__forceinline bool BVH8iIntersector8Hybrid<TriangleIntersector8>::occluded1(const BVH8i* bvh, NodeRef root, const size_t k, Ray8& ray,const avx3f &ray_org, const avx3f &ray_dir, const avx3f &ray_rdir, const avxf &ray_tnear, const avxf &ray_tfar, const avx3i& nearXYZ) { /*! stack state */ NodeRef stack[stackSizeSingle]; //!< stack of nodes that still need to get traversed NodeRef* stackPtr = stack+1; //!< current stack pointer NodeRef* stackEnd = stack+stackSizeSingle; stack[0] = root; /*! offsets to select the side that becomes the lower or upper bound */ const size_t nearX = nearXYZ.x[k]; const size_t nearY = nearXYZ.y[k]; const size_t nearZ = nearXYZ.z[k]; /*! load the ray into SIMD registers */ const avx3f org (ray_org .x[k],ray_org .y[k],ray_org .z[k]); const avx3f rdir(ray_rdir.x[k],ray_rdir.y[k],ray_rdir.z[k]); const avx3f norg = -org, org_rdir(org*rdir); const avxf rayNear(ray_tnear[k]), rayFar(ray_tfar[k]); const Node * __restrict__ nodes = (Node *)bvh->nodePtr(); const Triangle * __restrict__ accel = (Triangle*)bvh->triPtr(); /* pop loop */ while (true) pop: { /*! pop next node */ if (unlikely(stackPtr == stack)) break; stackPtr--; NodeRef cur = (NodeRef) *stackPtr; /* downtraversal loop */ while (true) { /*! stop if we found a leaf */ if (unlikely(cur.isLeaf())) break; STAT3(shadow.trav_nodes,1,1,1); /*! single ray intersection with 4 boxes */ const Node* node = (Node*)cur.node(nodes); const size_t farX = nearX ^ sizeof(avxf), farY = nearY ^ sizeof(avxf), farZ = nearZ ^ sizeof(avxf); #if defined (__AVX2__) const avxf tNearX = msub(load8f((const char*)node+nearX), rdir.x, org_rdir.x); const avxf tNearY = msub(load8f((const char*)node+nearY), rdir.y, org_rdir.y); const avxf tNearZ = msub(load8f((const char*)node+nearZ), rdir.z, org_rdir.z); const avxf tFarX = msub(load8f((const char*)node+farX ), rdir.x, org_rdir.x); const avxf tFarY = msub(load8f((const char*)node+farY ), rdir.y, org_rdir.y); const avxf tFarZ = msub(load8f((const char*)node+farZ ), rdir.z, org_rdir.z); #else const avxf tNearX = (norg.x + load8f((const char*)node+nearX)) * rdir.x; const avxf tNearY = (norg.y + load8f((const char*)node+nearY)) * rdir.y; const avxf tNearZ = (norg.z + load8f((const char*)node+nearZ)) * rdir.z; const avxf tFarX = (norg.x + load8f((const char*)node+farX )) * rdir.x; const avxf tFarY = (norg.y + load8f((const char*)node+farY )) * rdir.y; const avxf tFarZ = (norg.z + load8f((const char*)node+farZ )) * rdir.z; #endif #if defined(__AVX2__) const avxf tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,rayNear)); const avxf tFar = mini(mini(tFarX ,tFarY ),mini(tFarZ ,rayFar )); const avxb vmask = cast(tNear) > cast(tFar); unsigned int mask = movemask(vmask)^0xff; #else const avxf tNear = max(tNearX,tNearY,tNearZ,rayNear); const avxf tFar = min(tFarX ,tFarY ,tFarZ ,rayFar); const avxb vmask = tNear <= tFar; unsigned int mask = movemask(vmask); #endif /*! if no child is hit, pop next node */ if (unlikely(mask == 0)) goto pop; /*! one child is hit, continue with that child */ size_t r = __bscf(mask); if (likely(mask == 0)) { cur = node->child(r); assert(cur != BVH4i::emptyNode); continue; } /*! two children are hit, push far child, and continue with closer child */ NodeRef c0 = node->child(r); const unsigned int d0 = ((unsigned int*)&tNear)[r]; r = __bscf(mask); NodeRef c1 = node->child(r); const unsigned int d1 = ((unsigned int*)&tNear)[r]; assert(c0 != BVH4i::emptyNode); assert(c1 != BVH4i::emptyNode); if (likely(mask == 0)) { assert(stackPtr < stackEnd); if (d0 < d1) { *stackPtr = c1; stackPtr++; cur = c0; continue; } else { *stackPtr = c0; stackPtr++; cur = c1; continue; } } assert(stackPtr < stackEnd); *stackPtr = c0; stackPtr++; assert(stackPtr < stackEnd); *stackPtr = c1; stackPtr++; /*! three children are hit */ r = __bscf(mask); cur = node->child(r); assert(cur != BVH4i::emptyNode); if (likely(mask == 0)) continue; while(1) { r = __bscf(mask); NodeRef c = node->child(r); *stackPtr = c; stackPtr++; if (unlikely(mask == 0)) break; } cur = (NodeRef) stackPtr[-1]; stackPtr--; // assert(stackPtr < stackEnd); // *stackPtr = cur; stackPtr++; // /*! four children are hit */ // cur = node->child(3); // assert(cur != BVH4i::emptyNode); } /*! this is a leaf node */ STAT3(shadow.trav_leaves,1,1,1); size_t num; Triangle* prim = (Triangle*) cur.leaf(accel,num); if (TriangleIntersector8::occluded(ray,k,prim,num,bvh->geometry)) { ray.geomID[k] = 0; return true; } } return false; }
void BVH8Intersector1<robust,PrimitiveIntersector>::intersect(const BVH8* bvh, Ray& ray) { /*! perform per ray precalculations required by the primitive intersector */ Precalculations pre(ray,bvh); /*! stack state */ StackItemT<NodeRef> stack[stackSize]; //!< stack of nodes StackItemT<NodeRef>* stackPtr = stack+1; //!< current stack pointer StackItemT<NodeRef>* stackEnd = stack+stackSize; stack[0].ptr = bvh->root; stack[0].dist = neg_inf; /* filter out invalid rays */ #if defined(RTCORE_IGNORE_INVALID_RAYS) if (!ray.valid()) return; #endif /* verify correct input */ assert(ray.tnear > -FLT_MIN); //assert(!(types & BVH4::FLAG_NODE_MB) || (ray.time >= 0.0f && ray.time <= 1.0f)); /*! load the ray into SIMD registers */ const Vec3f8 norg(-ray.org.x,-ray.org.y,-ray.org.z); const Vec3fa ray_rdir = rcp_safe(ray.dir); const Vec3f8 rdir(ray_rdir.x,ray_rdir.y,ray_rdir.z); const Vec3fa ray_org_rdir = ray.org*ray_rdir; const Vec3f8 org_rdir(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z); const float8 ray_near(ray.tnear); float8 ray_far(ray.tfar); /*! offsets to select the side that becomes the lower or upper bound */ const size_t nearX = ray_rdir.x >= 0.0f ? 0*sizeof(float8) : 1*sizeof(float8); const size_t nearY = ray_rdir.y >= 0.0f ? 2*sizeof(float8) : 3*sizeof(float8); const size_t nearZ = ray_rdir.z >= 0.0f ? 4*sizeof(float8) : 5*sizeof(float8); /* pop loop */ while (true) pop: { /*! pop next node */ if (unlikely(stackPtr == stack)) break; stackPtr--; NodeRef cur = NodeRef(stackPtr->ptr); /*! if popped node is too far, pop next one */ if (unlikely(*(float*)&stackPtr->dist > ray.tfar)) continue; /* downtraversal loop */ while (true) { /*! stop if we found a leaf */ if (unlikely(cur.isLeaf())) break; STAT3(normal.trav_nodes,1,1,1); /*! single ray intersection with 4 boxes */ const Node* node = cur.node(); const size_t farX = nearX ^ sizeof(float8), farY = nearY ^ sizeof(float8), farZ = nearZ ^ sizeof(float8); #if defined (__AVX2__) const float8 tNearX = msub(load8f((const char*)node+nearX), rdir.x, org_rdir.x); const float8 tNearY = msub(load8f((const char*)node+nearY), rdir.y, org_rdir.y); const float8 tNearZ = msub(load8f((const char*)node+nearZ), rdir.z, org_rdir.z); const float8 tFarX = msub(load8f((const char*)node+farX ), rdir.x, org_rdir.x); const float8 tFarY = msub(load8f((const char*)node+farY ), rdir.y, org_rdir.y); const float8 tFarZ = msub(load8f((const char*)node+farZ ), rdir.z, org_rdir.z); #else const float8 tNearX = (norg.x + load8f((const