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-rw-r--r--intern/cycles/kernel/svm/bsdf.h135
-rw-r--r--intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h152
-rw-r--r--intern/cycles/kernel/svm/bsdf_diffuse.h156
-rw-r--r--intern/cycles/kernel/svm/bsdf_microfacet.h503
-rw-r--r--intern/cycles/kernel/svm/bsdf_reflection.h93
-rw-r--r--intern/cycles/kernel/svm/bsdf_refraction.h102
-rw-r--r--intern/cycles/kernel/svm/bsdf_transparent.h79
-rw-r--r--intern/cycles/kernel/svm/bsdf_ward.h200
-rw-r--r--intern/cycles/kernel/svm/bsdf_westin.h207
-rw-r--r--intern/cycles/kernel/svm/emissive.h60
-rw-r--r--intern/cycles/kernel/svm/svm.h312
-rw-r--r--intern/cycles/kernel/svm/svm_attribute.h154
-rw-r--r--intern/cycles/kernel/svm/svm_bsdf.h232
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h424
-rw-r--r--intern/cycles/kernel/svm/svm_convert.h48
-rw-r--r--intern/cycles/kernel/svm/svm_displace.h52
-rw-r--r--intern/cycles/kernel/svm/svm_fresnel.h70
-rw-r--r--intern/cycles/kernel/svm/svm_geometry.h78
-rw-r--r--intern/cycles/kernel/svm/svm_gradient.h80
-rw-r--r--intern/cycles/kernel/svm/svm_image.h196
-rw-r--r--intern/cycles/kernel/svm/svm_light_path.h42
-rw-r--r--intern/cycles/kernel/svm/svm_magic.h114
-rw-r--r--intern/cycles/kernel/svm/svm_mapping.h38
-rw-r--r--intern/cycles/kernel/svm/svm_math.h186
-rw-r--r--intern/cycles/kernel/svm/svm_mix.h395
-rw-r--r--intern/cycles/kernel/svm/svm_musgrave.h240
-rw-r--r--intern/cycles/kernel/svm/svm_noise.h213
-rw-r--r--intern/cycles/kernel/svm/svm_noisetex.h73
-rw-r--r--intern/cycles/kernel/svm/svm_sky.h92
-rw-r--r--intern/cycles/kernel/svm/svm_tex_coord.h170
-rw-r--r--intern/cycles/kernel/svm/svm_texture.h259
-rw-r--r--intern/cycles/kernel/svm/svm_types.h299
-rw-r--r--intern/cycles/kernel/svm/svm_value.h38
-rw-r--r--intern/cycles/kernel/svm/svm_voronoi.h66
-rw-r--r--intern/cycles/kernel/svm/svm_wave.h65
-rw-r--r--intern/cycles/kernel/svm/volume.h74
36 files changed, 5697 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/bsdf.h b/intern/cycles/kernel/svm/bsdf.h
new file mode 100644
index 00000000000..18c1da73fbd
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf.h
@@ -0,0 +1,135 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __OSL_BSDF_H__
+#define __OSL_BSDF_H__
+
+CCL_NAMESPACE_BEGIN
+
+__device float fresnel_dielectric(float eta, const float3 N,
+ const float3 I, float3 *R, float3 *T,
+#ifdef __RAY_DIFFERENTIALS__
+ const float3 dIdx, const float3 dIdy,
+ float3 *dRdx, float3 *dRdy,
+ float3 *dTdx, float3 *dTdy,
+#endif
+ bool *is_inside)
+{
+ float cos = dot(N, I), neta;
+ float3 Nn;
+ // compute reflection
+ *R =(2 * cos)* N - I;
+#ifdef __RAY_DIFFERENTIALS__
+ *dRdx = (2 * dot(N, dIdx)) * N - dIdx;
+ *dRdy = (2 * dot(N, dIdy)) * N - dIdy;
+#endif
+ // check which side of the surface we are on
+ if(cos > 0) {
+ // we are on the outside of the surface, going in
+ neta = 1 / eta;
+ Nn = N;
+ *is_inside = false;
+ } else {
+ // we are inside the surface,
+ cos = -cos;
+ neta = eta;
+ Nn = -N;
+ *is_inside = true;
+ }
+ *R =(2 * cos)* Nn - I;
+ float arg = 1 -(neta * neta *(1 -(cos * cos)));
+ if(arg < 0) {
+ *T= make_float3(0.0f, 0.0f, 0.0f);
+#ifdef __RAY_DIFFERENTIALS__
+ *dTdx= make_float3(0.0f, 0.0f, 0.0f);
+ *dTdy= make_float3(0.0f, 0.0f, 0.0f);
+#endif
+ return 1; // total internal reflection
+ } else {
+ float dnp = sqrtf(arg);
+ float nK =(neta * cos)- dnp;
+ *T = -(neta * I)+(nK * Nn);
+#ifdef __RAY_DIFFERENTIALS__
+ *dTdx = -(neta * dIdx) + ((neta - neta * neta * cos / dnp) * dot(dIdx, Nn)) * Nn;
+ *dTdy = -(neta * dIdy) + ((neta - neta * neta * cos / dnp) * dot(dIdy, Nn)) * Nn;
+#endif
+ // compute Fresnel terms
+ float cosTheta1 = cos; // N.R
+ float cosTheta2 = -dot(Nn, *T);
+ float pPara =(cosTheta1 - eta * cosTheta2)/(cosTheta1 + eta * cosTheta2);
+ float pPerp =(eta * cosTheta1 - cosTheta2)/(eta * cosTheta1 + cosTheta2);
+ return 0.5f * (pPara * pPara + pPerp * pPerp);
+ }
+}
+
+__device float fresnel_dielectric_cos(float cosi, float eta)
+{
+ // compute fresnel reflectance without explicitly computing
+ // the refracted direction
+ float c = fabsf(cosi);
+ float g = eta * eta - 1 + c * c;
+ if(g > 0) {
+ g = sqrtf(g);
+ float A =(g - c)/(g + c);
+ float B =(c *(g + c)- 1)/(c *(g - c)+ 1);
+ return 0.5f * A * A *(1 + B * B);
+ }
+ return 1.0f; // TIR(no refracted component)
+}
+
+__device float fresnel_conductor(float cosi, float eta, float k)
+{
+ float tmp_f = eta * eta + k * k;
+ float tmp = tmp_f * cosi * cosi;
+ float Rparl2 =(tmp -(2.0f * eta * cosi)+ 1)/
+ (tmp +(2.0f * eta * cosi)+ 1);
+ float Rperp2 =(tmp_f -(2.0f * eta * cosi)+ cosi * cosi)/
+ (tmp_f +(2.0f * eta * cosi)+ cosi * cosi);
+ return(Rparl2 + Rperp2) * 0.5f;
+}
+
+__device float smooth_step(float edge0, float edge1, float x)
+{
+ float result;
+ if(x < edge0) result = 0.0f;
+ else if(x >= edge1) result = 1.0f;
+ else {
+ float t = (x - edge0)/(edge1 - edge0);
+ result = (3.0f-2.0f*t)*(t*t);
+ }
+ return result;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __OSL_BSDF_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
new file mode 100644
index 00000000000..e16efebf5bb
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
@@ -0,0 +1,152 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_ASHIKHMIN_VELVET_H__
+#define __BSDF_ASHIKHMIN_VELVET_H__
+
+CCL_NAMESPACE_BEGIN
+
+typedef struct BsdfAshikhminVelvetClosure {
+ //float3 m_N;
+ float m_invsigma2;
+} BsdfAshikhminVelvetClosure;
+
+__device void bsdf_ashikhmin_velvet_setup(ShaderData *sd, ShaderClosure *sc, float sigma)
+{
+ sigma = fmaxf(sigma, 0.01f);
+
+ float m_invsigma2 = 1.0f/(sigma * sigma);
+
+ sc->type = CLOSURE_BSDF_ASHIKHMIN_VELVET_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
+ sc->data0 = m_invsigma2;
+}
+
+__device void bsdf_ashikhmin_velvet_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_invsigma2 = sc->data0;
+ float3 m_N = sd->N;
+
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNO > 0 && cosNI > 0) {
+ float3 H = normalize(omega_in + I);
+
+ float cosNH = dot(m_N, H);
+ float cosHO = fabsf(dot(I, H));
+
+ float cosNHdivHO = cosNH / cosHO;
+ cosNHdivHO = fmaxf(cosNHdivHO, 0.00001f);
+
+ float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
+ float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
+
+ float sinNH2 = 1 - cosNH * cosNH;
+ float sinNH4 = sinNH2 * sinNH2;
+ float cotangent2 = (cosNH * cosNH) / sinNH2;
+
+ float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
+ float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically
+
+ float out = 0.25f * (D * G) / cosNO;
+
+ *pdf = 0.5f * M_1_PI_F;
+ return make_float3(out, out, out);
+ }
+ return make_float3(0, 0, 0);
+}
+
+__device float3 bsdf_ashikhmin_velvet_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_ashikhmin_velvet_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_invsigma2 = sc->data0;
+ float3 m_N = sd->N;
+
+ // we are viewing the surface from above - send a ray out with uniform
+ // distribution over the hemisphere
+ sample_uniform_hemisphere(m_N, randu, randv, omega_in, pdf);
+
+ if(dot(sd->Ng, *omega_in) > 0) {
+ float3 H = normalize(*omega_in + sd->I);
+
+ float cosNI = dot(m_N, *omega_in);
+ float cosNO = dot(m_N, sd->I);
+ float cosNH = dot(m_N, H);
+ float cosHO = fabsf(dot(sd->I, H));
+
+ float cosNHdivHO = cosNH / cosHO;
+ cosNHdivHO = fmaxf(cosNHdivHO, 0.00001f);
+
+ float fac1 = 2 * fabsf(cosNHdivHO * cosNO);
+ float fac2 = 2 * fabsf(cosNHdivHO * cosNI);
+
+ float sinNH2 = 1 - cosNH * cosNH;
+ float sinNH4 = sinNH2 * sinNH2;
+ float cotangent2 = (cosNH * cosNH) / sinNH2;
+
+ float D = expf(-cotangent2 * m_invsigma2) * m_invsigma2 * M_1_PI_F / sinNH4;
+ float G = min(1.0f, min(fac1, fac2)); // TODO: derive G from D analytically
+
+ float power = 0.25f * (D * G) / cosNO;
+
+ *eval = make_float3(power, power, power);
+
+#ifdef __RAY_DIFFERENTIALS__
+ // TODO: find a better approximation for the retroreflective bounce
+ *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ *domega_in_dx *= 125.0f;
+ *domega_in_dy *= 125.0f;
+#endif
+ } else
+ *pdf = 0.0f;
+
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_ASHIKHMIN_VELVET_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_diffuse.h b/intern/cycles/kernel/svm/bsdf_diffuse.h
new file mode 100644
index 00000000000..e8a002cb84c
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_diffuse.h
@@ -0,0 +1,156 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_DIFFUSE_H__
+#define __BSDF_DIFFUSE_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* DIFFUSE */
+
+typedef struct BsdfDiffuseClosure {
+ //float3 m_N;
+} BsdfDiffuseClosure;
+
+__device void bsdf_diffuse_setup(ShaderData *sd, ShaderClosure *sc)
+{
+ sc->type = CLOSURE_BSDF_DIFFUSE_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
+}
+
+__device void bsdf_diffuse_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
+ *pdf = cos_pi;
+ return make_float3(cos_pi, cos_pi, cos_pi);
+}
+
+__device float3 bsdf_diffuse_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_diffuse_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_diffuse_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ // distribution over the hemisphere
+ sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
+
+ if(dot(sd->Ng, *omega_in) > 0.0f) {
+ *eval = make_float3(*pdf, *pdf, *pdf);
+#ifdef __RAY_DIFFERENTIALS__
+ // TODO: find a better approximation for the diffuse bounce
+ *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ *domega_in_dx *= 125.0f;
+ *domega_in_dy *= 125.0f;
+#endif
+ }
+ else
+ *pdf = 0.0f;
+
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+/* TRANSLUCENT */
+
+typedef struct BsdfTranslucentClosure {
+ //float3 m_N;
+} BsdfTranslucentClosure;
+
+__device void bsdf_translucent_setup(ShaderData *sd, ShaderClosure *sc)
+{
+ sc->type = CLOSURE_BSDF_TRANSLUCENT_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL;
+}
+
+__device void bsdf_translucent_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_translucent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
+ *pdf = cos_pi;
+ return make_float3 (cos_pi, cos_pi, cos_pi);
+}
+
+__device float bsdf_translucent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_translucent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float3 m_N = sd->N;
+
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere (-m_N, randu, randv, omega_in, pdf);
+ if(dot(sd->Ng, *omega_in) < 0) {
+ *eval = make_float3(*pdf, *pdf, *pdf);
+#ifdef __RAY_DIFFERENTIALS__
+ // TODO: find a better approximation for the diffuse bounce
+ *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ *domega_in_dx *= -125.0f;
+ *domega_in_dy *= -125.0f;
+#endif
+ } else
+ *pdf = 0;
+
+ return LABEL_TRANSMIT|LABEL_DIFFUSE;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_DIFFUSE_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_microfacet.h b/intern/cycles/kernel/svm/bsdf_microfacet.h
new file mode 100644
index 00000000000..3acd3ba4c85
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_microfacet.h
@@ -0,0 +1,503 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_MICROFACET_H__
+#define __BSDF_MICROFACET_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* GGX */
+
+typedef struct BsdfMicrofacetGGXClosure {
+ //float3 m_N;
+ float m_ag;
+ float m_eta;
+} BsdfMicrofacetGGXClosure;
+
+__device void bsdf_microfacet_ggx_setup(ShaderData *sd, ShaderClosure *sc, float ag, float eta, bool refractive)
+{
+ float m_ag = clamp(ag, 1e-5f, 1.0f);
+ float m_eta = eta;
+
+ sc->data0 = m_ag;
+ sc->data1 = m_eta;
+
+ if(refractive)
+ sc->type = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
+ else
+ sc->type = CLOSURE_BSDF_MICROFACET_GGX_ID;
+
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+}
+
+__device void bsdf_microfacet_ggx_blur(ShaderClosure *sc, float roughness)
+{
+ float m_ag = sc->data0;
+ m_ag = fmaxf(roughness, m_ag);
+ sc->data0 = m_ag;
+}
+
+__device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_ag = sc->data0;
+ //float m_eta = sc->data1;
+ int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
+ float3 m_N = sd->N;
+
+ if(m_refractive) return make_float3 (0, 0, 0);
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNI > 0 && cosNO > 0) {
+ // get half vector
+ float3 Hr = normalize(omega_in + I);
+ // eq. 20: (F*G*D)/(4*in*on)
+ // eq. 33: first we calculate D(m) with m=Hr:
+ float alpha2 = m_ag * m_ag;
+ float cosThetaM = dot(m_N, Hr);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ float out = (G * D) * 0.25f / cosNO;
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ *pdf = pm * 0.25f / dot(Hr, I);
+ return make_float3 (out, out, out);
+ }
+ return make_float3 (0, 0, 0);
+}
+
+__device float3 bsdf_microfacet_ggx_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_ag = sc->data0;
+ float m_eta = sc->data1;
+ int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
+ float3 m_N = sd->N;
+
+ if(!m_refractive) return make_float3 (0, 0, 0);
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNO <= 0 || cosNI >= 0)
+ return make_float3 (0, 0, 0); // vectors on same side -- not possible
+ // compute half-vector of the refraction (eq. 16)
+ float3 ht = -(m_eta * omega_in + I);
+ float3 Ht = normalize(ht);
+ float cosHO = dot(Ht, I);
+
+ float cosHI = dot(Ht, omega_in);
+ // eq. 33: first we calculate D(m) with m=Ht:
+ float alpha2 = m_ag * m_ag;
+ float cosThetaM = dot(m_N, Ht);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ // probability
+ float invHt2 = 1 / dot(ht, ht);
