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-rw-r--r--intern/cycles/kernel/geom/geom_subd_triangle.h.orig698
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h.orig348
2 files changed, 0 insertions, 1046 deletions
diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h.orig b/intern/cycles/kernel/geom/geom_subd_triangle.h.orig
deleted file mode 100644
index cce71b0bec1..00000000000
--- a/intern/cycles/kernel/geom/geom_subd_triangle.h.orig
+++ /dev/null
@@ -1,698 +0,0 @@
-/*
- * Copyright 2011-2016 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-/* Functions for retrieving attributes on triangles produced from subdivision meshes */
-
-CCL_NAMESPACE_BEGIN
-
-/* Patch index for triangle, -1 if not subdivision triangle */
-
-ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd)
-{
- return (sd->prim != PRIM_NONE) ? kernel_tex_fetch(__tri_patch, sd->prim) : ~0;
-}
-
-/* UV coords of triangle within patch */
-
-ccl_device_inline void subd_triangle_patch_uv(KernelGlobals *kg,
- const ShaderData *sd,
- float2 uv[3])
-{
- uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
-
- uv[0] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.x);
- uv[1] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.y);
- uv[2] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.z);
-}
-
-/* Vertex indices of patch */
-
-ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals *kg, int patch)
-{
- uint4 indices;
-
- indices.x = kernel_tex_fetch(__patches, patch + 0);
- indices.y = kernel_tex_fetch(__patches, patch + 1);
- indices.z = kernel_tex_fetch(__patches, patch + 2);
- indices.w = kernel_tex_fetch(__patches, patch + 3);
-
- return indices;
-}
-
-/* Originating face for patch */
-
-ccl_device_inline uint subd_triangle_patch_face(KernelGlobals *kg, int patch)
-{
- return kernel_tex_fetch(__patches, patch + 4);
-}
-
-/* Number of corners on originating face */
-
-ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals *kg, int patch)
-{
- return kernel_tex_fetch(__patches, patch + 5) & 0xffff;
-}
-
-/* Indices of the four corners that are used by the patch */
-
-ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, int corners[4])
-{
- uint4 data;
-
- data.x = kernel_tex_fetch(__patches, patch + 4);
- data.y = kernel_tex_fetch(__patches, patch + 5);
- data.z = kernel_tex_fetch(__patches, patch + 6);
- data.w = kernel_tex_fetch(__patches, patch + 7);
-
- int num_corners = data.y & 0xffff;
-
- if (num_corners == 4) {
- /* quad */
- corners[0] = data.z;
- corners[1] = data.z + 1;
- corners[2] = data.z + 2;
- corners[3] = data.z + 3;
- }
- else {
- /* ngon */
- int c = data.y >> 16;
-
- corners[0] = data.z + c;
- corners[1] = data.z + mod(c + 1, num_corners);
- corners[2] = data.w;
- corners[3] = data.z + mod(c - 1, num_corners);
- }
-}
-
-/* Reading attributes on various subdivision triangle elements */
-
-ccl_device_noinline float subd_triangle_attribute_float(
- KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy)
-{
- int patch = subd_triangle_patch(kg, sd);
-
-#ifdef __PATCH_EVAL__
- if (desc.flags & ATTR_SUBDIVIDED) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- float2 dpdu = uv[0] - uv[2];
- float2 dpdv = uv[1] - uv[2];
-
- /* p is [s, t] */
- float2 p = dpdu * sd->u + dpdv * sd->v + uv[2];
-
- float a, dads, dadt;
- a = patch_eval_float(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
-
-# ifdef __RAY_DIFFERENTIALS__
- if (dx || dy) {
- float dsdu = dpdu.x;
- float dtdu = dpdu.y;
- float dsdv = dpdv.x;
- float dtdv = dpdv.y;
-
- if (dx) {
- float dudx = sd->du.dx;
- float dvdx = sd->dv.dx;
-
- float dsdx = dsdu * dudx + dsdv * dvdx;
- float dtdx = dtdu * dudx + dtdv * dvdx;
-
- *dx = dads * dsdx + dadt * dtdx;
- }
- if (dy) {
- float dudy = sd->du.dy;
- float dvdy = sd->dv.dy;
-
- float dsdy = dsdu * dudy + dsdv * dvdy;
- float dtdy = dtdu * dudy + dtdv * dvdy;
-
- *dy = dads * dsdy + dadt * dtdy;
- }
- }
-# endif
-
- return a;
- }
- else
-#endif /* __PATCH_EVAL__ */
- if (desc.element == ATTR_ELEMENT_FACE) {
- if (dx)
- *dx = 0.0f;
- if (dy)
- *dy = 0.0f;
-
- return kernel_tex_fetch(__attributes_float, desc.offset + subd_triangle_patch_face(kg, patch));
- }
- 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 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;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_CORNER) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- int corners[4];
- subd_triangle_patch_corners(kg, patch, corners);
-
- 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;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
- if (dx)
- *dx = 0.0f;
- if (dy)
- *dy = 0.0f;
-
