This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
68 lines
2.3 KiB
C
68 lines
2.3 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_noinline int svm_node_combine_hsv(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint hue_in,
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uint saturation_in,
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uint value_in,
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int offset)
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{
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uint4 node1 = read_node(kg, &offset);
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uint color_out = node1.y;
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float hue = stack_load_float(stack, hue_in);
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float saturation = stack_load_float(stack, saturation_in);
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float value = stack_load_float(stack, value_in);
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/* Combine, and convert back to RGB */
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float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
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if (stack_valid(color_out))
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stack_store_float3(stack, color_out, color);
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return offset;
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}
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ccl_device_noinline int svm_node_separate_hsv(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint color_in,
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uint hue_out,
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uint saturation_out,
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int offset)
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{
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uint4 node1 = read_node(kg, &offset);
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uint value_out = node1.y;
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float3 color = stack_load_float3(stack, color_in);
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/* Convert to HSV */
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color = rgb_to_hsv(color);
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if (stack_valid(hue_out))
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stack_store_float(stack, hue_out, color.x);
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if (stack_valid(saturation_out))
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stack_store_float(stack, saturation_out, color.y);
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if (stack_valid(value_out))
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stack_store_float(stack, value_out, color.z);
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return offset;
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}
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CCL_NAMESPACE_END
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