forked from bartvdbraak/blender
d377ef2543
Along with the 4.1 libraries upgrade, we are bumping the clang-format version from 8-12 to 17. This affects quite a few files. If not already the case, you may consider pointing your IDE to the clang-format binary bundled with the Blender precompiled libraries.
236 lines
8.0 KiB
C
236 lines
8.0 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 NVIDIA Corporation
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* SPDX-FileCopyrightText: 2009-2012 Intel Corporation
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Adapted from code by Intel & NVIDIA. */
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#if BVH_FEATURE(BVH_HAIR)
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# define NODE_INTERSECT bvh_node_intersect
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#else
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# define NODE_INTERSECT bvh_aligned_node_intersect
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#endif
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/* This is a template BVH traversal function for finding local intersections
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* around the shading point, for subsurface scattering and bevel. We disable
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* various features for performance, and for instanced objects avoid traversing
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* other parts of the scene.
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*
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* BVH_MOTION: motion blur rendering
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*/
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#ifndef __KERNEL_GPU__
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ccl_device
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#else
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ccl_device_inline
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#endif
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bool
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BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals kg,
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ccl_private const Ray *ray,
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ccl_private LocalIntersection *local_isect,
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int local_object,
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ccl_private uint *lcg_state,
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int max_hits)
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{
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/* todo:
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* - test if pushing distance on the stack helps (for non shadow rays)
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* - separate version for shadow rays
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* - likely and unlikely for if() statements
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* - test restrict attribute for pointers
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*/
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/* traversal stack in CUDA thread-local memory */
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int traversal_stack[BVH_STACK_SIZE];
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traversal_stack[0] = ENTRYPOINT_SENTINEL;
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/* traversal variables in registers */
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int stack_ptr = 0;
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int node_addr = kernel_data_fetch(object_node, local_object);
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/* ray parameters in registers */
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float3 P = ray->P;
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float3 dir = bvh_clamp_direction(ray->D);
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float3 idir = bvh_inverse_direction(dir);
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float tmin = ray->tmin;
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int object = OBJECT_NONE;
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float isect_t = ray->tmax;
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if (local_isect != NULL) {
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local_isect->num_hits = 0;
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}
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kernel_assert((local_isect == NULL) == (max_hits == 0));
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const int object_flag = kernel_data_fetch(object_flag, local_object);
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if (!(object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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#if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_push(kg, local_object, ray, &P, &dir, &idir);
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#else
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bvh_instance_push(kg, local_object, ray, &P, &dir, &idir);
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#endif
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object = local_object;
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}
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/* traversal loop */
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do {
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do {
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/* traverse internal nodes */
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while (node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
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int node_addr_child1, traverse_mask;
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float dist[2];
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float4 cnodes = kernel_data_fetch(bvh_nodes, node_addr + 0);
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traverse_mask = NODE_INTERSECT(kg,
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P,
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#if BVH_FEATURE(BVH_HAIR)
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dir,
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#endif
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idir,
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tmin,
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isect_t,
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node_addr,
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PATH_RAY_ALL_VISIBILITY,
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dist);
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node_addr = __float_as_int(cnodes.z);
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node_addr_child1 = __float_as_int(cnodes.w);
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if (traverse_mask == 3) {
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/* Both children were intersected, push the farther one. */
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bool is_closest_child1 = (dist[1] < dist[0]);
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if (is_closest_child1) {
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int tmp = node_addr;
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node_addr = node_addr_child1;
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node_addr_child1 = tmp;
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}
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_STACK_SIZE);
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traversal_stack[stack_ptr] = node_addr_child1;
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}
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else {
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/* One child was intersected. */
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if (traverse_mask == 2) {
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node_addr = node_addr_child1;
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}
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else if (traverse_mask == 0) {
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/* Neither child was intersected. */
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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}
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}
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}
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/* if node is leaf, fetch triangle list */
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if (node_addr < 0) {
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float4 leaf = kernel_data_fetch(bvh_leaf_nodes, (-node_addr - 1));
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int prim_addr = __float_as_int(leaf.x);
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const int prim_addr2 = __float_as_int(leaf.y);
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const uint type = __float_as_int(leaf.w);
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/* pop */
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node_addr = traversal_stack[stack_ptr];
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--stack_ptr;
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/* primitive intersection */
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switch (type & PRIMITIVE_ALL) {
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case PRIMITIVE_TRIANGLE: {
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/* intersect ray against primitive */
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for (; prim_addr < prim_addr2; prim_addr++) {
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kernel_assert(kernel_data_fetch(prim_type, prim_addr) == type);
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/* Only intersect with matching object, for instanced objects we
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* already know we are only intersecting the right object. */
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if (object == OBJECT_NONE) {
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if (kernel_data_fetch(prim_object, prim_addr) != local_object) {
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continue;
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}
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}
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/* Skip self intersection. */
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const int prim = kernel_data_fetch(prim_index, prim_addr);
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if (intersection_skip_self_local(ray->self, prim)) {
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continue;
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}
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if (triangle_intersect_local(kg,
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local_isect,
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P,
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dir,
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local_object,
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prim,
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prim_addr,
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tmin,
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isect_t,
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lcg_state,
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max_hits))
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{
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return true;
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}
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}
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break;
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}
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#if BVH_FEATURE(BVH_MOTION)
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case PRIMITIVE_MOTION_TRIANGLE: {
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/* intersect ray against primitive */
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for (; prim_addr < prim_addr2; prim_addr++) {
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kernel_assert(kernel_data_fetch(prim_type, prim_addr) == type);
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/* Only intersect with matching object, for instanced objects we
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* already know we are only intersecting the right object. */
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if (object == OBJECT_NONE) {
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if (kernel_data_fetch(prim_object, prim_addr) != local_object) {
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continue;
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}
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}
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/* Skip self intersection. */
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const int prim = kernel_data_fetch(prim_index, prim_addr);
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if (intersection_skip_self_local(ray->self, prim)) {
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continue;
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}
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if (motion_triangle_intersect_local(kg,
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local_isect,
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P,
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dir,
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ray->time,
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local_object,
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prim,
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prim_addr,
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tmin,
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isect_t,
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lcg_state,
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max_hits))
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{
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return true;
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}
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}
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break;
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}
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#endif
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default: {
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break;
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}
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}
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}
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} while (node_addr != ENTRYPOINT_SENTINEL);
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} while (node_addr != ENTRYPOINT_SENTINEL);
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return false;
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}
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ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals kg,
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ccl_private const Ray *ray,
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ccl_private LocalIntersection *local_isect,
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int local_object,
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ccl_private uint *lcg_state,
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int max_hits)
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{
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return BVH_FUNCTION_FULL_NAME(BVH)(kg, ray, local_isect, local_object, lcg_state, max_hits);
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}
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#undef BVH_FUNCTION_NAME
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#undef BVH_FUNCTION_FEATURES
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#undef NODE_INTERSECT
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