- return kernel_tex_fetch(__attributes_float, desc.offset);
- }
- else {
- if (dx)
- *dx = 0.0f;
- if (dy)
- *dy = 0.0f;
-
- return 0.0f;
- }
-}
-
-ccl_device_noinline float2 subd_triangle_attribute_float2(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc,
- float2 *dx,
- float2 *dy)
-{
- int patch = subd_triangle_patch(kg, sd);
-
-#ifdef __PATCH_EVAL__
- if (desc.flags & ATTR_SUBDIVIDED) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- float2 dpdu = uv[0] - uv[2];
- float2 dpdv = uv[1] - uv[2];
-
- /* p is [s, t] */
- float2 p = dpdu * sd->u + dpdv * sd->v + uv[2];
-
- float2 a, dads, dadt;
-
- a = patch_eval_float2(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
-
-# ifdef __RAY_DIFFERENTIALS__
- if (dx || dy) {
- float dsdu = dpdu.x;
- float dtdu = dpdu.y;
- float dsdv = dpdv.x;
- float dtdv = dpdv.y;
-
- if (dx) {
- float dudx = sd->du.dx;
- float dvdx = sd->dv.dx;
-
- float dsdx = dsdu * dudx + dsdv * dvdx;
- float dtdx = dtdu * dudx + dtdv * dvdx;
-
- *dx = dads * dsdx + dadt * dtdx;
- }
- if (dy) {
- float dudy = sd->du.dy;
- float dvdy = sd->dv.dy;
-
- float dsdy = dsdu * dudy + dsdv * dvdy;
- float dtdy = dtdu * dudy + dtdv * dvdy;
-
- *dy = dads * dsdy + dadt * dtdy;
- }
- }
-# endif
-
- return a;
- }
- else
-#endif /* __PATCH_EVAL__ */
- if (desc.element == ATTR_ELEMENT_FACE) {
- if (dx)
- *dx = make_float2(0.0f, 0.0f);
- if (dy)
- *dy = make_float2(0.0f, 0.0f);
-
- return kernel_tex_fetch(__attributes_float2,
- desc.offset + subd_triangle_patch_face(kg, patch));
- }
- 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);
-
- float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + v.x);
- float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + v.y);
- float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + v.z);
- float2 f3 = kernel_tex_fetch(__attributes_float2, desc.offset + v.w);
-
- if (subd_triangle_patch_num_corners(kg, patch) != 4) {
- f1 = (f1 + f0) * 0.5f;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float2 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_CORNER) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- int corners[4];
- subd_triangle_patch_corners(kg, patch, corners);
-
- float2 f0, f1, f2, f3;
-
- f0 = kernel_tex_fetch(__attributes_float2, corners[0] + desc.offset);
- f1 = kernel_tex_fetch(__attributes_float2, corners[1] + desc.offset);
- f2 = kernel_tex_fetch(__attributes_float2, corners[2] + desc.offset);
- f3 = kernel_tex_fetch(__attributes_float2, corners[3] + desc.offset);
-
- if (subd_triangle_patch_num_corners(kg, patch) != 4) {
- f1 = (f1 + f0) * 0.5f;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float2 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
- if (dx)
- *dx = make_float2(0.0f, 0.0f);
- if (dy)
- *dy = make_float2(0.0f, 0.0f);
-
- return kernel_tex_fetch(__attributes_float2, desc.offset);
- }
- else {
- if (dx)
- *dx = make_float2(0.0f, 0.0f);
- if (dy)
- *dy = make_float2(0.0f, 0.0f);
-
- return make_float2(0.0f, 0.0f);
- }
-}
-
-ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc,
- float3 *dx,
- float3 *dy)
-{
- int patch = subd_triangle_patch(kg, sd);
-
-#ifdef __PATCH_EVAL__
- if (desc.flags & ATTR_SUBDIVIDED) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- float2 dpdu = uv[0] - uv[2];
- float2 dpdv = uv[1] - uv[2];
-
- /* p is [s, t] */
- float2 p = dpdu * sd->u + dpdv * sd->v + uv[2];
-
- float3 a, dads, dadt;
- a = patch_eval_float3(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
-
-# ifdef __RAY_DIFFERENTIALS__
- if (dx || dy) {
- float dsdu = dpdu.x;
- float dtdu = dpdu.y;
- float dsdv = dpdv.x;
- float dtdv = dpdv.y;
-
- if (dx) {
- float dudx = sd->du.dx;
- float dvdx = sd->dv.dx;
-
- float dsdx = dsdu * dudx + dsdv * dvdx;
- float dtdx = dtdu * dudx + dtdv * dvdx;
-
- *dx = dads * dsdx + dadt * dtdx;
- }
- if (dy) {
- float dudy = sd->du.dy;
- float dvdy = sd->dv.dy;
-
- float dsdy = dsdu * dudy + dsdv * dvdy;
- float dtdy = dtdu * dudy + dtdv * dvdy;
-
- *dy = dads * dsdy + dadt * dtdy;
- }
- }
-# endif
-
- return a;
- }
- else
-#endif /* __PATCH_EVAL__ */
- 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, desc.offset + subd_triangle_patch_face(kg, patch)));
- }
- 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 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;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float3 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float3 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float3 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_CORNER) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- int corners[4];
- subd_triangle_patch_corners(kg, patch, corners);
