Files
test/intern/cycles/kernel/device/cpu/image.h
Ethan-Hall 4abb8a14a2 Cycles: make 3D texture sampling at boundaries more similar to GPU
CPU code for cubic interpolation with clip texture extension only performed
texture interpolation inside the range of [0,1]. As a result, even though the
volume's color is sampled using cubic interpolation, the boundary is not
being interpolated. The GPU appears was interpolating samples that span the
clip boundary softening the edge, which the CPU now does also.

This commit also includes refactoring of 2D and 3D texture sampling in
preparation of adding new extension modes.

Differential Revision: https://developer.blender.org/D14295
2022-03-21 16:38:13 +01:00

795 lines
25 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
#ifdef WITH_NANOVDB
# define NANOVDB_USE_INTRINSICS
# include <nanovdb/NanoVDB.h>
# include <nanovdb/util/SampleFromVoxels.h>
#endif
CCL_NAMESPACE_BEGIN
/* Make template functions private so symbols don't conflict between kernels with different
* instruction sets. */
namespace {
#define SET_CUBIC_SPLINE_WEIGHTS(u, t) \
{ \
u[0] = (((-1.0f / 6.0f) * t + 0.5f) * t - 0.5f) * t + (1.0f / 6.0f); \
u[1] = ((0.5f * t - 1.0f) * t) * t + (2.0f / 3.0f); \
u[2] = ((-0.5f * t + 0.5f) * t + 0.5f) * t + (1.0f / 6.0f); \
u[3] = (1.0f / 6.0f) * t * t * t; \
} \
(void)0
ccl_device_inline float frac(float x, int *ix)
{
int i = float_to_int(x) - ((x < 0.0f) ? 1 : 0);
*ix = i;
return x - (float)i;
}
template<typename T> struct TextureInterpolator {
static ccl_always_inline float4 read(float4 r)
{
return r;
}
static ccl_always_inline float4 read(uchar4 r)
{
float f = 1.0f / 255.0f;
return make_float4(r.x * f, r.y * f, r.z * f, r.w * f);
}
static ccl_always_inline float4 read(uchar r)
{
float f = r * (1.0f / 255.0f);
return make_float4(f, f, f, 1.0f);
}
static ccl_always_inline float4 read(float r)
{
/* TODO(dingto): Optimize this, so interpolation
* happens on float instead of float4 */
return make_float4(r, r, r, 1.0f);
}
static ccl_always_inline float4 read(half4 r)
{
return half4_to_float4_image(r);
}
static ccl_always_inline float4 read(half r)
{
float f = half_to_float_image(r);
return make_float4(f, f, f, 1.0f);
}
static ccl_always_inline float4 read(uint16_t r)
{
float f = r * (1.0f / 65535.0f);
return make_float4(f, f, f, 1.0f);
}
static ccl_always_inline float4 read(ushort4 r)
{
float f = 1.0f / 65535.0f;
return make_float4(r.x * f, r.y * f, r.z * f, r.w * f);
}
/* Read 2D Texture Data
* Does not check if data request is in bounds. */
static ccl_always_inline float4 read(const T *data, int x, int y, int width, int height)
{
return read(data[y * width + x]);
}
/* Read 2D Texture Data Clip
* Returns transparent black if data request is out of bounds. */
static ccl_always_inline float4 read_clip(const T *data, int x, int y, int width, int height)
{
if (x < 0 || x >= width || y < 0 || y >= height) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return read(data[y * width + x]);
}
/* Read 3D Texture Data
* Does not check if data request is in bounds. */
static ccl_always_inline float4
read(const T *data, int x, int y, int z, int width, int height, int depth)
{
return read(data[x + y * width + z * width * height]);
}
/* Read 3D Texture Data Clip
* Returns transparent black if data request is out of bounds. */
static ccl_always_inline float4
read_clip(const T *data, int x, int y, int z, int width, int height, int depth)
{
if (x < 0 || x >= width || y < 0 || y >= height || z < 0 || z >= depth) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return read(data[x + y * width + z * width * height]);
}
/* Trilinear Interpolation */
static ccl_always_inline float4
trilinear_lookup(const T *data,
float tx,
float ty,
float tz,
int ix,
int iy,
int iz,
int nix,
int niy,
int niz,
int width,
int height,
int depth,
float4 read(const T *, int, int, int, int, int, int))
{
float4 r;
r = (1.0f - tz) * (1.0f - ty) * (1.0f - tx) * read(data, ix, iy, iz, width, height, depth);
r += (1.0f - tz) * (1.0f - ty) * tx * read(data, nix, iy, iz, width, height, depth);
r += (1.0f - tz) * ty * (1.0f - tx) * read(data, ix, niy, iz, width, height, depth);
r += (1.0f - tz) * ty * tx * read(data, nix, niy, iz, width, height, depth);
r += tz * (1.0f - ty) * (1.0f - tx) * read(data, ix, iy, niz, width, height, depth);
r += tz * (1.0f - ty) * tx * read(data, nix, iy, niz, width, height, depth);
r += tz * ty * (1.0f - tx) * read(data, ix, niy, niz, width, height, depth);
r += tz * ty * tx * read(data, nix, niy, niz, width, height, depth);
return r;
}
/** Tricubic Interpolation */
static ccl_always_inline float4
tricubic_lookup(const T *data,
float tx,
float ty,
float tz,
const int xc[4],
const int yc[4],
const int zc[4],
int width,
int height,
int depth,
float4 read(const T *, int, int, int, int, int, int))
{
float u[4], v[4], w[4];
/* Some helper macros to keep code size reasonable.
