* Rename "texture" to "data array". This has not used textures for a long time, there are just global memory arrays now. (On old CUDA GPUs there was a cache for textures but not global memory, so we used to put all data in textures.) * For CUDA and HIP, put globals in KernelParams struct like other devices. * Drop __ prefix for data array names, no possibility for naming conflict now that these are in a struct.
110 lines
3.3 KiB
C
110 lines
3.3 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Attributes
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*
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* We support an arbitrary number of attributes on various mesh elements.
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* On vertices, triangles, curve keys, curves, meshes and volume grids.
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* Most of the code for attribute reading is in the primitive files.
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*
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* Lookup of attributes is different between OSL and SVM, as OSL is ustring
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* based while for SVM we use integer ids. */
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/* Patch index for triangle, -1 if not subdivision triangle */
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ccl_device_inline uint subd_triangle_patch(KernelGlobals kg, ccl_private const ShaderData *sd)
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{
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return (sd->prim != PRIM_NONE) ? kernel_data_fetch(tri_patch, sd->prim) : ~0;
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}
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ccl_device_inline uint attribute_primitive_type(KernelGlobals kg, ccl_private const ShaderData *sd)
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{
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if ((sd->type & PRIMITIVE_TRIANGLE) && subd_triangle_patch(kg, sd) != ~0) {
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return ATTR_PRIM_SUBD;
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}
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else {
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return ATTR_PRIM_GEOMETRY;
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}
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}
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ccl_device_inline AttributeDescriptor attribute_not_found()
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{
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const AttributeDescriptor desc = {
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ATTR_ELEMENT_NONE, (NodeAttributeType)0, 0, ATTR_STD_NOT_FOUND};
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return desc;
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}
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/* Find attribute based on ID */
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ccl_device_inline uint object_attribute_map_offset(KernelGlobals kg, int object)
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{
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return kernel_data_fetch(objects, object).attribute_map_offset;
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}
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ccl_device_inline AttributeDescriptor find_attribute(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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uint id)
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{
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if (sd->object == OBJECT_NONE) {
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return attribute_not_found();
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}
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/* for SVM, find attribute by unique id */
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uint attr_offset = object_attribute_map_offset(kg, sd->object);
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attr_offset += attribute_primitive_type(kg, sd);
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AttributeMap attr_map = kernel_data_fetch(attributes_map, attr_offset);
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while (attr_map.id != id) {
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if (UNLIKELY(attr_map.id == ATTR_STD_NONE)) {
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if (UNLIKELY(attr_map.element == 0)) {
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return attribute_not_found();
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}
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else {
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/* Chain jump to a different part of the table. */
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attr_offset = attr_map.offset;
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}
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}
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else {
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attr_offset += ATTR_PRIM_TYPES;
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}
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attr_map = kernel_data_fetch(attributes_map, attr_offset);
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}
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AttributeDescriptor desc;
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desc.element = (AttributeElement)attr_map.element;
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if (sd->prim == PRIM_NONE && desc.element != ATTR_ELEMENT_MESH &&
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desc.element != ATTR_ELEMENT_VOXEL && desc.element != ATTR_ELEMENT_OBJECT) {
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return attribute_not_found();
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}
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/* return result */
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desc.offset = (attr_map.element == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND :
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(int)attr_map.offset;
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desc.type = (NodeAttributeType)attr_map.type;
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desc.flags = (AttributeFlag)attr_map.flags;
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return desc;
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}
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/* Transform matrix attribute on meshes */
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ccl_device Transform primitive_attribute_matrix(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc)
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{
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Transform tfm;
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tfm.x = kernel_data_fetch(attributes_float4, desc.offset + 0);
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tfm.y = kernel_data_fetch(attributes_float4, desc.offset + 1);
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tfm.z = kernel_data_fetch(attributes_float4, desc.offset + 2);
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return tfm;
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}
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CCL_NAMESPACE_END
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