+ *pdf = D * fabsf(cosThetaM) * (fabsf(cosHI) * (m_eta * m_eta)) * invHt2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D) * invHt2) / cosNO;
+ return make_float3 (out, out, out);
+}
+
+__device float bsdf_microfacet_ggx_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_microfacet_ggx_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_ag = sc->data0;
+ float m_eta = sc->data1;
+ int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
+ float3 m_N = sd->N;
+
+ float cosNO = dot(m_N, sd->I);
+ if(cosNO > 0) {
+ float3 X, Y, Z = m_N;
+ make_orthonormals(Z, &X, &Y);
+ // generate a random microfacet normal m
+ // eq. 35,36:
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ //tttt and sin(atan(x)) == x/sqrt(1+x^2)
+ float alpha2 = m_ag * m_ag;
+ float tanThetaM2 = alpha2 * randu / (1 - randu);
+ float cosThetaM = 1 / sqrtf(1 + tanThetaM2);
+ float sinThetaM = cosThetaM * sqrtf(tanThetaM2);
+ float phiM = 2 * M_PI_F * randv;
+ float3 m = (cosf(phiM) * sinThetaM) * X +
+ (sinf(phiM) * sinThetaM) * Y +
+ cosThetaM * Z;
+ if(!m_refractive) {
+ float cosMO = dot(m, sd->I);
+ if(cosMO > 0) {
+ // eq. 39 - compute actual reflected direction
+ *omega_in = 2 * cosMO * m - sd->I;
+ if(dot(sd->Ng, *omega_in) > 0) {
+ // microfacet normal is visible to this ray
+ // eq. 33
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ *pdf = pm * 0.25f / cosMO;
+ // eval BRDF*cosNI
+ float cosNI = dot(m_N, *omega_in);
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ // eq. 20: (F*G*D)/(4*in*on)
+ float out = (G * D) * 0.25f / cosNO;
+ *eval = make_float3(out, out, out);
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = (2 * dot(m, sd->dI.dx)) * m - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m, sd->dI.dy)) * m - sd->dI.dy;
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ *domega_in_dx *= 10.0f;
+ *domega_in_dy *= 10.0f;
+#endif
+ }
+ }
+ } else {
+ // CAUTION: the i and o variables are inverted relative to the paper
+ // eq. 39 - compute actual refractive direction
+ float3 R, T;
+#ifdef __RAY_DIFFERENTIALS__
+ float3 dRdx, dRdy, dTdx, dTdy;
+#endif
+ bool inside;
+ fresnel_dielectric(m_eta, m, sd->I, &R, &T,
+#ifdef __RAY_DIFFERENTIALS__
+ sd->dI.dx, sd->dI.dy, &dRdx, &dRdy, &dTdx, &dTdy,
+#endif
+ &inside);
+
+ if(!inside) {
+ *omega_in = T;
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = dTdx;
+ *domega_in_dy = dTdy;
+#endif
+ // eq. 33
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
+ // eq. 24
+ float pm = D * cosThetaM;
+ // eval BRDF*cosNI
+ float cosNI = dot(m_N, *omega_in);
+ // eq. 34: now calculate G1(i,m) and G1(o,m)
+ float G1o = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float G1i = 2 / (1 + sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G = G1o * G1i;
+ // eq. 21
+ float cosHI = dot(m, *omega_in);
+ float cosHO = dot(m, sd->I);
+ float Ht2 = m_eta * cosHI + cosHO;
+ Ht2 *= Ht2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D)) / (cosNO * Ht2);
+ // eq. 38 and eq. 17
+ *pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2;
+ *eval = make_float3(out, out, out);
+#ifdef __RAY_DIFFERENTIALS__
+ // Since there is some blur to this refraction, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ *domega_in_dx *= 10.0f;
+ *domega_in_dy *= 10.0f;
+#endif
+ }
+ }
+ }
+ return (m_refractive) ? LABEL_TRANSMIT|LABEL_GLOSSY : LABEL_REFLECT|LABEL_GLOSSY;
+}
+
+/* BECKMANN */
+
+typedef struct BsdfMicrofacetBeckmannClosure {
+ //float3 m_N;
+ float m_ab;
+ float m_eta;
+} BsdfMicrofacetBeckmannClosure;
+
+__device void bsdf_microfacet_beckmann_setup(ShaderData *sd, ShaderClosure *sc, float ab, float eta, bool refractive)
+{
+ float m_ab = clamp(ab, 1e-5f, 1.0f);
+ float m_eta = eta;
+
+ sc->data0 = m_ab;
+ sc->data1 = m_eta;
+
+ if(refractive)
+ sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
+ else
+ sc->type = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
+
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+}
+
+__device void bsdf_microfacet_beckmann_blur(ShaderClosure *sc, float roughness)
+{
+ float m_ab = sc->data0;
+ m_ab = fmaxf(roughness, m_ab);
+ sc->data0 = m_ab;
+}
+
+__device float3 bsdf_microfacet_beckmann_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_ab = sc->data0;
+ //float m_eta = sc->data1;
+ int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
+ float3 m_N = sd->N;
+
+ if(m_refractive) return make_float3 (0, 0, 0);
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNO > 0 && cosNI > 0) {
+ // get half vector
+ float3 Hr = normalize(omega_in + I);
+ // eq. 20: (F*G*D)/(4*in*on)
+ // eq. 25: first we calculate D(m) with m=Hr:
+ float alpha2 = m_ab * m_ab;
+ float cosThetaM = dot(m_N, Hr);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ float out = (G * D) * 0.25f / cosNO;
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ *pdf = pm * 0.25f / dot(Hr, I);
+ return make_float3 (out, out, out);
+ }
+ return make_float3 (0, 0, 0);
+}
+
+__device float3 bsdf_microfacet_beckmann_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_ab = sc->data0;
+ float m_eta = sc->data1;
+ int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
+ float3 m_N = sd->N;
+
+ if(!m_refractive) return make_float3 (0, 0, 0);
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNO <= 0 || cosNI >= 0)
+ return make_float3 (0, 0, 0);
+ // compute half-vector of the refraction (eq. 16)
+ float3 ht = -(m_eta * omega_in + I);
+ float3 Ht = normalize(ht);
+ float cosHO = dot(Ht, I);
+
+ float cosHI = dot(Ht, omega_in);
+ // eq. 33: first we calculate D(m) with m=Ht:
+ float alpha2 = m_ab * m_ab;
+ float cosThetaM = dot(m_N, Ht);
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = (1 - cosThetaM2) / cosThetaM2;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ // probability
+ float invHt2 = 1 / dot(ht, ht);
+ *pdf = D * fabsf(cosThetaM) * (fabsf(cosHI) * (m_eta * m_eta)) * invHt2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D) * invHt2) / cosNO;
+ return make_float3 (out, out, out);
+}
+
+__device float bsdf_microfacet_beckmann_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_microfacet_beckmann_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_ab = sc->data0;
+ float m_eta = sc->data1;
+ int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
+ float3 m_N = sd->N;
+
+ float cosNO = dot(m_N, sd->I);
+ if(cosNO > 0) {
+ float3 X, Y, Z = m_N;
+ make_orthonormals(Z, &X, &Y);
+ // generate a random microfacet normal m
+ // eq. 35,36:
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ //tttt and sin(atan(x)) == x/sqrt(1+x^2)
+ float alpha2 = m_ab * m_ab;
+ float tanThetaM = sqrtf(-alpha2 * logf(1 - randu));
+ float cosThetaM = 1 / sqrtf(1 + tanThetaM * tanThetaM);
+ float sinThetaM = cosThetaM * tanThetaM;
+ float phiM = 2 * M_PI_F * randv;
+ float3 m = (cosf(phiM) * sinThetaM) * X +
+ (sinf(phiM) * sinThetaM) * Y +
+ cosThetaM * Z;
+
+ if(!m_refractive) {
+ float cosMO = dot(m, sd->I);
+ if(cosMO > 0) {
+ // eq. 39 - compute actual reflected direction
+ *omega_in = 2 * cosMO * m - sd->I;
+ if(dot(sd->Ng, *omega_in) > 0) {
+ // microfacet normal is visible to this ray
+ // eq. 25
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = tanThetaM * tanThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4);
+ // eq. 24
+ float pm = D * cosThetaM;
+ // convert into pdf of the sampled direction
+ // eq. 38 - but see also:
+ // eq. 17 in http://www.graphics.cornell.edu/~bjw/wardnotes.pdf
+ *pdf = pm * 0.25f / cosMO;
+ // Eval BRDF*cosNI
+ float cosNI = dot(m_N, *omega_in);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ // eq. 20: (F*G*D)/(4*in*on)
+ float out = (G * D) * 0.25f / cosNO;
+ *eval = make_float3(out, out, out);
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = (2 * dot(m, sd->dI.dx)) * m - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m, sd->dI.dy)) * m - sd->dI.dy;
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ *domega_in_dx *= 10.0f;
+ *domega_in_dy *= 10.0f;
+#endif
+ }
+ }
+ } else {
+ // CAUTION: the i and o variables are inverted relative to the paper
+ // eq. 39 - compute actual refractive direction
+ float3 R, T;
+#ifdef __RAY_DIFFERENTIALS__
+ float3 dRdx, dRdy, dTdx, dTdy;
+#endif
+ bool inside;
+ fresnel_dielectric(m_eta, m, sd->I, &R, &T,
+#ifdef __RAY_DIFFERENTIALS__
+ sd->dI.dx, sd->dI.dy, &dRdx, &dRdy, &dTdx, &dTdy,
+#endif
+ &inside);
+
+ if(!inside) {
+ *omega_in = T;
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = dTdx;
+ *domega_in_dy = dTdy;
+#endif
+
+ // eq. 33
+ float cosThetaM2 = cosThetaM * cosThetaM;
+ float tanThetaM2 = tanThetaM * tanThetaM;
+ float cosThetaM4 = cosThetaM2 * cosThetaM2;
+ float D = expf(-tanThetaM2 / alpha2) / (M_PI_F * alpha2 * cosThetaM4);
+ // eq. 24
+ float pm = D * cosThetaM;
+ // eval BRDF*cosNI
+ float cosNI = dot(m_N, *omega_in);
+ // eq. 26, 27: now calculate G1(i,m) and G1(o,m)
+ float ao = 1 / (m_ab * sqrtf((1 - cosNO * cosNO) / (cosNO * cosNO)));
+ float ai = 1 / (m_ab * sqrtf((1 - cosNI * cosNI) / (cosNI * cosNI)));
+ float G1o = ao < 1.6f ? (3.535f * ao + 2.181f * ao * ao) / (1 + 2.276f * ao + 2.577f * ao * ao) : 1.0f;
+ float G1i = ai < 1.6f ? (3.535f * ai + 2.181f * ai * ai) / (1 + 2.276f * ai + 2.577f * ai * ai) : 1.0f;
+ float G = G1o * G1i;
+ // eq. 21
+ float cosHI = dot(m, *omega_in);
+ float cosHO = dot(m, sd->I);
+ float Ht2 = m_eta * cosHI + cosHO;
+ Ht2 *= Ht2;
+ float out = (fabsf(cosHI * cosHO) * (m_eta * m_eta) * (G * D)) / (cosNO * Ht2);
+ // eq. 38 and eq. 17
+ *pdf = pm * (m_eta * m_eta) * fabsf(cosHI) / Ht2;
+ *eval = make_float3(out, out, out);
+#ifdef __RAY_DIFFERENTIALS__
+ // Since there is some blur to this refraction, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ *domega_in_dx *= 10.0f;
+ *domega_in_dy *= 10.0f;
+#endif
+ }
+ }
+ }
+ return (m_refractive) ? LABEL_TRANSMIT|LABEL_GLOSSY : LABEL_REFLECT|LABEL_GLOSSY;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_MICROFACET_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_reflection.h b/intern/cycles/kernel/svm/bsdf_reflection.h
new file mode 100644
index 00000000000..f00b72c4869
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_reflection.h
@@ -0,0 +1,93 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_REFLECTION_H__
+#define __BSDF_REFLECTION_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* REFLECTION */
+
+typedef struct BsdfReflectionClosure {
+ //float3 m_N;
+} BsdfReflectionClosure;
+
+__device void bsdf_reflection_setup(ShaderData *sd, ShaderClosure *sc)
+{
+ sc->type = CLOSURE_BSDF_REFLECTION_ID;
+ sd->flag |= SD_BSDF;
+}
+
+__device void bsdf_reflection_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_reflection_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float3 bsdf_reflection_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_reflection_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_reflection_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ //const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data;
+ float3 m_N = sd->N;
+
+ // only one direction is possible
+ float cosNO = dot(m_N, sd->I);
+ if(cosNO > 0) {
+ *omega_in = (2 * cosNO) * m_N - sd->I;
+ if(dot(sd->Ng, *omega_in) > 0) {
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = 2 * dot(m_N, sd->dI.dx) * m_N - sd->dI.dx;
+ *domega_in_dy = 2 * dot(m_N, sd->dI.dy) * m_N - sd->dI.dy;
+#endif
+ *pdf = 1;
+ *eval = make_float3(1, 1, 1);
+ }
+ }
+ return LABEL_REFLECT|LABEL_SINGULAR;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_REFLECTION_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_refraction.h b/intern/cycles/kernel/svm/bsdf_refraction.h
new file mode 100644
index 00000000000..07ef8633e0d
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_refraction.h
@@ -0,0 +1,102 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_REFRACTION_H__
+#define __BSDF_REFRACTION_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* REFRACTION */
+
+typedef struct BsdfRefractionClosure {
+ float m_eta;
+} BsdfRefractionClosure;
+
+__device void bsdf_refraction_setup(ShaderData *sd, ShaderClosure *sc, float eta)
+{
+ sc->data0 = eta;
+
+ sc->type = CLOSURE_BSDF_REFRACTION_ID;
+ sd->flag |= SD_BSDF;
+}
+
+__device void bsdf_refraction_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_refraction_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float3 bsdf_refraction_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_refraction_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_refraction_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_eta = sc->data0;
+ float3 m_N = sd->N;
+
+ float3 R, T;
+#ifdef __RAY_DIFFERENTIALS__
+ float3 dRdx, dRdy, dTdx, dTdy;
+#endif
+ bool inside;
+ fresnel_dielectric(m_eta, m_N, sd->I, &R, &T,
+#ifdef __RAY_DIFFERENTIALS__
+ sd->dI.dx, sd->dI.dy, &dRdx, &dRdy, &dTdx, &dTdy,
+#endif
+ &inside);
+
+ if(!inside) {
+ *pdf = 1;
+ *eval = make_float3(1.0f, 1.0f, 1.0f);
+ *omega_in = T;
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = dTdx;
+ *domega_in_dy = dTdy;
+#endif
+ }
+ return LABEL_TRANSMIT|LABEL_SINGULAR;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_REFRACTION_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_transparent.h b/intern/cycles/kernel/svm/bsdf_transparent.h
new file mode 100644
index 00000000000..4425c4bf104
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_transparent.h
@@ -0,0 +1,79 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_TRANSPARENT_H__
+#define __BSDF_TRANSPARENT_H__
+
+CCL_NAMESPACE_BEGIN
+
+__device void bsdf_transparent_setup(ShaderData *sd, ShaderClosure *sc)
+{