* Lets the compiler inline all the matrix multiplications.
*/
#define DATA(x, y, z) (read(data, xc[x], yc[y], zc[z], width, height, depth))
#define COL_TERM(col, row) \
(v[col] * (u[0] * DATA(0, col, row) + u[1] * DATA(1, col, row) + u[2] * DATA(2, col, row) + \
u[3] * DATA(3, col, row)))
#define ROW_TERM(row) \
(w[row] * (COL_TERM(0, row) + COL_TERM(1, row) + COL_TERM(2, row) + COL_TERM(3, row)))
SET_CUBIC_SPLINE_WEIGHTS(u, tx);
SET_CUBIC_SPLINE_WEIGHTS(v, ty);
SET_CUBIC_SPLINE_WEIGHTS(w, tz);
/* Actual interpolation. */
return ROW_TERM(0) + ROW_TERM(1) + ROW_TERM(2) + ROW_TERM(3);
#undef COL_TERM
#undef ROW_TERM
#undef DATA
}
static ccl_always_inline int wrap_periodic(int x, int width)
{
x %= width;
if (x < 0) {
x += width;
}
return x;
}
static ccl_always_inline int wrap_clamp(int x, int width)
{
return clamp(x, 0, width - 1);
}
/* ******** 2D interpolation ******** */
static ccl_always_inline float4 interp_closest(const TextureInfo &info, float x, float y)
{
const int width = info.width;
const int height = info.height;
int ix, iy;
frac(x * (float)width, &ix);
frac(y * (float)height, &iy);
switch (info.extension) {
case EXTENSION_REPEAT:
ix = wrap_periodic(ix, width);
iy = wrap_periodic(iy, height);
break;
case EXTENSION_CLIP:
/* No samples are inside the clip region. */
if (ix < 0 || ix >= width || iy < 0 || iy >= height) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
break;
case EXTENSION_EXTEND:
ix = wrap_clamp(ix, width);
iy = wrap_clamp(iy, height);
break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
const T *data = (const T *)info.data;
return read((const T *)data, ix, iy, width, height);
}
static ccl_always_inline float4 interp_linear(const TextureInfo &info, float x, float y)
{
const int width = info.width;
const int height = info.height;
/* A -0.5 offset is used to center the linear samples around the sample point. */
int ix, iy;
int nix, niy;
const float tx = frac(x * (float)width - 0.5f, &ix);
const float ty = frac(y * (float)height - 0.5f, &iy);
switch (info.extension) {
case EXTENSION_REPEAT:
ix = wrap_periodic(ix, width);
nix = wrap_periodic(ix + 1, width);
iy = wrap_periodic(iy, height);
niy = wrap_periodic(iy + 1, height);
break;
case EXTENSION_CLIP:
/* No linear samples are inside the clip region. */
if (ix < -1 || ix >= width || iy < -1 || iy >= height) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
nix = ix + 1;
niy = iy + 1;
break;
case EXTENSION_EXTEND:
nix = wrap_clamp(ix + 1, width);
ix = wrap_clamp(ix, width);
niy = wrap_clamp(iy + 1, height);
iy = wrap_clamp(iy, height);
break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
const T *data = (const T *)info.data;
return (1.0f - ty) * (1.0f - tx) * read_clip(data, ix, iy, width, height) +
(1.0f - ty) * tx * read_clip(data, nix, iy, width, height) +
ty * (1.0f - tx) * read_clip(data, ix, niy, width, height) +
ty * tx * read_clip(data, nix, niy, width, height);
}
static ccl_always_inline float4 interp_cubic(const TextureInfo &info, float x, float y)
{
const int width = info.width;
const int height = info.height;
/* A -0.5 offset is used to center the cubic samples around the sample point. */
int ix, iy;
const float tx = frac(x * (float)width - 0.5f, &ix);
const float ty = frac(y * (float)height - 0.5f, &iy);
