max(query.org.y, minY), maxY) - query.org.y;315const vfloat<N> vZ = min(max(query.org.z, minZ), maxZ) - query.org.z;316dist = vX * vX + vY * vY + vZ * vZ;317const vbool<N> valid = minX <= maxX;318const vbool<N> vmask = !((maxX < query.org.x - query.rad.x) | (minX > query.org.x + query.rad.x) |319(maxY < query.org.y - query.rad.y) | (minY > query.org.y + query.rad.y) |320(maxZ < query.org.z - query.rad.z) | (minZ > query.org.z + query.rad.z));321return movemask(vmask) & movemask(valid);322}323324template<int N>325__forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::AABBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)326{327const vfloat<N> minX = vfloat<N>::load((float*)((const char*)&node->lower_x));328const vfloat<N> minY = vfloat<N>::load((float*)((const char*)&node->lower_y));329const vfloat<N> minZ = vfloat<N>::load((float*)((const char*)&node->lower_z));330const vfloat<N> maxX = vfloat<N>::load((float*)((const char*)&node->upper_x));331const vfloat<N> maxY = vfloat<N>::load((float*)((const char*)&node->upper_y));332const vfloat<N> maxZ = vfloat<N>::load((float*)((const char*)&node->upper_z));333return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);334}335336template<int N>337__forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::AABBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)338{339const vfloat<N>* pMinX = (const vfloat<N>*)((const char*)&node->lower_x);340const vfloat<N>* pMinY = (const vfloat<N>*)((const char*)&node->lower_y);341const vfloat<N>* pMinZ = (const vfloat<N>*)((const char*)&node->lower_z);342const vfloat<N>* pMaxX = (const vfloat<N>*)((const char*)&node->upper_x);343const vfloat<N>* pMaxY = (const vfloat<N>*)((const char*)&node->upper_y);344const vfloat<N>* pMaxZ = (const vfloat<N>*)((const char*)&node->upper_z);345const vfloat<N> minX = madd(time,pMinX[6],vfloat<N>(pMinX[0]));346const vfloat<N> minY = madd(time,pMinY[6],vfloat<N>(pMinY[0]));347const vfloat<N> minZ = madd(time,pMinZ[6],vfloat<N>(pMinZ[0]));348const vfloat<N> maxX = madd(time,pMaxX[6],vfloat<N>(pMaxX[0]));349const vfloat<N> maxY = madd(time,pMaxY[6],vfloat<N>(pMaxY[0]));350const vfloat<N> maxZ = madd(time,pMaxZ[6],vfloat<N>(pMaxZ[0]));351return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);352}353354template<int N>355__forceinline size_t pointQueryNodeAABBMB4D(const typename BVHN<N>::NodeRef ref, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)356{357const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();358size_t mask = pointQueryNodeAABB(node, query, time, dist);359360if (unlikely(ref.isAABBNodeMB4D())) {361const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;362const vbool<N> vmask = (node1->lower_t <= time) & (time < node1->upper_t);363mask &= movemask(vmask);364}365366return mask;367}368369template<int N>370__forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)371{372const size_t mvalid = movemask(node->validMask());373const vfloat<N> start_x(node->start.x);374const vfloat<N> scale_x(node->scale.x);375const vfloat<N> minX = madd(node->template dequantize<N>((0*sizeof(vfloat<N>)) >> 2),scale_x,start_x);376const vfloat<N> maxX = madd(node->template dequantize<N>((1*sizeof(vfloat<N>)) >> 2),scale_x,start_x);377const vfloat<N> start_y(node->start.y);378const vfloat<N> scale_y(node->scale.y);379const vfloat<N> minY = madd(node->template dequantize<N>((2*sizeof(vfloat<N>)) >> 2),scale_y,start_y);380const vfloat<N> maxY = madd(node->template dequantize<N>((3*sizeof(vfloat<N>)) >> 2),scale_y,start_y);381const vfloat<N> start_z(node->start.z);382const vfloat<N> scale_z(node->scale.z);383const vfloat<N> minZ = madd(node->template dequantize<N>((4*sizeof(vfloat<N>)) >> 2),scale_z,start_z);384const vfloat<N> maxZ = madd(node->template dequantize<N>((5*sizeof(vfloat<N>)) >> 2),scale_z,start_z);385return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & mvalid;386}387388template<int N>389__forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)390{391const size_t mvalid = movemask(node->validMask());392const vfloat<N> minX = node->dequantizeLowerX(time);393const vfloat<N> maxX = node->dequantizeUpperX(time);394const vfloat<N> minY = node->dequantizeLowerY(time);395const vfloat<N> maxY = node->dequantizeUpperY(time);396const vfloat<N> minZ = node->dequantizeLowerZ(time);397const vfloat<N> maxZ = node->dequantizeUpperZ(time);398return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & mvalid;399}400401template<int N>402__forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::OBBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)403{404// TODO: point query - implement405const vbool<N> vmask = vbool<N>(true);406const size_t mask = movemask(vmask) & ((1<<N)-1);407dist = vfloat<N>(0.0f);408return mask;409}410411template<int N>412__forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::OBBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)413{414// TODO: point query - implement415const vbool<N> vmask = vbool<N>(true);416const size_t mask = movemask(vmask) & ((1<<N)-1);417dist = vfloat<N>(0.0f);418return mask;419}420421//////////////////////////////////////////////////////////////////////////////////////422// Fast AABBNode intersection423//////////////////////////////////////////////////////////////////////////////////////424425template<int N, bool robust>426__forceinline size_t intersectNode(const typename BVHN<N>::AABBNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist);427428template<>429__forceinline size_t intersectNode<4>(const typename BVH4::AABBNode* node, const TravRay<4,false>& ray, vfloat4& dist)430{431#if defined(__FMA_X4__)432#if defined(__aarch64__)433const vfloat4 tNearX = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.neg_org_rdir.x);434const vfloat4 tNearY = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.neg_org_rdir.y);435const vfloat4 tNearZ = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.neg_org_rdir.z);436const vfloat4 tFarX = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.neg_org_rdir.x);437const vfloat4 tFarY = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.neg_org_rdir.y);438const vfloat4 tFarZ = madd(vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.neg_org_rdir.z);439#else440const vfloat4 tNearX = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.org_rdir.x);441const vfloat4 tNearY = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.org_rdir.y);442const vfloat4 tNearZ = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.org_rdir.z);443const vfloat4 tFarX = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.org_rdir.x);444const vfloat4 tFarY = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.org_rdir.y);445const vfloat4 tFarZ = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.org_rdir.z);446#endif447#else448const vfloat4 tNearX = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir.x;449const vfloat4 tNearY = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir.y;450const vfloat4 tNearZ = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir.z;451const vfloat4 tFarX = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir.x;452const vfloat4 tFarY = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir.y;453const vfloat4 tFarZ = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir.z;454#endif455456#if defined(__aarch64__)457const vfloat4 tNear = maxi(tNearX, tNearY, tNearZ, ray.tnear);458const vfloat4 tFar = mini(tFarX, tFarY, tFarZ, ray.tfar);459const vbool4 vmask = asInt(tNear) <= asInt(tFar);460const size_t mask = movemask(vmask);461#elif defined(__SSE4_1__) && !defined(__AVX512F__) // up to HSW462const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);463const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);464const vbool4 vmask = asInt(tNear) > asInt(tFar);465const size_t mask = movemask(vmask) ^ ((1<<4)-1);466#elif defined(__AVX512F__) // SKX467const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);468const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);469const vbool4 vmask = asInt(tNear) <= asInt(tFar);470const size_t mask = movemask(vmask);471#else472const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);473const vfloat4 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);474const vbool4 vmask = tNear <= tFar;475const size_t mask = movemask(vmask);476#endif477dist = tNear;478return mask;479}480481#if defined(__AVX__)482483template<>484__forceinline size_t intersectNode<8>(const typename BVH8::AABBNode* node, const TravRay<8,false>& ray, vfloat8& dist)485{486#if defined(__AVX2__)487#if defined(__aarch64__)488const vfloat8 tNearX = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.neg_org_rdir.x);489const vfloat8 tNearY = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.neg_org_rdir.y);490const vfloat8 tNearZ = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.neg_org_rdir.z);491const vfloat8 tFarX = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.neg_org_rdir.x);492const vfloat8 tFarY = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.neg_org_rdir.y);493const vfloat8 tFarZ = madd(vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.neg_org_rdir.z);494#else495const vfloat8 tNearX = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.org_rdir.x);496const vfloat8 tNearY = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.org_rdir.y);497const vfloat8 tNearZ = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.org_rdir.z);498const vfloat8 tFarX = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.org_rdir.x);499const vfloat8 tFarY = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.org_rdir.y);500const vfloat8 tFarZ = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.org_rdir.z);501#endif502503#else504const vfloat8 tNearX = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir.x;505const vfloat8 tNearY = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir.y;506const vfloat8 tNearZ = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir.z;507const vfloat8 tFarX = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir.x;508const vfloat8 tFarY = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir.y;509const vfloat8 tFarZ = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir.z;510#endif511512#if defined(__AVX2__) && !defined(__AVX512F__) // HSW513const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);514const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);515const vbool8 vmask = asInt(tNear) > asInt(tFar);516const size_t mask = movemask(vmask) ^ ((1<<8)-1);517#elif defined(__AVX512F__) // SKX518const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);519const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);520const vbool8 vmask = asInt(tNear) <= asInt(tFar);521const size_t mask = movemask(vmask);522#else523const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);524const vfloat8 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);525const vbool8 vmask = tNear <= tFar;526const size_t mask = movemask(vmask);527#endif528dist = tNear;529return mask;530}531532#endif533534//////////////////////////////////////////////////////////////////////////////////////535// Robust AABBNode intersection536//////////////////////////////////////////////////////////////////////////////////////537538template<int N>539__forceinline size_t intersectNodeRobust(const typename BVHN<N>::AABBNode* node, const TravRay<N,true>& ray, vfloat<N>& dist)540{541const vfloat<N> tNearX = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir_near.x;542const vfloat<N> tNearY = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir_near.y;543const vfloat<N> tNearZ = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir_near.z;544const vfloat<N> tFarX = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir_far.x;545const vfloat<N> tFarY = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir_far.y;546const vfloat<N> tFarZ = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir_far.z;547const vfloat<N> tNear = max(tNearX,tNearY,tNearZ,ray.tnear);548const vfloat<N> tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);549const vbool<N> vmask = tNear <= tFar;550const size_t mask = movemask(vmask);551dist = tNear;552return mask;553}554555//////////////////////////////////////////////////////////////////////////////////////556// Fast AABBNodeMB intersection557//////////////////////////////////////////////////////////////////////////////////////558559template<int N>560__forceinline size_t intersectNode(const typename