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authorRay Molenkamp <github@lazydodo.com>2020-02-12 07:40:23 +0300
committerRay Molenkamp <github@lazydodo.com>2020-02-12 07:40:23 +0300
commitdf1e9b662bd6938f74579cea9d30341f3b6dd02b (patch)
treee71eb89d09b33a06b1fd75f71d683b631ea415ef /intern/cycles/kernel/shaders/vector4.h
parent6a28d14f7236b3e6fbe7409da9ee916878d65feb (diff)
Cleanup: Fix build warnings from OSL shader compilation
There were to copies of stdosl.h one from stock OSL and one in the cycles tree augmented with cycles specific closures. moved the cycles ones to stdcycles.h and copied the stock stdosl.h and accompanying headers from the OSL shader folder. for further details see D6812. Reviewed By: brecht Differential Revision: https://developer.blender.org/D6812
Diffstat (limited to 'intern/cycles/kernel/shaders/vector4.h')
-rw-r--r--intern/cycles/kernel/shaders/vector4.h327
1 files changed, 0 insertions, 327 deletions
diff --git a/intern/cycles/kernel/shaders/vector4.h b/intern/cycles/kernel/shaders/vector4.h
deleted file mode 100644
index 58e1b3c2e23..00000000000
--- a/intern/cycles/kernel/shaders/vector4.h
+++ /dev/null
@@ -1,327 +0,0 @@
-// Open Shading Language : Copyright (c) 2009-2017 Sony Pictures Imageworks Inc., et al.
-// https://github.com/imageworks/OpenShadingLanguage/blob/master/LICENSE
-
-#pragma once
-#define VECTOR4_H
-
-// vector4 is a 4D vector
-struct vector4 {
- float x;
- float y;
- float z;
- float w;
-};
-
-//
-// For vector4, define math operators to match vector
-//
-
-vector4 __operator__neg__(vector4 a)
-{
- return vector4(-a.x, -a.y, -a.z, -a.w);
-}
-
-vector4 __operator__add__(vector4 a, vector4 b)
-{
- return vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
-}
-
-vector4 __operator__add__(vector4 a, int b)
-{
- return a + vector4(b, b, b, b);
-}
-
-vector4 __operator__add__(vector4 a, float b)
-{
- return a + vector4(b, b, b, b);
-}
-
-vector4 __operator__add__(int a, vector4 b)
-{
- return vector4(a, a, a, a) + b;
-}
-
-vector4 __operator__add__(float a, vector4 b)
-{
- return vector4(a, a, a, a) + b;
-}
-
-vector4 __operator__sub__(vector4 a, vector4 b)
-{
- return vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
-}
-
-vector4 __operator__sub__(vector4 a, int b)
-{
- return a - vector4(b, b, b, b);
-}
-
-vector4 __operator__sub__(vector4 a, float b)
-{
- return a - vector4(b, b, b, b);
-}
-
-vector4 __operator__sub__(int a, vector4 b)
-{
- return vector4(a, a, a, a) - b;
-}
-
-vector4 __operator__sub__(float a, vector4 b)
-{
- return vector4(a, a, a, a) - b;
-}
-
-vector4 __operator__mul__(vector4 a, vector4 b)
-{
- return vector4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
-}
-
-vector4 __operator__mul__(vector4 a, int b)
-{
- return a * vector4(b, b, b, b);
-}
-
-vector4 __operator__mul__(vector4 a, float b)
-{
- return a * vector4(b, b, b, b);
-}
-
-vector4 __operator__mul__(int a, vector4 b)
-{
- return vector4(a, a, a, a) * b;
-}
-
-vector4 __operator__mul__(float a, vector4 b)
-{
- return vector4(a, a, a, a) * b;
-}
-
-vector4 __operator__div__(vector4 a, vector4 b)
-{
- return vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
-}
-
-vector4 __operator__div__(vector4 a, int b)
-{
- float b_inv = 1 / b;
- return a * vector4(b_inv, b_inv, b_inv, b_inv);
-}
-
-vector4 __operator__div__(vector4 a, float b)
-{
- float b_inv = 1 / b;
- return a * vector4(b_inv, b_inv, b_inv, b_inv);
-}
-
-vector4 __operator__div__(int a, vector4 b)
-{
- return vector4(a, a, a, a) / b;
-}
-
-vector4 __operator__div__(float a, vector4 b)
-{
- return vector4(a, a, a, a) / b;
-}
-
-int __operator__eq__(vector4 a, vector4 b)
-{
- return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w);
-}
-
-int __operator__ne__(vector4 a, vector4 b)
-{
- return (a.x != b.x) || (a.y != b.y) || (a.z != b.z) || (a.w != b.w);
-}
-
-//
-// For vector4, define most of the stdosl functions to match vector
-//
-
-vector4 abs(vector4 in)
-{
- return vector4(abs(in.x), abs(in.y), abs(in.z), abs(in.w));
-}
-
-vector4 ceil(vector4 in)
-{
