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Diffstat (limited to 'intern/cycles/kernel/bvh/obvh_shadow_all.h')
-rw-r--r--intern/cycles/kernel/bvh/obvh_shadow_all.h687
1 files changed, 687 insertions, 0 deletions
diff --git a/intern/cycles/kernel/bvh/obvh_shadow_all.h b/intern/cycles/kernel/bvh/obvh_shadow_all.h
new file mode 100644
index 00000000000..3e877065127
--- /dev/null
+++ b/intern/cycles/kernel/bvh/obvh_shadow_all.h
@@ -0,0 +1,687 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/* This is a template BVH traversal function, where various features can be
+ * enabled/disabled. This way we can compile optimized versions for each case
+ * without new features slowing things down.
+ *
+ * BVH_INSTANCING: object instancing
+ * BVH_HAIR: hair curve rendering
+ * BVH_MOTION: motion blur rendering
+ *
+ */
+
+#if BVH_FEATURE(BVH_HAIR)
+# define NODE_INTERSECT obvh_node_intersect
+#else
+# define NODE_INTERSECT obvh_aligned_node_intersect
+#endif
+
+ccl_device bool BVH_FUNCTION_FULL_NAME(OBVH)(KernelGlobals *kg,
+ const Ray *ray,
+ Intersection *isect_array,
+ const int skip_object,
+ const uint max_hits,
+ uint *num_hits)
+{
+ /* TODO(sergey):
+ * - Test if pushing distance on the stack helps.
+ * - Likely and unlikely for if() statements.
+ * - Test restrict attribute for pointers.
+ */
+
+ /* Traversal stack in CUDA thread-local memory. */
+ OBVHStackItem traversal_stack[BVH_OSTACK_SIZE];
+ traversal_stack[0].addr = ENTRYPOINT_SENTINEL;
+
+ /* Traversal variables in registers. */
+ int stack_ptr = 0;
+ int node_addr = kernel_data.bvh.root;
+
+ /* Ray parameters in registers. */
+ const float tmax = ray->t;
+ float3 P = ray->P;
+ float3 dir = bvh_clamp_direction(ray->D);
+ float3 idir = bvh_inverse_direction(dir);
+ int object = OBJECT_NONE;
+ float isect_t = tmax;
+
+#if BVH_FEATURE(BVH_MOTION)
+ Transform ob_itfm;
+#endif
+
+ *num_hits = 0;
+ isect_array->t = tmax;
+
+#ifndef __KERNEL_SSE41__
+ if(!isfinite(P.x)) {
+ return false;
+ }
+#endif
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ int num_hits_in_instance = 0;
+#endif
+
+ avxf tnear(0.0f), tfar(isect_t);
+#if BVH_FEATURE(BVH_HAIR)
+ avx3f dir4(avxf(dir.x), avxf(dir.y), avxf(dir.z));
+#endif
+ avx3f idir4(avxf(idir.x), avxf(idir.y), avxf(idir.z));
+
+#ifdef __KERNEL_AVX2__
+ float3 P_idir = P*idir;
+ avx3f P_idir4(P_idir.x, P_idir.y, P_idir.z);
+#endif
+#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
+ avx3f org4(avxf(P.x), avxf(P.y), avxf(P.z));
+#endif
+
+ /* Offsets to select the side that becomes the lower or upper bound. */
+ int near_x, near_y, near_z;
+ int far_x, far_y, far_z;
+ obvh_near_far_idx_calc(idir,
+ &near_x, &near_y, &near_z,
+ &far_x, &far_y, &far_z);
+
+ /* Traversal loop. */
+ do {
+ do {
+ /* Traverse internal nodes. */
+ while(node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
+ float4 inodes = kernel_tex_fetch(__bvh_nodes, node_addr+0);
+ (void)inodes;
+
+ if(false
+#ifdef __VISIBILITY_FLAG__
+ || ((__float_as_uint(inodes.x) & PATH_RAY_SHADOW) == 0)
+#endif
+#if BVH_FEATURE(BVH_MOTION)
+ || UNLIKELY(ray->time < inodes.y)
+ || UNLIKELY(ray->time > inodes.z)
+#endif
+ ) {
+ /* Pop. */
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ avxf dist;
+ int child_mask = NODE_INTERSECT(kg,
+ tnear,
+ tfar,
+#ifdef __KERNEL_AVX2__
+ P_idir4,
+#endif
+#if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
+//#if !defined(__KERNEL_AVX2__)
