Files
test/intern/cycles/kernel/svm/sepcomb_hsv.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

57 lines
1.9 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device_noinline int svm_node_combine_hsv(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint hue_in,
uint saturation_in,
uint value_in,
int offset)
{
uint4 node1 = read_node(kg, &offset);
uint color_out = node1.y;
float hue = stack_load_float(stack, hue_in);
float saturation = stack_load_float(stack, saturation_in);
float value = stack_load_float(stack, value_in);
/* Combine, and convert back to RGB */
float3 color = hsv_to_rgb(make_float3(hue, saturation, value));
if (stack_valid(color_out))
stack_store_float3(stack, color_out, color);
return offset;
}
ccl_device_noinline int svm_node_separate_hsv(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint color_in,
uint hue_out,
uint saturation_out,
int offset)
{
uint4 node1 = read_node(kg, &offset);
uint value_out = node1.y;
float3 color = stack_load_float3(stack, color_in);
/* Convert to HSV */
color = rgb_to_hsv(color);
if (stack_valid(hue_out))
stack_store_float(stack, hue_out, color.x);
if (stack_valid(saturation_out))
stack_store_float(stack, saturation_out, color.y);
if (stack_valid(value_out))
stack_store_float(stack, value_out, color.z);
return offset;
}
CCL_NAMESPACE_END