+ sc->type = CLOSURE_BSDF_TRANSPARENT_ID;
+ sd->flag |= SD_BSDF;
+}
+
+__device void bsdf_transparent_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_transparent_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float3 bsdf_transparent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_transparent_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_transparent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ // only one direction is possible
+ *omega_in = -sd->I;
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = -sd->dI.dx;
+ *domega_in_dy = -sd->dI.dy;
+#endif
+ *pdf = 1;
+ *eval = make_float3(1, 1, 1);
+ return LABEL_TRANSMIT|LABEL_TRANSPARENT;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_TRANSPARENT_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_ward.h b/intern/cycles/kernel/svm/bsdf_ward.h
new file mode 100644
index 00000000000..d46baf099a6
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_ward.h
@@ -0,0 +1,200 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_WARD_H__
+#define __BSDF_WARD_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* WARD */
+
+typedef struct BsdfWardClosure {
+ //float3 m_N;
+ //float3 m_T;
+ float m_ax;
+ float m_ay;
+} BsdfWardClosure;
+
+__device void bsdf_ward_setup(ShaderData *sd, ShaderClosure *sc, float3 T, float ax, float ay)
+{
+ float m_ax = clamp(ax, 1e-5f, 1.0f);
+ float m_ay = clamp(ay, 1e-5f, 1.0f);
+
+ sc->data0 = m_ax;
+ sc->data1 = m_ay;
+
+ sc->type = CLOSURE_BSDF_WARD_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+}
+
+__device void bsdf_ward_blur(ShaderClosure *sc, float roughness)
+{
+ sc->data0 = fmaxf(roughness, sc->data0);
+ sc->data1 = fmaxf(roughness, sc->data1);
+}
+
+__device float3 bsdf_ward_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_ax = sc->data0;
+ float m_ay = sc->data1;
+ float3 m_N = sd->N;
+ float3 m_T = normalize(sd->dPdu);
+
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+
+ if(cosNI > 0 && cosNO > 0) {
+ // get half vector and get x,y basis on the surface for anisotropy
+ float3 H = normalize(omega_in + I); // normalize needed for pdf
+ float3 X, Y;
+ make_orthonormals_tangent(m_N, m_T, &X, &Y);
+ // eq. 4
+ float dotx = dot(H, X) / m_ax;
+ float doty = dot(H, Y) / m_ay;
+ float dotn = dot(H, m_N);
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = (4 * M_PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI));
+ float exp_val = expf(-exp_arg);
+ float out = cosNI * exp_val / denom;
+ float oh = dot(H, I);
+ denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn;
+ *pdf = exp_val / denom;
+ return make_float3 (out, out, out);
+ }
+ return make_float3 (0, 0, 0);
+}
+
+__device float3 bsdf_ward_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_ward_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_ward_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_ax = sc->data0;
+ float m_ay = sc->data1;
+ float3 m_N = sd->N;
+ float3 m_T = normalize(sd->dPdu);
+
+ float cosNO = dot(m_N, sd->I);
+ if(cosNO > 0) {
+ // get x,y basis on the surface for anisotropy
+ float3 X, Y;
+ make_orthonormals_tangent(m_N, m_T, &X, &Y);
+ // generate random angles for the half vector
+ // eq. 7 (taking care around discontinuities to keep
+ //ttoutput angle in the right quadrant)
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ //tttt and sin(atan(x)) == x/sqrt(1+x^2)
+ float alphaRatio = m_ay / m_ax;
+ float cosPhi, sinPhi;
+ if(randu < 0.25f) {
+ float val = 4 * randu;
+ float tanPhi = alphaRatio * tanf(M_PI_2_F * val);
+ cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = tanPhi * cosPhi;
+ } else if(randu < 0.5f) {
+ float val = 1 - 4 * (0.5f - randu);
+ float tanPhi = alphaRatio * tanf(M_PI_2_F * val);
+ // phi = M_PI_F - phi;
+ cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = -tanPhi * cosPhi;
+ } else if(randu < 0.75f) {
+ float val = 4 * (randu - 0.5f);
+ float tanPhi = alphaRatio * tanf(M_PI_2_F * val);
+ //phi = M_PI_F + phi;
+ cosPhi = -1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = tanPhi * cosPhi;
+ } else {
+ float val = 1 - 4 * (1 - randu);
+ float tanPhi = alphaRatio * tanf(M_PI_2_F * val);
+ // phi = 2 * M_PI_F - phi;
+ cosPhi = 1 / sqrtf(1 + tanPhi * tanPhi);
+ sinPhi = -tanPhi * cosPhi;
+ }
+ // eq. 6
+ // we take advantage of cos(atan(x)) == 1/sqrt(1+x^2)
+ //tttt and sin(atan(x)) == x/sqrt(1+x^2)
+ float thetaDenom = (cosPhi * cosPhi) / (m_ax * m_ax) + (sinPhi * sinPhi) / (m_ay * m_ay);
+ float tanTheta2 = -logf(1 - randv) / thetaDenom;
+ float cosTheta = 1 / sqrtf(1 + tanTheta2);
+ float sinTheta = cosTheta * sqrtf(tanTheta2);
+
+ float3 h; // already normalized becaused expressed from spherical coordinates
+ h.x = sinTheta * cosPhi;
+ h.y = sinTheta * sinPhi;
+ h.z = cosTheta;
+ // compute terms that are easier in local space
+ float dotx = h.x / m_ax;
+ float doty = h.y / m_ay;
+ float dotn = h.z;
+ // transform to world space
+ h = h.x * X + h.y * Y + h.z * m_N;
+ // generate the final sample
+ float oh = dot(h, sd->I);
+ *omega_in = 2.0f * oh * h - sd->I;
+ if(dot(sd->Ng, *omega_in) > 0) {
+ float cosNI = dot(m_N, *omega_in);
+ if(cosNI > 0) {
+ // eq. 9
+ float exp_arg = (dotx * dotx + doty * doty) / (dotn * dotn);
+ float denom = 4 * M_PI_F * m_ax * m_ay * oh * dotn * dotn * dotn;
+ *pdf = expf(-exp_arg) / denom;
+ // compiler will reuse expressions already computed
+ denom = (4 * M_PI_F * m_ax * m_ay * sqrtf(cosNO * cosNI));
+ float power = cosNI * expf(-exp_arg) / denom;
+ *eval = make_float3(power, power, power);
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // roughness but the exact relationship is complex and
+ // requires more ops than are practical.
+ *domega_in_dx *= 10.0f;
+ *domega_in_dy *= 10.0f;
+#endif
+ }
+ }
+ }
+ return LABEL_REFLECT|LABEL_GLOSSY;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_WARD_H__ */
+
diff --git a/intern/cycles/kernel/svm/bsdf_westin.h b/intern/cycles/kernel/svm/bsdf_westin.h
new file mode 100644
index 00000000000..21e5018c489
--- /dev/null
+++ b/intern/cycles/kernel/svm/bsdf_westin.h
@@ -0,0 +1,207 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#ifndef __BSDF_WESTIN_H__
+#define __BSDF_WESTIN_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* WESTIN BACKSCATTER */
+
+typedef struct BsdfWestinBackscatterClosure {
+ //float3 m_N;
+ float m_invroughness;
+} BsdfWestinBackscatterClosure;
+
+__device void bsdf_westin_backscatter_setup(ShaderData *sd, ShaderClosure *sc, float roughness)
+{
+ roughness = clamp(roughness, 1e-5f, 1.0f);
+ float m_invroughness = 1.0f/roughness;
+
+ sc->type = CLOSURE_BSDF_WESTIN_BACKSCATTER_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+ sc->data0 = m_invroughness;
+}
+
+__device void bsdf_westin_backscatter_blur(ShaderClosure *sc, float roughness)
+{
+ float m_invroughness = sc->data0;
+ m_invroughness = min(1.0f/roughness, m_invroughness);
+ sc->data0 = m_invroughness;
+}
+
+__device float3 bsdf_westin_backscatter_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_invroughness = sc->data0;
+ float3 m_N = sd->N;
+
+ // pdf is implicitly 0 (no indirect sampling)
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNO > 0 && cosNI > 0) {
+ float cosine = dot(I, omega_in);
+ *pdf = cosine > 0 ? (m_invroughness + 1) * powf(cosine, m_invroughness) : 0;
+ *pdf *= 0.5f * M_1_PI_F;
+ return make_float3 (*pdf, *pdf, *pdf);
+ }
+ return make_float3 (0, 0, 0);
+}
+
+__device float3 bsdf_westin_backscatter_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_westin_backscatter_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_westin_backscatter_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_invroughness = sc->data0;
+ float3 m_N = sd->N;
+
+ float cosNO = dot(m_N, sd->I);
+ if(cosNO > 0) {
+#ifdef __RAY_DIFFERENTIALS__
+ *domega_in_dx = sd->dI.dx;
+ *domega_in_dy = sd->dI.dy;
+#endif
+ float3 T, B;
+ make_orthonormals (sd->I, &T, &B);
+ float phi = 2 * M_PI_F * randu;
+ float cosTheta = powf(randv, 1 / (m_invroughness + 1));
+ float sinTheta2 = 1 - cosTheta * cosTheta;
+ float sinTheta = sinTheta2 > 0 ? sqrtf(sinTheta2) : 0;
+ *omega_in = (cosf(phi) * sinTheta) * T +
+ (sinf(phi) * sinTheta) * B +
+ (cosTheta) * sd->I;
+ if(dot(sd->Ng, *omega_in) > 0)
+ {
+ // common terms for pdf and eval
+ float cosNI = dot(m_N, *omega_in);
+ // make sure the direction we chose is still in the right hemisphere
+ if(cosNI > 0)
+ {
+ *pdf = 0.5f * M_1_PI_F * powf(cosTheta, m_invroughness);
+ *pdf = (m_invroughness + 1) * (*pdf);
+ *eval = make_float3(*pdf, *pdf, *pdf);
+#ifdef __RAY_DIFFERENTIALS__
+ // Since there is some blur to this reflection, make the
+ // derivatives a bit bigger. In theory this varies with the
+ // exponent but the exact relationship is complex and
+ // requires more ops than are practical.
+ *domega_in_dx *= 10.0f;
+ *domega_in_dy *= 10.0f;
+#endif
+ }
+ }
+ }
+ return LABEL_REFLECT|LABEL_GLOSSY;
+}
+
+/* WESTIN SHEEN */
+
+typedef struct BsdfWestinSheenClosure {
+ //float3 m_N;
+ float m_edginess;
+} BsdfWestinSheenClosure;
+
+__device void bsdf_westin_sheen_setup(ShaderData *sd, ShaderClosure *sc, float edginess)
+{
+ sc->type = CLOSURE_BSDF_WESTIN_SHEEN_ID;
+ sd->flag |= SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
+ sc->data0 = edginess;
+}
+
+__device void bsdf_westin_sheen_blur(ShaderClosure *sc, float roughness)
+{
+}
+
+__device float3 bsdf_westin_sheen_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ float m_edginess = sc->data0;
+ float3 m_N = sd->N;
+
+ // pdf is implicitly 0 (no indirect sampling)
+ float cosNO = dot(m_N, I);
+ float cosNI = dot(m_N, omega_in);
+ if(cosNO > 0 && cosNI > 0) {
+ float sinNO2 = 1 - cosNO * cosNO;
+ *pdf = cosNI * M_1_PI_F;
+ float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * (*pdf) : 0;
+ return make_float3 (westin, westin, westin);
+ }
+ return make_float3 (0, 0, 0);
+}
+
+__device float3 bsdf_westin_sheen_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
+{
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+__device float bsdf_westin_sheen_albedo(const ShaderData *sd, const ShaderClosure *sc, const float3 I)
+{
+ return 1.0f;
+}
+
+__device int bsdf_westin_sheen_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
+{
+ float m_edginess = sc->data0;
+ float3 m_N = sd->N;
+
+ // we are viewing the surface from the right side - send a ray out with cosine
+ // distribution over the hemisphere
+ sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
+ if(dot(sd->Ng, *omega_in) > 0) {
+ // TODO: account for sheen when sampling
+ float cosNO = dot(m_N, sd->I);
+ float sinNO2 = 1 - cosNO * cosNO;
+ float westin = sinNO2 > 0 ? powf(sinNO2, 0.5f * m_edginess) * (*pdf) : 0;
+ *eval = make_float3(westin, westin, westin);
+#ifdef __RAY_DIFFERENTIALS__
+ // TODO: find a better approximation for the diffuse bounce
+ *domega_in_dx = (2 * dot(m_N, sd->dI.dx)) * m_N - sd->dI.dx;
+ *domega_in_dy = (2 * dot(m_N, sd->dI.dy)) * m_N - sd->dI.dy;
+ *domega_in_dx *= 125.0f;
+ *domega_in_dy *= 125.0f;
+#endif
+ } else
+ pdf = 0;
+ return LABEL_REFLECT|LABEL_DIFFUSE;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __BSDF_WESTIN_H__ */
+
diff --git a/intern/cycles/kernel/svm/emissive.h b/intern/cycles/kernel/svm/emissive.h
new file mode 100644
index 00000000000..e3f99e9b729
--- /dev/null
+++ b/intern/cycles/kernel/svm/emissive.h
@@ -0,0 +1,60 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+CCL_NAMESPACE_BEGIN
+
+/* EMISSION CLOSURE */
+
+__device float3 emissive_eval(const float3 Ng, const float3 I)
+{
+ float cosNO = fabsf(dot(Ng, I));
+ float res = (cosNO > 0.0f)? 1.0f: 0.0f;
+
+ return make_float3(res, res, res);
+}
+
+/// Return the probability distribution function in the direction I,
+/// given the parameters and the light's surface normal. This MUST match
+/// the PDF computed by sample().
+__device float emissive_pdf(const float3 Ng, const float3 I)
+{
+ float cosNO = fabsf(dot(Ng, I));
+ return (cosNO > 0.0f)? 1.0f: 0.0f;
+}
+
+__device float3 svm_emissive_eval(ShaderData *sd, ShaderClosure *sc)
+{
+ return emissive_eval(sd->Ng, sd->I);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
new file mode 100644
index 00000000000..2615272691c
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm.h
@@ -0,0 +1,312 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#ifndef __SVM_H__
+#define __SVM_H__
+
+/* Shader Virtual Machine
+ *
+ * A shader is a list of nodes to be executed. These are simply read one after
+ * the other and executed, using an node counter. Each node and it's associated
+ * data is encoded as one or more uint4's in a 1D texture. If the data is larger
+ * than an uint4, the node can increase the node counter to compensate for this.
+ * Floats are encoded as int and then converted to float again.
+ *
+ * Nodes write their output into a stack. All stack data in the stack is
+ * floats, since it's all factors, colors and vectors. The stack will be stored
+ * in local memory on the GPU, as it would take too many register and indexes in
+ * ways not known at compile time. This seems the only solution even though it
+ * may be slow, with two positive factors. If the same shader is being executed,
+ * memory access will be coalesced, and on fermi cards, memory will actually be
+ * cached.
+ *
+ * The result of shader execution will be a single closure. This means the
+ * closure type, associated label, data and weight. Sampling from multiple
+ * closures is supported through the mix closure node, the logic for that is
+ * mostly taken care of in the SVM compiler.