BVHN<N>::AABBNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)561{562const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);563const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);564const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);565const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);566const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);567const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);568#if defined(__FMA_X4__)569#if defined(__aarch64__)570const vfloat<N> tNearX = madd(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.neg_org_rdir.x);571const vfloat<N> tNearY = madd(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.neg_org_rdir.y);572const vfloat<N> tNearZ = madd(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.neg_org_rdir.z);573const vfloat<N> tFarX = madd(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.neg_org_rdir.x);574const vfloat<N> tFarY = madd(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.neg_org_rdir.y);575const vfloat<N> tFarZ = madd(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.neg_org_rdir.z);576#else577const vfloat<N> tNearX = msub(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.org_rdir.x);578const vfloat<N> tNearY = msub(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.org_rdir.y);579const vfloat<N> tNearZ = msub(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.org_rdir.z);580const vfloat<N> tFarX = msub(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.org_rdir.x);581const vfloat<N> tFarY = msub(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.org_rdir.y);582const vfloat<N> tFarZ = msub(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.org_rdir.z);583#endif584#else585const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir.x;586const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir.y;587const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir.z;588const vfloat<N> tFarX = (madd(time,pFarX [6],vfloat<N>(pFarX [0])) - ray.org.x) * ray.rdir.x;589const vfloat<N> tFarY = (madd(time,pFarY [6],vfloat<N>(pFarY [0])) - ray.org.y) * ray.rdir.y;590const vfloat<N> tFarZ = (madd(time,pFarZ [6],vfloat<N>(pFarZ [0])) - ray.org.z) * ray.rdir.z;591#endif592#if defined(__FMA_X4__) && !defined(__AVX512F__) // HSW593const vfloat<N> tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);594const vfloat<N> tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);595const vbool<N> vmask = asInt(tNear) > asInt(tFar);596const size_t mask = movemask(vmask) ^ ((1<<N)-1);597#elif defined(__AVX512F__) // SKX598const vfloat<N> tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);599const vfloat<N> tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);600const vbool<N> vmask = asInt(tNear) <= asInt(tFar);601const size_t mask = movemask(vmask);602#else603const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);604const vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );605const vbool<N> vmask = tNear <= tFar;606const size_t mask = movemask(vmask);607#endif608dist = tNear;609return mask;610}611612//////////////////////////////////////////////////////////////////////////////////////613// Robust AABBNodeMB intersection614//////////////////////////////////////////////////////////////////////////////////////615616template<int N>617__forceinline size_t intersectNodeRobust(const typename BVHN<N>::AABBNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)618{619const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);620const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);621const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);622const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir_near.x;623const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir_near.y;624const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir_near.z;625const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);626const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);627const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);628const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);629const vfloat<N> tFarX = (madd(time,pFarX[6],vfloat<N>(pFarX[0])) - ray.org.x) * ray.rdir_far.x;630const vfloat<N> tFarY = (madd(time,pFarY[6],vfloat<N>(pFarY[0])) - ray.org.y) * ray.rdir_far.y;631const vfloat<N> tFarZ = (madd(time,pFarZ[6],vfloat<N>(pFarZ[0])) - ray.org.z) * ray.rdir_far.z;632const vfloat<N> tFar = min(ray.tfar,tFarX,tFarY,tFarZ);633const size_t mask = movemask(tNear <= tFar);634dist = tNear;635return mask;636}637638//////////////////////////////////////////////////////////////////////////////////////639// Fast AABBNodeMB4D intersection640//////////////////////////////////////////////////////////////////////////////////////641642template<int N>643__forceinline size_t intersectNodeMB4D(const typename BVHN<N>::NodeRef ref, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)644{645const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();646647const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);648const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);649const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);650const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);651const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);652const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);653#if defined (__FMA_X4__)654#if defined(__aarch64__)655const vfloat<N> tNearX = madd(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.neg_org_rdir.x);656const vfloat<N> tNearY = madd(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.neg_org_rdir.y);657const vfloat<N> tNearZ = madd(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.neg_org_rdir.z);658const vfloat<N> tFarX = madd(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.neg_org_rdir.x);659const vfloat<N> tFarY = madd(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.neg_org_rdir.y);660const vfloat<N> tFarZ = madd(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.neg_org_rdir.z);661#else662const vfloat<N> tNearX = msub(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.org_rdir.x);663const vfloat<N> tNearY = msub(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.org_rdir.y);664const vfloat<N> tNearZ = msub(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.org_rdir.z);665const vfloat<N> tFarX = msub(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.org_rdir.x);666const vfloat<N> tFarY = msub(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.org_rdir.y);667const