char*)node+nearX)) * rdir.x; const float8 tNearY = (norg.y + load8f((const char*)node+nearY)) * rdir.y; const float8 tNearZ = (norg.z + load8f((const char*)node+nearZ)) * rdir.z; const float8 tFarX = (norg.x + load8f((const char*)node+farX )) * rdir.x; const float8 tFarY = (norg.y + load8f((const char*)node+farY )) * rdir.y; const float8 tFarZ = (norg.z + load8f((const char*)node+farZ )) * rdir.z; #endif const float round_down = 1.0f-2.0f*float(ulp); const float round_up = 1.0f+2.0f*float(ulp); #if defined(__AVX2__) const float8 tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray_near)); const float8 tFar = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray_far )); const bool8 vmask = robust ? (round_down*tNear > round_up*tFar) : cast(tNear) > cast(tFar); size_t mask = movemask(vmask)^0xff; #else const float8 tNear = max(tNearX,tNearY,tNearZ,ray_near); const float8 tFar = min(tFarX ,tFarY ,tFarZ ,ray_far); const bool8 vmask = robust ? (round_down*tNear > round_up*tFar) : tNear <= tFar; size_t mask = movemask(vmask); #endif /*! if no child is hit, pop next node */ if (unlikely(mask == 0)) goto pop; /*! one child is hit, continue with that child */ size_t r = __bscf(mask); if (likely(mask == 0)) { cur = node->child(r); cur.prefetch(); assert(cur != BVH8::emptyNode); continue; } /*! two children are hit, push far child, and continue with closer child */ NodeRef c0 = node->child(r); c0.prefetch(); const unsigned int d0 = ((unsigned int*)&tNear)[r]; r = __bscf(mask); NodeRef c1 = node->child(r); c1.prefetch(); const unsigned int d1 = ((unsigned int*)&tNear)[r]; assert(c0 != BVH8::emptyNode); assert(c1 != BVH8::emptyNode); if (likely(mask == 0)) { assert(stackPtr < stackEnd); if (d0 < d1) { stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; cur = c0; continue; } else { stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; cur = c1; continue; } } /*! Here starts the slow path for 3 or 4 hit children. We push * all nodes onto the stack to sort them there. */ assert(stackPtr < stackEnd); stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; assert(stackPtr < stackEnd); stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; /*! three children are hit, push all onto stack and sort 3 stack items, continue with closest child */ assert(stackPtr < stackEnd); r = __bscf(mask); NodeRef c = node->child(r); c.prefetch(); unsigned int d = ((unsigned int*)&tNear)[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++; assert(c != BVH8::emptyNode); if (likely(mask == 0)) { sort(stackPtr[-1],stackPtr[-2],stackPtr[-3]); cur = (NodeRef) stackPtr[-1].ptr; stackPtr--; continue; } /*! four children are hit, push all onto stack and sort 4 stack items, continue with closest child */ r = __bscf(mask); c = node->child(r); c.prefetch(); d = *(unsigned int*)&tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++; if (likely(mask == 0)) { sort(stackPtr[-1],stackPtr[-2],stackPtr[-3],stackPtr[-4]); cur = (NodeRef) stackPtr[-1].ptr; stackPtr--; continue; } /*! fallback case if more than 4 children are hit */ while (1) { r = __bscf(mask); assert(stackPtr < stackEnd); c = node->child(r); c.prefetch(); d = *(unsigned int*)&tNear[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++; if (unlikely(mask == 0)) break; } cur = (NodeRef) stackPtr[-1].ptr; stackPtr--; } /*! this is a leaf node */ assert(cur != BVH8::emptyNode); STAT3(normal.trav_leaves,1,1,1); size_t num; Primitive* prim = (Primitive*) cur.leaf(num); size_t lazy_node = 0; PrimitiveIntersector::intersect(pre,ray,prim,num,bvh->scene,lazy_node); ray_far = ray.tfar; if (unlikely(lazy_node)) { stackPtr->ptr = lazy_node; stackPtr->dist = inf; stackPtr++; } } AVX_ZERO_UPPER(); }
