Files
test2/intern/cycles/kernel/svm/voxel.h
Michael Jones 99f5433445 Cycles: Dormant fixes for adaptive feature compilation
This PR fixes the (currently unused) scene-based selective feature compilation macros. These feature based macros haven't been used for a few years, and enabling them currently results in compilation errors.

The only functional change in this PR is in geom/primitive.h where undef-ing `__HAIR__` had exposed an inconsistency in how pointcloud attributes were being fetched. Using the more general `primitive_surface_attribute_float4` (instead of `curve_attribute_float4`) fixed a compilation error that occurred when rendering pointcloud unit test scenes with adaptive compilation enabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/121216
2024-04-30 12:56:22 +02:00

59 lines
1.6 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
CCL_NAMESPACE_BEGIN
/* TODO(sergey): Think of making it more generic volume-type attribute
* sampler.
*/
template<uint node_feature_mask>
ccl_device_noinline int svm_node_tex_voxel(
KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node, int offset)
{
uint co_offset, density_out_offset, color_out_offset, space;
svm_unpack_node_uchar4(node.z, &co_offset, &density_out_offset, &color_out_offset, &space);
float4 r = zero_float4();
#ifdef __VOLUME__
IF_KERNEL_NODES_FEATURE(VOLUME)
{
int id = node.y;
float3 co = stack_load_float3(stack, co_offset);
if (space == NODE_TEX_VOXEL_SPACE_OBJECT) {
co = volume_normalized_position(kg, sd, co);
}
else {
kernel_assert(space == NODE_TEX_VOXEL_SPACE_WORLD);
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
co = transform_point(&tfm, co);
}
r = kernel_tex_image_interp_3d(kg, id, co, INTERPOLATION_NONE);
}
else
#endif /* __VOLUME__ */
if (space != NODE_TEX_VOXEL_SPACE_OBJECT)
{
read_node_float(kg, &offset);
read_node_float(kg, &offset);
read_node_float(kg, &offset);
}
if (stack_valid(density_out_offset)) {
stack_store_float(stack, density_out_offset, r.w);
}
if (stack_valid(color_out_offset)) {
stack_store_float3(stack, color_out_offset, make_float3(r.x, r.y, r.z));
}
return offset;
}
CCL_NAMESPACE_END