vfloat<N> tFarZ = msub(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.org_rdir.z);668#endif669#else670const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir.x;671const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir.y;672const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir.z;673const vfloat<N> tFarX = (madd(time,pFarX [6],vfloat<N>(pFarX [0])) - ray.org.x) * ray.rdir.x;674const vfloat<N> tFarY = (madd(time,pFarY [6],vfloat<N>(pFarY [0])) - ray.org.y) * ray.rdir.y;675const vfloat<N> tFarZ = (madd(time,pFarZ [6],vfloat<N>(pFarZ [0])) - ray.org.z) * ray.rdir.z;676#endif677#if defined(__FMA_X4__) && !defined(__AVX512F__)678const vfloat<N> tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray.tnear));679const vfloat<N> tFar = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray.tfar ));680#else681const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);682const vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );683#endif684vbool<N> vmask = tNear <= tFar;685if (unlikely(ref.isAABBNodeMB4D())) {686const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;687vmask &= (node1->lower_t <= time) & (time < node1->upper_t);688}689const size_t mask = movemask(vmask);690dist = tNear;691return mask;692}693694//////////////////////////////////////////////////////////////////////////////////////695// Robust AABBNodeMB4D intersection696//////////////////////////////////////////////////////////////////////////////////////697698template<int N>699__forceinline size_t intersectNodeMB4DRobust(const typename BVHN<N>::NodeRef ref, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)700{701const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();702703const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);704const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);705const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);706const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir_near.x;707const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir_near.y;708const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir_near.z;709const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);710const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);711const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);712const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);713const vfloat<N> tFarX = (madd(time,pFarX[6],vfloat<N>(pFarX[0])) - ray.org.x) * ray.rdir_far.x;714const vfloat<N> tFarY = (madd(time,pFarY[6],vfloat<N>(pFarY[0])) - ray.org.y) * ray.rdir_far.y;715const vfloat<N> tFarZ = (madd(time,pFarZ[6],vfloat<N>(pFarZ[0])) - ray.org.z) * ray.rdir_far.z;716const vfloat<N> tFar = min(ray.tfar,tFarX,tFarY,tFarZ);717vbool<N> vmask = tNear <= tFar;718if (unlikely(ref.isAABBNodeMB4D())) {719const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;720vmask &= (node1->lower_t <= time) & (time < node1->upper_t);721}722const size_t mask = movemask(vmask);723dist = tNear;724return mask;725}726727//////////////////////////////////////////////////////////////////////////////////////728// Fast QuantizedBaseNode intersection729//////////////////////////////////////////////////////////////////////////////////////730731template<int N, bool robust>732__forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist);733734template<>735__forceinline size_t intersectNode<4>(const typename BVH4::QuantizedBaseNode* node, const TravRay<4,false>& ray, vfloat4& dist)736{737const size_t mvalid = movemask(node->validMask());738const vfloat4 start_x(node->start.x);739const vfloat4 scale_x(node->scale.x);740const vfloat4 lower_x = madd(node->dequantize<4>(ray.nearX >> 2),scale_x,start_x);741const vfloat4 upper_x = madd(node->dequantize<4>(ray.farX >> 2),scale_x,start_x);742const vfloat4 start_y(node->start.y);743const vfloat4 scale_y(node->scale.y);744const vfloat4 lower_y = madd(node->dequantize<4>(ray.nearY >> 2),scale_y,start_y);745const vfloat4 upper_y = madd(node->dequantize<4>(ray.farY >> 2),scale_y,start_y);746const vfloat4 start_z(node->start.z);747const vfloat4 scale_z(node->scale.z);748const vfloat4 lower_z = madd(node->dequantize<4>(ray.nearZ >> 2),scale_z,start_z);749const vfloat4 upper_z = madd(node->dequantize<4>(ray.farZ >> 2),scale_z,start_z);750751#if defined(__FMA_X4__)752#if defined(__aarch64__)753const vfloat4 tNearX = madd(lower_x, ray.rdir.x, ray.neg_org_rdir.x);754const vfloat4 tNearY = madd(lower_y, ray.rdir.y, ray.neg_org_rdir.y);755const vfloat4 tNearZ = madd(lower_z, ray.rdir.z, ray.neg_org_rdir.z);756const vfloat4 tFarX = madd(upper_x, ray.rdir.x, ray.neg_org_rdir.x);757const vfloat4 tFarY = madd(upper_y, ray.rdir.y, ray.neg_org_rdir.y);758const vfloat4 tFarZ = madd(upper_z, ray.rdir.z, ray.neg_org_rdir.z);759#else760const vfloat4 tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);761const vfloat4 tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);762const vfloat4 tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);763const vfloat4 tFarX = msub(upper_x, ray.rdir.x, ray.org_rdir.x);764const vfloat4 tFarY = msub(upper_y, ray.rdir.y, ray.org_rdir.y);765const vfloat4 tFarZ = msub(upper_z, ray.rdir.z, ray.org_rdir.z);766#endif767#else768const vfloat4 tNearX = (lower_x - ray.org.x) * ray.rdir.x;769const vfloat4 tNearY = (lower_y - ray.org.y) * ray.rdir.y;770const vfloat4 tNearZ = (lower_z - ray.org.z) * ray.rdir.z;771const vfloat4 tFarX = (upper_x - ray.org.x) * ray.rdir.x;772const vfloat4 tFarY = (upper_y - ray.org.y) * ray.rdir.y;773const vfloat4 tFarZ = (upper_z - ray.org.z) * ray.rdir.z;774#endif775776#if defined(__aarch64__) || defined(__SSE4_1__) && !defined(__AVX512F__) // up to HSW777const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);778const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);779const vbool4 vmask = asInt(tNear) > asInt(tFar);780const size_t mask = movemask(vmask) ^ ((1<<4)-1);781#elif defined(__AVX512F__) // SKX782const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);783const vfloat4 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);784const vbool4 vmask = asInt(tNear) <= asInt(tFar);785const size_t mask = movemask(vmask);786#else787const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);788const vfloat4 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);789const vbool4 vmask = tNear <= tFar;790const size_t mask = movemask(vmask);791#endif792dist = tNear;793return mask & mvalid;794}795796template<>797__forceinline size_t intersectNode<4>(const typename BVH4::QuantizedBaseNode* node, const TravRay<4,true>& ray, vfloat4& dist)798{799const size_t mvalid = movemask(node->validMask());800const vfloat4 start_x(node->start.x);801const vfloat4 scale_x(node->scale.x);802const vfloat4 lower_x = madd(node->dequantize<4>(ray.nearX >> 2),scale_x,start_x);803const vfloat4 upper_x = madd(node->dequantize<4>(ray.farX >> 2),scale_x,start_x);804const vfloat4 start_y(node->start.y);805const vfloat4 scale_y(node->scale.y);806const vfloat4 lower_y = madd(node->dequantize<4>(ray.nearY >> 2),scale_y,start_y);807const vfloat4 upper_y = madd(node->dequantize<4>(ray.farY >> 2),scale_y,start_y);808const vfloat4 start_z(node->start.z);809const vfloat4 scale_z(node->scale.z);810const vfloat4 lower_z = madd(node->dequantize<4>(ray.nearZ >> 2),scale_z,start_z);811const vfloat4 upper_z = madd(node->dequantize<4>(ray.farZ >> 2),scale_z,start_z);812813const vfloat4 tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;814const vfloat4 tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;815const vfloat4 tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;816const vfloat4 tFarX = (upper_x - ray.org.x) * ray.rdir_far.x;817const vfloat4 tFarY = (upper_y - ray.org.y) * ray.rdir_far.y;818const vfloat4 tFarZ = (upper_z - ray.org.z) * ray.rdir_far.z;819820const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);821const vfloat4 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);822const vbool4 vmask = tNear <= tFar;823const size_t mask = movemask(vmask);824dist = tNear;825return mask & mvalid;826}827828829#if defined(__AVX__)830831template<>832__forceinline size_t intersectNode<8>(const typename BVH8::QuantizedBaseNode* node, const TravRay<8,false>& ray, vfloat8& dist)833{834const size_t mvalid = movemask(node->validMask());835const vfloat8 start_x(node->start.x);836const vfloat8 scale_x(node->scale.x);837const vfloat8 lower_x = madd(node->dequantize<8>(ray.nearX >> 2),scale_x,start_x);838const vfloat8 upper_x = madd(node->dequantize<8>(ray.farX >> 2),scale_x,start_x);839const vfloat8 start_y(node->start.y);840const vfloat8 scale_y(node->scale.y);841const vfloat8 lower_y = madd(node->dequantize<8>(ray.nearY >> 2),scale_y,start_y);842const vfloat8 upper_y = madd(node->dequantize<8>(ray.farY >> 2),scale_y,start_y);843const vfloat8 start_z(node->start.z);844const vfloat8 scale_z(node->scale.z);845const vfloat8 lower_z = madd(node->dequantize<8>(ray.nearZ >> 2),scale_z,start_z);846const vfloat8 upper_z = madd(node->dequantize<8>(ray.farZ >> 2),scale_z,start_z);847848#if defined(__AVX2__)849#if defined(__aarch64__)850const vfloat8 tNearX = madd(lower_x, ray.rdir.x, ray.neg_org_rdir.x);851const vfloat8 tNearY = madd(lower_y, ray.rdir.y, ray.neg_org_rdir.y);852const vfloat8 tNearZ = madd(lower_z, ray.rdir.z, ray.neg_org_rdir.z);853const vfloat8 tFarX = madd(upper_x, ray.rdir.x, ray.neg_org_rdir.x);854const vfloat8 tFarY = madd(upper_y, ray.rdir.y, ray.neg_org_rdir.y);855const vfloat8 tFarZ = madd(upper_z, ray.rdir.z, ray.neg_org_rdir.z);856#else857const vfloat8 tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);858const vfloat8 tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);859const vfloat8 tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);860const vfloat8 tFarX = msub(upper_x, ray.rdir.x, ray.org_rdir.x);861const vfloat8 tFarY = msub(upper_y, ray.rdir.y, ray.org_rdir.y);862const vfloat8 tFarZ = msub(upper_z, ray.rdir.z, ray.org_rdir.z);863#endif864#else865const vfloat8 tNearX = (lower_x - ray.org.x) * ray.rdir.x;866const vfloat8 tNearY = (lower_y - ray.org.y) * ray.rdir.y;867const vfloat8 tNearZ = (lower_z - ray.org.z) * ray.rdir.z;868const vfloat8 tFarX = (upper_x - ray.org.x) * ray.rdir.x;869const vfloat8 tFarY = (upper_y - ray.org.y) * ray.rdir.y;870const vfloat8 tFarZ = (upper_z - ray.org.z) * ray.rdir.z;871#endif872873#if defined(__AVX2__) && !defined(__AVX512F__) // HSW874const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);875const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);876const vbool8 vmask = asInt(tNear) > asInt(tFar);877const size_t mask = movemask(vmask) ^ ((1<<8)-1);878#elif defined(__AVX512F__) // SKX879const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);880const vfloat8 tFar = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);881const vbool8 vmask = asInt(tNear) <= asInt(tFar);882const size_t mask = movemask(vmask);883#else884const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);885const vfloat8 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);886const vbool8 vmask = tNear <= tFar;887const size_t mask = movemask(vmask);888#endif889dist = tNear;890return mask & mvalid;891}892893template<>894__forceinline size_t intersectNode<8>(const typename BVH8::QuantizedBaseNode* node, const TravRay<8,true>& ray, vfloat8& dist)895{896const size_t mvalid = movemask(node->validMask());897const vfloat8 start_x(node->start.x);898const vfloat8 scale_x(node->scale.x);899const vfloat8 lower_x = madd(node->dequantize<8>(ray.nearX >> 2),scale_x,start_x);900const vfloat8 upper_x = madd(node->dequantize<8>(ray.farX >> 2),scale_x,start_x);901const vfloat8 start_y(node->start.y);902const vfloat8 scale_y(node->scale.y);903const vfloat8 lower_y = madd(node->dequantize<8>(ray.nearY >> 2),scale_y,start_y);904const vfloat8 upper_y = madd(node->dequantize<8>(ray.farY >> 2),scale_y,start_y);905const vfloat8 start_z(node->start.z);906const vfloat8 scale_z(node->scale.z);907const vfloat8 lower_z = madd(node->dequantize<8>(ray.nearZ >> 2),scale_z,start_z);908const vfloat8 upper_z = madd(node->dequantize<8>(ray.farZ >> 2),scale_z,start_z);909910const vfloat8 tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;911const vfloat8 tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;912const vfloat8 tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;913const vfloat8 tFarX = (upper_x - ray.org.x) * ray.rdir_far.x;914const vfloat8 tFarY = (upper_y - ray.org.y) * ray.rdir_far.y;915const vfloat8 tFarZ = (upper_z - ray.org.z) * ray.rdir_far.z;916917const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);918const vfloat8 tFar = min(tFarX ,tFarY ,tFarZ ,ray.tfar);919const