+ org4,
+#endif
+#if BVH_FEATURE(BVH_HAIR)
+ dir4,
+#endif
+ idir4,
+ near_x, near_y, near_z,
+ far_x, far_y, far_z,
+ node_addr,
+ &dist);
+
+ if(child_mask != 0) {
+ avxf cnodes;
+#if BVH_FEATURE(BVH_HAIR)
+ if(__float_as_uint(inodes.x) & PATH_RAY_NODE_UNALIGNED) {
+ cnodes = kernel_tex_fetch_avxf(__bvh_nodes, node_addr+26);
+ }
+ else
+#endif
+ {
+ cnodes = kernel_tex_fetch_avxf(__bvh_nodes, node_addr+14);
+ }
+
+ /* One child is hit, continue with that child. */
+ int r = __bscf(child_mask);
+ if(child_mask == 0) {
+ node_addr = __float_as_int(cnodes[r]);
+ continue;
+ }
+
+ /* Two children are hit, push far child, and continue with
+ * closer child.
+ */
+ int c0 = __float_as_int(cnodes[r]);
+ float d0 = ((float*)&dist)[r];
+ r = __bscf(child_mask);
+ int c1 = __float_as_int(cnodes[r]);
+ float d1 = ((float*)&dist)[r];
+ if(child_mask == 0) {
+ if(d1 < d0) {
+ node_addr = c1;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c0;
+ traversal_stack[stack_ptr].dist = d0;
+ continue;
+ }
+ else {
+ node_addr = c0;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c1;
+ traversal_stack[stack_ptr].dist = d1;
+ continue;
+ }
+ }
+
+ /* Here starts the slow path for 3 or 4 hit children. We push
+ * all nodes onto the stack to sort them there.
+ */
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c1;
+ traversal_stack[stack_ptr].dist = d1;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c0;
+ traversal_stack[stack_ptr].dist = d0;
+
+ /* Three children are hit, push all onto stack and sort 3
+ * stack items, continue with closest child.
+ */
+ r = __bscf(child_mask);
+ int c2 = __float_as_int(cnodes[r]);
+ float d2 = ((float*)&dist)[r];
+ if(child_mask == 0) {
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c2;
+ traversal_stack[stack_ptr].dist = d2;
+ obvh_stack_sort(&traversal_stack[stack_ptr],
+ &traversal_stack[stack_ptr - 1],
+ &traversal_stack[stack_ptr - 2]);
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ /* Four children are hit, push all onto stack and sort 4
+ * stack items, continue with closest child.
+ */
+ r = __bscf(child_mask);
+ int c3 = __float_as_int(cnodes[r]);
+ float d3 = ((float*)&dist)[r];
+ if(child_mask == 0) {
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c3;
+ traversal_stack[stack_ptr].dist = d3;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c2;
+ traversal_stack[stack_ptr].dist = d2;
+ obvh_stack_sort(&traversal_stack[stack_ptr],
+ &traversal_stack[stack_ptr - 1],
+ &traversal_stack[stack_ptr - 2],
+ &traversal_stack[stack_ptr - 3]);
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c3;
+ traversal_stack[stack_ptr].dist = d3;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c2;
+ traversal_stack[stack_ptr].dist = d2;
+
+ /* Five children are hit, push all onto stack and sort 5
+ * stack items, continue with closest child
+ */
+ r = __bscf(child_mask);
+ int c4 = __float_as_int(cnodes[r]);
+ float d4 = ((float*)&dist)[r];
+ if(child_mask == 0) {
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c4;
+ traversal_stack[stack_ptr].dist = d4;
+ obvh_stack_sort(&traversal_stack[stack_ptr],
+ &traversal_stack[stack_ptr - 1],
+ &traversal_stack[stack_ptr - 2],
+ &traversal_stack[stack_ptr - 3],
+ &traversal_stack[stack_ptr - 4]);
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ /* Six children are hit, push all onto stack and sort 6
+ * stack items, continue with closest child.
