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authorClément Foucault <foucault.clem@gmail.com>2022-01-26 23:57:44 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-01-27 00:03:58 +0300
commit4226c484bdbe7336f1221094916fcdfb12850034 (patch)
tree33428e72be40105c222ca77935ee1554b702facc /intern/cycles/kernel/closure/bsdf_diffuse_ramp.h
parent55a6a8900aec81e94f4d82401d6051e3b5507c0e (diff)
parentaf87b6d8cb75d9d625378dee25d726a0d55f75c6 (diff)
Merge branch 'draw-viewport-data' into eevee-rewrite
# Conflicts: # release/scripts/startup/bl_ui/properties_data_camera.py # source/blender/blenkernel/BKE_camera.h # source/blender/blenkernel/BKE_node.h # source/blender/blenkernel/intern/camera.c # source/blender/blenlib/BLI_float2.hh # source/blender/blenlib/BLI_float3.hh # source/blender/blenlib/BLI_float4.hh # source/blender/blenlib/BLI_math_geom.h # source/blender/blenlib/intern/math_geom.c # source/blender/draw/CMakeLists.txt # source/blender/draw/engines/basic/basic_engine.c # source/blender/draw/engines/eevee/eevee_cryptomatte.c # source/blender/draw/engines/eevee/eevee_effects.c # source/blender/draw/engines/eevee/eevee_engine.c # source/blender/draw/engines/eevee/eevee_lightcache.c # source/blender/draw/engines/eevee/eevee_lightcache.h # source/blender/draw/engines/eevee/eevee_lightprobes.c # source/blender/draw/engines/eevee/eevee_lights.c # source/blender/draw/engines/eevee/eevee_materials.c # source/blender/draw/engines/eevee/eevee_motion_blur.c # source/blender/draw/engines/eevee/eevee_occlusion.c # source/blender/draw/engines/eevee/eevee_private.h # source/blender/draw/engines/eevee/eevee_render.c # source/blender/draw/engines/eevee/eevee_renderpasses.c # source/blender/draw/engines/eevee/eevee_sampling.c # source/blender/draw/engines/eevee/eevee_screen_raytrace.c # source/blender/draw/engines/eevee/eevee_shaders.c # source/blender/draw/engines/eevee/eevee_shadows.c # source/blender/draw/engines/eevee/eevee_shadows_cube.c # source/blender/draw/engines/eevee/eevee_temporal_sampling.c # source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl # source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl # source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl # source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl # source/blender/draw/engines/eevee/shaders/random_lib.glsl # source/blender/draw/engines/eevee/shaders/shadow_vert.glsl # source/blender/draw/engines/eevee/shaders/surface_lib.glsl # source/blender/draw/engines/eevee/shaders/surface_vert.glsl # source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl # source/blender/draw/engines/external/external_engine.c # source/blender/draw/engines/gpencil/gpencil_engine.c # source/blender/draw/engines/image/image_engine.c # source/blender/draw/engines/overlay/overlay_engine.c # source/blender/draw/engines/select/select_engine.c # source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl # source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl # source/blender/draw/engines/workbench/workbench_engine.c # source/blender/draw/engines/workbench/workbench_shader.c # source/blender/draw/intern/DRW_render.h # source/blender/draw/intern/draw_debug.h # source/blender/draw/intern/draw_manager_data.c # source/blender/draw/intern/draw_manager_exec.c # source/blender/draw/intern/draw_view_data.h # source/blender/gpu/CMakeLists.txt # source/blender/gpu/GPU_material.h # source/blender/gpu/GPU_shader.h # source/blender/gpu/GPU_state.h # source/blender/gpu/GPU_vertex_buffer.h # source/blender/gpu/intern/gpu_codegen.c # source/blender/gpu/intern/gpu_material.c # source/blender/gpu/intern/gpu_material_library.h # source/blender/gpu/intern/gpu_node_graph.c # source/blender/gpu/intern/gpu_texture_private.hh # source/blender/gpu/intern/gpu_vertex_buffer.cc # source/blender/gpu/opengl/gl_shader.cc # source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl # source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl # source/blender/nodes/shader/node_shader_tree.cc # source/blender/nodes/shader/nodes/node_shader_background.