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204 lines
6.1 KiB
C++
204 lines
6.1 KiB
C++
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#include "Maths.h"
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#include <stdlib.h>
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#include <stdint.h>
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static uint32_t XorShift32(uint32_t& state)
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{
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uint32_t x = state;
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x ^= x << 13;
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x ^= x >> 17;
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x ^= x << 15;
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state = x;
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return x;
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}
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float RandomFloat01(uint32_t& state)
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{
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return (XorShift32(state) & 0xFFFFFF) / 16777216.0f;
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}
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float3 RandomInUnitDisk(uint32_t& state)
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{
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float3 p;
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do
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{
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p = 2.0 * float3(RandomFloat01(state),RandomFloat01(state),0) - float3(1,1,0);
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} while (dot(p,p) >= 1.0);
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return p;
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}
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float3 RandomInUnitSphere(uint32_t& state)
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{
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float3 p;
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do {
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p = 2.0*float3(RandomFloat01(state),RandomFloat01(state),RandomFloat01(state)) - float3(1,1,1);
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} while (sqLength(p) >= 1.0);
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return p;
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}
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float3 RandomUnitVector(uint32_t& state)
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{
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float z = RandomFloat01(state) * 2.0f - 1.0f;
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float a = RandomFloat01(state) * 2.0f * kPI;
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float r = sqrtf(1.0f - z * z);
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float x = r * cosf(a);
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float y = r * sinf(a);
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return float3(x, y, z);
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}
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int HitSpheres(const Ray& r, const SpheresSoA& spheres, float tMin, float tMax, Hit& outHit)
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{
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#if DO_HIT_SPHERES_SIMD
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float4 hitT = float4(tMax);
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#if USE_NEON
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int32x4_t id = vdupq_n_s32(-1);
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#else
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__m128i id = _mm_set1_epi32(-1);
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#endif
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#if DO_FLOAT3_WITH_SIMD && !USE_NEON
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float4 rOrigX = SHUFFLE4(r.orig, 0, 0, 0, 0);
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float4 rOrigY = SHUFFLE4(r.orig, 1, 1, 1, 1);
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float4 rOrigZ = SHUFFLE4(r.orig, 2, 2, 2, 2);
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float4 rDirX = SHUFFLE4(r.dir, 0, 0, 0, 0);
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float4 rDirY = SHUFFLE4(r.dir, 1, 1, 1, 1);
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float4 rDirZ = SHUFFLE4(r.dir, 2, 2, 2, 2);
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#elif DO_FLOAT3_WITH_SIMD
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float4 rOrigX = splatX(r.orig.m);
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float4 rOrigY = splatY(r.orig.m);
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float4 rOrigZ = splatZ(r.orig.m);
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float4 rDirX = splatX(r.dir.m);
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float4 rDirY = splatY(r.dir.m);
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float4 rDirZ = splatZ(r.dir.m);
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#else
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float4 rOrigX = float4(r.orig.x);
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float4 rOrigY = float4(r.orig.y);
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float4 rOrigZ = float4(r.orig.z);
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float4 rDirX = float4(r.dir.x);
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float4 rDirY = float4(r.dir.y);
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float4 rDirZ = float4(r.dir.z);
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#endif
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float4 tMin4 = float4(tMin);
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#if USE_NEON
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int32x4_t curId = vcombine_u32(vcreate_u32(0ULL | (1ULL<<32)), vcreate_u32(2ULL | (3ULL<<32)));
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#else
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__m128i curId = _mm_set_epi32(3, 2, 1, 0);
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#endif
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// process 4 spheres at once
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for (int i = 0; i < spheres.simdCount; i += kSimdWidth)
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{
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// load data for 4 spheres
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float4 sCenterX = float4(spheres.centerX + i);
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float4 sCenterY = float4(spheres.centerY + i);
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float4 sCenterZ = float4(spheres.centerZ + i);
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float4 sSqRadius = float4(spheres.sqRadius + i);
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// note: we flip this vector and calculate -b (nb) since that happens to be slightly preferable computationally
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float4 coX = sCenterX - rOrigX;
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float4 coY = sCenterY - rOrigY;
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float4 coZ = sCenterZ - rOrigZ;
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float4 nb = coX * rDirX + coY * rDirY + coZ * rDirZ;
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float4 c = coX * coX + coY * coY + coZ * coZ - sSqRadius;
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float4 discr = nb * nb - c;
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bool4 discrPos = discr > float4(0.0f);
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// if ray hits any of the 4 spheres
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if (any(discrPos))
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{
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float4 discrSq = sqrtf(discr);
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// ray could hit spheres at t0 & t1
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float4 t0 = nb - discrSq;
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float4 t1 = nb + discrSq;
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float4 t = select(t1, t0, t0 > tMin4); // if t0 is above min, take it (since it's the earlier hit); else try t1.
