forked from bartvdbraak/blender
4355603790
BVH traversal is not really that much a geometry and we've got quite some traversals now. Makes sense to keep them separate in the name of source structure clarity.
267 lines
8.4 KiB
C
267 lines
8.4 KiB
C
/*
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* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
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* and code copyright 2009-2012 Intel Corporation
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*
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* Modifications Copyright 2011-2013, 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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#ifdef __QBVH__
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# include "qbvh_subsurface.h"
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#endif
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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 subsurface scattering, where
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* various features can be enabled/disabled. This way we can compile optimized
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* versions for each case without new features slowing things down.
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*
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* BVH_MOTION: motion blur rendering
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*
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*/
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ccl_device void BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals *kg,
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const Ray *ray,
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SubsurfaceIntersection *ss_isect,
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int subsurface_object,
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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 traversalStack[BVH_STACK_SIZE];
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traversalStack[0] = ENTRYPOINT_SENTINEL;
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/* traversal variables in registers */
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int stackPtr = 0;
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int nodeAddr = kernel_tex_fetch(__object_node, subsurface_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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int object = OBJECT_NONE;
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float isect_t = ray->t;
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ss_isect->num_hits = 0;
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const int object_flag = kernel_tex_fetch(__object_flag, subsurface_object);
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if(!(object_flag & SD_TRANSFORM_APPLIED)) {
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#if BVH_FEATURE(BVH_MOTION)
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Transform ob_itfm;
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bvh_instance_motion_push(kg,
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subsurface_object,
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ray,
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&P,
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&dir,
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&idir,
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&isect_t,
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&ob_itfm);
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#else
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bvh_instance_push(kg, subsurface_object, ray, &P, &dir, &idir, &isect_t);
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#endif
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object = subsurface_object;
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}
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#if defined(__KERNEL_SSE2__)
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const shuffle_swap_t shuf_identity = shuffle_swap_identity();
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const shuffle_swap_t shuf_swap = shuffle_swap_swap();
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const ssef pn = cast(ssei(0, 0, 0x80000000, 0x80000000));
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ssef Psplat[3], idirsplat[3];
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# if BVH_FEATURE(BVH_HAIR)
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ssef tnear(0.0f), tfar(isect_t);
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# endif
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shuffle_swap_t shufflexyz[3];
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Psplat[0] = ssef(P.x);
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Psplat[1] = ssef(P.y);
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Psplat[2] = ssef(P.z);
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ssef tsplat(0.0f, 0.0f, -isect_t, -isect_t);
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gen_idirsplat_swap(pn, shuf_identity, shuf_swap, idir, idirsplat, shufflexyz);
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#endif
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IsectPrecalc isect_precalc;
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triangle_intersect_precalc(dir, &isect_precalc);
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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(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
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int nodeAddrChild1, traverse_mask;
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float dist[2];
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr+0);
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#if !defined(__KERNEL_SSE2__)
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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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isect_t,
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nodeAddr,
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PATH_RAY_ALL_VISIBILITY,
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dist);
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#else // __KERNEL_SSE2__
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traverse_mask = NODE_INTERSECT(kg,
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P,
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dir,
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# if BVH_FEATURE(BVH_HAIR)
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tnear,
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tfar,
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# endif
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tsplat,
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Psplat,
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idirsplat,
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shufflexyz,
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nodeAddr,
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PATH_RAY_ALL_VISIBILITY,
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dist);
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#endif // __KERNEL_SSE2__
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nodeAddr = __float_as_int(cnodes.z);
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nodeAddrChild1 = __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 closestChild1 = (dist[1] < dist[0]);
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if(closestChild1) {
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int tmp = nodeAddr;
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nodeAddr = nodeAddrChild1;
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nodeAddrChild1 = tmp;
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}
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++stackPtr;
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kernel_assert(stackPtr < BVH_STACK_SIZE);
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traversalStack[stackPtr] = nodeAddrChild1;
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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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nodeAddr = nodeAddrChild1;
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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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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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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(nodeAddr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-nodeAddr-1));
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int primAddr = __float_as_int(leaf.x);
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const int primAddr2 = __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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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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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(; primAddr < primAddr2; primAddr++) {
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kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
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triangle_intersect_subsurface(kg,
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&isect_precalc,
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ss_isect,
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P,
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object,
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primAddr,
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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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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(; primAddr < primAddr2; primAddr++) {
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kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
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motion_triangle_intersect_subsurface(kg,
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ss_isect,
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P,
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dir,
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ray->time,
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object,
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primAddr,
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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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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(nodeAddr != ENTRYPOINT_SENTINEL);
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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}
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ccl_device_inline void BVH_FUNCTION_NAME(KernelGlobals *kg,
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const Ray *ray,
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SubsurfaceIntersection *ss_isect,
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int subsurface_object,
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uint *lcg_state,
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int max_hits)
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{
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#ifdef __QBVH__
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if(kernel_data.bvh.use_qbvh) {
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return BVH_FUNCTION_FULL_NAME(QBVH)(kg,
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ray,
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ss_isect,
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subsurface_object,
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lcg_state,
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max_hits);
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}
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else
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#endif
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{
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kernel_assert(kernel_data.bvh.use_qbvh == false);
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return BVH_FUNCTION_FULL_NAME(BVH)(kg,
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ray,
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ss_isect,
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subsurface_object,
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lcg_state,
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max_hits);
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}
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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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