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authorSergey Sharybin <sergey.vfx@gmail.com>2016-02-15 17:40:39 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2016-02-15 23:26:29 +0300
commit1c4f21f85e17ac557c9867a7764a31d5ebe74eb0 (patch)
tree72ea537d6624e43e452ce7465f25f92832b88e4f /intern/cycles/kernel/geom/geom_volume.h
parentb5171e250c6816ecce26227615d53cf6f6339892 (diff)
Cycles: Initial support of 3D textures for CUDA rendering
Supports both smoke/fire and point density textures now. Reduces number of textures available for sm_20 and sm_21, but you have to compromise somewhere on such a limited hardware. Currently limited to linear interpolation only, and decoupled ray marching is not supported yet. Think those could be considered just a further improvement. Some quick example: https://developer.blender.org/F282934 Code is minimal and we can fully consider it a fix for missing support of 3D textures with CUDA. Reviewers: lukasstockner97, brecht, juicyfruit, dingto Reviewed By: brecht, juicyfruit, dingto Subscribers: mib2berlin Differential Revision: https://developer.blender.org/D1806
Diffstat (limited to 'intern/cycles/kernel/geom/geom_volume.h')
-rw-r--r--intern/cycles/kernel/geom/geom_volume.h19
1 files changed, 17 insertions, 2 deletions
diff --git a/intern/cycles/kernel/geom/geom_volume.h b/intern/cycles/kernel/geom/geom_volume.h
index c72afa2a3a4..14b6738b23e 100644
--- a/intern/cycles/kernel/geom/geom_volume.h
+++ b/intern/cycles/kernel/geom/geom_volume.h
@@ -29,6 +29,21 @@ CCL_NAMESPACE_BEGIN
/* Return position normalized to 0..1 in mesh bounds */
+#ifdef __KERNEL_GPU__
+ccl_device float4 volume_image_texture_3d(int id, float x, float y, float z)
+{
+ float4 r;
+ switch(id) {
+ case 0: r = kernel_tex_image_interp_3d(__tex_image_float3d_000, x, y, z); break;
+ case 1: r = kernel_tex_image_interp_3d(__tex_image_float3d_001, x, y, z); break;
+ case 2: r = kernel_tex_image_interp_3d(__tex_image_float3d_002, x, y, z); break;
+ case 3: r = kernel_tex_image_interp_3d(__tex_image_float3d_003, x, y, z); break;
+ case 4: r = kernel_tex_image_interp_3d(__tex_image_float3d_004, x, y, z); break;
+ }
+ return r;
+}
+#endif /* __KERNEL_GPU__ */
+
ccl_device float3 volume_normalized_position(KernelGlobals *kg, const ShaderData *sd, float3 P)
{
/* todo: optimize this so it's just a single matrix multiplication when
@@ -50,7 +65,7 @@ ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd,
{
float3 P = volume_normalized_position(kg, sd, sd->P);
#ifdef __KERNEL_GPU__
- float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float4 r = volume_image_texture_3d(id, P.x, P.y, P.z);
#else
float4 r;
if(sd->flag & SD_VOLUME_CUBIC)
@@ -70,7 +85,7 @@ ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *s
{
float3 P = volume_normalized_position(kg, sd, sd->P);
#ifdef __KERNEL_GPU__
- float4 r = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ float4 r = volume_image_texture_3d(id, P.x, P.y, P.z);
#else
float4 r;
if(sd->flag & SD_VOLUME_CUBIC)