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c # source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c # source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc # source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc # source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc # source/blender/nodes/shader/nodes/node_shader_emission.cc # source/blender/nodes/shader/nodes/node_shader_holdout.cc # source/blender/nodes/shader/nodes/node_shader_output_material.cc # source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c # source/blender/nodes/shader/nodes/node_shader_tex_coord.cc # source/blender/nodes/shader/nodes/node_shader_vector_transform.cc # source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc # source/blender/nodes/shader/nodes/node_shader_volume_principled.cc # source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc # source/blender/render/RE_pipeline.h # source/blender/render/intern/initrender.c
Diffstat (limited to 'intern/cycles/kernel/closure/bsdf_diffuse_ramp.h')
-rw-r--r--intern/cycles/kernel/closure/bsdf_diffuse_ramp.h28
1 files changed, 15 insertions, 13 deletions
diff --git a/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h b/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h
index b06dd196b9e..fbb82617dad 100644
--- a/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h
+++ b/intern/cycles/kernel/closure/bsdf_diffuse_ramp.h
@@ -32,14 +32,16 @@
#pragma once
+#include "kernel/sample/mapping.h"
+
CCL_NAMESPACE_BEGIN
#ifdef __OSL__
-typedef ccl_addr_space struct DiffuseRampBsdf {
+typedef struct DiffuseRampBsdf {
SHADER_CLOSURE_BASE;
- float3 *colors;
+ ccl_private float3 *colors;
} DiffuseRampBsdf;
static_assert(sizeof(ShaderClosure) >= sizeof(DiffuseRampBsdf), "DiffuseRampBsdf is too large!");
@@ -64,14 +66,14 @@ ccl_device int bsdf_diffuse_ramp_setup(DiffuseRampBsdf *bsdf)
return SD_BSDF | SD_BSDF_HAS_EVAL;
}
-ccl_device void bsdf_diffuse_ramp_blur(ShaderClosure *sc, float roughness)
+ccl_device void bsdf_diffuse_ramp_blur(ccl_private ShaderClosure *sc, float roughness)
{
}
-ccl_device float3 bsdf_diffuse_ramp_eval_reflect(const ShaderClosure *sc,
+ccl_device float3 bsdf_diffuse_ramp_eval_reflect(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
- float *pdf)
+ ccl_private float *pdf)
{
const DiffuseRampBsdf *bsdf = (const DiffuseRampBsdf *)sc;
float3 N = bsdf->N;
@@ -81,26 +83,26 @@ ccl_device float3 bsdf_diffuse_ramp_eval_reflect(const ShaderClosure *sc,
return bsdf_diffuse_ramp_get_color(bsdf->colors, cos_pi) * M_1_PI_F;
}
-ccl_device float3 bsdf_diffuse_ramp_eval_transmit(const ShaderClosure *sc,
+ccl_device float3 bsdf_diffuse_ramp_eval_transmit(ccl_private const ShaderClosure *sc,
const float3 I,
const float3 omega_in,
- float *pdf)
+ ccl_private float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
-ccl_device int bsdf_diffuse_ramp_sample(const ShaderClosure *sc,
+ccl_device int bsdf_diffuse_ramp_sample(ccl_private const ShaderClosure *sc,
float3 Ng,
float3 I,
float3 dIdx,
float3 dIdy,
float randu,
float randv,
- float3 *eval,
- float3 *omega_in,
- float3 *domega_in_dx,
- float3 *domega_in_dy,
- float *pdf)
+ ccl_private float3 *eval,
+ ccl_private float3 *omega_in,
+ ccl_private float3 *domega_in_dx,
+ ccl_private float3 *domega_in_dy,
+ ccl_private float *pdf)
{
const DiffuseRampBsdf *bsdf = (const DiffuseRampBsdf *)sc;
float3 N = bsdf->N;