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authorAndrii Symkin <pembem22>2022-07-29 14:41:37 +0300
committerBrecht Van Lommel <brecht@blender.org>2022-08-09 17:49:34 +0300
commitd832d993c5b47b0de7ca24914ad9c064607830c7 (patch)
tree889b7cd9f135a40cbaccdb4537c8de1faa1c562f /intern/cycles/kernel/types.h
parent7921faa6519b9eb9062269b5d9c003c64ead2b8b (diff)
Cycles: add new Spectrum and PackedSpectrum types
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
Diffstat (limited to 'intern/cycles/kernel/types.h')
-rw-r--r--intern/cycles/kernel/types.h23
1 files changed, 11 insertions, 12 deletions
diff --git a/intern/cycles/kernel/types.h b/intern/cycles/kernel/types.h
index 7762c95275e..252c27a40f0 100644
--- a/intern/cycles/kernel/types.h
+++ b/intern/cycles/kernel/types.h
@@ -413,9 +413,9 @@ typedef enum CryptomatteType {
} CryptomatteType;
typedef struct BsdfEval {
- float3 diffuse;
- float3 glossy;
- float3 sum;
+ Spectrum diffuse;
+ Spectrum glossy;
+ Spectrum sum;
} BsdfEval;
/* Closure Filter */
@@ -709,7 +709,7 @@ typedef struct AttributeMap {
* padded to be 16 bytes, while it's only 12 bytes on the GPU. */
#define SHADER_CLOSURE_BASE \
- float3 weight; \
+ Spectrum weight; \
ClosureType type; \
float sample_weight; \
float3 N
@@ -718,10 +718,9 @@ typedef struct ccl_align(16) ShaderClosure
{
SHADER_CLOSURE_BASE;
-#ifndef __KERNEL_GPU__
- float pad[2];
-#endif
- float data[10];
+ /* Extra space for closures to store data, somewhat arbitrary but closures
+ * assert that their size fits. */
+ char pad[sizeof(Spectrum) * 2 + sizeof(float) * 4];
}
ShaderClosure;
@@ -912,12 +911,12 @@ typedef struct ccl_align(16) ShaderData
/* Closure data, we store a fixed array of closures */
int num_closure;
int num_closure_left;
- float3 svm_closure_weight;
+ Spectrum svm_closure_weight;
/* Closure weights summed directly, so we can evaluate
* emission and shadow transparency with MAX_CLOSURE 0. */
- float3 closure_emission_background;
- float3 closure_transparent_extinction;
+ Spectrum closure_emission_background;
+ Spectrum closure_transparent_extinction;
/* At the end so we can adjust size in ShaderDataTinyStorage. */
struct ShaderClosure closure[MAX_CLOSURE];
@@ -948,7 +947,7 @@ ShaderDataCausticsStorage;
* Used for decoupled direct/indirect light closure storage. */
typedef struct ShaderVolumeClosure {
- float3 weight;
+ Spectrum weight;
float sample_weight;
float g;
} ShaderVolumeClosure;