int pix, piy;
int nix, niy;
int nnix, nniy;
switch (info.extension) {
case EXTENSION_REPEAT:
ix = wrap_periodic(ix, width);
pix = wrap_periodic(ix - 1, width);
nix = wrap_periodic(ix + 1, width);
nnix = wrap_periodic(ix + 2, width);
iy = wrap_periodic(iy, height);
piy = wrap_periodic(iy - 1, height);
niy = wrap_periodic(iy + 1, height);
nniy = wrap_periodic(iy + 2, height);
break;
case EXTENSION_CLIP:
/* No cubic samples are inside the clip region. */
if (ix < -2 || ix > width || iy < -2 || iy > height) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
pix = ix - 1;
nix = ix + 1;
nnix = ix + 2;
piy = iy - 1;
niy = iy + 1;
nniy = iy + 2;
break;
case EXTENSION_EXTEND:
pix = wrap_clamp(ix - 1, width);
nix = wrap_clamp(ix + 1, width);
nnix = wrap_clamp(ix + 2, width);
ix = wrap_clamp(ix, width);
piy = wrap_clamp(iy - 1, height);
niy = wrap_clamp(iy + 1, height);
nniy = wrap_clamp(iy + 2, height);
iy = wrap_clamp(iy, height);
break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
const T *data = (const T *)info.data;
const int xc[4] = {pix, ix, nix, nnix};
const int yc[4] = {piy, iy, niy, nniy};
float u[4], v[4];
/* Some helper macros to keep code size reasonable.
* Lets the compiler inline all the matrix multiplications.
*/
#define DATA(x, y) (read_clip(data, xc[x], yc[y], width, height))
#define TERM(col) \
(v[col] * \
(u[0] * DATA(0, col) + u[1] * DATA(1, col) + u[2] * DATA(2, col) + u[3] * DATA(3, col)))
SET_CUBIC_SPLINE_WEIGHTS(u, tx);
SET_CUBIC_SPLINE_WEIGHTS(v, ty);
/* Actual interpolation. */
return TERM(0) + TERM(1) + TERM(2) + TERM(3);
#undef TERM
#undef DATA
}
static ccl_always_inline float4 interp(const TextureInfo &info, float x, float y)
{
if (UNLIKELY(!info.data)) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
switch (info.interpolation) {
case INTERPOLATION_CLOSEST:
return interp_closest(info, x, y);
case INTERPOLATION_LINEAR:
return interp_linear(info, x, y);
default:
return interp_cubic(info, x, y);
}
}
/* ******** 3D interpolation ******** */
static ccl_always_inline float4 interp_3d_closest(const TextureInfo &info,
float x,
float y,
float z)
{
const int width = info.width;
const int height = info.height;
const int depth = info.depth;
int ix, iy, iz;
frac(x * (float)width, &ix);
frac(y * (float)height, &iy);
frac(z * (float)depth, &iz);
switch (info.extension) {
case EXTENSION_REPEAT:
ix = wrap_periodic(ix, width);
iy = wrap_periodic(iy, height);
iz = wrap_periodic(iz, depth);
break;
case EXTENSION_CLIP:
/* No samples are inside the clip region. */
if (ix < 0 || ix >= width || iy < 0 || iy >= height || iz < 0 || iz >= depth) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
break;
case EXTENSION_EXTEND:
ix = wrap_clamp(ix, width);
iy = wrap_clamp(iy, height);
iz = wrap_clamp(iz, depth);
break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
const T *data = (const T *)info.data;
return read(data, ix, iy, iz, width, height, depth);
}
static ccl_always_inline float4 interp_3d_linear(const TextureInfo &info,
float x,
float y,
float z)
{
const int width = info.width;
const int height = info.height;
const int depth = info.depth;
int ix, iy, iz;
int nix, niy, niz;
/* A -0.5 offset is used to center the linear samples around the sample point. */
