277 lines
12 KiB
C
277 lines
12 KiB
C
/*
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* Copyright 2011-2016, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// TODO(sergey): Look into avoid use of full Transform and use 3x3 matrix and
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// 3-vector which might be faster.
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ccl_device_forceinline Transform bvh_unaligned_node_fetch_space(KernelGlobals *kg,
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int node_addr,
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int child)
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{
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Transform space;
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const int child_addr = node_addr + child * 3;
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space.x = kernel_tex_fetch(__bvh_nodes, child_addr + 1);
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space.y = kernel_tex_fetch(__bvh_nodes, child_addr + 2);
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space.z = kernel_tex_fetch(__bvh_nodes, child_addr + 3);
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return space;
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}
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#if !defined(__KERNEL_SSE2__)
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ccl_device_forceinline int bvh_aligned_node_intersect(KernelGlobals *kg,
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const float3 P,
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const float3 idir,
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const float t,
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const int node_addr,
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const uint visibility,
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float dist[2])
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{
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/* fetch node data */
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# ifdef __VISIBILITY_FLAG__
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
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# endif
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float4 node0 = kernel_tex_fetch(__bvh_nodes, node_addr + 1);
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float4 node1 = kernel_tex_fetch(__bvh_nodes, node_addr + 2);
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float4 node2 = kernel_tex_fetch(__bvh_nodes, node_addr + 3);
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/* intersect ray against child nodes */
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float c0lox = (node0.x - P.x) * idir.x;
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float c0hix = (node0.z - P.x) * idir.x;
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float c0loy = (node1.x - P.y) * idir.y;
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float c0hiy = (node1.z - P.y) * idir.y;
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float c0loz = (node2.x - P.z) * idir.z;
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float c0hiz = (node2.z - P.z) * idir.z;
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float c0min = max4(0.0f, min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz));
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float c0max = min4(t, max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz));
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float c1lox = (node0.y - P.x) * idir.x;
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float c1hix = (node0.w - P.x) * idir.x;
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float c1loy = (node1.y - P.y) * idir.y;
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float c1hiy = (node1.w - P.y) * idir.y;
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float c1loz = (node2.y - P.z) * idir.z;
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float c1hiz = (node2.w - P.z) * idir.z;
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float c1min = max4(0.0f, min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz));
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float c1max = min4(t, max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz));
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dist[0] = c0min;
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dist[1] = c1min;
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# ifdef __VISIBILITY_FLAG__
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/* this visibility test gives a 5% performance hit, how to solve? */
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return (((c0max >= c0min) && (__float_as_uint(cnodes.x) & visibility)) ? 1 : 0) |
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(((c1max >= c1min) && (__float_as_uint(cnodes.y) & visibility)) ? 2 : 0);
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# else
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return ((c0max >= c0min) ? 1 : 0) | ((c1max >= c1min) ? 2 : 0);
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# endif
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}
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ccl_device_forceinline bool bvh_unaligned_node_intersect_child(KernelGlobals *kg,
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const float3 P,
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const float3 dir,
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const float t,
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int node_addr,
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int child,
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float dist[2])
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{
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Transform space = bvh_unaligned_node_fetch_space(kg, node_addr, child);
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float3 aligned_dir = transform_direction(&space, dir);
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float3 aligned_P = transform_point(&space, P);
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float3 nrdir = -bvh_inverse_direction(aligned_dir);
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float3 lower_xyz = aligned_P * nrdir;
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float3 upper_xyz = lower_xyz - nrdir;
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const float near_x = min(lower_xyz.x, upper_xyz.x);
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const float near_y = min(lower_xyz.y, upper_xyz.y);
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const float near_z = min(lower_xyz.z, upper_xyz.z);
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const float far_x = max(lower_xyz.x, upper_xyz.x);
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const float far_y = max(lower_xyz.y, upper_xyz.y);
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const float far_z = max(lower_xyz.z, upper_xyz.z);
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const float tnear = max4(0.0f, near_x, near_y, near_z);
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const float tfar = min4(t, far_x, far_y, far_z);
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*dist = tnear;
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return tnear <= tfar;
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}
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ccl_device_forceinline int bvh_unaligned_node_intersect(KernelGlobals *kg,
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const float3 P,
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const float3 dir,
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const float3 idir,
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const float t,
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const int node_addr,
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const uint visibility,
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float dist[2])
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{
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int mask = 0;
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# ifdef __VISIBILITY_FLAG__
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
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# endif
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if (bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 0, &dist[0])) {
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# ifdef __VISIBILITY_FLAG__
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if ((__float_as_uint(cnodes.x) & visibility))
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# endif
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{
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mask |= 1;
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}
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}
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if (bvh_unaligned_node_intersect_child(kg, P, dir, t, node_addr, 1, &dist[1])) {
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# ifdef __VISIBILITY_FLAG__
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if ((__float_as_uint(cnodes.y) & visibility))
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# endif
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{
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mask |= 2;
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}
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}
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return mask;
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}
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ccl_device_forceinline int bvh_node_intersect(KernelGlobals *kg,
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const float3 P,
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const float3 dir,
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const float3 idir,
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const float t,
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const int node_addr,
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const uint visibility,
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float dist[2])
