Files
test2/intern/cycles/kernel/svm/brick.h
Lukas Stockner 11ae08157e Revert Cycles SVM state cleanup due to Mac ARM test timeout
Not sure what is happening here, needs to be checked by someone on Mac.
Let's revert for now, it's not like this is a critical change.

Pull Request: https://projects.blender.org/blender/blender/pulls/110443
2024-10-08 00:33:56 +02:00

130 lines
4.3 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
CCL_NAMESPACE_BEGIN
/* Brick */
ccl_device_inline float brick_noise(uint n) /* fast integer noise */
{
uint nn;
n = (n + 1013) & 0x7fffffff;
n = (n >> 13) ^ n;
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 0.5f * ((float)nn / 1073741824.0f);
}
ccl_device_noinline_cpu float2 svm_brick(float3 p,
float mortar_size,
float mortar_smooth,
float bias,
float brick_width,
float row_height,
float offset_amount,
int offset_frequency,
float squash_amount,
int squash_frequency)
{
int bricknum, rownum;
float offset = 0.0f;
float x, y;
rownum = floor_to_int(p.y / row_height);
if (offset_frequency && squash_frequency) {
brick_width *= (rownum % squash_frequency) ? 1.0f : squash_amount; /* squash */
offset = (rownum % offset_frequency) ? 0.0f : (brick_width * offset_amount); /* offset */
}
bricknum = floor_to_int((p.x + offset) / brick_width);
x = (p.x + offset) - brick_width * bricknum;
y = p.y - row_height * rownum;
float tint = saturatef((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias));
float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
float mortar;
if (min_dist >= mortar_size) {
mortar = 0.0f;
}
else if (mortar_smooth == 0.0f) {
mortar = 1.0f;
}
else {
min_dist = 1.0f - min_dist / mortar_size;
mortar = smoothstepf(min_dist / mortar_smooth);
}
return make_float2(tint, mortar);
}
ccl_device_noinline int svm_node_tex_brick(
KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
{
uint4 node2 = read_node(kg, &offset);
uint4 node3 = read_node(kg, &offset);
uint4 node4 = read_node(kg, &offset);
/* Input and Output Sockets */
uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset;
uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset;
uint color_offset, fac_offset, mortar_smooth_offset;
/* RNA properties */
uint offset_frequency, squash_frequency;
svm_unpack_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
svm_unpack_node_uchar4(
node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
svm_unpack_node_uchar4(
node.w, &row_height_offset, &color_offset, &fac_offset, &mortar_smooth_offset);
svm_unpack_node_uchar2(node2.x, &offset_frequency, &squash_frequency);
float3 co = stack_load_float3(stack, co_offset);
float3 color1 = stack_load_float3(stack, color1_offset);
float3 color2 = stack_load_float3(stack, color2_offset);
float3 mortar = stack_load_float3(stack, mortar_offset);
float scale = stack_load_float_default(stack, scale_offset, node2.y);
float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
float mortar_smooth = stack_load_float_default(stack, mortar_smooth_offset, node4.x);
float bias = stack_load_float_default(stack, bias_offset, node2.w);
float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
float offset_amount = __int_as_float(node3.z);
float squash_amount = __int_as_float(node3.w);
float2 f2 = svm_brick(co * scale,
mortar_size,
mortar_smooth,
bias,
brick_width,
row_height,
offset_amount,
offset_frequency,
squash_amount,
squash_frequency);
float tint = f2.x;
float f = f2.y;
if (f != 1.0f) {
float facm = 1.0f - tint;
color1 = facm * color1 + tint * color2;
}
if (stack_valid(color_offset))
stack_store_float3(stack, color_offset, color1 * (1.0f - f) + mortar * f);
if (stack_valid(fac_offset))
stack_store_float(stack, fac_offset, f);
return offset;
}
CCL_NAMESPACE_END