diff options
author | Mai Lavelle <mai.lavelle@gmail.com> | 2016-07-02 00:36:27 +0300 |
---|---|---|
committer | Mai Lavelle <mai.lavelle@gmail.com> | 2016-08-06 06:49:21 +0300 |
commit | cd809b95d828677468298f1eba54fc52bbb9db60 (patch) | |
tree | eb6830d04eb2388f8fa0c7a34f65ee5448e0ec87 /intern/cycles/kernel/geom | |
parent | 734e0aca3872410dcaaf351e091a49a8d6186de2 (diff) |
Cycles: Add AttributeDescriptor
Adds a descriptor for attributes that can easily be passed around and extended
to contain more data. Will be used for attributes on subdivision meshes.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2110
Diffstat (limited to 'intern/cycles/kernel/geom')
-rw-r--r-- | intern/cycles/kernel/geom/geom_attribute.h | 38 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_curve.h | 24 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_primitive.h | 65 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_subd_triangle.h | 62 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h | 38 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_volume.h | 27 |
6 files changed, 129 insertions, 125 deletions
diff --git a/intern/cycles/kernel/geom/geom_attribute.h b/intern/cycles/kernel/geom/geom_attribute.h index 5d78cf8f9fc..e036c2752d7 100644 --- a/intern/cycles/kernel/geom/geom_attribute.h +++ b/intern/cycles/kernel/geom/geom_attribute.h @@ -43,12 +43,19 @@ ccl_device_inline uint attribute_primitive_type(KernelGlobals *kg, const ShaderD } } +ccl_device_inline AttributeDescriptor attribute_not_found() +{ + const AttributeDescriptor desc = {ATTR_ELEMENT_NONE, (NodeAttributeType)0, ATTR_STD_NOT_FOUND}; + return desc; +} + /* Find attribute based on ID */ -ccl_device_inline int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem) +ccl_device_inline AttributeDescriptor find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id) { - if(ccl_fetch(sd, object) == PRIM_NONE) - return (int)ATTR_STD_NOT_FOUND; + if(ccl_fetch(sd, object) == PRIM_NONE) { + return attribute_not_found(); + } /* for SVM, find attribute by unique id */ uint attr_offset = ccl_fetch(sd, object)*kernel_data.bvh.attributes_map_stride; @@ -57,31 +64,36 @@ ccl_device_inline int find_attribute(KernelGlobals *kg, const ShaderData *sd, ui while(attr_map.x != id) { if(UNLIKELY(attr_map.x == ATTR_STD_NONE)) { - return ATTR_STD_NOT_FOUND; + return attribute_not_found(); } attr_offset += ATTR_PRIM_TYPES; attr_map = kernel_tex_fetch(__attributes_map, attr_offset); } - *elem = (AttributeElement)attr_map.y; + AttributeDescriptor desc; + desc.element = (AttributeElement)attr_map.y; - if(ccl_fetch(sd, prim) == PRIM_NONE && (AttributeElement)attr_map.y != ATTR_ELEMENT_MESH) - return ATTR_STD_NOT_FOUND; + if(ccl_fetch(sd, prim) == PRIM_NONE && desc.element != ATTR_ELEMENT_MESH) { + return attribute_not_found(); + } /* return result */ - return (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z; + desc.offset = (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z; + desc.type = (NodeAttributeType)attr_map.w; + + return desc; } /* Transform matrix attribute on meshes */ -ccl_device Transform primitive_attribute_matrix(KernelGlobals *kg, const ShaderData *sd, int offset) +ccl_device Transform primitive_attribute_matrix(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc) { Transform tfm; - tfm.x = kernel_tex_fetch(__attributes_float3, offset + 0); - tfm.y = kernel_tex_fetch(__attributes_float3, offset + 1); - tfm.z = kernel_tex_fetch(__attributes_float3, offset + 2); - tfm.w = kernel_tex_fetch(__attributes_float3, offset + 3); + tfm.x = kernel_tex_fetch(__attributes_float3, desc.offset + 0); + tfm.y = kernel_tex_fetch(__attributes_float3, desc.offset + 1); + tfm.z = kernel_tex_fetch(__attributes_float3, desc.offset + 2); + tfm.w = kernel_tex_fetch(__attributes_float3, desc.offset + 3); return tfm; } diff --git a/intern/cycles/kernel/geom/geom_curve.h b/intern/cycles/kernel/geom/geom_curve.h index 292e1bfca0e..aa9cd295452 100644 --- a/intern/cycles/kernel/geom/geom_curve.h +++ b/intern/cycles/kernel/geom/geom_curve.h @@ -24,23 +24,23 @@ CCL_NAMESPACE_BEGIN /* Reading attributes on various curve elements */ -ccl_device float curve_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy) +ccl_device float curve_attribute_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) { - if(elem == ATTR_ELEMENT_CURVE) { + if(desc.element == ATTR_ELEMENT_CURVE) { #ifdef __RAY_DIFFERENTIALS__ if(dx) *dx = 0.0f; if(dy) *dy = 0.0f; #endif - return kernel_tex_fetch(__attributes_float, offset + ccl_fetch(sd, prim)); + return kernel_tex_fetch(__attributes_float, desc.offset + ccl_fetch(sd, prim)); } - else if(elem == ATTR_ELEMENT_CURVE_KEY || elem == ATTR_ELEMENT_CURVE_KEY_MOTION) { + else if(desc.element == ATTR_ELEMENT_CURVE_KEY || desc.element == ATTR_ELEMENT_CURVE_KEY_MOTION) { float4 curvedata = kernel_tex_fetch(__curves, ccl_fetch(sd, prim)); int k0 = __float_as_int(curvedata.x) + PRIMITIVE_UNPACK_SEGMENT(ccl_fetch(sd, type)); int k1 = k0 + 1; - float f0 = kernel_tex_fetch(__attributes_float, offset + k0); - float f1 = kernel_tex_fetch(__attributes_float, offset + k1); + float f0 = kernel_tex_fetch(__attributes_float, desc.offset + k0); + float f1 = kernel_tex_fetch(__attributes_float, desc.offset + k1); #ifdef __RAY_DIFFERENTIALS__ if(dx) *dx = ccl_fetch(sd, du).dx*(f1 - f0); @@ -59,9 +59,9 @@ ccl_device float curve_attribute_float(KernelGlobals *kg, const ShaderData *sd, } } -ccl_device float3 curve_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy) +ccl_device float3 curve_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy) { - if(elem == ATTR_ELEMENT_CURVE) { + if(desc.element == ATTR_ELEMENT_CURVE) { /* idea: we can't derive any useful differentials here, but for tiled * mipmap image caching it would be useful to avoid reading the highest * detail level always. maybe a derivative based on the hair density @@ -71,15 +71,15 @@ ccl_device float3 curve_attribute_float3(KernelGlobals *kg, const ShaderData *sd if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); #endif - return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + ccl_fetch(sd, prim))); + return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + ccl_fetch(sd, prim))); } - else if(elem == ATTR_ELEMENT_CURVE_KEY || elem == ATTR_ELEMENT_CURVE_KEY_MOTION) { + else if(desc.element == ATTR_ELEMENT_CURVE_KEY || desc.element == ATTR_ELEMENT_CURVE_KEY_MOTION) { float4 curvedata = kernel_tex_fetch(__curves, ccl_fetch(sd, prim)); int k0 = __float_as_int(curvedata.x) + PRIMITIVE_UNPACK_SEGMENT(ccl_fetch(sd, type)); int k1 = k0 + 1; - float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + k0)); - float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + k1)); + float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + k0)); + float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + k1)); #ifdef __RAY_DIFFERENTIALS__ if(dx) *dx = ccl_fetch(sd, du).dx*(f1 - f0); diff --git a/intern/cycles/kernel/geom/geom_primitive.h b/intern/cycles/kernel/geom/geom_primitive.h index b16f0c9a99b..4384c2093e9 100644 --- a/intern/cycles/kernel/geom/geom_primitive.h +++ b/intern/cycles/kernel/geom/geom_primitive.h @@ -25,24 +25,23 @@ CCL_NAMESPACE_BEGIN ccl_device_inline float primitive_attribute_float(KernelGlobals *kg, const ShaderData *sd, - AttributeElement elem, - int offset, + const AttributeDescriptor desc, float *dx, float *dy) { if(ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE) { if(subd_triangle_patch(kg, sd) == ~0) - return triangle_attribute_float(kg, sd, elem, offset, dx, dy); + return triangle_attribute_float(kg, sd, desc, dx, dy); else - return subd_triangle_attribute_float(kg, sd, elem, offset, dx, dy); + return subd_triangle_attribute_float(kg, sd, desc, dx, dy); } #ifdef __HAIR__ else if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) { - return curve_attribute_float(kg, sd, elem, offset, dx, dy); + return curve_attribute_float(kg, sd, desc, dx, dy); } #endif #ifdef __VOLUME__ - else if(ccl_fetch(sd, object) != OBJECT_NONE && elem == ATTR_ELEMENT_VOXEL) { - return volume_attribute_float(kg, sd, elem, offset, dx, dy); + else if(ccl_fetch(sd, object) != OBJECT_NONE && desc.element == ATTR_ELEMENT_VOXEL) { + return volume_attribute_float(kg, sd, desc, dx, dy); } #endif else { @@ -54,25 +53,23 @@ ccl_device_inline float primitive_attribute_float(KernelGlobals *kg, ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg, const ShaderData *sd, - AttributeElement elem, - int offset, - float3 *dx, - float3 *dy) + const AttributeDescriptor desc, + float3 *dx, float3 *dy) { if(ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE) { if(subd_triangle_patch(kg, sd) == ~0) - return