- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
41 lines
1 KiB
C++
41 lines
1 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "../sys/platform.h"
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#include "../sys/intrinsics.h"
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#include "../math/constants.h"
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#include "../sys/alloc.h"
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#include "varying.h"
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#include "vboolf16_avx512.h"
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#include "vint16_avx512.h"
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#include "vuint16_avx512.h"
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#include "vfloat16_avx512.h"
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#include "vboold8_avx512.h"
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#include "vllong8_avx512.h"
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#include "vdouble8_avx512.h"
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namespace embree
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{
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////////////////////////////////////////////////////////////////////////////////
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/// Prefetching
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////////////////////////////////////////////////////////////////////////////////
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#define PFHINT_L1 0
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#define PFHINT_L2 1
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#define PFHINT_NT 2
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template<const unsigned int mode>
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__forceinline void prefetch(const void * __restrict__ const m)
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{
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if (mode == PFHINT_L1)
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_mm_prefetch((const char*)m,_MM_HINT_T0);
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else if (mode == PFHINT_L2)
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_mm_prefetch((const char*)m,_MM_HINT_T1);
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else if (mode == PFHINT_NT)
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_mm_prefetch((const char*)m,_MM_HINT_NTA);
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}
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}
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