forked from bartvdbraak/blender
ac00c17900
There are couple of reasons: - Volume shader on hair does behave really weird anyway and it's not something considered a bug really. - Volume BVH traversal were only used by camera-in-volume check, which doesn't really make sense to take hair into account since it'll be rendered wrong anyway. Such a removal makes both code easier to extend further (as in, no need to worry about those traversal for hair bvh) and also reduces stress on GPU compilers.
330 lines
11 KiB
C
330 lines
11 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 volumes, 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_INSTANCING: object instancing
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* BVH_MOTION: motion blur rendering
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*
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*/
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ccl_device bool BVH_FUNCTION_FULL_NAME(QBVH)(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect,
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const uint visibility)
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{
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/* TODO(sergey):
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* - Test if pushing distance on the stack helps.
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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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QBVHStackItem traversalStack[BVH_QSTACK_SIZE];
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traversalStack[0].addr = ENTRYPOINT_SENTINEL;
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/* Traversal variables in registers. */
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int stackPtr = 0;
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int nodeAddr = kernel_data.bvh.root;
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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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#if BVH_FEATURE(BVH_MOTION)
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Transform ob_itfm;
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#endif
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#ifndef __KERNEL_SSE41__
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if(!isfinite(P.x)) {
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return false;
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}
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#endif
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isect->t = ray->t;
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isect->u = 0.0f;
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isect->v = 0.0f;
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isect->prim = PRIM_NONE;
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isect->object = OBJECT_NONE;
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ssef tnear(0.0f), tfar(ray->t);
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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 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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#else
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sse3f org = sse3f(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(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL) {
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ssef dist;
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int traverseChild = qbvh_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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#else
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org,
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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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nodeAddr,
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&dist);
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if(traverseChild != 0) {
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_QNODE_SIZE+6);
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/* One child is hit, continue with that child. */
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int r = __bscf(traverseChild);
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if(traverseChild == 0) {
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nodeAddr = __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(traverseChild);
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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(traverseChild == 0) {
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if(d1 < d0) {
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nodeAddr = c1;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c0;
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traversalStack[stackPtr].dist = d0;
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continue;
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}
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else {
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nodeAddr = c0;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c1;
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traversalStack[stackPtr].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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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c1;
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traversalStack[stackPtr].dist = d1;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c0;
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traversalStack[stackPtr].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(traverseChild);
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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(traverseChild == 0) {
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c2;
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traversalStack[stackPtr].dist = d2;
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qbvh_stack_sort(&traversalStack[stackPtr],
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&traversalStack[stackPtr - 1],
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&traversalStack[stackPtr - 2]);
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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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(traverseChild);
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int c3 = __float_as_int(cnodes[r]);
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float d3 = ((float*)&dist)[r];
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c3;
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traversalStack[stackPtr].dist = d3;
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = c2;
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traversalStack[stackPtr].dist = d2;
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qbvh_stack_sort(&traversalStack[stackPtr],
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&traversalStack[stackPtr - 1],
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&traversalStack[stackPtr - 2],
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&traversalStack[stackPtr - 3]);
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}
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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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)*BVH_QNODE_LEAF_SIZE);
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int primAddr = __float_as_int(leaf.x);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(primAddr >= 0) {
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#endif
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int primAddr2 = __float_as_int(leaf.y);
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const uint type = __float_as_int(leaf.w);
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const uint p_type = type & PRIMITIVE_ALL;
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/* Pop. */
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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/* Primitive intersection. */
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switch(p_type) {
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case PRIMITIVE_TRIANGLE: {
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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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/* Only primitives from volume object. */
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uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
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int object_flag = kernel_tex_fetch(__object_flag, tri_object);
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if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
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continue;
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}
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/* Intersect ray against primitive. */
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triangle_intersect(kg, &isect_precalc, isect, P, visibility, object, primAddr);
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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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for(; primAddr < primAddr2; primAddr++) {
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kernel_assert(kernel_tex_fetch(__prim_type, primAddr) == type);
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/* Only primitives from volume object. */
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uint tri_object = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, primAddr): object;
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int object_flag = kernel_tex_fetch(__object_flag, tri_object);
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if((object_flag & SD_OBJECT_HAS_VOLUME) == 0) {
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continue;
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}
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/* Intersect ray against primitive. */
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motion_triangle_intersect(kg, isect, P, dir, ray->time, visibility, object, primAddr);
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}
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break;
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}
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#endif
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}
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}
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#if BVH_FEATURE(BVH_INSTANCING)
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else {
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/* Instance push. */
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object = kernel_tex_fetch(__prim_object, -primAddr-1);
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int object_flag = kernel_tex_fetch(__object_flag, object);
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if(object_flag & SD_OBJECT_HAS_VOLUME) {
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# if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_itfm);
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# else
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bvh_instance_push(kg, object, ray, &P, &dir, &idir, &isect->t);
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# endif
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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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tfar = ssef(isect->t);
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idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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# ifdef __KERNEL_AVX2__
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P_idir = P*idir;
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P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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# else
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org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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# endif
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triangle_intersect_precalc(dir, &isect_precalc);
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++stackPtr;
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kernel_assert(stackPtr < BVH_QSTACK_SIZE);
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traversalStack[stackPtr].addr = ENTRYPOINT_SENTINEL;
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nodeAddr = kernel_tex_fetch(__object_node, object);
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}
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else {
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/* Pop. */
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object = OBJECT_NONE;
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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}
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}
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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#if BVH_FEATURE(BVH_INSTANCING)
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if(stackPtr >= 0) {
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kernel_assert(object != OBJECT_NONE);
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/* Instance pop. */
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# if BVH_FEATURE(BVH_MOTION)
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bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, &isect->t, &ob_itfm);
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# else
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bvh_instance_pop(kg, object, ray, &P, &dir, &idir, &isect->t);
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# endif
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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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tfar = ssef(isect->t);
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idir4 = sse3f(ssef(idir.x), ssef(idir.y), ssef(idir.z));
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# ifdef __KERNEL_AVX2__
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P_idir = P*idir;
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P_idir4 = sse3f(P_idir.x, P_idir.y, P_idir.z);
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# else
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org = sse3f(ssef(P.x), ssef(P.y), ssef(P.z));
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# endif
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triangle_intersect_precalc(dir, &isect_precalc);
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object = OBJECT_NONE;
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nodeAddr = traversalStack[stackPtr].addr;
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--stackPtr;
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}
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#endif /* FEATURE(BVH_INSTANCING) */
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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return (isect->prim != PRIM_NONE);
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}
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