-
- float3 f0, f1, f2, f3;
-
- 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));
-
- if (subd_triangle_patch_num_corners(kg, patch) != 4) {
- f1 = (f1 + f0) * 0.5f;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float3 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float3 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float3 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
- 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, desc.offset));
- }
- else {
- if (dx)
- *dx = make_float3(0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float3(0.0f, 0.0f, 0.0f);
-
- return make_float3(0.0f, 0.0f, 0.0f);
- }
-}
-
-ccl_device_noinline float4 subd_triangle_attribute_float4(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc,
- float4 *dx,
- float4 *dy)
-{
- int patch = subd_triangle_patch(kg, sd);
-
-#ifdef __PATCH_EVAL__
- if (desc.flags & ATTR_SUBDIVIDED) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- float2 dpdu = uv[0] - uv[2];
- float2 dpdv = uv[1] - uv[2];
-
- /* p is [s, t] */
- float2 p = dpdu * sd->u + dpdv * sd->v + uv[2];
-
- float4 a, dads, dadt;
- if (desc.type == NODE_ATTR_RGBA) {
- a = patch_eval_uchar4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
- }
- else {
- a = patch_eval_float4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
- }
-
-# ifdef __RAY_DIFFERENTIALS__
- if (dx || dy) {
- float dsdu = dpdu.x;
- float dtdu = dpdu.y;
- float dsdv = dpdv.x;
- float dtdv = dpdv.y;
-
- if (dx) {
- float dudx = sd->du.dx;
- float dvdx = sd->dv.dx;
-
- float dsdx = dsdu * dudx + dsdv * dvdx;
- float dtdx = dtdu * dudx + dtdv * dvdx;
-
- *dx = dads * dsdx + dadt * dtdx;
- }
- if (dy) {
- float dudy = sd->du.dy;
- float dvdy = sd->dv.dy;
-
- float dsdy = dsdu * dudy + dsdv * dvdy;
- float dtdy = dtdu * dudy + dtdv * dvdy;
-
- *dy = dads * dsdy + dadt * dtdy;
- }
- }
-# endif
-
- return a;
- }
- else
-#endif /* __PATCH_EVAL__ */
- if (desc.element == ATTR_ELEMENT_FACE) {
- if (dx)
- *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
-
- return kernel_tex_fetch(__attributes_float3,
- desc.offset + subd_triangle_patch_face(kg, patch));
- }
- 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);
-
- float4 f0 = kernel_tex_fetch(__attributes_float3, desc.offset + v.x);
- float4 f1 = kernel_tex_fetch(__attributes_float3, desc.offset + v.y);
- float4 f2 = kernel_tex_fetch(__attributes_float3, desc.offset + v.z);
- float4 f3 = kernel_tex_fetch(__attributes_float3, desc.offset + v.w);
-
- if (subd_triangle_patch_num_corners(kg, patch) != 4) {
- f1 = (f1 + f0) * 0.5f;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
- float2 uv[3];
- subd_triangle_patch_uv(kg, sd, uv);
-
- int corners[4];
- subd_triangle_patch_corners(kg, patch, corners);
-
-<<<<<<< HEAD
- float4 f0, f1, f2, f3;
-
- if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
- f0 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset)));
- f1 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset)));
- f2 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset)));
- f3 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset)));
- }
- else {
- f0 = kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset);
- f1 = kernel_tex_fetch(__attributes_float3, corners[1] + desc.offset);
- f2 = kernel_tex_fetch(__attributes_float3, corners[2] + desc.offset);
- f3 = kernel_tex_fetch(__attributes_float3, corners[3] + desc.offset);
- }
-=======
- float4 f0 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset)));
- float4 f1 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset)));
- float4 f2 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset)));
- float4 f3 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset)));
->>>>>>> blender-v2.91-release
-
- if (subd_triangle_patch_num_corners(kg, patch) != 4) {
- f1 = (f1 + f0) * 0.5f;
- f3 = (f3 + f0) * 0.5f;
- }
-
- float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
- float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
- float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c;
- if (dy)
- *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c;
-#endif
-
- return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c;
- }
- else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
- if (dx)
- *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
-
-<<<<<<< HEAD
- return kernel_tex_fetch(__attributes_float3, desc.offset);
-=======
- return color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, desc.offset)));
->>>>>>> blender-v2.91-release
- }
- else {
- if (dx)
- *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
-