+ */
+ r = __bscf(child_mask);
+ int c5 = __float_as_int(cnodes[r]);
+ float d5 = ((float*)&dist)[r];
+ if(child_mask == 0) {
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c5;
+ traversal_stack[stack_ptr].dist = d5;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c4;
+ traversal_stack[stack_ptr].dist = d4;
+ obvh_stack_sort(&traversal_stack[stack_ptr],
+ &traversal_stack[stack_ptr - 1],
+ &traversal_stack[stack_ptr - 2],
+ &traversal_stack[stack_ptr - 3],
+ &traversal_stack[stack_ptr - 4],
+ &traversal_stack[stack_ptr - 5]);
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c5;
+ traversal_stack[stack_ptr].dist = d5;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c4;
+ traversal_stack[stack_ptr].dist = d4;
+
+ /* Seven children are hit, push all onto stack and sort 7
+ * stack items, continue with closest child.
+ */
+ r = __bscf(child_mask);
+ int c6 = __float_as_int(cnodes[r]);
+ float d6 = ((float*)&dist)[r];
+ if(child_mask == 0) {
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c6;
+ traversal_stack[stack_ptr].dist = d6;
+ obvh_stack_sort(&traversal_stack[stack_ptr],
+ &traversal_stack[stack_ptr - 1],
+ &traversal_stack[stack_ptr - 2],
+ &traversal_stack[stack_ptr - 3],
+ &traversal_stack[stack_ptr - 4],
+ &traversal_stack[stack_ptr - 5],
+ &traversal_stack[stack_ptr - 6]);
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ /* Eight children are hit, push all onto stack and sort 8
+ * stack items, continue with closest child.
+ */
+ r = __bscf(child_mask);
+ int c7 = __float_as_int(cnodes[r]);
+ float d7 = ((float*)&dist)[r];
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c7;
+ traversal_stack[stack_ptr].dist = d7;
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = c6;
+ traversal_stack[stack_ptr].dist = d6;
+ obvh_stack_sort(&traversal_stack[stack_ptr],
+ &traversal_stack[stack_ptr - 1],
+ &traversal_stack[stack_ptr - 2],
+ &traversal_stack[stack_ptr - 3],
+ &traversal_stack[stack_ptr - 4],
+ &traversal_stack[stack_ptr - 5],
+ &traversal_stack[stack_ptr - 6],
+ &traversal_stack[stack_ptr - 7]);
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ }
+
+ /* If node is leaf, fetch triangle list. */
+ if(node_addr < 0) {
+ float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr-1));
+#ifdef __VISIBILITY_FLAG__
+ if((__float_as_uint(leaf.z) & PATH_RAY_SHADOW) == 0) {
+ /* Pop. */
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ continue;
+ }
+#endif
+
+ int prim_addr = __float_as_int(leaf.x);
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ if(prim_addr >= 0) {
+#endif
+ int prim_addr2 = __float_as_int(leaf.y);
+ const uint type = __float_as_int(leaf.w);
+ const uint p_type = type & PRIMITIVE_ALL;
+
+ /* Pop. */
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+
+ /* Primitive intersection. */
+ if(p_type == PRIMITIVE_TRIANGLE) {
+ int prim_count = prim_addr2 - prim_addr;
+ if(prim_count < 3) {
+ while(prim_addr < prim_addr2) {
+ kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) == p_type);
+ int hit = triangle_intersect(kg,
+ isect_array,
+ P,
+ dir,
+ PATH_RAY_SHADOW,
+ object,
+ prim_addr);
+ /* Shadow ray early termination. */
+ if(hit) {
+ /* detect if this surface has a shader with transparent shadows */
+
