It is unused now and if we want similar function we should use
Pluecker intersection which is same performance with SSE optimization
but which is more watertight.
Avoid construction of temporary array and make utility function force-inlined.
Additionally avoid calling float4_to_float3 twice.
This brings render times to the same values as before current patch series.
This is a preparation work for the followup commit which wil l move
remaining parts of Woop intersection logic to an utility file.
Doing it as a separate commit to keep changes more atomic and easier
to bisect when/if needed.
There are following benefits:
- Modifying intersection algorithm will not cause so much re-compilation.
- It works around header dependency hell and allows us to use vectorization
types much easier in there.