- return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- }
-}
-
-CCL_NAMESPACE_END
diff --git a/intern/cycles/kernel/geom/geom_triangle.h.orig b/intern/cycles/kernel/geom/geom_triangle.h.orig
deleted file mode 100644
index 768c168327e..00000000000
--- a/intern/cycles/kernel/geom/geom_triangle.h.orig
+++ /dev/null
@@ -1,348 +0,0 @@
-/*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-/* Triangle Primitive
- *
- * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
- * ray intersection we use a precomputed triangle storage to accelerate
- * intersection at the cost of more memory usage */
-
-CCL_NAMESPACE_BEGIN
-
-/* normal on triangle */
-ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
-{
- /* load triangle vertices */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- const float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
- const float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
- const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
-
- /* return normal */
- if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
- return normalize(cross(v2 - v0, v1 - v0));
- }
- else {
- return normalize(cross(v1 - v0, v2 - v0));
- }
-}
-
-/* point and normal on triangle */
-ccl_device_inline void triangle_point_normal(
- KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
-{
- /* load triangle vertices */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
- float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
- float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
- /* compute point */
- float t = 1.0f - u - v;
- *P = (u * v0 + v * v1 + t * v2);
- /* get object flags */
- int object_flag = kernel_tex_fetch(__object_flag, object);
- /* compute normal */
- if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
- *Ng = normalize(cross(v2 - v0, v1 - v0));
- }
- else {
- *Ng = normalize(cross(v1 - v0, v2 - v0));
- }
- /* shader`*/
- *shader = kernel_tex_fetch(__tri_shader, prim);
-}
-
-/* Triangle vertex locations */
-
-ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3])
-{
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
- P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
- P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
-}
-
-/* Interpolate smooth vertex normal from vertices */
-
-ccl_device_inline float3
-triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
-{
- /* load triangle vertices */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
- float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
- float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
-
- float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1);
-
- return is_zero(N) ? Ng : N;
-}
-
-/* Ray differentials on triangle */
-
-ccl_device_inline void triangle_dPdudv(KernelGlobals *kg,
- int prim,
- ccl_addr_space float3 *dPdu,
- ccl_addr_space float3 *dPdv)
-{
- /* fetch triangle vertex coordinates */
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
- const float3 p0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
- const float3 p1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
- const float3 p2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
-
- /* compute derivatives of P w.r.t. uv */
- *dPdu = (p0 - p2);
- *dPdv = (p1 - p2);
-}
-
-/* Reading attributes on various triangle elements */
-
-ccl_device float triangle_attribute_float(
- KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy)
-{
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
- float f0, f1, f2;
-
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x);
- f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y);
- f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z);
- }
- else {
- const int tri = desc.offset + sd->prim * 3;
- f0 = kernel_tex_fetch(__attributes_float, tri + 0);
- f1 = kernel_tex_fetch(__attributes_float, tri + 1);
- f2 = kernel_tex_fetch(__attributes_float, tri + 2);
- }
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
- if (dy)
- *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
-#endif
-
- return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
- }
- else {
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = 0.0f;
- if (dy)
- *dy = 0.0f;
-#endif
-
- if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
- const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
- desc.offset;
- return kernel_tex_fetch(__attributes_float, offset);
- }
- else {
- return 0.0f;
- }
- }
-}
-
-ccl_device float2 triangle_attribute_float2(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc,
- float2 *dx,
- float2 *dy)
-{
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
- float2 f0, f1, f2;
-
