Cycles: Move watertight triangle intersection to an utility file
This way the code can be reused more easily.
This commit is contained in:
@@ -48,146 +48,40 @@ ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
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int object,
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int object,
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int prim_addr)
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int prim_addr)
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{
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{
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const int kx = isect_precalc->kx;
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const int ky = isect_precalc->ky;
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const int kz = isect_precalc->kz;
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const float Sx = isect_precalc->Sx;
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const float Sy = isect_precalc->Sy;
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const float Sz = isect_precalc->Sz;
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/* Calculate vertices relative to ray origin. */
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const avxf avxf_P(P.m128, P.m128);
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const ssef *verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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const avxf tri_ab = _mm256_loadu_ps((float *)(ssef_verts));
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const avxf tri_bc = _mm256_loadu_ps((float *)(ssef_verts + 1));
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const avxf AB = tri_ab - avxf_P;
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const avxf BC = tri_bc - avxf_P;
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const __m256i permute_mask = _mm256_set_epi32(0x3, kz, ky, kx, 0x3, kz, ky, kx);
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const avxf AB_k = shuffle(AB, permute_mask);
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const avxf BC_k = shuffle(BC, permute_mask);
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/* Akz, Akz, Bkz, Bkz, Bkz, Bkz, Ckz, Ckz */
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const avxf ABBC_kz = shuffle<2>(AB_k, BC_k);
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/* Akx, Aky, Bkx, Bky, Bkx,Bky, Ckx, Cky */
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const avxf ABBC_kxy = shuffle<0,1,0,1>(AB_k, BC_k);
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const avxf Sxy(Sy, Sx, Sy, Sx);
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/* Ax, Ay, Bx, By, Bx, By, Cx, Cy */
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const avxf ABBC_xy = nmadd(ABBC_kz, Sxy, ABBC_kxy);
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float ABBC_kz_array[8];
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_mm256_storeu_ps((float*)&ABBC_kz_array, ABBC_kz);
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const float A_kz = ABBC_kz_array[0];
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const float B_kz = ABBC_kz_array[2];
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const float C_kz = ABBC_kz_array[6];
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/* By, Bx, Cy, Cx, By, Bx, Ay, Ax */
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const avxf BCBA_yx = permute<3,2,7,6,3,2,1,0>(ABBC_xy);
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const avxf neg_mask(0,0,0,0,0x80000000, 0x80000000, 0x80000000, 0x80000000);
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/* W U V
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* (AxBy-AyBx) (BxCy-ByCx) XX XX (BxBy-ByBx) (CxAy-CyAx) XX XX
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*/
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const avxf WUxxxxVxx_neg = _mm256_hsub_ps(ABBC_xy * BCBA_yx, neg_mask /* Dont care */);
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const avxf WUVWnegWUVW = permute<0,1,5,0,0,1,5,0>(WUxxxxVxx_neg) ^ neg_mask;
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/* Calculate scaled barycentric coordinates. */
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float WUVW_array[4];
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_mm_storeu_ps((float*)&WUVW_array, _mm256_castps256_ps128 (WUVWnegWUVW));
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const float W = WUVW_array[0];
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const float U = WUVW_array[1];
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const float V = WUVW_array[2];
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const int WUVW_mask = 0x7 & _mm256_movemask_ps(WUVWnegWUVW);
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const int WUVW_zero = 0x7 & _mm256_movemask_ps(_mm256_cmp_ps(WUVWnegWUVW,
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_mm256_setzero_ps(), 0));
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if(!((WUVW_mask == 7) || (WUVW_mask == 0)) && ((WUVW_mask | WUVW_zero) != 7)) {
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return false;
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}
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#else
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#else
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z);
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const float3 verts[3] = {float4_to_float3(tri_a),
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const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z);
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float4_to_float3(tri_b),
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const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z);
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float4_to_float3(tri_c)};
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const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
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const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
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const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
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/* Perform shear and scale of vertices. */
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const float Ax = A_kx - Sx * A_kz;
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const float Ay = A_ky - Sy * A_kz;
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const float Bx = B_kx - Sx * B_kz;
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const float By = B_ky - Sy * B_kz;
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const float Cx = C_kx - Sx * C_kz;
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const float Cy = C_ky - Sy * C_kz;
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/* Calculate scaled barycentric coordinates. */
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float U = Cx * By - Cy * Bx;
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float V = Ax * Cy - Ay * Cx;
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float W = Bx * Ay - By * Ax;
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if((U < 0.0f || V < 0.0f || W < 0.0f) &&
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(U > 0.0f || V > 0.0f || W > 0.0f))
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{
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return false;
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}
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#endif
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#endif
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float t, u, v;
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/* Calculate determinant. */
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if(ray_triangle_intersect(isect_precalc,
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float det = U + V + W;
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P, isect->t,
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if(UNLIKELY(det == 0.0f)) {
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verts,
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return false;
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&u, &v, &t))
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}
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/* Calculate scaled z-coordinates of vertices and use them to calculate
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* the hit distance.