float tx = frac(x * (float)width - 0.5f, &ix);
float ty = frac(y * (float)height - 0.5f, &iy);
float tz = frac(z * (float)depth - 0.5f, &iz);
switch (info.extension) {
case EXTENSION_REPEAT:
ix = wrap_periodic(ix, width);
nix = wrap_periodic(ix + 1, width);
iy = wrap_periodic(iy, height);
niy = wrap_periodic(iy + 1, height);
iz = wrap_periodic(iz, depth);
niz = wrap_periodic(iz + 1, depth);
break;
case EXTENSION_CLIP:
/* No linear samples are inside the clip region. */
if (ix < -1 || ix >= width || iy < -1 || iy >= height || iz < -1 || iz >= depth) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
nix = ix + 1;
niy = iy + 1;
niz = iz + 1;
/* All linear samples are inside the clip region. */
if (ix >= 0 && nix < width && iy >= 0 && niy < height && iz >= 0 && niz < depth) {
break;
}
/* The linear samples span the clip border.
* #read_clip is used to ensure proper interpolation across the clip border. */
return trilinear_lookup((const T *)info.data,
tx,
ty,
tz,
ix,
iy,
iz,
nix,
niy,
niz,
width,
height,
depth,
read_clip);
case EXTENSION_EXTEND:
nix = wrap_clamp(ix + 1, width);
ix = wrap_clamp(ix, width);
niy = wrap_clamp(iy + 1, height);
iy = wrap_clamp(iy, height);
niz = wrap_clamp(iz + 1, depth);
iz = wrap_clamp(iz, depth);
break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return trilinear_lookup(
(const T *)info.data, tx, ty, tz, ix, iy, iz, nix, niy, niz, width, height, depth, read);
}
/* Tricubic b-spline interpolation.
*
* TODO(sergey): For some unspeakable reason both GCC-6 and Clang-3.9 are
* causing stack overflow issue in this function unless it is inlined.
*
* Only happens for AVX2 kernel and global __KERNEL_SSE__ vectorization
* enabled.
*/
#if defined(__GNUC__) || defined(__clang__)
static ccl_always_inline
#else
static ccl_never_inline
#endif
float4
interp_3d_cubic(const TextureInfo &info, float x, float y, float z)
{
int width = info.width;
int height = info.height;
int depth = info.depth;
int ix, iy, iz;
/* A -0.5 offset is used to center the cubic samples around the sample point. */
const float tx = frac(x * (float)width - 0.5f, &ix);
const float ty = frac(y * (float)height - 0.5f, &iy);
const float tz = frac(z * (float)depth - 0.5f, &iz);
int pix, piy, piz;
int nix, niy, niz;
int nnix, nniy, nniz;
switch (info.extension) {
case EXTENSION_REPEAT:
ix = wrap_periodic(ix, width);
pix = wrap_periodic(ix - 1, width);
nix = wrap_periodic(ix + 1, width);
nnix = wrap_periodic(ix + 2, width);
iy = wrap_periodic(iy, height);
niy = wrap_periodic(iy + 1, height);
piy = wrap_periodic(iy - 1, height);
nniy = wrap_periodic(iy + 2, height);
iz = wrap_periodic(iz, depth);
piz = wrap_periodic(iz - 1, depth);
niz = wrap_periodic(iz + 1, depth);
nniz = wrap_periodic(iz + 2, depth);
break;
case EXTENSION_CLIP: {
/* No cubic samples are inside the clip region. */
if (ix < -2 || ix > width || iy < -2 || iy > height || iz < -2 || iz > depth) {
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
pix = ix - 1;
nnix = ix + 2;
nix = ix + 1;
piy = iy - 1;
niy = iy + 1;
nniy = iy + 2;
piz = iz - 1;
niz = iz + 1;
nniz = iz + 2;
/* All cubic samples are inside the clip region. */
if (pix >= 0 && nnix < width && piy >= 0 && nniy < height && piz >= 0 && nniz < depth) {
break;
}
/* The Cubic samples span the clip border.