+ */
+
+#include "svm_types.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Stack */
+
+__device_inline float3 stack_load_float3(float *stack, uint a)
+{
+ kernel_assert(a+2 < SVM_STACK_SIZE);
+
+ return make_float3(stack[a+0], stack[a+1], stack[a+2]);
+}
+
+__device_inline void stack_store_float3(float *stack, uint a, float3 f)
+{
+ kernel_assert(a+2 < SVM_STACK_SIZE);
+
+ stack[a+0] = f.x;
+ stack[a+1] = f.y;
+ stack[a+2] = f.z;
+}
+
+__device_inline float stack_load_float(float *stack, uint a)
+{
+ kernel_assert(a < SVM_STACK_SIZE);
+
+ return stack[a];
+}
+
+__device_inline float stack_load_float_default(float *stack, uint a, uint value)
+{
+ return (a == (uint)SVM_STACK_INVALID)? __int_as_float(value): stack_load_float(stack, a);
+}
+
+__device_inline void stack_store_float(float *stack, uint a, float f)
+{
+ kernel_assert(a < SVM_STACK_SIZE);
+
+ stack[a] = f;
+}
+
+__device_inline bool stack_valid(uint a)
+{
+ return a != (uint)SVM_STACK_INVALID;
+}
+
+/* Reading Nodes */
+
+__device_inline uint4 read_node(KernelGlobals *kg, int *offset)
+{
+ uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
+ (*offset)++;
+ return node;
+}
+
+__device_inline float4 read_node_float(KernelGlobals *kg, int *offset)
+{
+ uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
+ float4 f = make_float4(__int_as_float(node.x), __int_as_float(node.y), __int_as_float(node.z), __int_as_float(node.w));
+ (*offset)++;
+ return f;
+}
+
+__device_inline void decode_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w)
+{
+ if(x) *x = (i & 0xFF);
+ if(y) *y = ((i >> 8) & 0xFF);
+ if(z) *z = ((i >> 16) & 0xFF);
+ if(w) *w = ((i >> 24) & 0xFF);
+}
+
+CCL_NAMESPACE_END
+
+/* Nodes */
+
+#include "svm_noise.h"
+#include "svm_texture.h"
+
+#include "svm_attribute.h"
+#include "svm_gradient.h"
+#include "svm_closure.h"
+#include "svm_noisetex.h"
+#include "svm_convert.h"
+#include "svm_displace.h"
+#include "svm_fresnel.h"
+#include "svm_geometry.h"
+#include "svm_image.h"
+#include "svm_light_path.h"
+#include "svm_magic.h"
+#include "svm_mapping.h"
+#include "svm_wave.h"
+#include "svm_math.h"
+#include "svm_mix.h"
+#include "svm_musgrave.h"
+#include "svm_sky.h"
+#include "svm_tex_coord.h"
+#include "svm_value.h"
+#include "svm_voronoi.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Main Interpreter Loop */
+
+__device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
+{
+ float stack[SVM_STACK_SIZE];
+ float closure_weight = 1.0f;
+ int offset = sd->shader & SHADER_MASK;
+
+#ifdef __MULTI_CLOSURE__
+ sd->num_closure = 0;
+ sd->randb_closure = randb;
+#else
+ sd->closure.type = NBUILTIN_CLOSURES;
+#endif
+
+ while(1) {
+ uint4 node = read_node(kg, &offset);
+
+ switch(node.x) {
+ case NODE_SHADER_JUMP: {
+ if(type == SHADER_TYPE_SURFACE) offset = node.y;
+ else if(type == SHADER_TYPE_VOLUME) offset = node.z;
+ else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
+ else return;
+ break;
+ }
+ case NODE_CLOSURE_BSDF:
+ svm_node_closure_bsdf(kg, sd, stack, node, randb, path_flag);
+ break;
+ case NODE_CLOSURE_EMISSION:
+ svm_node_closure_emission(sd, stack, node);
+ break;
+ case NODE_CLOSURE_BACKGROUND:
+ svm_node_closure_background(sd, stack, node);
+ break;
+ case NODE_CLOSURE_HOLDOUT:
+ svm_node_closure_holdout(sd, stack, node);
+ break;
+ case NODE_CLOSURE_VOLUME:
+ svm_node_closure_volume(kg, sd, stack, node, path_flag);
+ break;
+ case NODE_CLOSURE_SET_WEIGHT:
+ svm_node_closure_set_weight(sd, node.y, node.z, node.w);
+ break;
+ case NODE_CLOSURE_WEIGHT:
+ svm_node_closure_weight(sd, stack, node.y);
+ break;
+ case NODE_EMISSION_WEIGHT:
+ svm_node_emission_weight(kg, sd, stack, node);
+ break;
+ case NODE_MIX_CLOSURE:
+ svm_node_mix_closure(sd, stack, node, &offset, &randb);
+ break;
+ case NODE_ADD_CLOSURE:
+ svm_node_add_closure(sd, stack, node.y, node.z, &offset, &randb, &closure_weight);
+ break;
+ case NODE_JUMP:
+ offset = node.y;
+ break;
+#ifdef __TEXTURES__
+ case NODE_TEX_IMAGE:
+ svm_node_tex_image(kg, sd, stack, node);
+ break;
+ case NODE_TEX_ENVIRONMENT:
+ svm_node_tex_environment(kg, sd, stack, node);
+ break;
+ case NODE_TEX_SKY:
+ svm_node_tex_sky(kg, sd, stack, node.y, node.z);
+ break;
+ case NODE_TEX_GRADIENT:
+ svm_node_tex_gradient(sd, stack, node);
+ break;
+ case NODE_TEX_NOISE:
+ svm_node_tex_noise(kg, sd, stack, node, &offset);
+ break;
+ case NODE_TEX_VORONOI:
+ svm_node_tex_voronoi(kg, sd, stack, node, &offset);
+ break;
+ case NODE_TEX_MUSGRAVE:
+ svm_node_tex_musgrave(kg, sd, stack, node, &offset);
+ break;
+ case NODE_TEX_WAVE:
+ svm_node_tex_wave(kg, sd, stack, node, &offset);
+ break;
+ case NODE_TEX_MAGIC:
+ svm_node_tex_magic(kg, sd, stack, node, &offset);
+ break;
+#endif
+ case NODE_GEOMETRY:
+ svm_node_geometry(sd, stack, node.y, node.z);
+ break;
+ case NODE_GEOMETRY_BUMP_DX:
+ svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
+ break;
+ case NODE_GEOMETRY_BUMP_DY:
+ svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
+ break;
+ case NODE_LIGHT_PATH:
+ svm_node_light_path(sd, stack, node.y, node.z, path_flag);
+ break;
+ case NODE_CONVERT:
+ svm_node_convert(sd, stack, node.y, node.z, node.w);
+ break;
+ case NODE_VALUE_F:
+ svm_node_value_f(kg, sd, stack, node.y, node.z);
+ break;
+ case NODE_VALUE_V:
+ svm_node_value_v(kg, sd, stack, node.y, &offset);
+ break;
+ case NODE_MIX:
+ svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
+ break;
+ case NODE_ATTR:
+ svm_node_attr(kg, sd, stack, node);
+ break;
+ case NODE_ATTR_BUMP_DX:
+ svm_node_attr_bump_dx(kg, sd, stack, node);
+ break;
+ case NODE_ATTR_BUMP_DY:
+ svm_node_attr_bump_dy(kg, sd, stack, node);
+ break;
+ case NODE_FRESNEL:
+ svm_node_fresnel(sd, stack, node.y, node.z, node.w);
+ break;
+ case NODE_LAYER_WEIGHT:
+ svm_node_layer_weight(sd, stack, node);
+ break;
+ case NODE_SET_DISPLACEMENT:
+ svm_node_set_displacement(sd, stack, node.y);
+ break;
+ case NODE_SET_BUMP:
+ svm_node_set_bump(sd, stack, node.y, node.z, node.w);
+ break;
+ case NODE_MATH:
+ svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset);
+ break;
+ case NODE_VECTOR_MATH:
+ svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset);
+ break;
+ case NODE_MAPPING:
+ svm_node_mapping(kg, sd, stack, node.y, node.z, &offset);
+ break;
+ case NODE_TEX_COORD:
+ svm_node_tex_coord(kg, sd, stack, node.y, node.z);
+ break;
+ case NODE_TEX_COORD_BUMP_DX:
+ svm_node_tex_coord_bump_dx(kg, sd, stack, node.y, node.z);
+ break;
+ case NODE_TEX_COORD_BUMP_DY:
+ svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z);
+ break;
+ case NODE_EMISSION_SET_WEIGHT_TOTAL:
+ svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
+ break;
+ case NODE_END:
+ default:
+#ifndef __MULTI_CLOSURE__
+ sd->closure.weight *= closure_weight;
+#endif
+ return;
+ }
+ }
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __SVM_H__ */
+
diff --git a/intern/cycles/kernel/svm/svm_attribute.h b/intern/cycles/kernel/svm/svm_attribute.h
new file mode 100644
index 00000000000..3a94f08d42f
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_attribute.h
@@ -0,0 +1,154 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Attribute Node */
+
+__device void svm_node_attr_init(KernelGlobals *kg, ShaderData *sd,
+ uint4 node, NodeAttributeType *type,
+ NodeAttributeType *mesh_type, AttributeElement *elem, uint *offset, uint *out_offset)
+{
+ if(sd->object != ~0) {
+ /* find attribute by unique id */
+ uint id = node.y;
+ uint attr_offset = sd->object*kernel_data.bvh.attributes_map_stride;
+ uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+
+ while(attr_map.x != id)
+ attr_map = kernel_tex_fetch(__attributes_map, ++attr_offset);
+
+ /* return result */
+ *elem = (AttributeElement)attr_map.y;
+ *offset = attr_map.z;
+ *mesh_type = (NodeAttributeType)attr_map.w;
+ }
+ else {
+ /* background */
+ *elem = ATTR_ELEMENT_NONE;
+ *offset = 0;
+ *mesh_type = (NodeAttributeType)node.w;
+ }
+
+ *out_offset = node.z;
+ *type = (NodeAttributeType)node.w;
+}
+
+__device void svm_node_attr(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ NodeAttributeType type, mesh_type;
+ AttributeElement elem;
+ uint offset, out_offset;
+
+ svm_node_attr_init(kg, sd, node, &type, &mesh_type, &elem, &offset, &out_offset);
+
+ /* fetch and store attribute */
+ if(type == NODE_ATTR_FLOAT) {
+ if(mesh_type == NODE_ATTR_FLOAT) {
+ float f = triangle_attribute_float(kg, sd, elem, offset, NULL, NULL);
+ stack_store_float(stack, out_offset, f);
+ }
+ else {
+ float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, NULL);
+ stack_store_float(stack, out_offset, average(f));
+ }
+ }
+ else {
+ if(mesh_type == NODE_ATTR_FLOAT3) {
+ float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, NULL);
+ stack_store_float3(stack, out_offset, f);
+ }
+ else {
+ float f = triangle_attribute_float(kg, sd, elem, offset, NULL, NULL);
+ stack_store_float3(stack, out_offset, make_float3(f, f, f));
+ }
+ }
+}
+
+__device void svm_node_attr_bump_dx(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ NodeAttributeType type, mesh_type;
+ AttributeElement elem;
+ uint offset, out_offset;
+
+ svm_node_attr_init(kg, sd, node, &type, &mesh_type, &elem, &offset, &out_offset);
+
+ /* fetch and store attribute */
+ if(type == NODE_ATTR_FLOAT) {
+ if(mesh_type == NODE_ATTR_FLOAT) {
+ float dx;
+ float f = triangle_attribute_float(kg, sd, elem, offset, &dx, NULL);
+ stack_store_float(stack, out_offset, f+dx);
+ }
+ else {
+ float3 dx;
+ float3 f = triangle_attribute_float3(kg, sd, elem, offset, &dx, NULL);
+ stack_store_float(stack, out_offset, average(f+dx));
+ }
+ }
+ else {
+ if(mesh_type == NODE_ATTR_FLOAT3) {
+ float3 dx;
+ float3 f = triangle_attribute_float3(kg, sd, elem, offset, &dx, NULL);
+ stack_store_float3(stack, out_offset, f+dx);
+ }
+ else {
+ float dx;
+ float f = triangle_attribute_float(kg, sd, elem, offset, &dx, NULL);
+ stack_store_float3(stack, out_offset, make_float3(f+dx, f+dx, f+dx));
+ }
+ }
+}
+
+__device void svm_node_attr_bump_dy(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ NodeAttributeType type, mesh_type;
+ AttributeElement elem;
+ uint offset, out_offset;
+
+ svm_node_attr_init(kg, sd, node, &type, &mesh_type, &elem, &offset, &out_offset);
+
+ /* fetch and store attribute */
+ if(type == NODE_ATTR_FLOAT) {
+ if(mesh_type == NODE_ATTR_FLOAT) {
+ float dy;
+ float f = triangle_attribute_float(kg, sd, elem, offset, NULL, &dy);
+ stack_store_float(stack, out_offset, f+dy);
+ }
+ else {
+ float3 dy;
+ float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, &dy);
+ stack_store_float(stack, out_offset, average(f+dy));
+ }
+ }
+ else {
+ if(mesh_type == NODE_ATTR_FLOAT3) {
+ float3 dy;
+ float3 f = triangle_attribute_float3(kg, sd, elem, offset, NULL, &dy);
+ stack_store_float3(stack, out_offset, f+dy);
+ }
+ else {
+ float dy;
+ float f = triangle_attribute_float(kg, sd, elem, offset, NULL, &dy);
+ stack_store_float3(stack, out_offset, make_float3(f+dy, f+dy, f+dy));
+ }
+ }
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_bsdf.h b/intern/cycles/kernel/svm/svm_bsdf.h
new file mode 100644
index 00000000000..411efc8be8f
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_bsdf.h
@@ -0,0 +1,232 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "bsdf_ashikhmin_velvet.h"
+#include "bsdf_diffuse.h"
+#include "bsdf_microfacet.h"
+#include "bsdf_reflection.h"
+#include "bsdf_refraction.h"
+#include "bsdf_transparent.h"
+#ifdef __DPDU__
+#include "bsdf_ward.h"
+#endif
+#include "bsdf_westin.h"
+
+CCL_NAMESPACE_BEGIN
+
+__device int svm_bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, differential3 *domega_in, float *pdf)
+{
+ int label;
+
+ switch(sc->type) {
+ case CLOSURE_BSDF_DIFFUSE_ID:
+ label = bsdf_diffuse_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+#ifdef __SVM__
+ case CLOSURE_BSDF_TRANSLUCENT_ID:
+ label = bsdf_translucent_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_REFLECTION_ID:
+ label = bsdf_reflection_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_REFRACTION_ID:
+ label = bsdf_refraction_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_TRANSPARENT_ID:
+ label = bsdf_transparent_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_MICROFACET_GGX_ID:
+ case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
+ label = bsdf_microfacet_ggx_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
+ label = bsdf_microfacet_beckmann_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+#ifdef __DPDU__
+ case CLOSURE_BSDF_WARD_ID:
+ label = bsdf_ward_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+#endif
+ case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
+ label = bsdf_ashikhmin_velvet_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
+ label = bsdf_westin_backscatter_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+ case CLOSURE_BSDF_WESTIN_SHEEN_ID:
+ label = bsdf_westin_sheen_sample(sd, sc, randu, randv, eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
+ break;
+#endif
+ default:
+ label = LABEL_NONE;
+ break;
+ }
+
+ return label;
+}
+
+__device float3 svm_bsdf_eval(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, float *pdf)
+{
+ float3 eval;
+
+ if(dot(sd->Ng, omega_in) >= 0.0f) {
+ switch(sc->type) {
+ case CLOSURE_BSDF_DIFFUSE_ID:
+ eval = bsdf_diffuse_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+#ifdef __SVM__
