Files
test2/intern/cycles/kernel/svm/bump.h
Lukas Stockner 8cb5e05c48 Cleanup: Cycles: Deduplicate kernel attribute code using templating
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
2025-02-20 19:28:45 +01:00

61 lines
1.8 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/geom/attribute.h"
#include "kernel/geom/object.h"
#include "kernel/geom/primitive.h"
#include "kernel/svm/util.h"
#include "kernel/util/differential.h"
CCL_NAMESPACE_BEGIN
/* Bump Eval Nodes */
ccl_device_noinline void svm_node_enter_bump_eval(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint offset)
{
/* save state */
stack_store_float3(stack, offset + 0, sd->P);
stack_store_float(stack, offset + 3, sd->dP);
/* set state as if undisplaced */
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_POSITION_UNDISPLACED);
if (desc.offset != ATTR_STD_NOT_FOUND) {
differential3 dP;
float3 P = primitive_surface_attribute<float3>(kg, sd, desc, &dP.dx, &dP.dy);
object_position_transform(kg, sd, &P);
object_dir_transform(kg, sd, &dP.dx);
object_dir_transform(kg, sd, &dP.dy);
sd->P = P;
sd->dP = differential_make_compact(dP);
/* Save the full differential, the compact form isn't enough for svm_node_set_bump. */
stack_store_float3(stack, offset + 4, dP.dx);
stack_store_float3(stack, offset + 7, dP.dy);
}
}
ccl_device_noinline void svm_node_leave_bump_eval(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const uint offset)
{
/* restore state */
sd->P = stack_load_float3(stack, offset + 0);
sd->dP = stack_load_float(stack, offset + 3);
}
CCL_NAMESPACE_END