added tunnings for aobench
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@@ -189,7 +189,8 @@ ray_plane_intersect(Isect &isect,const Ray &ray, const Plane &plane) {
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float d = -dot(plane.p, plane.n);
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float v = dot(ray.dir, plane.n);
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if (abs(v) < 1.0e-17)
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#if 0
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if (abs(v) < 1.0f-17)
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return;
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else {
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float t = -(dot(ray.org, plane.n) + d) / v;
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@@ -201,6 +202,17 @@ ray_plane_intersect(Isect &isect,const Ray &ray, const Plane &plane) {
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isect.n = plane.n;
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}
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}
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#else
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if (abs(v) <= 1.0e-17)
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return;
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float t = -(dot(ray.org, plane.n) + d) / v;
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if ((t > 0.0) && (t < isect.t)) {
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isect.t = t;
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isect.hit = 1;
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isect.p = ray.org + ray.dir * t;
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isect.n = plane.n;
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}
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#endif
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}
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@@ -213,6 +225,7 @@ ray_sphere_intersect(Isect &isect,const Ray &ray, const Sphere &sphere) {
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float C = dot(rs, rs) - sphere.radius * sphere.radius;
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float D = B * B - C;
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#if 0
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if (D > 0.) {
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float t = -B - sqrt(D);
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@@ -224,6 +237,21 @@ ray_sphere_intersect(Isect &isect,const Ray &ray, const Sphere &sphere) {
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vnormalize(isect.n);
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}
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}
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#else
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if (D <= 0.0f)
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return;
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float t = -B - sqrt(D);
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if ((t > 0.0) && (t < isect.t)) {
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isect.t = t;
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isect.hit = 1;
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isect.p = ray.org + ray.dir * t;
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isect.n = isect.p - sphere.center;
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vnormalize(isect.n);
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}
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#endif
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}
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@@ -231,16 +259,16 @@ __device__
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static inline void
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orthoBasis(vec basis[3], vec n) {
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basis[2] = n;
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basis[1].x = 0.0; basis[1].y = 0.0; basis[1].z = 0.0;
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basis[1].x = 0.0f; basis[1].y = 0.0f; basis[1].z = 0.0f;
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if ((n.x < 0.6) && (n.x > -0.6)) {
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basis[1].x = 1.0;
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} else if ((n.y < 0.6) && (n.y > -0.6)) {
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basis[1].y = 1.0;
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} else if ((n.z < 0.6) && (n.z > -0.6)) {
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basis[1].z = 1.0;
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if ((n.x < 0.6f) && (n.x > -0.6f)) {
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basis[1].x = 1.0f;
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} else if ((n.y < 0.6f) && (n.y > -0.6f)) {
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basis[1].y = 1.0f;
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} else if ((n.z < 0.6f) && (n.z > -0.6f)) {
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basis[1].z = 1.0f;
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} else {
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basis[1].x = 1.0;
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basis[1].x = 1.0f;
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}
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basis[0] = vcross(basis[1], basis[2]);
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@@ -258,7 +286,7 @@ ambient_occlusion(Isect &isect, const Plane &plane, const Sphere spheres[3],
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float eps = 0.0001f;
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vec p; //, n;
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vec basis[3];
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float occlusion = 0.0;
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float occlusion = 0.0f;
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p = isect.p + isect.n * eps;
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@@ -275,7 +303,7 @@ ambient_occlusion(Isect &isect, const Plane &plane, const Sphere spheres[3],
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float phi = 2.0f * M_PI * frandom(&rngstate);
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float x = cos(phi) * theta;
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float y = sin(phi) * theta;
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float z = sqrt(1.0 - theta * theta);
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float z = sqrtf(1.0f - theta * theta);
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// local . global
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float rx = x * basis[0].x + y * basis[1].x + z * basis[2].x;
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@@ -287,14 +315,14 @@ ambient_occlusion(Isect &isect, const Plane &plane, const Sphere spheres[3],
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ray.dir.y = ry;
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ray.dir.z = rz;
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occIsect.t = 1.0e+17;
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occIsect.t = 1.0f+17;
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occIsect.hit = 0;
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for ( int snum = 0; snum < 3; ++snum)
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ray_sphere_intersect(occIsect, ray, spheres[snum]);
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ray_plane_intersect (occIsect, ray, plane);
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if (occIsect.hit) occlusion += 1.0;
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if (occIsect.hit) occlusion += 1.0f;
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}
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}
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@@ -360,8 +388,8 @@ static inline void ao_tiles(
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// Note use of 'coherent' if statement; the set of rays we
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// trace will often all hit or all miss the scene
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if (isect.hit) {
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ret = ambient_occlusion(isect, plane, spheres, rngstate);
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if (any(isect.hit)) {
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ret = isect.hit*ambient_occlusion(isect, plane, spheres, rngstate);
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ret *= invSamples * invSamples;
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res += ret;
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}
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