+ /* todo: optimize so primitive visibility flag indicates if
+ * the primitive has a transparent shadow shader? */
+ int prim = kernel_tex_fetch(__prim_index, isect_array->prim);
+ int shader = 0;
+
+#ifdef __HAIR__
+ if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
+#endif
+ {
+ shader = kernel_tex_fetch(__tri_shader, prim);
+ }
+#ifdef __HAIR__
+ else {
+ float4 str = kernel_tex_fetch(__curves, prim);
+ shader = __float_as_int(str.z);
+ }
+#endif
+ int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
+
+ /* if no transparent shadows, all light is blocked */
+ if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
+ return true;
+ }
+ /* if maximum number of hits reached, block all light */
+ else if(*num_hits == max_hits) {
+ return true;
+ }
+
+ /* move on to next entry in intersections array */
+ isect_array++;
+ (*num_hits)++;
+#if BVH_FEATURE(BVH_INSTANCING)
+ num_hits_in_instance++;
+#endif
+
+ isect_array->t = isect_t;
+ }
+
+ prim_addr++;
+ } //while
+ } else {
+ kernel_assert((kernel_tex_fetch(__prim_type, (prim_addr)) & PRIMITIVE_ALL) == p_type);
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ int* nhiptr = &num_hits_in_instance;
+#else
+ int nhi= 0;
+ int *nhiptr = &nhi;
+#endif
+
+ int result = triangle_intersect8(kg,
+ &isect_array,
+ P,
+ dir,
+ PATH_RAY_SHADOW,
+ object,
+ prim_addr,
+ prim_count,
+ num_hits,
+ max_hits,
+ nhiptr,
+ isect_t);
+ if(result == 2) {
+ return true;
+ }
+ } // prim_count
+ } // PRIMITIVE_TRIANGLE
+ else {
+ while(prim_addr < prim_addr2) {
+ kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) == p_type);
+
+#ifdef __SHADOW_TRICKS__
+ uint tri_object = (object == OBJECT_NONE)
+ ? kernel_tex_fetch(__prim_object, prim_addr)
+ : object;
+ if(tri_object == skip_object) {
+ ++prim_addr;
+ continue;
+ }
+#endif
+
+ bool hit;
+
+ /* todo: specialized intersect functions which don't fill in
+ * isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
+ * might give a few % performance improvement */
+
+ switch(p_type) {
+
+#if BVH_FEATURE(BVH_MOTION)
+ case PRIMITIVE_MOTION_TRIANGLE: {
+ hit = motion_triangle_intersect(kg,
+ isect_array,
+ P,
+ dir,
+ ray->time,
+ PATH_RAY_SHADOW,
+ object,
+ prim_addr);
+ break;
+ }
+#endif
+#if BVH_FEATURE(BVH_HAIR)
+ case PRIMITIVE_CURVE:
+ case PRIMITIVE_MOTION_CURVE: {
+ const uint curve_type = kernel_tex_fetch(__prim_type, prim_addr);
+ if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE) {
+ hit = cardinal_curve_intersect(kg,
+ isect_array,
+ P,
+ dir,
+ PATH_RAY_SHADOW,
+ object,
+ prim_addr,
+ ray->time,
+ curve_type,
+ NULL,
+ 0, 0);
+ }
+ else {
+ hit = curve_intersect(kg,
+ isect_array,
+ P,
+ dir,
+ PATH_RAY_SHADOW,
+ object,
+ prim_addr,
+ ray->time,
+ curve_type,
+ NULL,
+ 0, 0);
+ }
+ break;
+ }
+#endif
+ default: {
+ hit = false;
+ break;
+ }
+ }
+
+ /* Shadow ray early termination. */
+ if(hit) {
+ /* detect if this surface has a shader with transparent shadows */
+
+ /* todo: optimize so primitive visibility flag indicates if
+ * the primitive has a transparent shadow shader? */
+ int prim = kernel_tex_fetch(__prim_index, isect_array->prim);
+ int shader = 0;
+
+#ifdef __HAIR__
+ if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
+#endif
+ {
+ shader = kernel_tex_fetch(__tri_shader, prim);
