Path: blob/master/thirdparty/embree/kernels/geometry/quadi.h
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// Copyright 2009-2021 Intel Corporation1// SPDX-License-Identifier: Apache-2.023#pragma once45#include "primitive.h"6#include "../common/scene.h"78namespace embree9{10/* Stores M quads from an indexed face set */11template <int M>12struct QuadMi13{14/* Virtual interface to query information about the quad type */15struct Type : public PrimitiveType16{17const char* name() const;18size_t sizeActive(const char* This) const;19size_t sizeTotal(const char* This) const;20size_t getBytes(const char* This) const;21};22static Type type;2324public:2526/* primitive supports multiple time segments */27static const bool singleTimeSegment = false;2829/* Returns maximum number of stored quads */30static __forceinline size_t max_size() { return M; }3132/* Returns required number of primitive blocks for N primitives */33static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }3435public:3637/* Default constructor */38__forceinline QuadMi() { }3940/* Construction from vertices and IDs */41__forceinline QuadMi(const vuint<M>& v0,42const vuint<M>& v1,43const vuint<M>& v2,44const vuint<M>& v3,45const vuint<M>& geomIDs,46const vuint<M>& primIDs)47#if defined(EMBREE_COMPACT_POLYS)48: geomIDs(geomIDs), primIDs(primIDs) {}49#else50: v0_(v0),v1_(v1), v2_(v2), v3_(v3), geomIDs(geomIDs), primIDs(primIDs) {}51#endif5253/* Returns a mask that tells which quads are valid */54__forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); }5556/* Returns if the specified quad is valid */57__forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }5859/* Returns the number of stored quads */60__forceinline size_t size() const { return bsf(~movemask(valid())); }6162/* Returns the geometry IDs */63__forceinline vuint<M>& geomID() { return geomIDs; }64__forceinline const vuint<M>& geomID() const { return geomIDs; }65__forceinline unsigned int geomID(const size_t i) const { assert(i<M); assert(geomIDs[i] != -1); return geomIDs[i]; }6667/* Returns the primitive IDs */68__forceinline vuint<M>& primID() { return primIDs; }69__forceinline const vuint<M>& primID() const { return primIDs; }70__forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }7172/* Calculate the bounds of the quads */73__forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const74{75BBox3fa bounds = empty;76for (size_t i=0; i<M && valid(i); i++) {77const QuadMesh* mesh = scene->get<QuadMesh>(geomID(i));78bounds.extend(mesh->bounds(primID(i),itime));79}80return bounds;81}8283/* Calculate the linear bounds of the primitive */84__forceinline LBBox3fa linearBounds(const Scene* const scene, const size_t itime) {85return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1));86}8788__forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps)89{90LBBox3fa allBounds = empty;91for (size_t i=0; i<M && valid(i); i++)92{93const QuadMesh* mesh = scene->get<QuadMesh>(geomID(i));94allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps));95}96return allBounds;97}9899__forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range)100{101LBBox3fa allBounds = empty;102for (size_t i=0; i<M && valid(i); i++)103{104const QuadMesh* mesh = scene->get<QuadMesh>(geomID(i));105allBounds.extend(mesh->linearBounds(primID(i), time_range));106}107return allBounds;108}109110/* Fill quad from quad list */111template<typename PrimRefT>112__forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene)113{114vuint<M> geomID = -1, primID = -1;115const PrimRefT* prim = &prims[begin];116vuint<M> v0 = zero, v1 = zero, v2 = zero, v3 = zero;117118for (size_t i=0; i<M; i++)119{120if (begin<end) {121geomID[i] = prim->geomID();122primID[i] = prim->primID();123#if !defined(EMBREE_COMPACT_POLYS)124const QuadMesh* mesh = scene->get<QuadMesh>(prim->geomID());125const