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x);
- f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y);
- f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z);
- }
- else {
- const int tri = desc.offset + sd->prim * 3;
- f0 = kernel_tex_fetch(__attributes_float2, tri + 0);
- f1 = kernel_tex_fetch(__attributes_float2, tri + 1);
- f2 = kernel_tex_fetch(__attributes_float2, tri + 2);
- }
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
- if (dy)
- *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
-#endif
-
- return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
- }
- else {
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = make_float2(0.0f, 0.0f);
- if (dy)
- *dy = make_float2(0.0f, 0.0f);
-#endif
-
- if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
- const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
- desc.offset;
- return kernel_tex_fetch(__attributes_float2, offset);
- }
- else {
- return make_float2(0.0f, 0.0f);
- }
- }
-}
-
-ccl_device float3 triangle_attribute_float3(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc,
- float3 *dx,
- float3 *dy)
-{
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
- float3 f0, f1, f2;
-
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
- f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x));
- f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y));
- f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z));
- }
- else {
- const int tri = desc.offset + sd->prim * 3;
- 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));
- }
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
- if (dy)
- *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
-#endif
-
- return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
- }
- else {
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = make_float3(0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float3(0.0f, 0.0f, 0.0f);
-#endif
-
- if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
- const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
- desc.offset;
- return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset));
- }
- else {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- }
-}
-
-ccl_device float4 triangle_attribute_float4(KernelGlobals *kg,
- const ShaderData *sd,
- const AttributeDescriptor desc,
- float4 *dx,
- float4 *dy)
-{
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
- ATTR_ELEMENT_CORNER_BYTE)) {
- float4 f0, f1, f2;
-
-<<<<<<< HEAD
- if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
- const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
-=======
- if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
- int tri = desc.offset + sd->prim * 3;
- f0 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0)));
- f1 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1)));
- f2 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2)));
- }
- else {
- uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
->>>>>>> blender-v2.91-release
- f0 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x);
- f1 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y);
- f2 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z);
- }
- else {
- const int tri = desc.offset + sd->prim * 3;
- if (desc.element == ATTR_ELEMENT_CORNER) {
- f0 = kernel_tex_fetch(__attributes_float3, tri + 0);
- f1 = kernel_tex_fetch(__attributes_float3, tri + 1);
- f2 = kernel_tex_fetch(__attributes_float3, tri + 2);
- }
- else {
- f0 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0)));
- f1 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1)));
- f2 = color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2)));
- }
- }
-
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
- if (dy)
- *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
-#endif
-
- return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
- }
-<<<<<<< HEAD
-=======
- else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
- if (dx)
- *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
-
- return color_srgb_to_linear_v4(
- color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, desc.offset)));
- }
->>>>>>> blender-v2.91-release
- else {
-#ifdef __RAY_DIFFERENTIALS__
- if (dx)
- *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- if (dy)
- *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
-#endif
-
- if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
- const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
- desc.offset;
- return kernel_tex_fetch(__attributes_float3, offset);
- }
- else {
- return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
- }
- }
-}
-
-CCL_NAMESPACE_END