forked from bartvdbraak/blender
cf82b49a0f
Using camel case for variables is something what didn't came from our original code, but rather from third party libraries. Let's avoid those as much as possible.
299 lines
9.6 KiB
C
299 lines
9.6 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 2011-2014, 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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