QuadMesh::Quad& q = mesh->quad(prim->primID());126unsigned int_stride = mesh->vertices0.getStride()/4;127v0[i] = q.v[0] * int_stride;128v1[i] = q.v[1] * int_stride;129v2[i] = q.v[2] * int_stride;130v3[i] = q.v[3] * int_stride;131#endif132begin++;133} else {134assert(i);135if (likely(i > 0)) {136geomID[i] = geomID[0]; // always valid geomIDs137primID[i] = -1; // indicates invalid data138v0[i] = v0[0];139v1[i] = v0[0];140v2[i] = v0[0];141v3[i] = v0[0];142}143}144if (begin<end) prim = &prims[begin];145}146new (this) QuadMi(v0,v1,v2,v3,geomID,primID); // FIXME: use non temporal store147}148149__forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)150{151fill(prims, begin, end, scene);152return linearBounds(scene, itime);153}154155__forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)156{157fill(prims, begin, end, scene);158return linearBounds(scene, time_range);159}160161friend embree_ostream operator<<(embree_ostream cout, const QuadMi& quad) {162return cout << "QuadMi<" << M << ">( "163#if !defined(EMBREE_COMPACT_POLYS)164<< "v0 = " << quad.v0_ << ", v1 = " << quad.v1_ << ", v2 = " << quad.v2_ << ", v3 = " << quad.v3_ << ", "165#endif166<< "geomID = " << quad.geomIDs << ", primID = " << quad.primIDs << " )";167}168169protected:170#if !defined(EMBREE_COMPACT_POLYS)171vuint<M> v0_; // 4 byte offset of 1st vertex172vuint<M> v1_; // 4 byte offset of 2nd vertex173vuint<M> v2_; // 4 byte offset of 3rd vertex174vuint<M> v3_; // 4 byte offset of 4th vertex175#endif176vuint<M> geomIDs; // geometry ID of mesh177vuint<M> primIDs; // primitive ID of primitive inside mesh178};179180namespace isa181{182183template<int M>184struct QuadMi : public embree::QuadMi<M>185{186#if !defined(EMBREE_COMPACT_POLYS)187using embree::QuadMi<M>::v0_;188using embree::QuadMi<M>::v1_;189using embree::QuadMi<M>::v2_;190using embree::QuadMi<M>::v3_;191#endif192using embree::QuadMi<M>::geomIDs;193using embree::QuadMi<M>::primIDs;194using embree::QuadMi<M>::geomID;195using embree::QuadMi<M>::primID;196using embree::QuadMi<M>::valid;197198template<int vid>199__forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const200{201#if defined(EMBREE_COMPACT_POLYS)202const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));203const QuadMesh::Quad& quad = mesh->quad(primID(index));204return (Vec3f) mesh->vertices[0][quad.v[vid]];205#else206const vuint<M>& v = getVertexOffset<vid>();207const float* vertices = scene->vertices[geomID(index)];208return (Vec3f&) vertices[v[index]];209#endif210}211212template<int vid, typename T>213__forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const214{215#if defined(EMBREE_COMPACT_POLYS)216const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));217const QuadMesh::Quad& quad = mesh->quad(primID(index));218const Vec3fa v0 = mesh->vertices[itime+0][quad.v[vid]];219const Vec3fa v1 = mesh->vertices[itime+1][quad.v[vid]];220#else221const vuint<M>& v = getVertexOffset<vid>();222const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));223const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0);224const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1);225const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);226const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);227#endif228const Vec3<T> p0(v0.x,v0.y,v0.z);229const Vec3<T> p1(v1.x,v1.y,v1.z);230return lerp(p0,p1,ftime);231}232233template<int vid, int K, typename T>234__forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const235{236Vec3<T> p0, p1;237const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));238239for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask))240{241#if defined(EMBREE_COMPACT_POLYS)242const QuadMesh::Quad& quad = mesh->quad(primID(index));243const Vec3fa v0 = mesh->vertices[itime[i]+0][quad.v[vid]];244const Vec3fa v1 = mesh->vertices[itime[i]+1][quad.v[vid]];245#else246const vuint<M>& v = getVertexOffset<vid>();247const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0);248const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1);249const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);250const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);251#endif252p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z;253p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z;254}255return (T(one)-ftime)*p0 + ftime*p1;256}257258struct Quad {259vfloat4 v0,v1,v2,v3;260};261262#if defined(EMBREE_COMPACT_POLYS)263264__forceinline Quad loadQuad(const int i, const Scene* const scene) const265{266const unsigned int geomID = geomIDs[i];267const unsigned int primID = primIDs[i];268if (unlikely(primID == -1)) return { zero, zero, zero, zero };269const QuadMesh* mesh = scene->get<QuadMesh>(geomID);270const QuadMesh::Quad& quad = mesh->quad(primID);271const vfloat4 v0 = (vfloat4) mesh->vertices0[quad.v[0]];272const vfloat4 v1 = (vfloat4) mesh->vertices0[quad.v[1]];273const vfloat4 v2 = (vfloat4) mesh->vertices0[quad.v[2]];274const vfloat4 v3 = (vfloat4) mesh->vertices0[quad.v[3]];275return { v0, v1, v2, v3 };276}277278__forceinline Quad loadQuad(const int i, const int itime, const Scene* const scene) const279{280const unsigned int geomID = geomIDs[i];281const unsigned int primID = primIDs[i];282if (unlikely(primID == -1)) return { zero, zero, zero, zero };283const QuadMesh* mesh = scene->get<QuadMesh>(geomID);284const QuadMesh::Quad& quad = mesh->quad(primID);285const vfloat4 v0 = (vfloat4) mesh->vertices[itime][quad.v[0]];286const vfloat4 v1 = (vfloat4) mesh->vertices[itime][quad.v[1]];287const vfloat4 v2 = (vfloat4) mesh->vertices[itime][quad.v[2]];288const vfloat4 v3 = (vfloat4) mesh->vertices[itime][quad.v[3]];289return { v0, v1, v2, v3 };290}291292#else293294__forceinline Quad loadQuad(const int i, const Scene* const scene) const295{296const float* vertices = scene->vertices[geomID(i)];297const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);298const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);299const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);300const vfloat4 v3 = vfloat4::loadu(vertices + v3_[i]);301return { v0, v1, v2, v3 };302}303304__forceinline Quad loadQuad(const int i, const int itime, const Scene* const scene) const305{306const unsigned int geomID = geomIDs[i];307const QuadMesh* mesh = scene->get<QuadMesh>(geomID);308const float* vertices = (const float*) mesh->vertexPtr(0,itime);309const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);310const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);311const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);312const vfloat4 v3 = vfloat4::loadu(vertices + v3_[i]);313return { v0, v1, v2, v3 };314}315316#endif317318/* Gather the quads */319__forceinline void gather(Vec3vf<M>& p0,320Vec3vf<M>& p1,321Vec3vf<M>& p2,322Vec3vf<M>& p3,323const Scene *const scene) const;324325#if defined(__AVX512F__)326__forceinline void gather(Vec3vf16& p0,327Vec3vf16& p1,328Vec3vf16& p2,329Vec3vf16& p3,330const Scene *const scene) const;331#endif332333template<int K>334#if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019335__noinline336#else337__forceinline338#endif339void gather(const vbool<K>& valid,340Vec3vf<K>& p0,341Vec3vf<K>& p1,342Vec3vf<K>& p2,343Vec3vf<K>& p3,344const size_t index,345const Scene* const scene,346const vfloat<K>& time) const347{348const QuadMesh* mesh = scene->get<QuadMesh>(geomID(index));349350vfloat<K> ftime;351const vint<K> itime = mesh->timeSegment<K>(time, ftime);352353const size_t first = bsf(movemask(valid));354if (likely(all(valid,itime[first] == itime)))355{356p0 = getVertex<0>(index, scene, itime[first], ftime);357p1 = getVertex<1>(index, scene, itime[first], ftime);358p2 = getVertex<2>(index, scene, itime[first], ftime);359p3 = getVertex<3>(index, scene, itime[first], ftime);360}361else362{363p0 = getVertex<0,K>(valid, index, scene, itime, ftime);364p1 = getVertex<1,K>(valid, index, scene, itime, ftime);365p2 = getVertex<2,K>(valid, index, scene, itime, ftime);366p3 = getVertex<3,K>(valid, index, scene, itime, ftime);367}368}369370__forceinline void gather(Vec3vf<M>& p0,371Vec3vf<M>& p1,372Vec3vf<M>& p2,373Vec3vf<M>& p3,374const QuadMesh* mesh,375const Scene *const scene,376const int itime) const;377378__forceinline void gather(Vec3vf<M>& p0,379Vec3vf<M>& p1,380Vec3vf<M>& p2,381Vec3vf<M>& p3,382const Scene *const scene,383const float time) const;384385/* Updates the primitive */386__forceinline BBox3fa update(QuadMesh* mesh)387{388BBox3fa bounds = empty;389for (size_t i=0; i<M; i++)390{391if (!valid(i)) break;392const unsigned primId = primID(i);393const QuadMesh::Quad& q = mesh->quad(primId);394const Vec3fa p0 = mesh->vertex(q.v[0]);395const Vec3fa p1 = mesh->vertex(q.v[1]);396const Vec3fa p2 = mesh->vertex(q.v[2]);397const Vec3fa p3 = mesh->vertex(q.v[3]);398bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2),BBox3fa(p3)));399}400return bounds;401}402403private:404#if !defined(EMBREE_COMPACT_POLYS)405template<int N> const vuint<M>& getVertexOffset() const;406#endif407};408409#if !defined(EMBREE_COMPACT_POLYS)410template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<0>() const { return v0_; }411template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<1>() const { return v1_; }412template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<2>() const { return v2_; }413template<> template<> __forceinline const vuint<4>& QuadMi<4>::getVertexOffset<3>() const { return v3_; }414#endif415416template<>417__forceinline void QuadMi<4>::gather(Vec3vf4& p0,418Vec3vf4& p1,419Vec3vf4& p2,420Vec3vf4& p3,421const Scene *const scene) const422{423prefetchL1(((char*)this)+0*64);424prefetchL1(((char*)this)+1*64);425const Quad tri0 = loadQuad(0,scene);426const Quad tri1 = loadQuad(1,scene);427const Quad tri2 = loadQuad(2,scene);428const Quad tri3 = loadQuad(3,scene);429transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);430transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);431transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);432transpose(tri0.v3,tri1.v3,tri2.v3,tri3.v3,p3.x,p3.y,p3.z);433}434435template<>436__forceinline void QuadMi<4>::gather(Vec3vf4& p0,437Vec3vf4& p1,438Vec3vf4& p2,439Vec3vf4& p3,440const QuadMesh* mesh,441const Scene *const scene,442const int itime) const443{444// FIXME: for trianglei there all geometries are identical, is this the case here too?445446const Quad tri0 = loadQuad(0,itime,scene);447const Quad tri1 = loadQuad(1,itime,scene);448const Quad tri2 = loadQuad(2,itime,scene);449const Quad tri3 = loadQuad(3,itime,scene);450transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);451transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);452transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);453transpose(tri0.v3,tri1.v3,tri2.v3,tri3.v3,p3.x,p3.y,p3.z);454}455456template<>457__forceinline void QuadMi<4>::gather(Vec3vf4& p0,458Vec3vf4& p1,459Vec3vf4& p2,460Vec3vf4& p3,461const Scene *const scene,462const float time) const463{464const QuadMesh* mesh = scene->get<QuadMesh>(geomID(0)); // in mblur mode all geometries are identical465466float ftime;467const int itime = mesh->timeSegment(time, ftime);468469Vec3vf4 a0,a1,a2,a3; gather(a0,a1,a2,a3,mesh,scene,itime);470Vec3vf4 b0,b1,b2,b3; gather(b0,b1,b2,b3,mesh,scene,itime+1);471p0 = lerp(a0,b0,vfloat4(ftime));472p1 = lerp(a1,b1,vfloat4(ftime));473p2 = lerp(a2,b2,vfloat4(ftime));474p3 = lerp(a3,b3,vfloat4(ftime));475}476}477478template<int M>479typename QuadMi<M>::Type QuadMi<M>::type;480481typedef QuadMi<4> Quad4i;482}483484485