vbool8 vmask = tNear <= tFar;920const size_t mask = movemask(vmask);921922dist = tNear;923return mask & mvalid;924}925926927#endif928929template<int N>930__forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)931{932const vboolf<N> mvalid = node->validMask();933const vfloat<N> lower_x = node->dequantizeLowerX(time);934const vfloat<N> upper_x = node->dequantizeUpperX(time);935const vfloat<N> lower_y = node->dequantizeLowerY(time);936const vfloat<N> upper_y = node->dequantizeUpperY(time);937const vfloat<N> lower_z = node->dequantizeLowerZ(time);938const vfloat<N> upper_z = node->dequantizeUpperZ(time);939#if defined(__FMA_X4__)940#if defined(__aarch64__)941const vfloat<N> tNearX = madd(lower_x, ray.rdir.x, ray.neg_org_rdir.x);942const vfloat<N> tNearY = madd(lower_y, ray.rdir.y, ray.neg_org_rdir.y);943const vfloat<N> tNearZ = madd(lower_z, ray.rdir.z, ray.neg_org_rdir.z);944const vfloat<N> tFarX = madd(upper_x, ray.rdir.x, ray.neg_org_rdir.x);945const vfloat<N> tFarY = madd(upper_y, ray.rdir.y, ray.neg_org_rdir.y);946const vfloat<N> tFarZ = madd(upper_z, ray.rdir.z, ray.neg_org_rdir.z);947#else948const vfloat<N> tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);949const vfloat<N> tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);950const vfloat<N> tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);951const vfloat<N> tFarX = msub(upper_x, ray.rdir.x, ray.org_rdir.x);952const vfloat<N> tFarY = msub(upper_y, ray.rdir.y, ray.org_rdir.y);953const vfloat<N> tFarZ = msub(upper_z, ray.rdir.z, ray.org_rdir.z);954#endif955#else956const vfloat<N> tNearX = (lower_x - ray.org.x) * ray.rdir.x;957const vfloat<N> tNearY = (lower_y - ray.org.y) * ray.rdir.y;958const vfloat<N> tNearZ = (lower_z - ray.org.z) * ray.rdir.z;959const vfloat<N> tFarX = (upper_x - ray.org.x) * ray.rdir.x;960const vfloat<N> tFarY = (upper_y - ray.org.y) * ray.rdir.y;961const vfloat<N> tFarZ = (upper_z - ray.org.z) * ray.rdir.z;962#endif963964const vfloat<N> tminX = mini(tNearX,tFarX);965const vfloat<N> tmaxX = maxi(tNearX,tFarX);966const vfloat<N> tminY = mini(tNearY,tFarY);967const vfloat<N> tmaxY = maxi(tNearY,tFarY);968const vfloat<N> tminZ = mini(tNearZ,tFarZ);969const vfloat<N> tmaxZ = maxi(tNearZ,tFarZ);970const vfloat<N> tNear = maxi(tminX,tminY,tminZ,ray.tnear);971const vfloat<N> tFar = mini(tmaxX,tmaxY,tmaxZ,ray.tfar);972#if defined(__AVX512F__) // SKX973const vbool<N> vmask = le(mvalid,asInt(tNear),asInt(tFar));974#else975const vbool<N> vmask = (asInt(tNear) <= asInt(tFar)) & mvalid;976#endif977const size_t mask = movemask(vmask);978dist = tNear;979return mask;980}981982template<int N>983__forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)984{985const vboolf<N> mvalid = node->validMask();986const vfloat<N> lower_x = node->dequantizeLowerX(time);987const vfloat<N> upper_x = node->dequantizeUpperX(time);988const vfloat<N> lower_y = node->dequantizeLowerY(time);989const vfloat<N> upper_y = node->dequantizeUpperY(time);990const vfloat<N> lower_z = node->dequantizeLowerZ(time);991const vfloat<N> upper_z = node->dequantizeUpperZ(time);992const vfloat<N> tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;993const vfloat<N> tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;994const vfloat<N> tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;995const vfloat<N> tFarX = (upper_x - ray.org.x) * ray.rdir_far.x;996const vfloat<N> tFarY = (upper_y - ray.org.y) * ray.rdir_far.y;997const vfloat<N> tFarZ = (upper_z - ray.org.z) * ray.rdir_far.z;998999const vfloat<N> tminX = mini(tNearX,tFarX);1000const vfloat<N> tmaxX = maxi(tNearX,tFarX);1001const vfloat<N> tminY = mini(tNearY,tFarY);1002const vfloat<N> tmaxY = maxi(tNearY,tFarY);1003const vfloat<N> tminZ = mini(tNearZ,tFarZ);1004const vfloat<N> tmaxZ = maxi(tNearZ,tFarZ);1005const vfloat<N> tNear = maxi(tminX,tminY,tminZ,ray.tnear);1006const vfloat<N> tFar = mini(tmaxX,tmaxY,tmaxZ,ray.tfar);1007#if defined(__AVX512F__) // SKX1008const vbool<N> vmask = le(mvalid,asInt(tNear),asInt(tFar));1009#else1010const vbool<N> vmask = (asInt(tNear) <= asInt(tFar)) & mvalid;1011#endif1012const size_t mask = movemask(vmask);1013dist = tNear;1014return mask;1015}10161017//////////////////////////////////////////////////////////////////////////////////////1018// Fast OBBNode intersection1019//////////////////////////////////////////////////////////////////////////////////////10201021template<int N, bool robust>1022__forceinline size_t intersectNode(const typename BVHN<N>::OBBNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist)1023{1024const Vec3vf<N> dir = xfmVector(node->naabb,ray.dir);1025//const Vec3vf<N> nrdir = Vec3vf<N>(vfloat<N>(-1.0f))/dir;1026const Vec3vf<N> nrdir = Vec3vf<N>(vfloat<N>(-1.0f))*rcp_safe(dir);1027const Vec3vf<N> org = xfmPoint(node->naabb,ray.org);1028const Vec3vf<N> tLowerXYZ = org * nrdir; // (Vec3fa(zero) - org) * rdir;1029const Vec3vf<N> tUpperXYZ = tLowerXYZ - nrdir; // (Vec3fa(one ) - org) * rdir;10301031const vfloat<N> tNearX = mini(tLowerXYZ.x,tUpperXYZ.x);1032const vfloat<N> tNearY = mini(tLowerXYZ.y,tUpperXYZ.y);1033const vfloat<N> tNearZ = mini(tLowerXYZ.z,tUpperXYZ.z);1034const vfloat<N> tFarX = maxi(tLowerXYZ.x,tUpperXYZ.x);1035const vfloat<N> tFarY = maxi(tLowerXYZ.y,tUpperXYZ.y);1036const vfloat<N> tFarZ = maxi(tLowerXYZ.z,tUpperXYZ.z);1037vfloat<N> tNear = max(ray.tnear, tNearX,tNearY,tNearZ);1038vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );1039if (robust) {1040tNear = tNear*vfloat<N>(1.0f-3.0f*float(ulp));1041tFar = tFar *vfloat<N>(1.0f+3.0f*float(ulp));1042}1043const vbool<N> vmask = tNear <= tFar;1044dist = tNear;1045return movemask(vmask);1046}10471048//////////////////////////////////////////////////////////////////////////////////////1049// Fast OBBNodeMB intersection1050//////////////////////////////////////////////////////////////////////////////////////10511052template<int N, bool robust>1053__forceinline size_t intersectNode(const typename BVHN<N>::OBBNodeMB* node, const TravRay<N,robust>& ray, const float time, vfloat<N>& dist)1054{1055const AffineSpace3vf<N> xfm = node->space0;1056const Vec3vf<N> b0_lower = zero;1057const Vec3vf<N> b0_upper = one;1058const Vec3vf<N> lower = lerp(b0_lower,node->b1.lower,vfloat<N>(time));1059const Vec3vf<N> upper = lerp(b0_upper,node->b1.upper,vfloat<N>(time));10601061const