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{
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float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
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if (__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
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return bvh_unaligned_node_intersect(kg, P, dir, idir, t, node_addr, visibility, dist);
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}
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else {
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return bvh_aligned_node_intersect(kg, P, idir, t, node_addr, visibility, dist);
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}
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}
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#else /* !defined(__KERNEL_SSE2__) */
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int ccl_device_forceinline bvh_aligned_node_intersect(KernelGlobals *kg,
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const float3 &P,
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const float3 &dir,
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const ssef &tsplat,
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const ssef Psplat[3],
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const ssef idirsplat[3],
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const shuffle_swap_t shufflexyz[3],
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const int node_addr,
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const uint visibility,
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float dist[2])
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{
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/* Intersect two child bounding boxes, SSE3 version adapted from Embree */
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const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
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/* fetch node data */
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const ssef *bvh_nodes = (ssef *)kg->__bvh_nodes.data + node_addr;
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/* intersect ray against child nodes */
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const ssef tminmaxx = (shuffle_swap(bvh_nodes[1], shufflexyz[0]) - Psplat[0]) * idirsplat[0];
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const ssef tminmaxy = (shuffle_swap(bvh_nodes[2], shufflexyz[1]) - Psplat[1]) * idirsplat[1];
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const ssef tminmaxz = (shuffle_swap(bvh_nodes[3], shufflexyz[2]) - Psplat[2]) * idirsplat[2];
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/* calculate { c0min, c1min, -c0max, -c1max} */
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ssef minmax = max(max(tminmaxx, tminmaxy), max(tminmaxz, tsplat));
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const ssef tminmax = minmax ^ pn;
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const sseb lrhit = tminmax <= shuffle<2, 3, 0, 1>(tminmax);
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dist[0] = tminmax[0];
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dist[1] = tminmax[1];
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int mask = movemask(lrhit);
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# ifdef __VISIBILITY_FLAG__
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/* this visibility test gives a 5% performance hit, how to solve? */
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
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int cmask = (((mask & 1) && (__float_as_uint(cnodes.x) & visibility)) ? 1 : 0) |
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(((mask & 2) && (__float_as_uint(cnodes.y) & visibility)) ? 2 : 0);
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return cmask;
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# else
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return mask & 3;
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# endif
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}
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ccl_device_forceinline int bvh_unaligned_node_intersect(KernelGlobals *kg,
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const float3 P,
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const float3 dir,
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const ssef &isect_near,
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const ssef &isect_far,
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const int node_addr,
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const uint visibility,
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float dist[2])
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{
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Transform space0 = bvh_unaligned_node_fetch_space(kg, node_addr, 0);
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Transform space1 = bvh_unaligned_node_fetch_space(kg, node_addr, 1);
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float3 aligned_dir0 = transform_direction(&space0, dir),
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aligned_dir1 = transform_direction(&space1, dir);
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float3 aligned_P0 = transform_point(&space0, P), aligned_P1 = transform_point(&space1, P);
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float3 nrdir0 = -bvh_inverse_direction(aligned_dir0),
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nrdir1 = -bvh_inverse_direction(aligned_dir1);
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ssef lower_x = ssef(aligned_P0.x * nrdir0.x, aligned_P1.x * nrdir1.x, 0.0f, 0.0f),
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lower_y = ssef(aligned_P0.y * nrdir0.y, aligned_P1.y * nrdir1.y, 0.0f, 0.0f),
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lower_z = ssef(aligned_P0.z * nrdir0.z, aligned_P1.z * nrdir1.z, 0.0f, 0.0f);
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ssef upper_x = lower_x - ssef(nrdir0.x, nrdir1.x, 0.0f, 0.0f),
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upper_y = lower_y - ssef(nrdir0.y, nrdir1.y, 0.0f, 0.0f),
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upper_z = lower_z - ssef(nrdir0.z, nrdir1.z, 0.0f, 0.0f);
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ssef tnear_x = min(lower_x, upper_x);
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ssef tnear_y = min(lower_y, upper_y);
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ssef tnear_z = min(lower_z, upper_z);
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ssef tfar_x = max(lower_x, upper_x);
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ssef tfar_y = max(lower_y, upper_y);
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ssef tfar_z = max(lower_z, upper_z);
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const ssef tnear = max4(isect_near, tnear_x, tnear_y, tnear_z);
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const ssef tfar = min4(isect_far, tfar_x, tfar_y, tfar_z);
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sseb vmask = tnear <= tfar;
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dist[0] = tnear.f[0];
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dist[1] = tnear.f[1];
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int mask = (int)movemask(vmask);
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# ifdef __VISIBILITY_FLAG__
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/* this visibility test gives a 5% performance hit, how to solve? */
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
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int cmask = (((mask & 1) && (__float_as_uint(cnodes.x) & visibility)) ? 1 : 0) |
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(((mask & 2) && (__float_as_uint(cnodes.y) & visibility)) ? 2 : 0);
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return cmask;
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# else
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return mask & 3;
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# endif
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}
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ccl_device_forceinline int bvh_node_intersect(KernelGlobals *kg,
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const float3 &P,
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const float3 &dir,
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const ssef &isect_near,
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const ssef &isect_far,
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const ssef &tsplat,
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const ssef Psplat[3],
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const ssef idirsplat[3],
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const shuffle_swap_t shufflexyz[3],
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const int node_addr,
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const uint visibility,
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float dist[2])
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{
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float4 node = kernel_tex_fetch(__bvh_nodes, node_addr);
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if (__float_as_uint(node.x) & PATH_RAY_NODE_UNALIGNED) {
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return bvh_unaligned_node_intersect(
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kg, P, dir, isect_near, isect_far, node_addr, visibility, dist);
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}
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else {
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return bvh_aligned_node_intersect(
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kg, P, dir, tsplat, Psplat, idirsplat, shufflexyz, node_addr, visibility, dist);
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}
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}
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#endif /* !defined(__KERNEL_SSE2__) */
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