__forceinline void BVH8iIntersector8Hybrid<TriangleIntersector8>::intersect1(const BVH8i* bvh, NodeRef root, const size_t k, Ray8& ray,const avx3f &ray_org, const avx3f &ray_dir, const avx3f &ray_rdir, const avxf &ray_tnear, const avxf &ray_tfar, const avx3i& nearXYZ) { /*! stack state */ StackItemInt64 stack[stackSizeSingle]; //!< stack of nodes StackItemInt64* stackPtr = stack+1; //!< current stack pointer StackItemInt64* stackEnd = stack+stackSizeSingle; stack[0].ptr = root; stack[0].dist = neg_inf; /*! offsets to select the side that becomes the lower or upper bound */ const size_t nearX = nearXYZ.x[k]; const size_t nearY = nearXYZ.y[k]; const size_t nearZ = nearXYZ.z[k]; /*! load the ray into SIMD registers */ const avx3f org (ray_org .x[k],ray_org .y[k],ray_org .z[k]); const avx3f rdir(ray_rdir.x[k],ray_rdir.y[k],ray_rdir.z[k]); const avx3f org_rdir(org*rdir); avxf rayNear(ray_tnear[k]), rayFar(ray_tfar[k]); const Node * __restrict__ nodes = (Node *)bvh->nodePtr(); const Triangle * __restrict__ accel = (Triangle*)bvh->triPtr(); /* pop loop */ while (true) pop: { /*! pop next node */ if (unlikely(stackPtr == stack)) break; stackPtr--; NodeRef cur = NodeRef(stackPtr->ptr); /*! if popped node is too far, pop next one */ if (unlikely(*(float*)&stackPtr->dist > ray.tfar[k])) continue; /* downtraversal loop */ while (true) { /*! stop if we found a leaf */ if (unlikely(cur.isLeaf())) break; STAT3(normal.trav_nodes,1,1,1); /*! single ray intersection with 4 boxes */ const Node* node = (Node*)cur.node(nodes); const size_t farX = nearX ^ sizeof(avxf), farY = nearY ^ sizeof(avxf), farZ = nearZ ^ sizeof(avxf); #if defined (__AVX2__) const avxf tNearX = msub(load8f((const char*)node+nearX), rdir.x, org_rdir.x); const avxf tNearY = msub(load8f((const char*)node+nearY), rdir.y, org_rdir.y); const avxf tNearZ = msub(load8f((const char*)node+nearZ), rdir.z, org_rdir.z); const avxf tFarX = msub(load8f((const char*)node+farX ), rdir.x, org_rdir.x); const avxf tFarY = msub(load8f((const char*)node+farY ), rdir.y, org_rdir.y); const avxf tFarZ = msub(load8f((const char*)node+farZ ), rdir.z, org_rdir.z); #else const avxf tNearX = (load8f((const char*)node+nearX) - org.x) * rdir.x; const avxf tNearY = (load8f((const char*)node+nearY) - org.y) * rdir.y; const avxf tNearZ = (load8f((const char*)node+nearZ) - org.z) * rdir.z; const avxf tFarX = (load8f((const char*)node+farX ) - org.x) * rdir.x; const avxf tFarY = (load8f((const char*)node+farY ) - org.y) * rdir.y; const avxf tFarZ = (load8f((const char*)node+farZ ) - org.z) * rdir.z; #endif #if defined(__AVX2__) const avxf tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,rayNear)); const avxf tFar = mini(mini(tFarX ,tFarY ),mini(tFarZ ,rayFar )); const avxb vmask = cast(tNear) > cast(tFar); unsigned int mask = movemask(vmask)^0xff; #else const avxf tNear = max(tNearX,tNearY,tNearZ,rayNear); const avxf tFar = min(tFarX ,tFarY ,tFarZ ,rayFar); const avxb vmask = tNear <= tFar; unsigned int mask = movemask(vmask); #endif /*! if no child is hit, pop next node */ if (unlikely(mask == 0)) goto pop; /*! one child is hit, continue with that child */ size_t r = __bscf(mask); if (likely(mask == 0)) { cur = node->child(r); assert(cur != BVH4i::emptyNode); continue; } /*! two children are