forked from bartvdbraak/blender
94c919349b
Some of the files were wrongly attributing code to some other organizations and in few places proper attribution was missing. This is mainly either a copy-paste error (when new file was created from an existing one and header wasn't updated) or due to some refactor which split non-original-BF code with purely BF code. Should solve some confusion around.
296 lines
9.4 KiB
C
296 lines
9.4 KiB
C
/*
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* 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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/* 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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#if BVH_FEATURE(BVH_HAIR)
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# define NODE_INTERSECT qbvh_node_intersect
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#else
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# define NODE_INTERSECT qbvh_aligned_node_intersect
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#endif
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ccl_device void BVH_FUNCTION_FULL_NAME(QBVH)(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(sergey):
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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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* - SSE for hair.
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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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QBVHStackItem traversal_stack[BVH_QSTACK_SIZE];
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traversal_stack[0].addr = 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_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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#ifndef __KERNEL_SSE41__
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if(!isfinite(P.x)) {
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return;
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}
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#endif
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ssef tnear(0.0f), tfar(isect_t);
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#if BVH_FEATURE(BVH_HAIR)
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sse3f dir4(ssef(dir.x), ssef(dir.y), ssef(dir.z));
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#endif
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sse3f idir4(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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#ifdef __KERNEL_AVX2__
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float3 P_idir = P*idir;
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sse3f P_idir4(P_idir.x, P_idir.y, P_idir.z);
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#endif
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#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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sse3f org4(ssef(P.x), ssef(P.y), ssef(P.z));
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#endif
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/* Offsets to select the side that becomes the lower or upper bound. */
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int near_x, near_y, near_z;
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int far_x, far_y, far_z;
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if(idir.x >= 0.0f) { near_x = 0; far_x = 1; } else { near_x = 1; far_x = 0; }
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if(idir.y >= 0.0f) { near_y = 2; far_y = 3; } else { near_y = 3; far_y = 2; }
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if(idir.z >= 0.0f) { near_z = 4; far_z = 5; } else { near_z = 5; far_z = 4; }
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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(node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
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ssef dist;
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int child_mask = NODE_INTERSECT(kg,
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tnear,
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tfar,
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#ifdef __KERNEL_AVX2__
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P_idir4,
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#endif
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#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
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org4,
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#endif
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#if BVH_FEATURE(BVH_HAIR)
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dir4,
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#endif
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idir4,
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near_x, near_y, near_z,
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far_x, far_y, far_z,
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node_addr,
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&dist);
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if(child_mask != 0) {
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float4 inodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
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float4 cnodes;
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#if BVH_FEATURE(BVH_HAIR)
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if(__float_as_uint(inodes.x) & PATH_RAY_NODE_UNALIGNED) {
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cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+13);
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}
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else
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#endif
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{
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cnodes = kernel_tex_fetch(__bvh_nodes, node_addr+7);
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}
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/* One child is hit, continue with that child. */
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int r = __bscf(child_mask);
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if(child_mask == 0) {
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node_addr = __float_as_int(cnodes[r]);
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continue;
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}
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/* Two children are hit, push far child, and continue with
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* closer child.
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*/
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int c0 = __float_as_int(cnodes[r]);
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float d0 = ((float*)&dist)[r];
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r = __bscf(child_mask);
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int c1 = __float_as_int(cnodes[r]);
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float d1 = ((float*)&dist)[r];
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if(child_mask == 0) {
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if(d1 < d0) {
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node_addr = c1;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c0;
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traversal_stack[stack_ptr].dist = d0;
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continue;
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}
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else {
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node_addr = c0;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c1;
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traversal_stack[stack_ptr].dist = d1;
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continue;
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}
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}
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/* Here starts the slow path for 3 or 4 hit children. We push
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* all nodes onto the stack to sort them there.
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*/
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c1;
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traversal_stack[stack_ptr].dist = d1;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c0;
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traversal_stack[stack_ptr].dist = d0;
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/* Three children are hit, push all onto stack and sort 3
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c2 = __float_as_int(cnodes[r]);
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float d2 = ((float*)&dist)[r];
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if(child_mask == 0) {
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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qbvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2]);
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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continue;
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}
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/* Four children are hit, push all onto stack and sort 4
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* stack items, continue with closest child.
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*/
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r = __bscf(child_mask);
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int c3 = __float_as_int(cnodes[r]);
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float d3 = ((float*)&dist)[r];
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c3;
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traversal_stack[stack_ptr].dist = d3;
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++stack_ptr;
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kernel_assert(stack_ptr < BVH_QSTACK_SIZE);
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traversal_stack[stack_ptr].addr = c2;
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traversal_stack[stack_ptr].dist = d2;
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qbvh_stack_sort(&traversal_stack[stack_ptr],
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&traversal_stack[stack_ptr - 1],
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&traversal_stack[stack_ptr - 2],
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&traversal_stack[stack_ptr - 3]);
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}
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node_addr = traversal_stack[stack_ptr].addr;
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--stack_ptr;
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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_tex_fetch(__bvh_leaf_nodes, (-node_addr-1));
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int prim_addr = __float_as_int(leaf.x);
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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].addr;
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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_tex_fetch(__prim_type, prim_addr) == 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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prim_addr,
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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(; prim_addr < prim_addr2; prim_addr++) {
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kernel_assert(kernel_tex_fetch(__prim_type, prim_addr) == 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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prim_addr,
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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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} while(node_addr != ENTRYPOINT_SENTINEL);
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} while(node_addr != ENTRYPOINT_SENTINEL);
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}
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#undef NODE_INTERSECT
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