BBox3vf<N> bounds(lower,upper);1062const Vec3vf<N> dir = xfmVector(xfm,ray.dir);1063const Vec3vf<N> rdir = rcp_safe(dir);1064const Vec3vf<N> org = xfmPoint(xfm,ray.org);10651066const Vec3vf<N> tLowerXYZ = (bounds.lower - org) * rdir;1067const Vec3vf<N> tUpperXYZ = (bounds.upper - org) * rdir;10681069const vfloat<N> tNearX = mini(tLowerXYZ.x,tUpperXYZ.x);1070const vfloat<N> tNearY = mini(tLowerXYZ.y,tUpperXYZ.y);1071const vfloat<N> tNearZ = mini(tLowerXYZ.z,tUpperXYZ.z);1072const vfloat<N> tFarX = maxi(tLowerXYZ.x,tUpperXYZ.x);1073const vfloat<N> tFarY = maxi(tLowerXYZ.y,tUpperXYZ.y);1074const vfloat<N> tFarZ = maxi(tLowerXYZ.z,tUpperXYZ.z);1075vfloat<N> tNear = max(ray.tnear, tNearX,tNearY,tNearZ);1076vfloat<N> tFar = min(ray.tfar, tFarX ,tFarY ,tFarZ );1077if (robust) {1078tNear = tNear*vfloat<N>(1.0f-3.0f*float(ulp));1079tFar = tFar *vfloat<N>(1.0f+3.0f*float(ulp));1080}1081const vbool<N> vmask = tNear <= tFar;1082dist = tNear;1083return movemask(vmask);1084}10851086//////////////////////////////////////////////////////////////////////////////////////1087// Node intersectors used in point query raversal1088//////////////////////////////////////////////////////////////////////////////////////10891090/*! Computes traversal information for N nodes with 1 point query */1091template<int N, int types>1092struct BVHNNodePointQuerySphere1;10931094template<int N>1095struct BVHNNodePointQuerySphere1<N, BVH_AN1>1096{1097static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1098{1099if (unlikely(node.isLeaf())) return false;1100mask = pointQueryNodeSphere(node.getAABBNode(), query, dist);1101return true;1102}1103};11041105template<int N>1106struct BVHNNodePointQuerySphere1<N, BVH_AN2>1107{1108static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1109{1110if (unlikely(node.isLeaf())) return false;1111mask = pointQueryNodeSphere(node.getAABBNodeMB(), query, time, dist);1112return true;1113}1114};11151116template<int N>1117struct BVHNNodePointQuerySphere1<N, BVH_AN2_AN4D>1118{1119static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1120{1121if (unlikely(node.isLeaf())) return false;1122mask = pointQueryNodeSphereMB4D<N>(node, query, time, dist);1123return true;1124}1125};11261127template<int N>1128struct BVHNNodePointQuerySphere1<N, BVH_AN1_UN1>1129{1130static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1131{1132if (likely(node.isAABBNode())) mask = pointQueryNodeSphere(node.getAABBNode(), query, dist);1133else if (unlikely(node.isOBBNode())) mask = pointQueryNodeSphere(node.ungetAABBNode(), query, dist);1134else return false;1135return true;1136}1137};11381139template<int N>1140struct BVHNNodePointQuerySphere1<N, BVH_AN2_UN2>1141{1142static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1143{1144if (likely(node.isAABBNodeMB())) mask = pointQueryNodeSphere(node.getAABBNodeMB(), query, time, dist);1145else if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeSphere(node.ungetAABBNodeMB(), query, time, dist);1146else return false;1147return true;1148}1149};11501151template<int N>1152struct BVHNNodePointQuerySphere1<N, BVH_AN2_AN4D_UN2>1153{1154static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1155{1156if (unlikely(node.isLeaf())) return false;1157if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeSphere(node.ungetAABBNodeMB(), query, time, dist);1158else mask = pointQueryNodeSphereMB4D(node, query, time, dist);1159return true;1160}1161};11621163template<int N>1164struct BVHNNodePointQuerySphere1<N, BVH_QN1>1165{1166static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1167{1168if (unlikely(node.isLeaf())) return false;1169mask = pointQueryNodeSphere((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), query, dist);1170return true;1171}1172};11731174template<int N>1175struct BVHNQuantizedBaseNodePointQuerySphere11176{1177static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)1178{1179return pointQueryNodeSphere(node,query,dist);1180}11811182static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)1183{1184return pointQueryNodeSphere(node,query,time,dist);1185}1186};11871188/*! Computes traversal information for N nodes with 1 point query */1189template<int N, int types>1190struct BVHNNodePointQueryAABB1;11911192template<int N>1193struct BVHNNodePointQueryAABB1<N, BVH_AN1>1194{1195static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1196{1197if (unlikely(node.isLeaf())) return false;1198mask = pointQueryNodeAABB(node.getAABBNode(), query, dist);1199return true;1200}1201};12021203template<int N>1204struct BVHNNodePointQueryAABB1<N, BVH_AN2>1205{1206static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1207{1208if (unlikely(node.isLeaf())) return false;1209mask = pointQueryNodeAABB(node.getAABBNodeMB(), query, time, dist);1210return true;1211}1212};12131214template<int N>1215struct BVHNNodePointQueryAABB1<N, BVH_AN2_AN4D>1216{1217static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1218{1219if (unlikely(node.isLeaf())) return false;1220mask = pointQueryNodeAABBMB4D<N>(node, query, time, dist);1221return true;1222}1223};12241225template<int N>1226struct BVHNNodePointQueryAABB1<N, BVH_AN1_UN1>1227{1228static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1229{1230if (likely(node.isAABBNode())) mask = pointQueryNodeAABB(node.getAABBNode(), query, dist);1231else if (unlikely(node.isOBBNode())) mask = pointQueryNodeAABB(node.ungetAABBNode(), query, dist);1232else return false;1233return true;1234}1235};12361237template<int N>1238struct BVHNNodePointQueryAABB1<N, BVH_AN2_UN2>1239{1240static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1241{1242if (likely(node.isAABBNodeMB())) mask = pointQueryNodeAABB(node.getAABBNodeMB(), query, time, dist);1243else if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeAABB(node.ungetAABBNodeMB(), query, time, dist);1244else return false;1245return true;1246}1247};12481249template<int N>1250struct BVHNNodePointQueryAABB1<N, BVH_AN2_AN4D_UN2>1251{1252static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1253{1254if (unlikely(node.isLeaf())) return false;1255if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeAABB(node.ungetAABBNodeMB(), query, time, dist);1256else mask = pointQueryNodeAABBMB4D(node, query, time, dist);1257return true;1258}1259};12601261template<int N>1262struct