* read_clip is used to ensure proper interpolation across the clip border. */
const int xc[4] = {pix, ix, nix, nnix};
const int yc[4] = {piy, iy, niy, nniy};
const int zc[4] = {piz, iz, niz, nniz};
return tricubic_lookup(
(const T *)info.data, tx, ty, tz, xc, yc, zc, width, height, depth, read_clip);
}
case EXTENSION_EXTEND:
pix = wrap_clamp(ix - 1, width);
nix = wrap_clamp(ix + 1, width);
nnix = wrap_clamp(ix + 2, width);
ix = wrap_clamp(ix, width);
piy = wrap_clamp(iy - 1, height);
niy = wrap_clamp(iy + 1, height);
nniy = wrap_clamp(iy + 2, height);
iy = wrap_clamp(iy, height);
piz = wrap_clamp(iz - 1, depth);
niz = wrap_clamp(iz + 1, depth);
nniz = wrap_clamp(iz + 2, depth);
iz = wrap_clamp(iz, depth);
break;
default:
kernel_assert(0);
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
}
const int xc[4] = {pix, ix, nix, nnix};
const int yc[4] = {piy, iy, niy, nniy};
const int zc[4] = {piz, iz, niz, nniz};
const T *data = (const T *)info.data;
return tricubic_lookup(data, tx, ty, tz, xc, yc, zc, width, height, depth, read);
}
static ccl_always_inline float4
interp_3d(const TextureInfo &info, float x, float y, float z, InterpolationType interp)
{
if (UNLIKELY(!info.data))
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
switch ((interp == INTERPOLATION_NONE) ? info.interpolation : interp) {
case INTERPOLATION_CLOSEST:
return interp_3d_closest(info, x, y, z);
case INTERPOLATION_LINEAR:
return interp_3d_linear(info, x, y, z);
default:
return interp_3d_cubic(info, x, y, z);
}
}
};
#ifdef WITH_NANOVDB
template<typename T> struct NanoVDBInterpolator {
typedef typename nanovdb::NanoGrid<T>::AccessorType AccessorType;
static ccl_always_inline float4 read(float r)
{
return make_float4(r, r, r, 1.0f);
}
static ccl_always_inline float4 read(nanovdb::Vec3f r)
{
return make_float4(r[0], r[1], r[2], 1.0f);
}
static ccl_always_inline float4 interp_3d_closest(const AccessorType &acc,
float x,
float y,
float z)
{
const nanovdb::Vec3f xyz(x, y, z);
return read(nanovdb::SampleFromVoxels<AccessorType, 0, false>(acc)(xyz));
}
static ccl_always_inline float4 interp_3d_linear(const AccessorType &acc,
float x,
float y,
float z)
{
const nanovdb::Vec3f xyz(x - 0.5f, y - 0.5f, z - 0.5f);
return read(nanovdb::SampleFromVoxels<AccessorType, 1, false>(acc)(xyz));
}
/* Tricubic b-spline interpolation. */
# if defined(__GNUC__) || defined(__clang__)
static ccl_always_inline
# else
static ccl_never_inline
# endif
float4
interp_3d_cubic(const AccessorType &acc, float x, float y, float z)
{
int ix, iy, iz;
int nix, niy, niz;
int pix, piy, piz;
int nnix, nniy, nniz;
/* A -0.5 offset is used to center the cubic samples around the sample point. */
const float tx = frac(x - 0.5f, &ix);
const float ty = frac(y - 0.5f, &iy);
const float tz = frac(z - 0.5f, &iz);
pix = ix - 1;
piy = iy - 1;
piz = iz - 1;
nix = ix + 1;
niy = iy + 1;
niz = iz + 1;
nnix = ix + 2;
nniy = iy + 2;
nniz = iz + 2;
const int xc[4] = {pix, ix, nix, nnix};
const int yc[4] = {piy, iy, niy, nniy};
const int zc[4] = {piz, iz, niz, nniz};
float u[4], v[4], w[4];
/* Some helper macros to keep code size reasonable.
* Lets the compiler inline all the matrix multiplications.