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*/
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const float T = (U * A_kz + V * B_kz + W * C_kz) * Sz;
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const int sign_det = (__float_as_int(det) & 0x80000000);
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const float sign_T = xor_signmask(T, sign_det);
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if((sign_T < 0.0f) ||
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(sign_T > isect->t * xor_signmask(det, sign_det)))
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{
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{
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return false;
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}
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#ifdef __VISIBILITY_FLAG__
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#ifdef __VISIBILITY_FLAG__
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/* visibility flag test. we do it here under the assumption
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/* Visibility flag test. we do it here under the assumption
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* that most triangles are culled by node flags */
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* that most triangles are culled by node flags.
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*/
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if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
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if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
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#endif
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#endif
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{
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{
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#ifdef __KERNEL_CUDA__
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if(A == B && B == C) {
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return false;
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}
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#endif
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/* Normalize U, V, W, and T. */
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const float inv_det = 1.0f / det;
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isect->prim = prim_addr;
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isect->prim = prim_addr;
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isect->object = object;
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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isect->type = PRIMITIVE_TRIANGLE;
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isect->u = U * inv_det;
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isect->u = u;
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isect->v = V * inv_det;
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isect->v = v;
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isect->t = T * inv_det;
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isect->t = t;
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return true;
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return true;
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}
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}
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}
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return false;
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return false;
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}
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}
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@@ -153,6 +153,141 @@ void ray_triangle_intersect_precalc(float3 dir,
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isect_precalc->kz = kz;
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isect_precalc->kz = kz;
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}
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}
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ccl_device_inline bool ray_triangle_intersect(
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const TriangleIsectPrecalc *isect_precalc,
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float3 ray_P, float ray_t,
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const ssef *ssef_verts,
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#else
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const float3 *verts,
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#endif
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float *isect_u, float *isect_v, float *isect_t)
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{
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const int kx = isect_precalc->kx;
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const int ky = isect_precalc->ky;
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const int kz = isect_precalc->kz;
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const float Sx = isect_precalc->Sx;
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const float Sy = isect_precalc->Sy;
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const float Sz = isect_precalc->Sz;
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#if defined(__KERNEL_AVX2__) && defined(__KERNEL_SSE__)
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const avxf avxf_P(ray_P.m128, ray_P.m128);
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const avxf tri_ab(_mm256_loadu_ps((float *)(ssef_verts)));
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const avxf tri_bc(_mm256_loadu_ps((float *)(ssef_verts + 1)));
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const avxf AB = tri_ab - avxf_P;
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const avxf BC = tri_bc - avxf_P;
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const __m256i permute_mask = _mm256_set_epi32(0x3, kz, ky, kx, 0x3, kz, ky, kx);
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const avxf AB_k = shuffle(AB, permute_mask);
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const avxf BC_k = shuffle(BC, permute_mask);
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/* Akz, Akz, Bkz, Bkz, Bkz, Bkz, Ckz, Ckz */
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const avxf ABBC_kz = shuffle<2>(AB_k, BC_k);
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/* Akx, Aky, Bkx, Bky, Bkx,Bky, Ckx, Cky */
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const avxf ABBC_kxy = shuffle<0,1,0,1>(AB_k, BC_k);
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const avxf Sxy(Sy, Sx, Sy, Sx);
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/* Ax, Ay, Bx, By, Bx, By, Cx, Cy */
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const avxf ABBC_xy = nmadd(ABBC_kz, Sxy, ABBC_kxy);
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float ABBC_kz_array[8];