+ case CLOSURE_BSDF_TRANSLUCENT_ID:
+ eval = bsdf_translucent_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_REFLECTION_ID:
+ eval = bsdf_reflection_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_REFRACTION_ID:
+ eval = bsdf_refraction_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_TRANSPARENT_ID:
+ eval = bsdf_transparent_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_MICROFACET_GGX_ID:
+ case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
+ eval = bsdf_microfacet_ggx_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
+ eval = bsdf_microfacet_beckmann_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+#ifdef __DPDU__
+ case CLOSURE_BSDF_WARD_ID:
+ eval = bsdf_ward_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+#endif
+ case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
+ eval = bsdf_ashikhmin_velvet_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
+ eval = bsdf_westin_backscatter_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_WESTIN_SHEEN_ID:
+ eval = bsdf_westin_sheen_eval_reflect(sd, sc, sd->I, omega_in, pdf);
+ break;
+#endif
+ default:
+ eval = make_float3(0.0f, 0.0f, 0.0f);
+ break;
+ }
+ }
+ else {
+ switch(sc->type) {
+ case CLOSURE_BSDF_DIFFUSE_ID:
+ eval = bsdf_diffuse_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+#ifdef __SVM__
+ case CLOSURE_BSDF_TRANSLUCENT_ID:
+ eval = bsdf_translucent_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_REFLECTION_ID:
+ eval = bsdf_reflection_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_REFRACTION_ID:
+ eval = bsdf_refraction_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_TRANSPARENT_ID:
+ eval = bsdf_transparent_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_MICROFACET_GGX_ID:
+ case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
+ eval = bsdf_microfacet_ggx_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
+ eval = bsdf_microfacet_beckmann_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+#ifdef __DPDU__
+ case CLOSURE_BSDF_WARD_ID:
+ eval = bsdf_ward_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+#endif
+ case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
+ eval = bsdf_ashikhmin_velvet_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
+ eval = bsdf_westin_backscatter_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+ case CLOSURE_BSDF_WESTIN_SHEEN_ID:
+ eval = bsdf_westin_sheen_eval_transmit(sd, sc, sd->I, omega_in, pdf);
+ break;
+#endif
+ default:
+ eval = make_float3(0.0f, 0.0f, 0.0f);
+ break;
+ }
+ }
+
+ return eval;
+}
+
+__device void svm_bsdf_blur(ShaderClosure *sc, float roughness)
+{
+ switch(sc->type) {
+ case CLOSURE_BSDF_DIFFUSE_ID:
+ bsdf_diffuse_blur(sc, roughness);
+ break;
+#ifdef __SVM__
+ case CLOSURE_BSDF_TRANSLUCENT_ID:
+ bsdf_translucent_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_REFLECTION_ID:
+ bsdf_reflection_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_REFRACTION_ID:
+ bsdf_refraction_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_TRANSPARENT_ID:
+ bsdf_transparent_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_MICROFACET_GGX_ID:
+ case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
+ bsdf_microfacet_ggx_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID:
+ bsdf_microfacet_beckmann_blur(sc, roughness);
+ break;
+#ifdef __DPDU__
+ case CLOSURE_BSDF_WARD_ID:
+ bsdf_ward_blur(sc, roughness);
+ break;
+#endif
+ case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
+ bsdf_ashikhmin_velvet_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_WESTIN_BACKSCATTER_ID:
+ bsdf_westin_backscatter_blur(sc, roughness);
+ break;
+ case CLOSURE_BSDF_WESTIN_SHEEN_ID:
+ bsdf_westin_sheen_blur(sc, roughness);
+ break;
+#endif
+ default:
+ break;
+ }
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
new file mode 100644
index 00000000000..fcda7ac6fe1
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -0,0 +1,424 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Closure Nodes */
+
+__device void svm_node_glossy_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
+{
+ if(type == CLOSURE_BSDF_REFRACTION_ID) {
+ if(refract)
+ bsdf_refraction_setup(sd, sc, eta);
+ else
+ bsdf_reflection_setup(sd, sc);
+ }
+ else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
+ bsdf_microfacet_beckmann_setup(sd, sc, roughness, eta, refract);
+ }
+ else
+ bsdf_microfacet_ggx_setup(sd, sc, roughness, eta, refract);
+}
+
+__device_inline ShaderClosure *svm_node_closure_get(ShaderData *sd)
+{
+#ifdef __MULTI_CLOSURE__
+ ShaderClosure *sc = &sd->closure[sd->num_closure];
+
+ if(sd->num_closure < MAX_CLOSURE)
+ sd->num_closure++;
+
+ return sc;
+#else
+ return &sd->closure;
+#endif
+}
+
+__device_inline void svm_node_closure_set_mix_weight(ShaderClosure *sc, float mix_weight)
+{
+#ifdef __MULTI_CLOSURE__
+ sc->weight *= mix_weight;
+ sc->sample_weight = fabsf(average(sc->weight));
+#endif
+}
+
+__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag)
+{
+ uint type, param1_offset, param2_offset;
+
+#ifdef __MULTI_CLOSURE__
+ uint mix_weight_offset;
+ decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
+ float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
+
+ if(mix_weight == 0.0f)
+ return;
+#else
+ decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, NULL);
+ float mix_weight = 1.0f;
+#endif
+
+ float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z);
+ float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_as_float(node.w);
+
+ switch(type) {
+ case CLOSURE_BSDF_DIFFUSE_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ bsdf_diffuse_setup(sd, sc);
+ break;
+ }
+ case CLOSURE_BSDF_TRANSLUCENT_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ bsdf_translucent_setup(sd, sc);
+ break;
+ }
+ case CLOSURE_BSDF_TRANSPARENT_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ bsdf_transparent_setup(sd, sc);
+ break;
+ }
+ case CLOSURE_BSDF_REFLECTION_ID:
+ case CLOSURE_BSDF_MICROFACET_GGX_ID:
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: {
+#ifdef __CAUSTICS_TRICKS__
+ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
+ break;
+#endif
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ float roughness = param1;
+
+ /* setup bsdf */
+ if(type == CLOSURE_BSDF_REFLECTION_ID)
+ bsdf_reflection_setup(sd, sc);
+ else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
+ bsdf_microfacet_beckmann_setup(sd, sc, roughness, 1.0f, false);
+ else
+ bsdf_microfacet_ggx_setup(sd, sc, roughness, 1.0f, false);
+
+ break;
+ }
+ case CLOSURE_BSDF_REFRACTION_ID:
+ case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
+ case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
+#ifdef __CAUSTICS_TRICKS__
+ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
+ break;
+#endif
+ /* index of refraction */
+ float eta = fmaxf(param2, 1.0f + 1e-5f);
+ eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
+
+ /* fresnel */
+ float cosNO = dot(sd->N, sd->I);
+ float fresnel = fresnel_dielectric_cos(cosNO, eta);
+ float roughness = param1;
+
+#ifdef __MULTI_CLOSURE__
+ /* reflection */
+ ShaderClosure *sc = svm_node_closure_get(sd);
+
+ float3 weight = sc->weight;
+ float sample_weight = sc->sample_weight;
+
+ svm_node_closure_set_mix_weight(sc, mix_weight*fresnel);
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, false);
+
+ /* refraction */
+ sc = svm_node_closure_get(sd);
+
+ sc->weight = weight;
+ sc->sample_weight = sample_weight;
+
+ svm_node_closure_set_mix_weight(sc, mix_weight*(1.0f - fresnel));
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, true);
+#else
+ ShaderClosure *sc = svm_node_closure_get(sd);
+
+ bool refract = (randb > fresnel);
+
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, refract);
+#endif
+
+ break;
+ }
+#ifdef __DPDU__
+ case CLOSURE_BSDF_WARD_ID: {
+#ifdef __CAUSTICS_TRICKS__
+ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
+ break;
+#endif
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ float roughness_u = param1;
+ float roughness_v = param2;
+
+ bsdf_ward_setup(sd, sc, normalize(sd->dPdu), roughness_u, roughness_v);
+ break;
+ }
+#endif
+ case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ /* sigma */
+ float sigma = clamp(param1, 0.0f, 1.0f);
+ bsdf_ashikhmin_velvet_setup(sd, sc, sigma);
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+__device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
+{
+ uint type, param1_offset, param2_offset;
+
+#ifdef __MULTI_CLOSURE__
+ uint mix_weight_offset;
+ decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
+ float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
+
+ if(mix_weight == 0.0f)
+ return;
+#else
+ decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, NULL);
+ float mix_weight = 1.0f;
+#endif
+
+ float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z);
+ //float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_as_float(node.w);
+
+ switch(type) {
+ case CLOSURE_VOLUME_TRANSPARENT_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ float density = param1;
+ volume_transparent_setup(sd, sc, density);
+ break;
+ }
+ case CLOSURE_VOLUME_ISOTROPIC_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ float density = param1;
+ volume_isotropic_setup(sd, sc, density);
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+__device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
+{
+#ifdef __MULTI_CLOSURE__
+ uint mix_weight_offset = node.y;
+
+ if(stack_valid(mix_weight_offset)) {
+ float mix_weight = stack_load_float(stack, mix_weight_offset);
+
+ if(mix_weight == 0.0f)
+ return;
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight *= mix_weight;
+ sc->type = CLOSURE_EMISSION_ID;
+ }
+ else {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->type = CLOSURE_EMISSION_ID;
+ }
+
+#else
+ ShaderClosure *sc = &sd->closure;
+ sc->type = CLOSURE_EMISSION_ID;
+#endif
+
+ sd->flag |= SD_EMISSION;
+}
+
+__device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
+{
+#ifdef __MULTI_CLOSURE__
+ uint mix_weight_offset = node.y;
+
+ if(stack_valid(mix_weight_offset)) {
+ float mix_weight = stack_load_float(stack, mix_weight_offset);
+
+ if(mix_weight == 0.0f)
+ return;
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight *= mix_weight;
+ sc->type = CLOSURE_BACKGROUND_ID;
+ }
+ else {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->type = CLOSURE_BACKGROUND_ID;
+ }
+
+#else
+ ShaderClosure *sc = &sd->closure;
+ sc->type = CLOSURE_BACKGROUND_ID;
+#endif
+}
+
+__device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
+{
+#ifdef __MULTI_CLOSURE__
+ uint mix_weight_offset = node.y;
+
+ if(stack_valid(mix_weight_offset)) {
+ float mix_weight = stack_load_float(stack, mix_weight_offset);
+
+ if(mix_weight == 0.0f)
+ return;
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight = make_float3(mix_weight, mix_weight, mix_weight);
+ sc->type = CLOSURE_HOLDOUT_ID;
+ }
+ else {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight = make_float3(1.0f, 1.0f, 1.0f);
+ sc->type = CLOSURE_HOLDOUT_ID;
+ }
+#else
+ ShaderClosure *sc = &sd->closure;
+ sc->type = CLOSURE_HOLDOUT_ID;
+#endif
+
+ sd->flag |= SD_HOLDOUT;
+}
+
+/* Closure Nodes */
+
+__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
+{
+#ifdef __MULTI_CLOSURE__
+ sd->closure[sd->num_closure].weight = weight;
+#else
+ sd->closure.weight = weight;
+#endif
+}
+
+__device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
+{
+ float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b));
+ svm_node_closure_store_weight(sd, weight);
+}
+
+__device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
+{
+ float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b));
+
+ if(sd->object != ~0)
+ weight /= object_surface_area(kg, sd->object);
+
+ svm_node_closure_store_weight(sd, weight);
+}
+
+__device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
+{
+ float3 weight = stack_load_float3(stack, weight_offset);
+
+ svm_node_closure_store_weight(sd, weight);
+}
+
+__device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ uint color_offset = node.y;
+ uint strength_offset = node.z;
+ uint total_power = node.w;
+
+ float strength = stack_load_float(stack, strength_offset);
+ float3 weight = stack_load_float3(stack, color_offset)*strength;
+
+ if(total_power && sd->object != ~0)
+ weight /= object_surface_area(kg, sd->object);
+
+ svm_node_closure_store_weight(sd, weight);
+}
+
+__device void svm_node_mix_closure(ShaderData *sd, float *stack,
+ uint4 node, int *offset, float *randb)
+{
+#ifdef __MULTI_CLOSURE__
+ /* fetch weight from blend input, previous mix closures,
+ and write to stack to be used by closure nodes later */
+ uint weight_offset, in_weight_offset, weight1_offset, weight2_offset;
+ decode_node_uchar4(node.y, &weight_offset, &in_weight_offset, &weight1_offset, &weight2_offset);
+
+ float weight = stack_load_float(stack, weight_offset);
+ float in_weight = (stack_valid(in_weight_offset))? stack_load_float(stack, in_weight_offset): 1.0f;
+
+ if(stack_valid(weight1_offset))
+ stack_store_float(stack, weight1_offset, in_weight*(1.0f - weight));
+ if(stack_valid(weight2_offset))
+ stack_store_float(stack, weight2_offset, in_weight*weight);
+#else
+ /* pick a closure and make the random number uniform over 0..1 again.
