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sycl: hoist timeSegment computation in motion blur mesh paths
For motion-blur triangle and quad meshes, each vertex(i, time) call
independently recomputes timeSegment(time, ftime), which involves a
floating-point divide, multiply, floor, and clamp. Since all vertices
of the same primitive are sampled at identical ray.time(), the segment
index and fractional time are the same for every vertex in the batch.
Compute timeSegment once per primitive and call the indexed
vertex(i, itime) overload with a manual lerp for all three (triangle)
or four (quad) vertices. This eliminates 2-3 redundant timeSegment
computations per procedural motion-blur primitive hit.
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