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-rw-r--r--intern/cycles/blender/blender_mesh.cpp9
-rw-r--r--intern/cycles/kernel/geom/geom_patch.h3
-rw-r--r--intern/cycles/kernel/geom/geom_subd_triangle.h12
-rw-r--r--intern/cycles/kernel/geom/geom_subd_triangle.h.orig698
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h9
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h.orig348
-rw-r--r--source/blender/bmesh/operators/bmo_hull.c51
7 files changed, 1093 insertions, 37 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index 20637af96df..4bd4baec2e4 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -347,7 +347,7 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
for (int i = 0; i < n; i++) {
float4 color = get_float4(l->data[p->loop_start() + i].color());
/* Compress/encode vertex color using the sRGB curve. */
- *(cdata++) = color_float4_to_uchar4(color_srgb_to_linear_v4(color));
+ *(cdata++) = color_float4_to_uchar4(color);
}
}
}
@@ -369,9 +369,10 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh,
float4 c3 = get_float4(l->data[li[2]].color());
/* Compress/encode vertex color using the sRGB curve. */
- cdata[0] = color_float4_to_uchar4(color_srgb_to_linear_v4(c1));
- cdata[1] = color_float4_to_uchar4(color_srgb_to_linear_v4(c2));
- cdata[2] = color_float4_to_uchar4(color_srgb_to_linear_v4(c3));
+ cdata[0] = color_float4_to_uchar4(c1);
+ cdata[1] = color_float4_to_uchar4(c2);
+ cdata[2] = color_float4_to_uchar4(c3);
+
cdata += 3;
}
}
diff --git a/intern/cycles/kernel/geom/geom_patch.h b/intern/cycles/kernel/geom/geom_patch.h
index 1de05fa9e0d..9c1768f05db 100644
--- a/intern/cycles/kernel/geom/geom_patch.h
+++ b/intern/cycles/kernel/geom/geom_patch.h
@@ -442,7 +442,8 @@ ccl_device float4 patch_eval_uchar4(KernelGlobals *kg,
*dv = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
for (int i = 0; i < num_control; i++) {
- float4 v = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, offset + indices[i]));
+ float4 v = color_srgb_to_linear_v4(
+ color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, offset + indices[i])));
val += v * weights[i];
if (du)
diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h b/intern/cycles/kernel/geom/geom_subd_triangle.h
index 2a569852659..9eceb996926 100644
--- a/intern/cycles/kernel/geom/geom_subd_triangle.h
+++ b/intern/cycles/kernel/geom/geom_subd_triangle.h
@@ -627,10 +627,14 @@ ccl_device_noinline float4 subd_triangle_attribute_float4(KernelGlobals *kg,
float4 f0, f1, f2, f3;
if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
- f0 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset));
- f1 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset));
- f2 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset));
- f3 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset));
+ 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);
diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h.orig b/intern/cycles/kernel/geom/geom_subd_triangle.h.orig
new file mode 100644
index 00000000000..cce71b0bec1
--- /dev/null
+++ b/intern/cycles/kernel/geom/geom_subd_triangle.h.orig
@@ -0,0 +1,698 @@
+/*
+ * 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 b/intern/cycles/kernel/geom/geom_triangle.h
index 2d9da23371e..e8e5d8c5b34 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -282,9 +282,12 @@ ccl_device float4 triangle_attribute_float4(KernelGlobals *kg,
f2 = kernel_tex_fetch(__attributes_float3, tri + 2);
}
else {
- f0 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0));
- f1 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1));
- f2 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2));
+ 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)));
}
}
diff --git a/intern/cycles/kernel/geom/geom_triangle.h.orig b/intern/cycles/kernel/geom/geom_triangle.h.orig
new file mode 100644
index 00000000000..768c168327e
--- /dev/null
+++ b/intern/cycles/kernel/geom/geom_triangle.h.orig
@@ -0,0 +1,348 @@
+/*
+ * 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
diff --git a/source/blender/bmesh/operators/bmo_hull.c b/source/blender/bmesh/operators/bmo_hull.c
index 84938084aec..4876a12a923 100644
--- a/source/blender/bmesh/operators/bmo_hull.c
+++ b/source/blender/bmesh/operators/bmo_hull.c
@@ -60,12 +60,12 @@ typedef struct HullTriangle {
/*************************** Hull Triangles ***************************/