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bool4 msk = discrPos & (t > tMin4) & (t < hitT);
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// if hit, take it
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id = select(id, curId, msk);
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hitT = select(hitT, t, msk);
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}
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#if USE_NEON
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curId = vaddq_s32(curId, vdupq_n_s32(kSimdWidth));
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#else
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curId = _mm_add_epi32(curId, _mm_set1_epi32(kSimdWidth));
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#endif
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}
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// now we have up to 4 hits, find and return closest one
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float minT = hmin(hitT);
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if (minT < tMax) // any actual hits?
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{
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int minMask = mask(hitT == float4(minT));
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if (minMask != 0)
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{
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int id_scalar[4];
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float hitT_scalar[4];
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#if USE_NEON
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vst1q_s32(id_scalar, id);
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vst1q_f32(hitT_scalar, hitT.m);
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#else
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_mm_storeu_si128((__m128i *)id_scalar, id);
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_mm_storeu_ps(hitT_scalar, hitT.m);
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#endif
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// In general, you would do this with a bit scan (first set/trailing zero count).
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// But who cares, it's only 16 options.
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static const int laneId[16] =
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{
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0, 0, 1, 0, // 00xx
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2, 0, 1, 0, // 01xx
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3, 0, 1, 0, // 10xx
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2, 0, 1, 0, // 11xx
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};
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int lane = laneId[minMask];
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int hitId = id_scalar[lane];
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float finalHitT = hitT_scalar[lane];
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outHit.pos = r.pointAt(finalHitT);
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outHit.normal = (outHit.pos - float3(spheres.centerX[hitId], spheres.centerY[hitId], spheres.centerZ[hitId])) * spheres.invRadius[hitId];
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outHit.t = finalHitT;
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return hitId;
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}
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}
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return -1;
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#else // #if DO_HIT_SPHERES_SIMD
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float hitT = tMax;
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int id = -1;
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for (int i = 0; i < spheres.count; ++i)
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{
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float coX = spheres.centerX[i] - r.orig.getX();
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float coY = spheres.centerY[i] - r.orig.getY();
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float coZ = spheres.centerZ[i] - r.orig.getZ();
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float nb = coX * r.dir.getX() + coY * r.dir.getY() + coZ * r.dir.getZ();
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float c = coX * coX + coY * coY + coZ * coZ - spheres.sqRadius[i];
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float discr = nb * nb - c;
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if (discr > 0)
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{
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float discrSq = sqrtf(discr);
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// Try earlier t
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float t = nb - discrSq;
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if (t <= tMin) // before min, try later t!
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t = nb + discrSq;
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if (t > tMin && t < hitT)
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{
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id = i;
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hitT = t;
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}
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}
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}
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if (id != -1)
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{
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outHit.pos = r.pointAt(hitT);
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outHit.normal = (outHit.pos - float3(spheres.centerX[id], spheres.centerY[id], spheres.centerZ[id])) * spheres.invRadius[id];
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outHit.t = hitT;
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return id;
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}
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else
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return -1;
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#endif // #else of #if DO_HIT_SPHERES_SIMD
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}
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