BVHNNodePointQueryAABB1<N, BVH_QN1>1263{1264static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)1265{1266if (unlikely(node.isLeaf())) return false;1267mask = pointQueryNodeAABB((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), query, dist);1268return true;1269}1270};12711272template<int N>1273struct BVHNQuantizedBaseNodePointQueryAABB11274{1275static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)1276{1277return pointQueryNodeAABB(node,query,dist);1278}12791280static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)1281{1282return pointQueryNodeAABB(node,query,time,dist);1283}1284};128512861287//////////////////////////////////////////////////////////////////////////////////////1288// Node intersectors used in ray traversal1289//////////////////////////////////////////////////////////////////////////////////////12901291/*! Intersects N nodes with 1 ray */1292template<int N, int types, bool robust>1293struct BVHNNodeIntersector1;12941295template<int N>1296struct BVHNNodeIntersector1<N, BVH_AN1, false>1297{1298static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1299{1300if (unlikely(node.isLeaf())) return false;1301mask = intersectNode(node.getAABBNode(), ray, dist);1302return true;1303}1304};13051306template<int N>1307struct BVHNNodeIntersector1<N, BVH_AN1, true>1308{1309static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1310{1311if (unlikely(node.isLeaf())) return false;1312mask = intersectNodeRobust(node.getAABBNode(), ray, dist);1313return true;1314}1315};13161317template<int N>1318struct BVHNNodeIntersector1<N, BVH_AN2, false>1319{1320static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1321{1322if (unlikely(node.isLeaf())) return false;1323mask = intersectNode(node.getAABBNodeMB(), ray, time, dist);1324return true;1325}1326};13271328template<int N>1329struct BVHNNodeIntersector1<N, BVH_AN2, true>1330{1331static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1332{1333if (unlikely(node.isLeaf())) return false;1334mask = intersectNodeRobust(node.getAABBNodeMB(), ray, time, dist);1335return true;1336}1337};13381339template<int N>1340struct BVHNNodeIntersector1<N, BVH_AN2_AN4D, false>1341{1342static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1343{1344if (unlikely(node.isLeaf())) return false;1345mask = intersectNodeMB4D<N>(node, ray, time, dist);1346return true;1347}1348};13491350template<int N>1351struct BVHNNodeIntersector1<N, BVH_AN2_AN4D, true>1352{1353static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1354{1355if (unlikely(node.isLeaf())) return false;1356mask = intersectNodeMB4DRobust<N>(node, ray, time, dist);1357return true;1358}1359};13601361template<int N>1362struct BVHNNodeIntersector1<N, BVH_AN1_UN1, false>1363{1364static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1365{1366if (likely(node.isAABBNode())) mask = intersectNode(node.getAABBNode(), ray, dist);1367else if (unlikely(node.isOBBNode())) mask = intersectNode(node.ungetAABBNode(), ray, dist);1368else return false;1369return true;1370}1371};13721373template<int N>1374struct BVHNNodeIntersector1<N, BVH_AN1_UN1, true>1375{1376static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1377{1378if (likely(node.isAABBNode())) mask = intersectNodeRobust(node.getAABBNode(), ray, dist);1379else if (unlikely(node.isOBBNode())) mask = intersectNode(node.ungetAABBNode(), ray, dist);1380else return false;1381return true;1382}1383};13841385template<int N>1386struct BVHNNodeIntersector1<N, BVH_AN2_UN2, false>1387{1388static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1389{1390if (likely(node.isAABBNodeMB())) mask = intersectNode(node.getAABBNodeMB(), ray, time, dist);1391else if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);1392else return false;1393return true;1394}1395};13961397template<int N>1398struct BVHNNodeIntersector1<N, BVH_AN2_UN2, true>1399{1400static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1401{1402if (likely(node.isAABBNodeMB())) mask = intersectNodeRobust(node.getAABBNodeMB(), ray, time, dist);1403else if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);1404else return false;1405return true;1406}1407};14081409template<int N>1410struct BVHNNodeIntersector1<N, BVH_AN2_AN4D_UN2, false>1411{1412static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1413{1414if (unlikely(node.isLeaf())) return false;1415if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);1416else mask = intersectNodeMB4D(node, ray, time, dist);1417return true;1418}1419};14201421template<int N>1422struct BVHNNodeIntersector1<N, BVH_AN2_AN4D_UN2, true>1423{1424static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1425{1426if (unlikely(node.isLeaf())) return false;1427if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);1428else mask = intersectNodeMB4DRobust(node, ray, time, dist);1429return true;1430}1431};14321433template<int N>1434struct BVHNNodeIntersector1<N, BVH_QN1, false>1435{1436static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)1437{1438if (unlikely(node.isLeaf())) return false;1439mask = intersectNode((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), ray, dist);1440return true;1441}1442};14431444template<int N>1445struct BVHNNodeIntersector1<N, BVH_QN1, true>1446{1447static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)1448{1449if (unlikely(node.isLeaf())) return false;1450mask = intersectNodeRobust((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), ray, dist);1451return true;1452}1453};14541455/*! Intersects N nodes with K rays */1456template<int N, bool robust>1457struct BVHNQuantizedBaseNodeIntersector1;14581459template<int N>1460struct BVHNQuantizedBaseNodeIntersector1<N, false>1461{1462static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,false>& ray, vfloat<N>& dist)1463{1464return intersectNode(node,ray,dist);1465}14661467static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)1468{1469return intersectNode(node,ray,time,dist);1470}14711472};14731474template<int N>1475struct BVHNQuantizedBaseNodeIntersector1<N, true>1476{1477static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,true>& ray, vfloat<N>& dist)1478{1479return intersectNode(node,ray,dist);1480}14811482static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)1483{1484return intersectNode(node,ray,time,dist);1485}14861487};148814891490}1491}149214931494