+ }
+#ifdef __HAIR__
+ else {
+ float4 str = kernel_tex_fetch(__curves, prim);
+ shader = __float_as_int(str.z);
+ }
+#endif
+ int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
+
+ /* if no transparent shadows, all light is blocked */
+ if(!(flag & SD_HAS_TRANSPARENT_SHADOW)) {
+ return true;
+ }
+ /* if maximum number of hits reached, block all light */
+ else if(*num_hits == max_hits) {
+ return true;
+ }
+
+ /* move on to next entry in intersections array */
+ isect_array++;
+ (*num_hits)++;
+#if BVH_FEATURE(BVH_INSTANCING)
+ num_hits_in_instance++;
+#endif
+
+ isect_array->t = isect_t;
+ }
+
+ prim_addr++;
+ }//while prim
+ }
+ }
+#if BVH_FEATURE(BVH_INSTANCING)
+ else {
+ /* Instance push. */
+ object = kernel_tex_fetch(__prim_object, -prim_addr-1);
+
+# if BVH_FEATURE(BVH_MOTION)
+ isect_t = bvh_instance_motion_push(kg, object, ray, &P, &dir, &idir, isect_t, &ob_itfm);
+# else
+ isect_t = bvh_instance_push(kg, object, ray, &P, &dir, &idir, isect_t);
+# endif
+
+ num_hits_in_instance = 0;
+ isect_array->t = isect_t;
+
+ obvh_near_far_idx_calc(idir,
+ &near_x, &near_y, &near_z,
+ &far_x, &far_y, &far_z);
+ tfar = avxf(isect_t);
+# if BVH_FEATURE(BVH_HAIR)
+ dir4 = avx3f(avxf(dir.x), avxf(dir.y), avxf(dir.z));
+# endif
+ idir4 = avx3f(avxf(idir.x), avxf(idir.y), avxf(idir.z));
+# ifdef __KERNEL_AVX2__
+ P_idir = P*idir;
+ P_idir4 = avx3f(P_idir.x, P_idir.y, P_idir.z);
+# endif
+# if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
+ org4 = avx3f(avxf(P.x), avxf(P.y), avxf(P.z));
+# endif
+
+ ++stack_ptr;
+ kernel_assert(stack_ptr < BVH_OSTACK_SIZE);
+ traversal_stack[stack_ptr].addr = ENTRYPOINT_SENTINEL;
+
+ node_addr = kernel_tex_fetch(__object_node, object);
+
+ }
+ }
+#endif /* FEATURE(BVH_INSTANCING) */
+ } while(node_addr != ENTRYPOINT_SENTINEL);
+
+#if BVH_FEATURE(BVH_INSTANCING)
+ if(stack_ptr >= 0) {
+ kernel_assert(object != OBJECT_NONE);
+
+ /* Instance pop. */
+ if(num_hits_in_instance) {
+ float t_fac;
+# if BVH_FEATURE(BVH_MOTION)
+ bvh_instance_motion_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac, &ob_itfm);
+# else
+ bvh_instance_pop_factor(kg, object, ray, &P, &dir, &idir, &t_fac);
+# endif
+ /* Scale isect->t to adjust for instancing. */
+ for(int i = 0; i < num_hits_in_instance; i++) {
+ (isect_array-i-1)->t *= t_fac;
+ }
+ }
+ else {
+# if BVH_FEATURE(BVH_MOTION)
+ bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
+# else
+ bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
+# endif
+ }
+
+ isect_t = tmax;
+ isect_array->t = isect_t;
+
+ obvh_near_far_idx_calc(idir,
+ &near_x, &near_y, &near_z,
+ &far_x, &far_y, &far_z);
+ tfar = avxf(isect_t);
+# if BVH_FEATURE(BVH_HAIR)
+ dir4 = avx3f(avxf(dir.x), avxf(dir.y), avxf(dir.z));
+# endif
+ idir4 = avx3f(avxf(idir.x), avxf(idir.y), avxf(idir.z));
+# ifdef __KERNEL_AVX2__
+ P_idir = P*idir;
+ P_idir4 = avx3f(P_idir.x, P_idir.y, P_idir.z);
+# endif
+# if BVH_FEATURE(BVH_HAIR) || !defined(__KERNEL_AVX2__)
+ org4 = avx3f(avxf(P.x), avxf(P.y), avxf(P.z));
+# endif
+
+ object = OBJECT_NONE;
+ node_addr = traversal_stack[stack_ptr].addr;
+ --stack_ptr;
+ }
+#endif /* FEATURE(BVH_INSTANCING) */
+ } while(node_addr != ENTRYPOINT_SENTINEL);
+
+ return false;
+}
+
+#undef NODE_INTERSECT