hit, push far child, and continue with closer child */ NodeRef c0 = node->child(r); const unsigned int d0 = ((unsigned int*)&tNear)[r]; r = __bscf(mask); NodeRef c1 = node->child(r); const unsigned int d1 = ((unsigned int*)&tNear)[r]; assert(c0 != BVH4i::emptyNode); assert(c1 != BVH4i::emptyNode); if (likely(mask == 0)) { assert(stackPtr < stackEnd); if (d0 < d1) { stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; cur = c0; continue; } else { stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; cur = c1; continue; } } /*! Here starts the slow path for 3 or 4 hit children. We push * all nodes onto the stack to sort them there. */ assert(stackPtr < stackEnd); stackPtr->ptr = c0; stackPtr->dist = d0; stackPtr++; assert(stackPtr < stackEnd); stackPtr->ptr = c1; stackPtr->dist = d1; stackPtr++; /*! three children are hit, push all onto stack and sort 3 stack items, continue with closest child */ assert(stackPtr < stackEnd); r = __bscf(mask); NodeRef c = node->child(r); unsigned int d = ((unsigned int*)&tNear)[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++; assert(c0 != BVH4i::emptyNode); if (likely(mask == 0)) { sort(stackPtr[-1],stackPtr[-2],stackPtr[-3]); cur = (NodeRef) stackPtr[-1].ptr; stackPtr--; continue; } /*! four children are hit, push all onto stack and sort 4 stack items, continue with closest child */ assert(stackPtr < stackEnd); r = __bscf(mask); c = node->child(r); d = ((unsigned int*)&tNear)[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++; assert(c != BVH4i::emptyNode); if (likely(mask == 0)) { sort(stackPtr[-1],stackPtr[-2],stackPtr[-3],stackPtr[-4]); cur = (NodeRef) stackPtr[-1].ptr; stackPtr--; continue; } while(1) { r = __bscf(mask); c = node->child(r); d = ((unsigned int*)&tNear)[r]; stackPtr->ptr = c; stackPtr->dist = d; stackPtr++; if (unlikely(mask == 0)) break; } cur = (NodeRef) stackPtr[-1].ptr; stackPtr--; } /*! this is a leaf node */ STAT3(normal.trav_leaves,1,1,1); size_t num; Triangle* prim = (Triangle*) cur.leaf(accel,num); TriangleIntersector8::intersect(ray,k,prim,num,bvh->geometry); rayFar = ray.tfar[k]; } }
void BVH8Intersector1<robust,PrimitiveIntersector>::occluded(const BVH8* bvh, Ray& ray) { /*! perform per ray precalculations required by the primitive intersector */ Precalculations pre(ray,bvh); /*! stack state */ NodeRef stack[stackSize]; //!< stack of nodes that still need to get traversed NodeRef* stackPtr = stack+1; //!< current stack pointer NodeRef* stackEnd = stack+stackSize; stack[0] = bvh->root; /* filter out invalid rays */ #if defined(RTCORE_IGNORE_INVALID_RAYS) if (!ray.valid()) return; #endif /* verify correct input */ assert(ray.tnear > -FLT_MIN); //assert(!(types & BVH4::FLAG_NODE_MB) || (ray.time >= 0.0f && ray.time <= 1.0f)); /*! load the ray into SIMD registers */ const Vec3f8 norg(-ray.org.x,-ray.org.y,-ray.org.z); const Vec3fa ray_rdir = rcp_safe(ray.dir); const Vec3f8 rdir(ray_rdir.x,ray_rdir.y,ray_rdir.z); const Vec3fa ray_org_rdir = ray.org*ray_rdir; const Vec3f8 org_rdir(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z); const float8 ray_near(ray.tnear); float8 ray_far(ray.tfar); /*! offsets to select the side that becomes the lower or upper bound */ const size_t nearX = ray_rdir.x >= 0 ? 0*sizeof(float8) : 1*sizeof(float8); const size_t nearY = ray_rdir.y >= 0 ? 2*sizeof(float8) : 3*sizeof(float8); const size_t nearZ = ray_rdir.z >= 0 ? 