triangle_attribute_float3(kg, sd, elem, offset, dx, dy); + return triangle_attribute_float3(kg, sd, desc, dx, dy); else - return subd_triangle_attribute_float3(kg, sd, elem, offset, dx, dy); + return subd_triangle_attribute_float3(kg, sd, desc, dx, dy); } #ifdef __HAIR__ else if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) { - return curve_attribute_float3(kg, sd, elem, offset, dx, dy); + return curve_attribute_float3(kg, sd, desc, dx, dy); } #endif #ifdef __VOLUME__ - else if(ccl_fetch(sd, object) != OBJECT_NONE && elem == ATTR_ELEMENT_VOXEL) { - return volume_attribute_float3(kg, sd, elem, offset, dx, dy); + else if(ccl_fetch(sd, object) != OBJECT_NONE && desc.element == ATTR_ELEMENT_VOXEL) { + return volume_attribute_float3(kg, sd, desc, dx, dy); } #endif else { @@ -86,13 +83,12 @@ ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg, ccl_device_inline float3 primitive_uv(KernelGlobals *kg, ShaderData *sd) { - AttributeElement elem_uv; - int offset_uv = find_attribute(kg, sd, ATTR_STD_UV, &elem_uv); + const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV); - if(offset_uv == ATTR_STD_NOT_FOUND) + if(desc.offset == ATTR_STD_NOT_FOUND) return make_float3(0.0f, 0.0f, 0.0f); - float3 uv = primitive_attribute_float3(kg, sd, elem_uv, offset_uv, NULL, NULL); + float3 uv = primitive_attribute_float3(kg, sd, desc, NULL, NULL); uv.z = 1.0f; return uv; } @@ -102,15 +98,14 @@ ccl_device_inline float3 primitive_uv(KernelGlobals *kg, ShaderData *sd) ccl_device bool primitive_ptex(KernelGlobals *kg, ShaderData *sd, float2 *uv, int *face_id) { /* storing ptex data as attributes is not memory efficient but simple for tests */ - AttributeElement elem_face_id, elem_uv; - int offset_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID, &elem_face_id); - int offset_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV, &elem_uv); + const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID); + const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV); - if(offset_face_id == ATTR_STD_NOT_FOUND || offset_uv == ATTR_STD_NOT_FOUND) + if(desc_face_id.offset == ATTR_STD_NOT_FOUND || desc_uv.offset == ATTR_STD_NOT_FOUND) return false; - float3 uv3 = primitive_attribute_float3(kg, sd, elem_uv, offset_uv, NULL, NULL); - float face_id_f = primitive_attribute_float(kg, sd, elem_face_id, offset_face_id, NULL, NULL); + float3 uv3 = primitive_attribute_float3(kg, sd, desc_uv, NULL, NULL); + float face_id_f = primitive_attribute_float(kg, sd, desc_face_id, NULL, NULL); *uv = make_float2(uv3.x, uv3.y); *face_id = (int)face_id_f; @@ -132,11 +127,10 @@ ccl_device float3 primitive_tangent(KernelGlobals *kg, ShaderData *sd) #endif /* try to create spherical tangent from generated coordinates */ - AttributeElement attr_elem; - int attr_offset = find_attribute(kg, sd, ATTR_STD_GENERATED, &attr_elem); + const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED); - if(attr_offset != ATTR_STD_NOT_FOUND) { - float3 data = primitive_attribute_float3(kg, sd, attr_elem, attr_offset, NULL, NULL); + if(desc.offset != ATTR_STD_NOT_FOUND) { + float3 data = primitive_attribute_float3(kg, sd, desc, NULL, NULL); data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f); object_normal_transform(kg, sd, &data); return cross(ccl_fetch(sd, N), normalize(cross(data, ccl_fetch(sd, N)))); @@ -173,19 +167,18 @@ ccl_device_inline float4 primitive_motion_vector(KernelGlobals *kg, ShaderData * float3 motion_pre = center, motion_post = center; /* deformation motion */ - AttributeElement elem; - int offset = find_attribute(kg, sd, ATTR_STD_MOTION_VERTEX_POSITION, &elem); + AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_MOTION_VERTEX_POSITION); - if(offset != ATTR_STD_NOT_FOUND) { + if(desc.offset != ATTR_STD_NOT_FOUND) { /* get motion info */ int numverts, numkeys; object_motion_info(kg, ccl_fetch(sd, object), NULL, &numverts, &numkeys); /* lookup attributes */ - int offset_next = (ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE)? offset + numverts: offset + numkeys; + motion_pre = primitive_attribute_float3(kg, sd, desc, NULL, NULL); - motion_pre = primitive_attribute_float3(kg, sd, elem, offset, NULL, NULL); - motion_post = primitive_attribute_float3(kg, sd, elem, offset_next, NULL, NULL); + desc.offset += (ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE)? numverts: numkeys; + motion_post = primitive_attribute_float3(kg, sd, desc, NULL, NULL); #ifdef __HAIR__ if(is_curve_primitive && (ccl_fetch(sd, flag) & SD_OBJECT_HAS_VERTEX_MOTION) == 0) { diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h b/intern/cycles/kernel/geom/geom_subd_triangle.h index bf9be182345..79a2ce5cc70 100644 --- a/intern/cycles/kernel/geom/geom_subd_triangle.h +++ b/intern/cycles/kernel/geom/geom_subd_triangle.h @@ -97,27 +97,27 @@ ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, /* Reading attributes on various subdivision triangle elements */ -ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy) +ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) { int patch = subd_triangle_patch(kg, sd); - if(elem == ATTR_ELEMENT_FACE) { + if(desc.element == ATTR_ELEMENT_FACE) { if(dx) *dx = 0.0f; if(dy) *dy = 0.0f; - return kernel_tex_fetch(__attributes_float, offset + subd_triangle_patch_face(kg, patch)); + return kernel_tex_fetch(__attributes_float, desc.offset + subd_triangle_patch_face(kg, patch)); } - else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) { + else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { float2 uv[3]; subd_triangle_patch_uv(kg, sd, uv); uint4 v = subd_triangle_patch_indices(kg, patch); float a, b, c; - float f0 = kernel_tex_fetch(__attributes_float, offset + v.x); - float f1 = kernel_tex_fetch(__attributes_float, offset + v.y); - float f2 = kernel_tex_fetch(__attributes_float, offset + v.z); - float f3 = kernel_tex_fetch(__attributes_float, offset + v.w); + float f0 = kernel_tex_fetch(__attributes_float, desc.offset + v.x); + float f1 = kernel_tex_fetch(__attributes_float, desc.offset + v.y); + float f2 = kernel_tex_fetch(__attributes_float, desc.offset + v.z); + float f3 = kernel_tex_fetch(__attributes_float, desc.offset + v.w); if(subd_triangle_patch_num_corners(kg, patch) != 4) { f1 = (f1+f0)*0.5f; @@ -135,7 +135,7 @@ ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderDa return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c; } - else if(elem == ATTR_ELEMENT_CORNER) { + else if(desc.element == ATTR_ELEMENT_CORNER) { int corners[4]; subd_triangle_patch_corners(kg, patch, corners); @@ -144,10 +144,10 @@ ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderDa float a, b, c; - float f0 = kernel_tex_fetch(__attributes_float, corners[0] + offset); - float f1 = kernel_tex_fetch(__attributes_float, corners[1] + offset); - float f2 = kernel_tex_fetch(__attributes_float, corners[2] + offset); - float f3 = kernel_tex_fetch(__attributes_float, corners[3] + offset); + float f0 = kernel_tex_fetch(__attributes_float, corners[0] + desc.offset); + float f1 = kernel_tex_fetch(__attributes_float, corners[1] + desc.offset); + float f2 = kernel_tex_fetch(__attributes_float, corners[2] + desc.offset); + float f3 = kernel_tex_fetch(__attributes_float, corners[3] + desc.offset); if(subd_triangle_patch_num_corners(kg, patch) != 4) { f1 = (f1+f0)*0.5f; @@ -173,27 +173,27 @@ ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderDa } } -ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy) +ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy) { int patch = subd_triangle_patch(kg, sd); - if(elem == ATTR_ELEMENT_FACE) { + if(desc.element == ATTR_ELEMENT_FACE) { if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); - return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + subd_triangle_patch_face(kg, patch))); + return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + subd_triangle_patch_face(kg, patch))); } - else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) { + else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { float2 uv[3]; subd_triangle_patch_uv(kg, sd, uv); uint4 v = subd_triangle_patch_indices(kg, patch); float3 a, b, c; - float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.x)); - float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.y)); - float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.z)); - float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.w)); + float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.x)); + float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.y)); + float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.z)); + float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.w)); if(subd_triangle_patch_num_corners(kg, patch) != 4) { f1 = (f1+f0)*0.5f; @@ -211,7 +211,7 @@ ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const Shader return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c; } - else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) { + else if(desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) { int corners[4]; subd_triangle_patch_corners(kg, patch, corners); @@ -221,17 +221,17 @@ ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const Shader float3 a, b, c; float3 f0, f1, f2, f3; - if(elem == ATTR_ELEMENT_CORNER) { - f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + offset)); - f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + offset)); - f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + offset)); - f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + offset)); + if(desc.element == ATTR_ELEMENT_CORNER) { + f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset)); + f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + desc.offset)); + f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + desc.offset)); + f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + desc.offset)); } else { - f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + offset)); - f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + offset)); - f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + offset)); - f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + offset)); + f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset)); + f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset)); + f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset)); + f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset)); } if(subd_triangle_patch_num_corners(kg, patch) != 4) { diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h index 0c2351e1d1b..d3289d6572c 100644 --- a/intern/cycles/kernel/geom/geom_triangle.h +++ b/intern/cycles/kernel/geom/geom_triangle.h @@ -105,20 +105,20 @@ ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, int prim, ccl_addr_spa /* Reading attributes on various triangle elements */ -ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy) +ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) { - if(elem == ATTR_ELEMENT_FACE) { + if(desc.element == ATTR_ELEMENT_FACE) { if(dx) *dx = 0.0f; if(dy) *dy = 0.0f; - return kernel_tex_fetch(__attributes_float, offset + ccl_fetch(sd, prim)); + return kernel_tex_fetch(__attributes_float, desc.offset + ccl_fetch(sd, prim)); } - else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) { + else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim)); - float f0 = kernel_tex_fetch(__attributes_float, offset + tri_vindex.x); - float f1 = kernel_tex_fetch(__attributes_float, offset + tri_vindex.y); - float f2 = kernel_tex_fetch(__attributes_float, offset + tri_vindex.z); + float f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x); + float f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y); + float f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z); #ifdef __RAY_DIFFERENTIALS__ if(dx) *dx = ccl_fetch(sd, du).dx*f0 + ccl_fetch(sd, dv).dx*f1 - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*f2; @@ -127,8 +127,8 @@ ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *s return ccl_fetch(sd, u)*f0 + ccl_fetch(sd, v)*f1 + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*f2; } - else if(elem == ATTR_ELEMENT_CORNER) { - int tri = offset + ccl_fetch(sd, prim)*3; + else if(desc.element == ATTR_ELEMENT_CORNER) { + int tri = desc.offset + ccl_fetch(sd, prim)*3; float f0 = kernel_tex_fetch(__attributes_float, tri + 0); float f1 = kernel_tex_fetch(__attributes_float, tri + 1); float f2 = kernel_tex_fetch(__attributes_float, tri + 2); @@ -148,20 +148,20 @@ ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *s } } -ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy) +ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy) { - if(elem == ATTR_ELEMENT_FACE) { + if(desc.element == ATTR_ELEMENT_FACE) { if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); - return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + ccl_fetch(sd, prim))); + return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + ccl_fetch(sd, prim))); } - else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) { + else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim)); - float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + tri_vindex.x)); - float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + tri_vindex.y)); - float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + tri_vindex.z)); + float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x)); + float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y)); + float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z)); #ifdef __RAY_DIFFERENTIALS__ if(dx) *dx = ccl_fetch(sd, du).dx*f0 + ccl_fetch(sd, dv).dx*f1 - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*f2; @@ -170,11 +170,11 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData return ccl_fetch(sd, u)*f0 + ccl_fetch(sd, v)*f1 + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*f2; } - else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) { - int tri = offset + ccl_fetch(sd, prim)*3; + else if(desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) { + int tri = desc.offset + ccl_fetch(sd, prim)*3; float3 f0, f1, f2; - if(elem == ATTR_ELEMENT_CORNER) { + if(desc.element == ATTR_ELEMENT_CORNER) { f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0)); f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1)); f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2)); diff --git a/intern/cycles/kernel/geom/geom_volume.h b/intern/cycles/kernel/geom/geom_volume.h index 7c8182bc430..efe540a8518 100644 --- a/intern/cycles/kernel/geom/geom_volume.h +++ b/intern/cycles/kernel/geom/geom_volume.h @@ -50,36 +50,35 @@ ccl_device_inline float3 volume_normalized_position(KernelGlobals *kg, { /* todo: optimize this so it's just a single matrix multiplication when * possible (not motion blur), or perhaps even just translation + scale */ - AttributeElement attr_elem; - int attr_offset = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM, &attr_elem); + const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED_TRANSFORM); object_inverse_position_transform(kg, sd, &P); - if(attr_offset != ATTR_STD_NOT_FOUND) { - Transform tfm = primitive_attribute_matrix(kg, sd, attr_offset); + if(desc.offset != ATTR_STD_NOT_FOUND) { + Transform tfm = primitive_attribute_matrix(kg, sd, desc); P = transform_point(&tfm, P); } return P; } -ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int id, float *dx, float *dy) +ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) { float3 P = volume_normalized_position(kg, sd, sd->P); #ifdef __KERNEL_GPU__ # if __CUDA_ARCH__ >= 300 - CUtexObject tex = kernel_tex_fetch(__bindless_mapping, id); + CUtexObject tex = kernel_tex_fetch(__bindless_mapping, desc.offset); float f = kernel_tex_image_interp_3d_float(tex, P.x, P.y, P.z); float4 r = make_float4(f, f, f, 1.0); # else - float4 r = volume_image_texture_3d(id, P.x, P.y, P.z); + float4 r = volume_image_texture_3d(desc.offset, P.x, P.y, P.z); # endif #else float4 r; if(sd->flag & SD_VOLUME_CUBIC) - r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC); + r = kernel_tex_image_interp_3d_ex(desc.offset, P.x, P.y, P.z, INTERPOLATION_CUBIC); else - r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z); + r = kernel_tex_image_interp_3d(desc.offset, P.x, P.y, P.z); #endif if(dx) *dx = 0.0f; @@ -88,22 +87,22 @@ ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd, return average(float4_to_float3(r)); } -ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int id, float3 *dx, float3 *dy) +ccl_device float3 volume_attribute_float3(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float3 *dx, float3 *dy) { float3 P = volume_normalized_position(kg, sd, sd->P); #ifdef __KERNEL_GPU__ # if __CUDA_ARCH__ >= 300 - CUtexObject tex = kernel_tex_fetch(__bindless_mapping, id); + CUtexObject tex = kernel_tex_fetch(__bindless_mapping, desc.offset); float4 r = kernel_tex_image_interp_3d_float4(tex, P.x, P.y, P.z); # else - float4 r = volume_image_texture_3d(id, P.x, P.y, P.z); + float4 r = volume_image_texture_3d(desc.offset, P.x, P.y, P.z); # endif #else float4 r; if(sd->flag & SD_VOLUME_CUBIC) - r = kernel_tex_image_interp_3d_ex(id, P.x, P.y, P.z, INTERPOLATION_CUBIC); + r = kernel_tex_image_interp_3d_ex(desc.offset, P.x, P.y, P.z, INTERPOLATION_CUBIC); else - r = kernel_tex_image_interp_3d(id, P.x, P.y, P.z); + r = kernel_tex_image_interp_3d(desc.offset, P.x, P.y, P.z); #endif if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); |