*/
# define DATA(x, y, z) (read(acc.getValue(nanovdb::Coord(xc[x], yc[y], zc[z]))))
# define COL_TERM(col, row) \
(v[col] * (u[0] * DATA(0, col, row) + u[1] * DATA(1, col, row) + u[2] * DATA(2, col, row) + \
u[3] * DATA(3, col, row)))
# define ROW_TERM(row) \
(w[row] * (COL_TERM(0, row) + COL_TERM(1, row) + COL_TERM(2, row) + COL_TERM(3, row)))
SET_CUBIC_SPLINE_WEIGHTS(u, tx);
SET_CUBIC_SPLINE_WEIGHTS(v, ty);
SET_CUBIC_SPLINE_WEIGHTS(w, tz);
/* Actual interpolation. */
return ROW_TERM(0) + ROW_TERM(1) + ROW_TERM(2) + ROW_TERM(3);
# undef COL_TERM
# undef ROW_TERM
# undef DATA
}
static ccl_always_inline float4
interp_3d(const TextureInfo &info, float x, float y, float z, InterpolationType interp)
{
using namespace nanovdb;
NanoGrid<T> *const grid = (NanoGrid<T> *)info.data;
AccessorType acc = grid->getAccessor();
switch ((interp == INTERPOLATION_NONE) ? info.interpolation : interp) {
case INTERPOLATION_CLOSEST:
return interp_3d_closest(acc, x, y, z);
case INTERPOLATION_LINEAR:
return interp_3d_linear(acc, x, y, z);
default:
return interp_3d_cubic(acc, x, y, z);
}
}
};
#endif
#undef SET_CUBIC_SPLINE_WEIGHTS
ccl_device float4 kernel_tex_image_interp(KernelGlobals kg, int id, float x, float y)
{
const TextureInfo &info = kernel_tex_fetch(__texture_info, id);
switch (info.data_type) {
case IMAGE_DATA_TYPE_HALF:
return TextureInterpolator<half>::interp(info, x, y);
case IMAGE_DATA_TYPE_BYTE:
return TextureInterpolator<uchar>::interp(info, x, y);
case IMAGE_DATA_TYPE_USHORT:
return TextureInterpolator<uint16_t>::interp(info, x, y);
case IMAGE_DATA_TYPE_FLOAT:
return TextureInterpolator<float>::interp(info, x, y);
case IMAGE_DATA_TYPE_HALF4:
return TextureInterpolator<half4>::interp(info, x, y);
case IMAGE_DATA_TYPE_BYTE4:
return TextureInterpolator<uchar4>::interp(info, x, y);
case IMAGE_DATA_TYPE_USHORT4:
return TextureInterpolator<ushort4>::interp(info, x, y);
case IMAGE_DATA_TYPE_FLOAT4:
return TextureInterpolator<float4>::interp(info, x, y);
default:
assert(0);
return make_float4(
TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B, TEX_IMAGE_MISSING_A);
}
}
ccl_device float4 kernel_tex_image_interp_3d(KernelGlobals kg,
int id,
float3 P,
InterpolationType interp)
{
const TextureInfo &info = kernel_tex_fetch(__texture_info, id);
if (info.use_transform_3d) {
P = transform_point(&info.transform_3d, P);
}
switch (info.data_type) {
case IMAGE_DATA_TYPE_HALF:
return TextureInterpolator<half>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_BYTE:
return TextureInterpolator<uchar>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_USHORT:
return TextureInterpolator<uint16_t>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_FLOAT:
return TextureInterpolator<float>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_HALF4:
return TextureInterpolator<half4>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_BYTE4:
return TextureInterpolator<uchar4>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_USHORT4:
return TextureInterpolator<ushort4>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_FLOAT4:
return TextureInterpolator<float4>::interp_3d(info, P.x, P.y, P.z, interp);
#ifdef WITH_NANOVDB
case IMAGE_DATA_TYPE_NANOVDB_FLOAT:
return NanoVDBInterpolator<float>::interp_3d(info, P.x, P.y, P.z, interp);
case IMAGE_DATA_TYPE_NANOVDB_FLOAT3:
return NanoVDBInterpolator<nanovdb::Vec3f>::interp_3d(info, P.x, P.y, P.z, interp);
#endif
default:
assert(0);
return make_float4(
TEX_IMAGE_MISSING_R, TEX_IMAGE_MISSING_G, TEX_IMAGE_MISSING_B, TEX_IMAGE_MISSING_A);
}
}
} /* Namespace. */
CCL_NAMESPACE_END