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_mm256_storeu_ps((float*)&ABBC_kz_array, ABBC_kz);
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const float A_kz = ABBC_kz_array[0];
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const float B_kz = ABBC_kz_array[2];
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const float C_kz = ABBC_kz_array[6];
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/* By, Bx, Cy, Cx, By, Bx, Ay, Ax */
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const avxf BCBA_yx = permute<3,2,7,6,3,2,1,0>(ABBC_xy);
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const avxf neg_mask(0,0,0,0,0x80000000, 0x80000000, 0x80000000, 0x80000000);
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/* W U V
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* (AxBy-AyBx) (BxCy-ByCx) XX XX (BxBy-ByBx) (CxAy-CyAx) XX XX
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*/
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const avxf WUxxxxVxx_neg = _mm256_hsub_ps(ABBC_xy * BCBA_yx, neg_mask /* Dont care */);
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const avxf WUVWnegWUVW = permute<0,1,5,0,0,1,5,0>(WUxxxxVxx_neg) ^ neg_mask;
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/* Calculate scaled barycentric coordinates. */
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float WUVW_array[4];
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_mm_storeu_ps((float*)&WUVW_array, _mm256_castps256_ps128 (WUVWnegWUVW));
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const float W = WUVW_array[0];
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const float U = WUVW_array[1];
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const float V = WUVW_array[2];
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const int WUVW_mask = 0x7 & _mm256_movemask_ps(WUVWnegWUVW);
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const int WUVW_zero = 0x7 & _mm256_movemask_ps(_mm256_cmp_ps(WUVWnegWUVW,
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_mm256_setzero_ps(), 0));
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if(!((WUVW_mask == 7) || (WUVW_mask == 0)) && ((WUVW_mask | WUVW_zero) != 7)) {
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return false;
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}
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#else
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/* Calculate vertices relative to ray origin. */
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const float3 A = verts[0] - ray_P;
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const float3 B = verts[1] - ray_P;
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const float3 C = verts[2] - ray_P;
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const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
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const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
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const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
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/* Perform shear and scale of vertices. */
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const float Ax = A_kx - Sx * A_kz;
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const float Ay = A_ky - Sy * A_kz;
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const float Bx = B_kx - Sx * B_kz;
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const float By = B_ky - Sy * B_kz;
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const float Cx = C_kx - Sx * C_kz;
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const float Cy = C_ky - Sy * C_kz;
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/* Calculate scaled barycentric coordinates. */
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float U = Cx * By - Cy * Bx;
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float V = Ax * Cy - Ay * Cx;
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float W = Bx * Ay - By * Ax;
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if((U < 0.0f || V < 0.0f || W < 0.0f) &&
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(U > 0.0f || V > 0.0f || W > 0.0f))
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{
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return false;
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}
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#endif
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/* Calculate determinant. */
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float det = U + V + W;
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if(UNLIKELY(det == 0.0f)) {
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return false;
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}
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/* Calculate scaled z-coordinates of vertices and use them to calculate
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* the hit distance.
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*/
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const float T = (U * A_kz + V * B_kz + W * C_kz) * Sz;
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const int sign_det = (__float_as_int(det) & 0x80000000);
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const float sign_T = xor_signmask(T, sign_det);
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if((sign_T < 0.0f) ||
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(sign_T > ray_t * xor_signmask(det, sign_det)))
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{
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return false;
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}
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/* Workaround precision error on CUDA. */
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#ifdef __KERNEL_CUDA__
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if(A == B && B == C) {
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return false;
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}
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#endif
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const float inv_det = 1.0f / det;
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*isect_u = U * inv_det;
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*isect_v = V * inv_det;
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*isect_t = T * inv_det;
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return true;
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}
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#undef IDX
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#undef IDX
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ccl_device_inline bool ray_triangle_intersect_uv(
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ccl_device_inline bool ray_triangle_intersect_uv(
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Block a user