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authorBrecht Van Lommel <brecht@blender.org>2021-09-20 18:59:20 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-09-21 15:55:54 +0300
commit08031197250aeecbaca3803254e6f25b8c7b7b37 (patch)
tree6fe7ab045f0dc0a423d6557c4073f34309ef4740 /intern/cycles/kernel/svm/svm_image.h
parentfa6b1007bad065440950cd67deb16a04f368856f (diff)
Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
Diffstat (limited to 'intern/cycles/kernel/svm/svm_image.h')
-rw-r--r--intern/cycles/kernel/svm/svm_image.h26
1 files changed, 15 insertions, 11 deletions
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h
index 9348ddabde5..a344f36977a 100644
--- a/intern/cycles/kernel/svm/svm_image.h
+++ b/intern/cycles/kernel/svm/svm_image.h
@@ -16,7 +16,7 @@
CCL_NAMESPACE_BEGIN
-ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint flags)
+ccl_device float4 svm_image_texture(const KernelGlobals *kg, int id, float x, float y, uint flags)
{
if (id == -1) {
return make_float4(
@@ -44,8 +44,8 @@ ccl_device_inline float3 texco_remap_square(float3 co)
return (co - make_float3(0.5f, 0.5f, 0.5f)) * 2.0f;
}
-ccl_device void svm_node_tex_image(
- KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+ccl_device_noinline int svm_node_tex_image(
+ const KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int offset)
{
uint co_offset, out_offset, alpha_offset, flags;
@@ -71,7 +71,7 @@ ccl_device void svm_node_tex_image(
int num_nodes = (int)node.y;
if (num_nodes > 0) {
/* Remember the offset of the node following the tile nodes. */
- int next_offset = (*offset) + num_nodes;
+ int next_offset = offset + num_nodes;
/* Find the tile that the UV lies in. */
int tx = (int)tex_co.x;
@@ -83,7 +83,7 @@ ccl_device void svm_node_tex_image(
/* Find the index of the tile. */
for (int i = 0; i < num_nodes; i++) {
- uint4 tile_node = read_node(kg, offset);
+ uint4 tile_node = read_node(kg, &offset);
if (tile_node.x == tile) {
id = tile_node.y;
break;
@@ -102,7 +102,7 @@ ccl_device void svm_node_tex_image(
}
/* Skip over the remaining nodes. */
- *offset = next_offset;
+ offset = next_offset;
}
else {
id = -num_nodes;
@@ -114,9 +114,13 @@ ccl_device void svm_node_tex_image(
stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
if (stack_valid(alpha_offset))
stack_store_float(stack, alpha_offset, f.w);
+ return offset;
}
-ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+ccl_device_noinline void svm_node_tex_image_box(const KernelGlobals *kg,
+ ShaderData *sd,
+ float *stack,
+ uint4 node)
{
/* get object space normal */
float3 N = sd->N;
@@ -215,10 +219,10 @@ ccl_device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float
stack_store_float(stack, alpha_offset, f.w);
}
-ccl_device void svm_node_tex_environment(KernelGlobals *kg,
- ShaderData *sd,
- float *stack,
- uint4 node)
+ccl_device_noinline void svm_node_tex_environment(const KernelGlobals *kg,
+ ShaderData *sd,
+ float *stack,
+ uint4 node)
{
uint id = node.y;
uint co_offset, out_offset, alpha_offset, flags;