+ closure 1 starts on the next node, for closure 2 the start is at an
+ offset from the current node, so we jump */
+ uint weight_offset = node.y;
+ uint node_jump = node.z;
+ float weight = stack_load_float(stack, weight_offset);
+ weight = clamp(weight, 0.0f, 1.0f);
+
+ if(*randb < weight) {
+ *offset += node_jump;
+ *randb = *randb/weight;
+ }
+ else
+ *randb = (*randb - weight)/(1.0f - weight);
+#endif
+}
+
+__device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
+ uint node_jump, int *offset, float *randb, float *closure_weight)
+{
+#ifdef __MULTI_CLOSURE__
+ /* nothing to do, handled in compiler */
+#else
+ /* pick one of the two closures with probability 0.5. sampling quality
+ is not going to be great, for that we'd need to evaluate the weights
+ of the two closures being added */
+ float weight = 0.5f;
+
+ if(*randb < weight) {
+ *offset += node_jump;
+ *randb = *randb/weight;
+ }
+ else
+ *randb = (*randb - weight)/(1.0f - weight);
+
+ *closure_weight *= 2.0f;
+#endif
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_convert.h b/intern/cycles/kernel/svm/svm_convert.h
new file mode 100644
index 00000000000..188b0489d9e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_convert.h
@@ -0,0 +1,48 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Conversion Nodes */
+
+__device void svm_node_convert(ShaderData *sd, float *stack, uint type, uint from, uint to)
+{
+ switch(type) {
+ case NODE_CONVERT_FV: {
+ float f = stack_load_float(stack, from);
+ stack_store_float3(stack, to, make_float3(f, f, f));
+ break;
+ }
+ case NODE_CONVERT_CF: {
+ float3 f = stack_load_float3(stack, from);
+ float g = linear_rgb_to_gray(f);
+ stack_store_float(stack, to, g);
+ break;
+ }
+ case NODE_CONVERT_VF: {
+ float3 f = stack_load_float3(stack, from);
+ float g = (f.x + f.y + f.z)*(1.0f/3.0f);
+ stack_store_float(stack, to, g);
+ break;
+ }
+
+ }
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_displace.h b/intern/cycles/kernel/svm/svm_displace.h
new file mode 100644
index 00000000000..b1677f67eca
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_displace.h
@@ -0,0 +1,52 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Bump Node */
+
+__device void svm_node_set_bump(ShaderData *sd, float *stack, uint c_offset, uint x_offset, uint y_offset)
+{
+#ifdef __RAY_DIFFERENTIALS__
+ float h_c = stack_load_float(stack, c_offset);
+ float h_x = stack_load_float(stack, x_offset);
+ float h_y = stack_load_float(stack, y_offset);
+
+ float3 Rx = cross(sd->dP.dy, sd->N);
+ float3 Ry = cross(sd->N, sd->dP.dx);
+
+ float det = dot(sd->dP.dx, Rx);
+ float3 surfgrad = (h_x - h_c)*Rx + (h_y - h_c)*Ry;
+
+ surfgrad *= 0.1f; /* todo: remove this factor */
+
+ float absdet = fabsf(det);
+ sd->N = normalize(absdet*sd->N - signf(det)*surfgrad);
+#endif
+}
+
+/* Displacement Node */
+
+__device void svm_node_set_displacement(ShaderData *sd, float *stack, uint fac_offset)
+{
+ float d = stack_load_float(stack, fac_offset);
+ sd->P += sd->N*d*0.1f; /* todo: get rid of this factor */
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_fresnel.h b/intern/cycles/kernel/svm/svm_fresnel.h
new file mode 100644
index 00000000000..7684eabeecb
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_fresnel.h
@@ -0,0 +1,70 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Fresnel Node */
+
+__device void svm_node_fresnel(ShaderData *sd, float *stack, uint ior_offset, uint ior_value, uint out_offset)
+{
+ float eta = (stack_valid(ior_offset))? stack_load_float(stack, ior_offset): __int_as_float(ior_value);
+ eta = fmaxf(eta, 1.0f + 1e-5f);
+ eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
+
+ float f = fresnel_dielectric_cos(dot(sd->I, sd->N), eta);
+
+ stack_store_float(stack, out_offset, f);
+}
+
+/* Blend Weight Node */
+
+__device void svm_node_layer_weight(ShaderData *sd, float *stack, uint4 node)
+{
+ uint blend_offset = node.y;
+ uint blend_value = node.z;
+ float blend = (stack_valid(blend_offset))? stack_load_float(stack, blend_offset): __int_as_float(blend_value);
+
+ uint type, out_offset;
+ decode_node_uchar4(node.w, &type, &out_offset, NULL, NULL);
+
+ float f;
+
+ if(type == NODE_LAYER_WEIGHT_FRESNEL) {
+ float eta = fmaxf(1.0f - blend, 1e-5f);
+ eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta;
+
+ f = fresnel_dielectric_cos(dot(sd->I, sd->N), eta);
+ }
+ else {
+ f = fabsf(dot(sd->I, sd->N));
+
+ if(blend != 0.5f) {
+ blend = clamp(blend, 0.0f, 1.0f);
+ blend = (blend < 0.5f)? 2.0f*blend: 0.5f/(1.0f - blend);
+
+ f = powf(f, blend);
+ }
+
+ f = 1.0f - f;
+ }
+
+ stack_store_float(stack, out_offset, f);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_geometry.h b/intern/cycles/kernel/svm/svm_geometry.h
new file mode 100644
index 00000000000..77fe26c809e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_geometry.h
@@ -0,0 +1,78 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Geometry Node */
+
+__device void svm_node_geometry(ShaderData *sd, float *stack, uint type, uint out_offset)
+{
+ float3 data;
+
+ switch(type) {
+ case NODE_GEOM_P: data = sd->P; break;
+ case NODE_GEOM_N: data = sd->N; break;
+#ifdef __DPDU__
+ case NODE_GEOM_T: data = normalize(sd->dPdu); break;
+#endif
+ case NODE_GEOM_I: data = sd->I; break;
+ case NODE_GEOM_Ng: data = sd->Ng; break;
+#ifdef __UV__
+ case NODE_GEOM_uv: data = make_float3(sd->u, sd->v, 0.0f); break;
+#endif
+ }
+
+ stack_store_float3(stack, out_offset, data);
+}
+
+__device void svm_node_geometry_bump_dx(ShaderData *sd, float *stack, uint type, uint out_offset)
+{
+#ifdef __RAY_DIFFERENTIALS__
+ float3 data;
+
+ switch(type) {
+ case NODE_GEOM_P: data = sd->P + sd->dP.dx; break;
+ case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dx, sd->v + sd->dv.dx, 0.0f); break;
+ default: svm_node_geometry(sd, stack, type, out_offset); return;
+ }
+
+ stack_store_float3(stack, out_offset, data);
+#else
+ svm_node_geometry(sd, stack, type, out_offset);
+#endif
+}
+
+__device void svm_node_geometry_bump_dy(ShaderData *sd, float *stack, uint type, uint out_offset)
+{
+#ifdef __RAY_DIFFERENTIALS__
+ float3 data;
+
+ switch(type) {
+ case NODE_GEOM_P: data = sd->P + sd->dP.dy; break;
+ case NODE_GEOM_uv: data = make_float3(sd->u + sd->du.dy, sd->v + sd->dv.dy, 0.0f); break;
+ default: svm_node_geometry(sd, stack, type, out_offset); return;
+ }
+
+ stack_store_float3(stack, out_offset, data);
+#else
+ svm_node_geometry(sd, stack, type, out_offset);
+#endif
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_gradient.h b/intern/cycles/kernel/svm/svm_gradient.h
new file mode 100644
index 00000000000..c7013800d6b
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_gradient.h
@@ -0,0 +1,80 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Gradient */
+
+__device float svm_gradient(float3 p, NodeBlendType type)
+{
+ float x, y, z;
+
+ x= p.x;
+ y= p.y;
+ z= p.z;
+
+ if(type == NODE_BLEND_LINEAR) {
+ return x;
+ }
+ else if(type == NODE_BLEND_QUADRATIC) {
+ float r = fmaxf(x, 0.0f);
+ return r*r;
+ }
+ else if(type == NODE_BLEND_EASING) {
+ float r = fminf(fmaxf(x, 0.0f), 1.0f);
+ float t = r*r;
+
+ return (3.0f*t - 2.0f*t*r);
+ }
+ else if(type == NODE_BLEND_DIAGONAL) {
+ return (x + y)/2.0f;
+ }
+ else if(type == NODE_BLEND_RADIAL) {
+ return atan2(y, x)/(2.0f*M_PI_F) + 0.5f;
+ }
+ else {
+ float r = fmaxf(1.0f - sqrtf(x*x + y*y + z*z), 0.0f);
+
+ if(type == NODE_BLEND_QUADRATIC_SPHERE)
+ return r*r;
+ else if(type == NODE_BLEND_SPHERICAL)
+ return r;
+ }
+
+ return 0.0f;
+}
+
+__device void svm_node_tex_gradient(ShaderData *sd, float *stack, uint4 node)
+{
+ uint type, co_offset, color_offset, fac_offset;
+
+ decode_node_uchar4(node.y, &type, &co_offset, &fac_offset, &color_offset);
+
+ float3 co = stack_load_float3(stack, co_offset);
+
+ float f = svm_gradient(co, (NodeBlendType)type);
+ f = clamp(f, 0.0f, 1.0f);
+
+ if(stack_valid(fac_offset))
+ stack_store_float(stack, fac_offset, f);
+ if(stack_valid(color_offset))
+ stack_store_float3(stack, color_offset, make_float3(f, f, f));
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_image.h b/intern/cycles/kernel/svm/svm_image.h
new file mode 100644
index 00000000000..62e24166970
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_image.h
@@ -0,0 +1,196 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y)
+{
+ float4 r;
+
+ /* not particularly proud of this massive switch, what are the
+ alternatives?
+ - use a single big 1D texture, and do our own lookup/filtering
+ - group by size and use a 3d texture, performance impact
+ - group into larger texture with some padding for correct lerp
+
+ also note that cuda has 128 textures limit, we use 100 now, since
+ we still need some for other storage */
+
+#ifdef __KERNEL_OPENCL__
+ r = make_float4(0.0f, 0.0f, 0.0f, 0.0f); /* todo */
+#else
+ switch(id) {
+ case 0: r = kernel_tex_image_interp(__tex_image_000, x, y); break;
+ case 1: r = kernel_tex_image_interp(__tex_image_001, x, y); break;
+ case 2: r = kernel_tex_image_interp(__tex_image_002, x, y); break;
+ case 3: r = kernel_tex_image_interp(__tex_image_003, x, y); break;
+ case 4: r = kernel_tex_image_interp(__tex_image_004, x, y); break;
+ case 5: r = kernel_tex_image_interp(__tex_image_005, x, y); break;
+ case 6: r = kernel_tex_image_interp(__tex_image_006, x, y); break;
+ case 7: r = kernel_tex_image_interp(__tex_image_007, x, y); break;
+ case 8: r = kernel_tex_image_interp(__tex_image_008, x, y); break;
+ case 9: r = kernel_tex_image_interp(__tex_image_009, x, y); break;
+ case 10: r = kernel_tex_image_interp(__tex_image_010, x, y); break;
+ case 11: r = kernel_tex_image_interp(__tex_image_011, x, y); break;
+ case 12: r = kernel_tex_image_interp(__tex_image_012, x, y); break;
+ case 13: r = kernel_tex_image_interp(__tex_image_013, x, y); break;
+ case 14: r = kernel_tex_image_interp(__tex_image_014, x, y); break;
+ case 15: r = kernel_tex_image_interp(__tex_image_015, x, y); break;
+ case 16: r = kernel_tex_image_interp(__tex_image_016, x, y); break;
+ case 17: r = kernel_tex_image_interp(__tex_image_017, x, y); break;
+ case 18: r = kernel_tex_image_interp(__tex_image_018, x, y); break;
+ case 19: r = kernel_tex_image_interp(__tex_image_019, x, y); break;
+ case 20: r = kernel_tex_image_interp(__tex_image_020, x, y); break;
+ case 21: r = kernel_tex_image_interp(__tex_image_021, x, y); break;
+ case 22: r = kernel_tex_image_interp(__tex_image_022, x, y); break;
+ case 23: r = kernel_tex_image_interp(__tex_image_023, x, y); break;
+ case 24: r = kernel_tex_image_interp(__tex_image_024, x, y); break;
+ case 25: r = kernel_tex_image_interp(__tex_image_025, x, y); break;
+ case 26: r = kernel_tex_image_interp(__tex_image_026, x, y); break;
+ case 27: r = kernel_tex_image_interp(__tex_image_027, x, y); break;
+ case 28: r = kernel_tex_image_interp(__tex_image_028, x, y); break;
+ case 29: r = kernel_tex_image_interp(__tex_image_029, x, y); break;
+ case 30: r = kernel_tex_image_interp(__tex_image_030, x, y); break;
+ case 31: r = kernel_tex_image_interp(__tex_image_031, x, y); break;
+ case 32: r = kernel_tex_image_interp(__tex_image_032, x, y); break;
+ case 33: r = kernel_tex_image_interp(__tex_image_033, x, y); break;
+ case 34: r = kernel_tex_image_interp(__tex_image_034, x, y); break;
+ case 35: r = kernel_tex_image_interp(__tex_image_035, x, y); break;
+ case 36: r = kernel_tex_image_interp(__tex_image_036, x, y); break;
+ case 37: r = kernel_tex_image_interp(__tex_image_037, x, y); break;
+ case 38: r = kernel_tex_image_interp(__tex_image_038, x, y); break;
+ case 39: r = kernel_tex_image_interp(__tex_image_039, x, y); break;
+ case 40: r = kernel_tex_image_interp(__tex_image_040, x, y); break;
+ case 41: r = kernel_tex_image_interp(__tex_image_041, x, y); break;
+ case 42: r = kernel_tex_image_interp(__tex_image_042, x, y); break;
+ case 43: r = kernel_tex_image_interp(__tex_image_043, x, y); break;
+ case 44: r = kernel_tex_image_interp(__tex_image_044, x, y); break;
+ case 45: r = kernel_tex_image_interp(__tex_image_045, x, y); break;
+ case 46: r = kernel_tex_image_interp(__tex_image_046, x, y); break;
+ case 47: r = kernel_tex_image_interp(__tex_image_047, x, y); break;
+ case 48: r = kernel_tex_image_interp(__tex_image_048, x, y); break;
+ case 49: r = kernel_tex_image_interp(__tex_image_049, x, y); break;
+ case 50: r = kernel_tex_image_interp(__tex_image_050, x, y); break;
+ case 51: r = kernel_tex_image_interp(__tex_image_051, x, y); break;
+ case 52: r = kernel_tex_image_interp(__tex_image_052, x, y); break;
+ case 53: r = kernel_tex_image_interp(__tex_image_053, x, y); break;
+ case 54: r = kernel_tex_image_interp(__tex_image_054, x, y); break;
+ case 55: r = kernel_tex_image_interp(__tex_image_055, x, y); break;
+ case 56: r = kernel_tex_image_interp(__tex_image_056, x, y); break;