static void hull_add_triangle(
- BMesh *bm, GSet *hull_triangles, BLI_mempool *pool, BMVert *v1, BMVert *v2, BMVert *v3)
+ BMesh *bm, BLI_mempool *hull_triangles, BMVert *v1, BMVert *v2, BMVert *v3)
{
HullTriangle *t;
int i;
- t = BLI_mempool_calloc(pool);
+ t = BLI_mempool_calloc(hull_triangles);
t->v[0] = v1;
t->v[1] = v2;
t->v[2] = v3;
@@ -75,7 +75,6 @@ static void hull_add_triangle(
BMO_vert_flag_disable(bm, t->v[i], HULL_FLAG_INTERIOR_ELE);
}
- BLI_gset_insert(hull_triangles, t);
normal_tri_v3(t->no, v1->co, v2->co, v3->co);
}
@@ -94,12 +93,13 @@ static BMFace *hull_find_example_face(BMesh *bm, BMEdge *e)
return NULL;
}
-static void hull_output_triangles(BMesh *bm, GSet *hull_triangles)
+static void hull_output_triangles(BMesh *bm, BLI_mempool *hull_triangles)
{
- GSetIterator iter;
+ BLI_mempool_iter iter;
+ BLI_mempool_iternew(hull_triangles, &iter);
+ HullTriangle *t;
- GSET_ITER (iter, hull_triangles) {
- HullTriangle *t = BLI_gsetIterator_getKey(&iter);
+ while ((t = BLI_mempool_iterstep(&iter))) {
int i;
if (!t->skip) {
@@ -198,18 +198,20 @@ static int hull_final_edges_lookup(HullFinalEdges *final_edges, BMVert *v1, BMVe
}
/* Used for checking whether a pre-existing edge lies on the hull */
-static HullFinalEdges *hull_final_edges(GSet *hull_triangles)
+static HullFinalEdges *hull_final_edges(BLI_mempool *hull_triangles)
{
HullFinalEdges *final_edges;
- GSetIterator iter;
final_edges = MEM_callocN(sizeof(HullFinalEdges), "HullFinalEdges");
final_edges->edges = BLI_ghash_ptr_new("final edges ghash");
final_edges->base_pool = BLI_mempool_create(sizeof(ListBase), 0, 128, BLI_MEMPOOL_NOP);
final_edges->link_pool = BLI_mempool_create(sizeof(LinkData), 0, 128, BLI_MEMPOOL_NOP);
- GSET_ITER (iter, hull_triangles) {
- HullTriangle *t = BLI_gsetIterator_getKey(&iter);
+ BLI_mempool_iter iter;
+ BLI_mempool_iternew(hull_triangles, &iter);
+ HullTriangle *t;
+
+ while ((t = BLI_mempool_iterstep(&iter))) {
LinkData *link;
int i;
@@ -250,12 +252,15 @@ static void hull_final_edges_free(HullFinalEdges *final_edges)
/**************************** Final Output ****************************/
-static void hull_remove_overlapping(BMesh *bm, GSet *hull_triangles, HullFinalEdges *final_edges)
+static void hull_remove_overlapping(BMesh *bm,
+ BLI_mempool *hull_triangles,
+ HullFinalEdges *final_edges)
{
- GSetIterator hull_iter;
+ BLI_mempool_iter iter;
+ BLI_mempool_iternew(hull_triangles, &iter);
+ HullTriangle *t;
- GSET_ITER (hull_iter, hull_triangles) {
- HullTriangle *t = BLI_gsetIterator_getKey(&hull_iter);
+ while ((t = BLI_mempool_iterstep(&iter))) {
BMIter bm_iter1, bm_iter2;
BMFace *f;
bool f_on_hull;
@@ -467,7 +472,7 @@ static BMVert **hull_verts_from_bullet(plConvexHull hull,
return hull_verts;
}
-static void hull_from_bullet(BMesh *bm, BMOperator *op, GSet *hull_triangles, BLI_mempool *pool)
+static void hull_from_bullet(BMesh *bm, BMOperator *op, BLI_mempool *hull_triangles)
{
int *fvi = NULL;
BLI_array_declare(fvi);
@@ -509,7 +514,7 @@ static void hull_from_bullet(BMesh *bm, BMOperator *op, GSet *hull_triangles, BL
fv[1] = hull_verts[fvi[j - 1]];
fv[2] = hull_verts[fvi[j]];
- hull_add_triangle(bm, hull_triangles, pool, fv[0], fv[1], fv[2]);
+ hull_add_triangle(bm, hull_triangles, fv[0], fv[1], fv[2]);
}
}
}
@@ -543,10 +548,9 @@ static bool hull_num_input_verts_is_ok(BMOperator *op)
void bmo_convex_hull_exec(BMesh *bm, BMOperator *op)
{
HullFinalEdges *final_edges;
- BLI_mempool *hull_pool;
+ BLI_mempool *hull_triangles;
BMElemF *ele;
BMOIter oiter;
- GSet *hull_triangles;
/* Verify that at least three verts in the input */
if (!hull_num_input_verts_is_ok(op)) {
@@ -569,10 +573,9 @@ void bmo_convex_hull_exec(BMesh *bm, BMOperator *op)
}
}
- hull_pool = BLI_mempool_create(sizeof(HullTriangle), 0, 128, BLI_MEMPOOL_NOP);
- hull_triangles = BLI_gset_ptr_new("hull_triangles");
+ hull_triangles = BLI_mempool_create(sizeof(HullTriangle), 0, 128, BLI_MEMPOOL_ALLOW_ITER);
- hull_from_bullet(bm, op, hull_triangles, hull_pool);
+ hull_from_bullet(bm, op, hull_triangles);
final_edges = hull_final_edges(hull_triangles);
@@ -590,9 +593,7 @@ void bmo_convex_hull_exec(BMesh *bm, BMOperator *op)
/* Convert hull triangles to BMesh faces */
hull_output_triangles(bm, hull_triangles);
- BLI_mempool_destroy(hull_pool);
-
- BLI_gset_free(hull_triangles, NULL);
+ BLI_mempool_destroy(hull_triangles);
hull_tag_unused(bm, op);