4*sizeof(float8) : 5*sizeof(float8); /* pop loop */ while (true) pop: { /*! pop next node */ if (unlikely(stackPtr == stack)) break; stackPtr--; NodeRef cur = (NodeRef) *stackPtr; /* downtraversal loop */ while (true) { /*! stop if we found a leaf */ if (unlikely(cur.isLeaf())) break; STAT3(shadow.trav_nodes,1,1,1); /*! single ray intersection with 4 boxes */ const Node* node = cur.node(); const size_t farX = nearX ^ sizeof(float8), farY = nearY ^ sizeof(float8), farZ = nearZ ^ sizeof(float8); #if defined (__AVX2__) const float8 tNearX = msub(load8f((const char*)node+nearX), rdir.x, org_rdir.x); const float8 tNearY = msub(load8f((const char*)node+nearY), rdir.y, org_rdir.y); const float8 tNearZ = msub(load8f((const char*)node+nearZ), rdir.z, org_rdir.z); const float8 tFarX = msub(load8f((const char*)node+farX ), rdir.x, org_rdir.x); const float8 tFarY = msub(load8f((const char*)node+farY ), rdir.y, org_rdir.y); const float8 tFarZ = msub(load8f((const char*)node+farZ ), rdir.z, org_rdir.z); #else const float8 tNearX = (norg.x + load8f((const char*)node+nearX)) * rdir.x; const float8 tNearY = (norg.y + load8f((const char*)node+nearY)) * rdir.y; const float8 tNearZ = (norg.z + load8f((const char*)node+nearZ)) * rdir.z; const float8 tFarX = (norg.x + load8f((const char*)node+farX )) * rdir.x; const float8 tFarY = (norg.y + load8f((const char*)node+farY )) * rdir.y; const float8 tFarZ = (norg.z + load8f((const char*)node+farZ )) * rdir.z; #endif #if defined(__AVX2__) const float8 tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray_near)); const float8 tFar = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray_far )); const bool8 vmask = cast(tNear) > cast(tFar); size_t mask = movemask(vmask)^0xff; #else const float8 tNear = max(tNearX,tNearY,tNearZ,ray_near); const float8 tFar = min(tFarX ,tFarY ,tFarZ ,ray_far); const bool8 vmask = tNear <= tFar; size_t mask = movemask(vmask); #endif /*! if no child is hit, pop next node */ if (unlikely(mask == 0)) goto pop; /*! one child is hit, continue with that child */ size_t r = __bscf(mask); if (likely(mask == 0)) { cur = node->child(r); cur.prefetch(); assert(cur != BVH8::emptyNode); continue; } /*! two children are hit, push far child, and continue with closer child */ NodeRef c0 = node->child(r); c0.prefetch(); const unsigned int d0 = ((unsigned int*)&tNear)[r]; r = __bscf(mask); NodeRef c1 = node->child(r); c1.prefetch(); const unsigned int d1 = ((unsigned int*)&tNear)[r]; assert(c0 != BVH8::emptyNode); assert(c1 != BVH8::emptyNode); if (likely(mask == 0)) { assert(stackPtr < stackEnd); if (d0 < d1) { *stackPtr = c1; stackPtr++; cur = c0; continue; } else { *stackPtr = c0; stackPtr++; cur = c1; continue; } } assert(stackPtr < stackEnd); *stackPtr = c0; stackPtr++; assert(stackPtr < stackEnd); *stackPtr = c1; stackPtr++; /*! three children are hit */ r = __bscf(mask); cur = node->child(r); cur.prefetch(); *stackPtr = cur; stackPtr++; if (likely(mask == 0)) { stackPtr--; continue; } /*! process more than three children */ while(1) { r = __bscf(mask); NodeRef c = node->child(r); c.prefetch(); *stackPtr = c; stackPtr++; if (unlikely(mask == 0)) break; } cur = (NodeRef) stackPtr[-1]; stackPtr--; } /*! this is a leaf node */ assert(cur != BVH8::emptyNode); STAT3(shadow.trav_leaves,1,1,1); size_t num; Primitive* prim = (Primitive*) cur.leaf(num); size_t lazy_node = 0; if (PrimitiveIntersector::occluded(pre,ray,prim,num,bvh->scene,lazy_node)) { ray.geomID = 0; break; } if (unlikely(lazy_node)) { *stackPtr = (NodeRef)lazy_node; stackPtr++; } } AVX_ZERO_UPPER(); }