+ case 57: r = kernel_tex_image_interp(__tex_image_057, x, y); break;
+ case 58: r = kernel_tex_image_interp(__tex_image_058, x, y); break;
+ case 59: r = kernel_tex_image_interp(__tex_image_059, x, y); break;
+ case 60: r = kernel_tex_image_interp(__tex_image_060, x, y); break;
+ case 61: r = kernel_tex_image_interp(__tex_image_061, x, y); break;
+ case 62: r = kernel_tex_image_interp(__tex_image_062, x, y); break;
+ case 63: r = kernel_tex_image_interp(__tex_image_063, x, y); break;
+ case 64: r = kernel_tex_image_interp(__tex_image_064, x, y); break;
+ case 65: r = kernel_tex_image_interp(__tex_image_065, x, y); break;
+ case 66: r = kernel_tex_image_interp(__tex_image_066, x, y); break;
+ case 67: r = kernel_tex_image_interp(__tex_image_067, x, y); break;
+ case 68: r = kernel_tex_image_interp(__tex_image_068, x, y); break;
+ case 69: r = kernel_tex_image_interp(__tex_image_069, x, y); break;
+ case 70: r = kernel_tex_image_interp(__tex_image_070, x, y); break;
+ case 71: r = kernel_tex_image_interp(__tex_image_071, x, y); break;
+ case 72: r = kernel_tex_image_interp(__tex_image_072, x, y); break;
+ case 73: r = kernel_tex_image_interp(__tex_image_073, x, y); break;
+ case 74: r = kernel_tex_image_interp(__tex_image_074, x, y); break;
+ case 75: r = kernel_tex_image_interp(__tex_image_075, x, y); break;
+ case 76: r = kernel_tex_image_interp(__tex_image_076, x, y); break;
+ case 77: r = kernel_tex_image_interp(__tex_image_077, x, y); break;
+ case 78: r = kernel_tex_image_interp(__tex_image_078, x, y); break;
+ case 79: r = kernel_tex_image_interp(__tex_image_079, x, y); break;
+ case 80: r = kernel_tex_image_interp(__tex_image_080, x, y); break;
+ case 81: r = kernel_tex_image_interp(__tex_image_081, x, y); break;
+ case 82: r = kernel_tex_image_interp(__tex_image_082, x, y); break;
+ case 83: r = kernel_tex_image_interp(__tex_image_083, x, y); break;
+ case 84: r = kernel_tex_image_interp(__tex_image_084, x, y); break;
+ case 85: r = kernel_tex_image_interp(__tex_image_085, x, y); break;
+ case 86: r = kernel_tex_image_interp(__tex_image_086, x, y); break;
+ case 87: r = kernel_tex_image_interp(__tex_image_087, x, y); break;
+ case 88: r = kernel_tex_image_interp(__tex_image_088, x, y); break;
+ case 89: r = kernel_tex_image_interp(__tex_image_089, x, y); break;
+ case 90: r = kernel_tex_image_interp(__tex_image_090, x, y); break;
+ case 91: r = kernel_tex_image_interp(__tex_image_091, x, y); break;
+ case 92: r = kernel_tex_image_interp(__tex_image_092, x, y); break;
+ case 93: r = kernel_tex_image_interp(__tex_image_093, x, y); break;
+ case 94: r = kernel_tex_image_interp(__tex_image_094, x, y); break;
+ case 95: r = kernel_tex_image_interp(__tex_image_095, x, y); break;
+ case 96: r = kernel_tex_image_interp(__tex_image_096, x, y); break;
+ case 97: r = kernel_tex_image_interp(__tex_image_097, x, y); break;
+ case 98: r = kernel_tex_image_interp(__tex_image_098, x, y); break;
+ case 99: r = kernel_tex_image_interp(__tex_image_099, x, y); break;
+ default:
+ kernel_assert(0);
+ return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+#endif
+
+ return r;
+}
+
+__device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ uint id = node.y;
+ uint co_offset, out_offset, alpha_offset, srgb;
+
+ decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float4 f = svm_image_texture(kg, id, co.x, co.y);
+ float3 r = make_float3(f.x, f.y, f.z);
+
+ if(srgb) {
+ r.x = color_srgb_to_scene_linear(r.x);
+ r.y = color_srgb_to_scene_linear(r.y);
+ r.z = color_srgb_to_scene_linear(r.z);
+ }
+
+ if(stack_valid(out_offset))
+ stack_store_float3(stack, out_offset, r);
+ if(stack_valid(alpha_offset))
+ stack_store_float(stack, alpha_offset, f.w);
+}
+
+__device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
+{
+ uint id = node.y;
+ uint co_offset, out_offset, alpha_offset, srgb;
+
+ decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float u = (atan2f(co.y, co.x) + M_PI_F)/(2*M_PI_F);
+ float v = atan2f(co.z, hypotf(co.x, co.y))/M_PI_F + 0.5f;
+ float4 f = svm_image_texture(kg, id, u, v);
+ float3 r = make_float3(f.x, f.y, f.z);
+
+ if(srgb) {
+ r.x = color_srgb_to_scene_linear(r.x);
+ r.y = color_srgb_to_scene_linear(r.y);
+ r.z = color_srgb_to_scene_linear(r.z);
+ }
+
+ if(stack_valid(out_offset))
+ stack_store_float3(stack, out_offset, r);
+ if(stack_valid(alpha_offset))
+ stack_store_float(stack, alpha_offset, f.w);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_light_path.h b/intern/cycles/kernel/svm/svm_light_path.h
new file mode 100644
index 00000000000..1b13fd93a0f
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_light_path.h
@@ -0,0 +1,42 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Light Path Node */
+
+__device void svm_node_light_path(ShaderData *sd, float *stack, uint type, uint out_offset, int path_flag)
+{
+ float info = 0.0f;
+
+ switch(type) {
+ case NODE_LP_camera: info = (path_flag & PATH_RAY_CAMERA)? 1.0f: 0.0f; break;
+ case NODE_LP_shadow: info = (path_flag & PATH_RAY_SHADOW)? 1.0f: 0.0f; break;
+ case NODE_LP_diffuse: info = (path_flag & PATH_RAY_DIFFUSE)? 1.0f: 0.0f; break;
+ case NODE_LP_glossy: info = (path_flag & PATH_RAY_GLOSSY)? 1.0f: 0.0f; break;
+ case NODE_LP_singular: info = (path_flag & PATH_RAY_SINGULAR)? 1.0f: 0.0f; break;
+ case NODE_LP_reflection: info = (path_flag & PATH_RAY_REFLECT)? 1.0f: 0.0f; break;
+ case NODE_LP_transmission: info = (path_flag & PATH_RAY_TRANSMIT)? 1.0f: 0.0f; break;
+ case NODE_LP_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
+ }
+
+ stack_store_float(stack, out_offset, info);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_magic.h b/intern/cycles/kernel/svm/svm_magic.h
new file mode 100644
index 00000000000..65d37937e1e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_magic.h
@@ -0,0 +1,114 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Magic */
+
+__device_noinline float3 svm_magic(float3 p, int n, float distortion)
+{
+ float x = sinf((p.x + p.y + p.z)*5.0f);
+ float y = cosf((-p.x + p.y - p.z)*5.0f);
+ float z = -cosf((-p.x - p.y + p.z)*5.0f);
+
+ if(n > 0) {
+ x *= distortion;
+ y *= distortion;
+ z *= distortion;
+ y = -cosf(x-y+z);
+ y *= distortion;
+
+ if(n > 1) {
+ x= cosf(x-y-z);
+ x *= distortion;
+
+ if(n > 2) {
+ z= sinf(-x-y-z);
+ z *= distortion;
+
+ if(n > 3) {
+ x= -cosf(-x+y-z);
+ x *= distortion;
+
+ if(n > 4) {
+ y= -sinf(-x+y+z);
+ y *= distortion;
+
+ if(n > 5) {
+ y= -cosf(-x+y+z);
+ y *= distortion;
+
+ if(n > 6) {
+ x= cosf(x+y+z);
+ x *= distortion;
+
+ if(n > 7) {
+ z= sinf(x+y-z);
+ z *= distortion;
+
+ if(n > 8) {
+ x= -cosf(-x-y+z);
+ x *= distortion;
+
+ if(n > 9) {
+ y= -sinf(x-y+z);
+ y *= distortion;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ if(distortion != 0.0f) {
+ distortion *= 2.0f;
+ x /= distortion;
+ y /= distortion;
+ z /= distortion;
+ }
+
+ return make_float3(0.5f - x, 0.5f - y, 0.5f - z);
+}
+
+__device void svm_node_tex_magic(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+{
+ uint depth;
+ uint scale_offset, distortion_offset, co_offset, fac_offset, color_offset;
+
+ decode_node_uchar4(node.y, &depth, &color_offset, &fac_offset, NULL);
+ decode_node_uchar4(node.z, &co_offset, &scale_offset, &distortion_offset, NULL);
+
+ uint4 node2 = read_node(kg, offset);
+ float3 co = stack_load_float3(stack, co_offset);
+ float scale = stack_load_float_default(stack, scale_offset, node2.x);
+ float distortion = stack_load_float_default(stack, distortion_offset, node2.y);
+
+ float3 color = svm_magic(co*scale, depth, distortion);
+
+ if(stack_valid(fac_offset))
+ stack_store_float(stack, fac_offset, average(color));
+ if(stack_valid(color_offset))
+ stack_store_float3(stack, color_offset, color);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_mapping.h b/intern/cycles/kernel/svm/svm_mapping.h
new file mode 100644
index 00000000000..7633c3e783b
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_mapping.h
@@ -0,0 +1,38 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Mapping Node */
+
+__device void svm_node_mapping(KernelGlobals *kg, ShaderData *sd, float *stack, uint vec_offset, uint out_offset, int *offset)
+{
+ float3 v = stack_load_float3(stack, vec_offset);
+
+ Transform tfm;
+ tfm.x = read_node_float(kg, offset);
+ tfm.y = read_node_float(kg, offset);
+ tfm.z = read_node_float(kg, offset);
+ tfm.w = read_node_float(kg, offset);
+
+ float3 r = transform(&tfm, v);
+ stack_store_float3(stack, out_offset, r);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_math.h b/intern/cycles/kernel/svm/svm_math.h
new file mode 100644
index 00000000000..bc2f774097e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_math.h
@@ -0,0 +1,186 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device float safe_asinf(float a)
+{
+ if(a <= -1.0f)
+ return -M_PI_2_F;
+ else if(a >= 1.0f)
+ return M_PI_2_F;
+
+ return asinf(a);
+}
+
+__device float safe_acosf(float a)
+{
+ if(a <= -1.0f)
+ return M_PI_F;
+ else if(a >= 1.0f)
+ return 0.0f;
+
+ return acosf(a);
+}
+
+__device float safe_powf(float a, float b)
+{
+ if(b == 0.0f)
+ return 1.0f;
+ if(a == 0.0f)
+ return 0.0f;
+ if(a < 0.0f && b != (int)b)
+ return 0.0f;
+
+ return powf(a, b);
+}
+
+__device float safe_logf(float a, float b)
+{
+ if(a < 0.0f || b < 0.0f)
+ return 0.0f;
+
+ return logf(a)/logf(b);
+}
+
+__device float safe_divide(float a, float b)
+{
+ float result;
+
+ if(b == 0.0f)
+ result = 0.0f;
+ else
+ result = a/b;
+
+ return result;
+}
+
+__device float svm_math(NodeMath type, float Fac1, float Fac2)
+{
+ float Fac;
+
+ if(type == NODE_MATH_ADD)
+ Fac = Fac1 + Fac2;
+ else if(type == NODE_MATH_SUBTRACT)
+ Fac = Fac1 - Fac2;
+ else if(type == NODE_MATH_MULTIPLY)
+ Fac = Fac1*Fac2;
+ else if(type == NODE_MATH_DIVIDE)
+ Fac = safe_divide(Fac1, Fac2);
+ else if(type == NODE_MATH_SINE)
+ Fac = sinf(Fac1);
+ else if(type == NODE_MATH_COSINE)
+ Fac = cosf(Fac1);
+ else if(type == NODE_MATH_TANGENT)
+ Fac = tanf(Fac1);
+ else if(type == NODE_MATH_ARCSINE)
+ Fac = safe_asinf(Fac1);
+ else if(type == NODE_MATH_ARCCOSINE)
+ Fac = safe_acosf(Fac1);
+ else if(type == NODE_MATH_ARCTANGENT)
+ Fac = atanf(Fac1);
+ else if(type == NODE_MATH_POWER)
+ Fac = safe_powf(Fac1, Fac2);
+ else if(type == NODE_MATH_LOGARITHM)
+ Fac = safe_logf(Fac1, Fac2);
+ else if(type == NODE_MATH_MINIMUM)
+ Fac = fminf(Fac1, Fac2);
+ else if(type == NODE_MATH_MAXIMUM)
+ Fac = fmaxf(Fac1, Fac2);
+ else if(type == NODE_MATH_ROUND)
+ Fac = floorf(Fac1 + 0.5f);
+ else if(type == NODE_MATH_LESS_THAN)
+ Fac = Fac1 < Fac2;
+ else if(type == NODE_MATH_GREATER_THAN)
+ Fac = Fac1 > Fac2;
+ else
+ Fac = 0.0f;
+
+ return Fac;
+}
+
+__device float average_fac(float3 v)
+{
+ return (fabsf(v.x) + fabsf(v.y) + fabsf(v.z))/3.0f;
+}
+
+__device void svm_vector_math(float *Fac, float3 *Vector, NodeVectorMath type, float3 Vector1, float3 Vector2)
+{
+ if(type == NODE_VECTOR_MATH_ADD) {
+ *Vector = Vector1 + Vector2;
+ *Fac = average_fac(*Vector);
+ }
+ else if(type == NODE_VECTOR_MATH_SUBTRACT) {
+ *Vector = Vector1 - Vector2;
+ *Fac = average_fac(*Vector);
+ }
+ else if(type == NODE_VECTOR_MATH_AVERAGE) {
+ *Fac = len(Vector1 + Vector2);
+ *Vector = normalize(Vector1 + Vector2);
+ }
+ else if(type == NODE_VECTOR_MATH_DOT_PRODUCT) {
+ *Fac = dot(Vector1, Vector2);
+ *Vector = make_float3(0.0f, 0.0f, 0.0f);
+ }
+ else if(type == NODE_VECTOR_MATH_CROSS_PRODUCT) {
+ float3 c = cross(Vector1, Vector2);
+ *Fac = len(c);
+ *Vector = normalize(c);
+ }
+ else if(type == NODE_VECTOR_MATH_NORMALIZE) {
+ *Fac = len(Vector1);
+ *Vector = normalize(Vector1);
+ }
+ else {
+ *Fac = 0.0f;
+ *Vector = make_float3(0.0f, 0.0f, 0.0f);
+ }
+}
+
+/* Nodes */
+
+__device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint f1_offset, uint f2_offset, int *offset)
+{
+ NodeMath type = (NodeMath)itype;
+ float f1 = stack_load_float(stack, f1_offset);
+ float f2 = stack_load_float(stack, f2_offset);
+ float f = svm_math(type, f1, f2);
+
+ uint4 node1 = read_node(kg, offset);
+
+ stack_store_float(stack, node1.y, f);
+}
+
+__device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint v1_offset, uint v2_offset, int *offset)
+{
+ NodeVectorMath type = (NodeVectorMath)itype;
+ float3 v1 = stack_load_float3(stack, v1_offset);
+ float3 v2 = stack_load_float3(stack, v2_offset);
+ float f;
+ float3 v;
+
+ svm_vector_math(&f, &v, type, v1, v2);
+
+ uint4 node1 = read_node(kg, offset);
+
+ if(stack_valid(node1.y)) stack_store_float(stack, node1.y, f);
+ if(stack_valid(node1.z)) stack_store_float3(stack, node1.z, v);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_mix.h b/intern/cycles/kernel/svm/svm_mix.h
new file mode 100644
index 00000000000..c9e6cdf43b9
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_mix.h
