* Rename struct KernelGlobals to struct KernelGlobalsCPU * Add KernelGlobals, IntegratorState and ConstIntegratorState typedefs that every device can define in its own way. * Remove INTEGRATOR_STATE_ARGS and INTEGRATOR_STATE_PASS macros and replace with these new typedefs. * Add explicit state argument to INTEGRATOR_STATE and similar macros In preparation for decoupling main and shadow paths. Differential Revision: https://developer.blender.org/D12888
83 lines
3.1 KiB
C
83 lines
3.1 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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/* Mapping Node */
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ccl_device_noinline void svm_node_mapping(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint inputs_stack_offsets,
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uint result_stack_offset)
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{
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uint vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset;
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svm_unpack_node_uchar4(inputs_stack_offsets,
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&vector_stack_offset,
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&location_stack_offset,
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&rotation_stack_offset,
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&scale_stack_offset);
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float3 vector = stack_load_float3(stack, vector_stack_offset);
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float3 location = stack_load_float3(stack, location_stack_offset);
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float3 rotation = stack_load_float3(stack, rotation_stack_offset);
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float3 scale = stack_load_float3(stack, scale_stack_offset);
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float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
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stack_store_float3(stack, result_stack_offset, result);
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}
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/* Texture Mapping */
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ccl_device_noinline int svm_node_texture_mapping(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint vec_offset,
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uint out_offset,
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int offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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float3 r = transform_point(&tfm, v);
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stack_store_float3(stack, out_offset, r);
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return offset;
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}
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ccl_device_noinline int svm_node_min_max(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint vec_offset,
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uint out_offset,
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int offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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float3 mn = float4_to_float3(read_node_float(kg, &offset));
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float3 mx = float4_to_float3(read_node_float(kg, &offset));
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float3 r = min(max(mn, v), mx);
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stack_store_float3(stack, out_offset, r);
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return offset;
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}
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CCL_NAMESPACE_END
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