- return vector4(ceil(in.x), ceil(in.y), ceil(in.z), ceil(in.w));
-}
-
-vector4 floor(vector4 in)
-{
- return vector4(floor(in.x), floor(in.y), floor(in.z), floor(in.w));
-}
-
-vector4 sqrt(vector4 in)
-{
- return vector4(sqrt(in.x), sqrt(in.y), sqrt(in.z), sqrt(in.w));
-}
-
-vector4 exp(vector4 in)
-{
- return vector4(exp(in.x), exp(in.y), exp(in.z), exp(in.w));
-}
-
-vector4 log(vector4 in)
-{
- return vector4(log(in.x), log(in.y), log(in.z), log(in.w));
-}
-
-vector4 log2(vector4 in)
-{
- return vector4(log2(in.x), log2(in.y), log2(in.z), log2(in.w));
-}
-
-vector4 mix(vector4 value1, vector4 value2, float x)
-{
- return vector4(mix(value1.x, value2.x, x),
- mix(value1.y, value2.y, x),
- mix(value1.z, value2.z, x),
- mix(value1.w, value2.w, x));
-}
-
-vector vec4ToVec3(vector4 v)
-{
- return vector(v.x, v.y, v.z) / v.w;
-}
-
-float dot(vector4 a, vector4 b)
-{
- return ((a.x * b.x) + (a.y * b.y) + (a.z * b.z) + (a.w * b.w));
-}
-
-float length(vector4 a)
-{
- return sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w);
-}
-
-vector4 smoothstep(vector4 low, vector4 high, vector4 in)
-{
- return vector4(smoothstep(low.x, high.x, in.x),
- smoothstep(low.y, high.y, in.y),
- smoothstep(low.z, high.z, in.z),
- smoothstep(low.w, high.w, in.w));
-}
-
-vector4 smoothstep(float low, float high, vector4 in)
-{
- return vector4(smoothstep(low, high, in.x),
- smoothstep(low, high, in.y),
- smoothstep(low, high, in.z),
- smoothstep(low, high, in.w));
-}
-
-vector4 clamp(vector4 in, vector4 low, vector4 high)
-{
- return vector4(clamp(in.x, low.x, high.x),
- clamp(in.y, low.y, high.y),
- clamp(in.z, low.z, high.z),
- clamp(in.w, low.w, high.w));
-}
-
-vector4 clamp(vector4 in, float low, float high)
-{
- return vector4(clamp(in.x, low, high),
- clamp(in.y, low, high),
- clamp(in.z, low, high),
- clamp(in.w, low, high));
-}
-
-vector4 max(vector4 a, vector4 b)
-{
- return vector4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
-}
-
-vector4 max(vector4 a, float b)
-{
- return max(a, vector4(b, b, b, b));
-}
-
-vector4 normalize(vector4 a)
-{
- return a / length(a);
-}
-
-vector4 min(vector4 a, vector4 b)
-{
- return vector4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
-}
-
-vector4 min(vector4 a, float b)
-{
- return min(a, vector4(b, b, b, b));
-}
-
-vector4 fmod(vector4 a, vector4 b)
-{
- return vector4(fmod(a.x, b.x), fmod(a.y, b.y), fmod(a.z, b.z), fmod(a.w, b.w));
-}
-
-vector4 fmod(vector4 a, float b)
-{
- return fmod(a, vector4(b, b, b, b));
-}
-
-vector4 pow(vector4 in, vector4 amount)
-{
- return vector4(
- pow(in.x, amount.x), pow(in.y, amount.y), pow(in.z, amount.z), pow(in.w, amount.w));
-}
-
-vector4 pow(vector4 in, float amount)
-{
- return vector4(pow(in.x, amount), pow(in.y, amount), pow(in.z, amount), pow(in.w, amount));
-}
-
-vector4 sign(vector4 a)
-{
- return vector4(sign(a.x), sign(a.y), sign(a.z), sign(a.w));
-}
-
-vector4 sin(vector4 a)
-{
- return vector4(sin(a.x), sin(a.y), sin(a.z), sin(a.w));
-}
-
-vector4 cos(vector4 a)
-{
- return vector4(cos(a.x), cos(a.y), cos(a.z), cos(a.w));
-}
-
-vector4 tan(vector4 a)
-{
- return vector4(tan(a.x), tan(a.y), tan(a.z), tan(a.w));
-}
-
-vector4 asin(vector4 a)
-{
- return vector4(asin(a.x), asin(a.y), asin(a.z), asin(a.w));
-}
-
-vector4 acos(vector4 a)
-{
- return vector4(acos(a.x), acos(a.y), acos(a.z), acos(a.w));
-}
-
-vector4 atan2(vector4 a, float f)
-{
- return vector4(atan2(a.x, f), atan2(a.y, f), atan2(a.z, f), atan2(a.w, f));
-}
-
-vector4 atan2(vector4 a, vector4 b)
-{
- return vector4(atan2(a.x, b.x), atan2(a.y, b.y), atan2(a.z, b.z), atan2(a.w, b.w));
-}
-
-vector4 transform(matrix M, vector4 p)
-{
- return vector4(M[0][0] * p.x + M[0][1] * p.y + M[0][2] * p.z + M[0][2] * p.w,
- M[1][0] * p.x + M[1][1] * p.y + M[1][2] * p.z + M[1][2] * p.w,
- M[2][0] * p.x + M[2][1] * p.y + M[2][2] * p.z + M[2][2] * p.w,
- M[3][0] * p.x + M[3][1] * p.y + M[3][2] * p.z + M[3][2] * p.w);
-}
-
-vector4 transform(string fromspace, string tospace, vector4 p)
-{
- return transform(matrix(fromspace, tospace), p);
-}