The attribute handling code in the kernel is currently highly duplicated since it needs to handle five different data types and we couldn't use templates back then. We can now, so might as well make use of it and get rid of ~1000 lines. There are also some small fixes for the GPU OSL code: - Wrong derivative for .w component when converting float2/float3->float4 - Different conversion for float2->float (CPU averages, GPU used to take .x) - Removed useless code for converting to float2, not used by OSL Pull Request: https://projects.blender.org/blender/blender/pulls/134694
258 lines
5.0 KiB
C
258 lines
5.0 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include "util/math_base.h"
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#include "util/types_float2.h"
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#include "util/types_float4.h"
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CCL_NAMESPACE_BEGIN
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ccl_device_inline float2 zero_float2()
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{
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return make_float2(0.0f, 0.0f);
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}
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ccl_device_inline float2 one_float2()
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{
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return make_float2(1.0f, 1.0f);
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}
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ccl_device_template_spec float2 make_zero()
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{
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return zero_float2();
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}
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#if !defined(__KERNEL_METAL__)
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ccl_device_inline float2 operator-(const float2 &a)
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{
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return make_float2(-a.x, -a.y);
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}
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ccl_device_inline float2 operator*(const float2 a, const float2 b)
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{
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return make_float2(a.x * b.x, a.y * b.y);
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}
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ccl_device_inline float2 operator*(const float2 a, const float f)
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{
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return make_float2(a.x * f, a.y * f);
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}
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ccl_device_inline float2 operator*(float f, const float2 a)
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{
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return make_float2(a.x * f, a.y * f);
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}
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ccl_device_inline float2 operator/(float f, const float2 a)
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{
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return make_float2(f / a.x, f / a.y);
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}
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ccl_device_inline float2 operator/(const float2 a, const float f)
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{
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const float invf = 1.0f / f;
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return make_float2(a.x * invf, a.y * invf);
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}
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ccl_device_inline float2 operator/(const float2 a, const float2 b)
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{
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return make_float2(a.x / b.x, a.y / b.y);
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}
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ccl_device_inline float2 operator+(const float2 a, const float2 b)
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{
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return make_float2(a.x + b.x, a.y + b.y);
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}
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ccl_device_inline float2 operator+(const float2 a, const float f)
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{
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return a + make_float2(f, f);
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}
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ccl_device_inline float2 operator-(const float2 a, const float2 b)
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{
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return make_float2(a.x - b.x, a.y - b.y);
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}
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ccl_device_inline float2 operator-(const float2 a, const float f)
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{
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return a - make_float2(f, f);
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}
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ccl_device_inline float2 operator+=(float2 &a, const float2 b)
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{
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return a = a + b;
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}
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ccl_device_inline float2 operator*=(float2 &a, const float2 b)
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{
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return a = a * b;
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}
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ccl_device_inline float2 operator*=(float2 &a, const float f)
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{
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return a = a * f;
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}
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ccl_device_inline float2 operator/=(float2 &a, const float2 b)
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{
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return a = a / b;
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}
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ccl_device_inline float2 operator/=(float2 &a, const float f)
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{
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const float invf = 1.0f / f;
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return a = a * invf;
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}
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ccl_device_inline bool operator==(const float2 a, const float2 b)
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{
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return (a.x == b.x && a.y == b.y);
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}
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ccl_device_inline bool operator!=(const float2 a, const float2 b)
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{
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return !(a == b);
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}
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ccl_device_inline bool is_zero(const float2 a)
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{
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return (a.x == 0.0f && a.y == 0.0f);
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}
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ccl_device_inline float dot(const float2 a, const float2 b)
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{
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return a.x * b.x + a.y * b.y;
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}
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#endif
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ccl_device_inline float average(const float2 a)
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{
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return (a.x + a.y) * (1.0f / 2.0f);
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}
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ccl_device_inline bool isequal(const float2 a, const float2 b)
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{
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#if defined(__KERNEL_METAL__)
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return all(a == b);
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#else
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return a == b;
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#endif
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}
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ccl_device_inline float len(const float2 a)
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{
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return sqrtf(dot(a, a));
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}
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ccl_device_inline float reduce_min(const float2 a)
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{
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return min(a.x, a.y);
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}
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ccl_device_inline float reduce_max(const float2 a)
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{
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return max(a.x, a.y);
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}
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ccl_device_inline float reduce_add(const float2 a)
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{
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return a.x + a.y;
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}
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ccl_device_inline float len_squared(const float2 a)
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{
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return dot(a, a);
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}
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ccl_device_inline float2 safe_normalize(const float2 a)
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{
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const float t = len(a);
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return (t != 0.0f) ? a / t : a;
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}
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#if !defined(__KERNEL_METAL__)
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ccl_device_inline float distance(const float2 a, const float2 b)
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{
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return len(a - b);
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}
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ccl_device_inline float cross(const float2 a, const float2 b)
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{
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return (a.x * b.y - a.y * b.x);
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}
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ccl_device_inline float2 normalize(const float2 a)
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{
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return a / len(a);
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}
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ccl_device_inline float2 normalize_len(const float2 a, ccl_private float *t)
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{
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*t = len(a);
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return a / (*t);
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}
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ccl_device_inline float2 min(const float2 a, const float2 b)
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{
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return make_float2(min(a.x, b.x), min(a.y, b.y));
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}
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ccl_device_inline float2 max(const float2 a, const float2 b)
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{
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return make_float2(max(a.x, b.x), max(a.y, b.y));
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}
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ccl_device_inline float2 clamp(const float2 a, const float2 mn, const float2 mx)
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{
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return min(max(a, mn), mx);
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}
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ccl_device_inline float2 fmod(const float2 a, const float b)
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{
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return make_float2(fmodf(a.x, b), fmodf(a.y, b));
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}
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ccl_device_inline float2 fabs(const float2 a)
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{
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return make_float2(fabsf(a.x), fabsf(a.y));
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}
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ccl_device_inline float2 as_float2(const float4 &a)
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{
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return make_float2(a.x, a.y);
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}
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ccl_device_inline float2 interp(const float2 a, const float2 b, const float t)
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{
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return a + t * (b - a);
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}
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ccl_device_inline float2 mix(const float2 a, const float2 b, const float t)
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{
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return a + t * (b - a);
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}
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ccl_device_inline float2 floor(const float2 a)
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{
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return make_float2(floorf(a.x), floorf(a.y));
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}
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#endif /* !__KERNEL_METAL__ */
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/* Consistent name for this would be pow, but HIP compiler crashes in name mangling. */
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ccl_device_inline float2 power(const float2 v, const float e)
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{
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return make_float2(powf(v.x, e), powf(v.y, e));
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}
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ccl_device_inline float2 safe_divide_float2_float(const float2 a, const float b)
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{
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return (b != 0.0f) ? a / b : zero_float2();
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}
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CCL_NAMESPACE_END
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