@@ -0,0 +1,395 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device float3 rgb_to_hsv(float3 rgb)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ float3 c;
+
+ cmax = fmaxf(rgb.x, fmaxf(rgb.y, rgb.z));
+ cmin = min(rgb.x, min(rgb.y, rgb.z));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+
+ if(cmax != 0.0f) {
+ s = cdelta/cmax;
+ }
+ else {
+ s = 0.0f;
+ h = 0.0f;
+ }
+
+ if(s == 0.0f) {
+ h = 0.0f;
+ }
+ else {
+ float3 cmax3 = make_float3(cmax, cmax, cmax);
+ c = (cmax3 - rgb)/cdelta;
+
+ if(rgb.x == cmax) h = c.z - c.y;
+ else if(rgb.y == cmax) h = 2.0f + c.x - c.z;
+ else h = 4.0f + c.y - c.x;
+
+ h /= 6.0f;
+
+ if(h < 0.0f)
+ h += 1.0f;
+ }
+
+ return make_float3(h, s, v);
+}
+
+__device float3 hsv_to_rgb(float3 hsv)
+{
+ float i, f, p, q, t, h, s, v;
+ float3 rgb;
+
+ h = hsv.x;
+ s = hsv.y;
+ v = hsv.z;
+
+ if(s==0.0f) {
+ rgb = make_float3(v, v, v);
+ }
+ else {
+ if(h==1.0f)
+ h = 0.0f;
+
+ h *= 6.0f;
+ i = floor(h);
+ f = h - i;
+ rgb = make_float3(f, f, f);
+ p = v*(1.0f-s);
+ q = v*(1.0f-(s*f));
+ t = v*(1.0f-(s*(1.0f-f)));
+
+ if(i == 0.0f) rgb = make_float3(v, t, p);
+ else if(i == 1.0f) rgb = make_float3(q, v, p);
+ else if(i == 2.0f) rgb = make_float3(p, v, t);
+ else if(i == 3.0f) rgb = make_float3(p, q, v);
+ else if(i == 4.0f) rgb = make_float3(t, p, v);
+ else rgb = make_float3(v, p, q);
+ }
+
+ return rgb;
+}
+
+__device float3 svm_lerp(const float3 a, const float3 b, float t)
+{
+ return (a * (1.0f - t) + b * t);
+}
+
+__device float3 svm_mix_blend(float t, float3 col1, float3 col2)
+{
+ return svm_lerp(col1, col2, t);
+}
+
+__device float3 svm_mix_add(float t, float3 col1, float3 col2)
+{
+ return svm_lerp(col1, col1 + col2, t);
+}
+
+__device float3 svm_mix_mul(float t, float3 col1, float3 col2)
+{
+ return svm_lerp(col1, col1 * col2, t);
+}
+
+__device float3 svm_mix_screen(float t, float3 col1, float3 col2)
+{
+ float tm = 1.0f - t;
+ float3 one = make_float3(1.0f, 1.0f, 1.0f);
+ float3 tm3 = make_float3(tm, tm, tm);
+
+ return one - (tm3 + t*(one - col2))*(one - col1);
+}
+
+__device float3 svm_mix_overlay(float t, float3 col1, float3 col2)
+{
+ float tm = 1.0f - t;
+
+ float3 outcol = col1;
+
+ if(outcol.x < 0.5f)
+ outcol.x *= tm + 2.0f*t*col2.x;
+ else
+ outcol.x = 1.0f - (tm + 2.0f*t*(1.0f - col2.x))*(1.0f - outcol.x);
+
+ if(outcol.y < 0.5f)
+ outcol.y *= tm + 2.0f*t*col2.y;
+ else
+ outcol.y = 1.0f - (tm + 2.0f*t*(1.0f - col2.y))*(1.0f - outcol.y);
+
+ if(outcol.z < 0.5f)
+ outcol.z *= tm + 2.0f*t*col2.z;
+ else
+ outcol.z = 1.0f - (tm + 2.0f*t*(1.0f - col2.z))*(1.0f - outcol.z);
+
+ return outcol;
+}
+
+__device float3 svm_mix_sub(float t, float3 col1, float3 col2)
+{
+ return svm_lerp(col1, col1 - col2, t);
+}
+
+__device float3 svm_mix_div(float t, float3 col1, float3 col2)
+{
+ float tm = 1.0f - t;
+
+ float3 outcol = col1;
+
+ if(col2.x != 0.0f) outcol.x = tm*outcol.x + t*outcol.x/col2.x;
+ if(col2.y != 0.0f) outcol.y = tm*outcol.y + t*outcol.y/col2.y;
+ if(col2.z != 0.0f) outcol.z = tm*outcol.z + t*outcol.z/col2.z;
+
+ return outcol;
+}
+
+__device float3 svm_mix_diff(float t, float3 col1, float3 col2)
+{
+ return svm_lerp(col1, fabs(col1 - col2), t);
+}
+
+__device float3 svm_mix_dark(float t, float3 col1, float3 col2)
+{
+ return min(col1, col2*t);
+}
+
+__device float3 svm_mix_light(float t, float3 col1, float3 col2)
+{
+ return max(col1, col2*t);
+}
+
+__device float3 svm_mix_dodge(float t, float3 col1, float3 col2)
+{
+ float3 outcol = col1;
+
+ if(outcol.x != 0.0f) {
+ float tmp = 1.0f - t*col2.x;
+ if(tmp <= 0.0f)
+ outcol.x = 1.0f;
+ else if((tmp = outcol.x/tmp) > 1.0f)
+ outcol.x = 1.0f;
+ else
+ outcol.x = tmp;
+ }
+ if(outcol.y != 0.0f) {
+ float tmp = 1.0f - t*col2.y;
+ if(tmp <= 0.0f)
+ outcol.y = 1.0f;
+ else if((tmp = outcol.y/tmp) > 1.0f)
+ outcol.y = 1.0f;
+ else
+ outcol.y = tmp;
+ }
+ if(outcol.z != 0.0f) {
+ float tmp = 1.0f - t*col2.z;
+ if(tmp <= 0.0f)
+ outcol.z = 1.0f;
+ else if((tmp = outcol.z/tmp) > 1.0f)
+ outcol.z = 1.0f;
+ else
+ outcol.z = tmp;
+ }
+
+ return outcol;
+}
+
+__device float3 svm_mix_burn(float t, float3 col1, float3 col2)
+{
+ float tmp, tm = 1.0f - t;
+
+ float3 outcol = col1;
+
+ tmp = tm + t*col2.x;
+ if(tmp <= 0.0f)
+ outcol.x = 0.0f;
+ else if((tmp = (1.0f - (1.0f - outcol.x)/tmp)) < 0.0f)
+ outcol.x = 0.0f;
+ else if(tmp > 1.0f)
+ outcol.x = 1.0f;
+ else
+ outcol.x = tmp;
+
+ tmp = tm + t*col2.y;
+ if(tmp <= 0.0f)
+ outcol.y = 0.0f;
+ else if((tmp = (1.0f - (1.0f - outcol.y)/tmp)) < 0.0f)
+ outcol.y = 0.0f;
+ else if(tmp > 1.0f)
+ outcol.y = 1.0f;
+ else
+ outcol.y = tmp;
+
+ tmp = tm + t*col2.z;
+ if(tmp <= 0.0f)
+ outcol.z = 0.0f;
+ else if((tmp = (1.0f - (1.0f - outcol.z)/tmp)) < 0.0f)
+ outcol.z = 0.0f;
+ else if(tmp > 1.0f)
+ outcol.z = 1.0f;
+ else
+ outcol.z = tmp;
+
+ return outcol;
+}
+
+__device float3 svm_mix_hue(float t, float3 col1, float3 col2)
+{
+ float3 outcol = col1;
+
+ float3 hsv2 = rgb_to_hsv(col2);
+
+ if(hsv2.y != 0.0f) {
+ float3 hsv = rgb_to_hsv(outcol);
+ hsv.x = hsv2.x;
+ float3 tmp = hsv_to_rgb(hsv);
+
+ outcol = svm_lerp(outcol, tmp, t);
+ }
+
+ return outcol;
+}
+
+__device float3 svm_mix_sat(float t, float3 col1, float3 col2)
+{
+ float tm = 1.0f - t;
+
+ float3 outcol = col1;
+
+ float3 hsv = rgb_to_hsv(outcol);
+
+ if(hsv.y != 0.0f) {
+ float3 hsv2 = rgb_to_hsv(col2);
+
+ hsv.y = tm*hsv.y + t*hsv2.y;
+ outcol = hsv_to_rgb(hsv);
+ }
+
+ return outcol;
+}
+
+__device float3 svm_mix_val(float t, float3 col1, float3 col2)
+{
+ float tm = 1.0f - t;
+
+ float3 hsv = rgb_to_hsv(col1);
+ float3 hsv2 = rgb_to_hsv(col2);
+
+ hsv.z = tm*hsv.z + t*hsv2.z;
+
+ return hsv_to_rgb(hsv);
+}
+
+__device float3 svm_mix_color(float t, float3 col1, float3 col2)
+{
+ float3 outcol = col1;
+ float3 hsv2 = rgb_to_hsv(col2);
+
+ if(hsv2.y != 0.0f) {
+ float3 hsv = rgb_to_hsv(outcol);
+ hsv.x = hsv2.x;
+ hsv.y = hsv2.y;
+ float3 tmp = hsv_to_rgb(hsv);
+
+ outcol = svm_lerp(outcol, tmp, t);
+ }
+
+ return outcol;
+}
+
+__device float3 svm_mix_soft(float t, float3 col1, float3 col2)
+{
+ float tm = 1.0f - t;
+
+ float3 one= make_float3(1.0f, 1.0f, 1.0f);
+ float3 scr= one - (one - col2)*(one - col1);
+
+ return tm*col1 + t*((one - col1)*col2*col1 + col1*scr);
+}
+
+__device float3 svm_mix_linear(float t, float3 col1, float3 col2)
+{
+ float3 outcol = col1;
+
+ if(col2.x > 0.5f)
+ outcol.x= col1.x + t*(2.0f*(col2.x - 0.5f));
+ else
+ outcol.x= col1.x + t*(2.0f*(col2.x) - 1.0f);
+
+ if(col2.y > 0.5f)
+ outcol.y= col1.y + t*(2.0f*(col2.y - 0.5f));
+ else
+ outcol.y= col1.y + t*(2.0f*(col2.y) - 1.0f);
+
+ if(col2.z > 0.5f)
+ outcol.z= col1.z + t*(2.0f*(col2.z - 0.5f));
+ else
+ outcol.z= col1.z + t*(2.0f*(col2.z) - 1.0f);
+
+ return outcol;
+}
+
+__device float3 svm_mix(NodeMix type, float fac, float3 c1, float3 c2)
+{
+ float t = clamp(fac, 0.0f, 1.0f);
+
+ switch(type) {
+ case NODE_MIX_BLEND: return svm_mix_blend(t, c1, c2);
+ case NODE_MIX_ADD: return svm_mix_add(t, c1, c2);
+ case NODE_MIX_MUL: return svm_mix_mul(t, c1, c2);
+ case NODE_MIX_SCREEN: return svm_mix_screen(t, c1, c2);
+ case NODE_MIX_OVERLAY: return svm_mix_overlay(t, c1, c2);
+ case NODE_MIX_SUB: return svm_mix_sub(t, c1, c2);
+ case NODE_MIX_DIV: return svm_mix_div(t, c1, c2);
+ case NODE_MIX_DIFF: return svm_mix_diff(t, c1, c2);
+ case NODE_MIX_DARK: return svm_mix_dark(t, c1, c2);
+ case NODE_MIX_LIGHT: return svm_mix_light(t, c1, c2);
+ case NODE_MIX_DODGE: return svm_mix_dodge(t, c1, c2);
+ case NODE_MIX_BURN: return svm_mix_burn(t, c1, c2);
+ case NODE_MIX_HUE: return svm_mix_hue(t, c1, c2);
+ case NODE_MIX_SAT: return svm_mix_sat(t, c1, c2);
+ case NODE_MIX_VAL: return svm_mix_val (t, c1, c2);
+ case NODE_MIX_COLOR: return svm_mix_color(t, c1, c2);
+ case NODE_MIX_SOFT: return svm_mix_soft(t, c1, c2);
+ case NODE_MIX_LINEAR: return svm_mix_linear(t, c1, c2);
+ }
+
+ return make_float3(0.0f, 0.0f, 0.0f);
+}
+
+/* Node */
+
+__device void svm_node_mix(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset, uint c1_offset, uint c2_offset, int *offset)
+{
+ /* read extra data */
+ uint4 node1 = read_node(kg, offset);
+
+ float fac = stack_load_float(stack, fac_offset);
+ float3 c1 = stack_load_float3(stack, c1_offset);
+ float3 c2 = stack_load_float3(stack, c2_offset);
+ float3 result = svm_mix((NodeMix)node1.y, fac, c1, c2);
+
+ stack_store_float3(stack, node1.z, result);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_musgrave.h b/intern/cycles/kernel/svm/svm_musgrave.h
new file mode 100644
index 00000000000..34cf7868f07
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_musgrave.h
@@ -0,0 +1,240 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+__device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
+{
+ float rmd;
+ float value = 0.0f;
+ float pwr = 1.0f;
+ float pwHL = pow(lacunarity, -H);
+ int i;
+
+ for(i = 0; i < (int)octaves; i++) {
+ value += snoise(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0f)
+ value += rmd * snoise(p) * pwr;
+
+ return value;
+}
+
+/* Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+__device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
+{
+ float rmd;
+ float value = 1.0f;
+ float pwr = 1.0f;
+ float pwHL = pow(lacunarity, -H);
+ int i;
+
+ for(i = 0; i < (int)octaves; i++) {
+ value *= (pwr * snoise(p) + 1.0f);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0f)
+ value *= (rmd * pwr * snoise(p) + 1.0f); /* correct? */
+
+ return value;
+}
+
+/* Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+__device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
+{
+ float value, increment, rmd;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+ int i;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ value = offset + snoise(p);
+ p *= lacunarity;
+
+ for(i = 1; i < (int)octaves; i++) {
+ increment = (snoise(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0f) {
+ increment = (snoise(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+__device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ float result, signal, weight, rmd;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+ int i;
+
+ result = snoise(p) + offset;
+ weight = gain * result;
+ p *= lacunarity;
+
+ for(i = 1; (weight > 0.001f) && (i < (int)octaves); i++) {
+ if(weight > 1.0f)
+ weight = 1.0f;
+
+ signal = (snoise(p) + offset) * pwr;
+ pwr *= pwHL;
+ result += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if(rmd != 0.0f)
+ result += rmd * ((snoise(p) + offset) * pwr);
+
+ return result;
+}
+
+/* Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+__device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ float result, signal, weight;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+ int i;
+
+ signal = offset - fabsf(snoise(p));
+ signal *= signal;
+ result = signal;
+ weight = 1.0f;
+
+ for(i = 1; i < (int)octaves; i++) {
+ p *= lacunarity;
+ weight = clamp(signal * gain, 0.0f, 1.0f);
+ signal = offset - fabsf(snoise(p));
+ signal *= signal;
+ signal *= weight;
+ result += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return result;
+}
+
+/* Shader */
+
+__device float svm_musgrave(NodeMusgraveType type, float dimension, float lacunarity, float octaves, float offset, float intensity, float gain, float scale, float3 p)
+{
+ NodeNoiseBasis basis = NODE_NOISE_PERLIN;
+ p *= scale;
+
+ if(type == NODE_MUSGRAVE_MULTIFRACTAL)
+ return intensity*noise_musgrave_multi_fractal(p, basis, dimension, lacunarity, octaves);
+ else if(type == NODE_MUSGRAVE_FBM)
+ return intensity*noise_musgrave_fBm(p, basis, dimension, lacunarity, octaves);
+ else if(type == NODE_MUSGRAVE_HYBRID_MULTIFRACTAL)
+ return intensity*noise_musgrave_hybrid_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain);
+ else if(type == NODE_MUSGRAVE_RIDGED_MULTIFRACTAL)
+ return intensity*noise_musgrave_ridged_multi_fractal(p, basis, dimension, lacunarity, octaves, offset, gain);
+ else if(type == NODE_MUSGRAVE_HETERO_TERRAIN)
+ return intensity*noise_musgrave_hetero_terrain(p, basis, dimension, lacunarity, octaves, offset);
+
+ return 0.0f;
+}
+
+__device void svm_node_tex_musgrave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+{
+ uint4 node2 = read_node(kg, offset);
+ uint4 node3 = read_node(kg, offset);
+
+ uint type, co_offset, color_offset, fac_offset;
+ uint dimension_offset, lacunarity_offset, detail_offset, offset_offset;
+ uint gain_offset, scale_offset;
+
+ decode_node_uchar4(node.y, &type, &co_offset, &color_offset, &fac_offset);
+ decode_node_uchar4(node.z, &dimension_offset, &lacunarity_offset, &detail_offset, &offset_offset);
+ decode_node_uchar4(node.z, &gain_offset, &scale_offset, NULL, NULL);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float dimension = stack_load_float_default(stack, dimension_offset, node2.x);
+ float lacunarity = stack_load_float_default(stack, lacunarity_offset, node2.y);
+ float detail = stack_load_float_default(stack, detail_offset, node2.z);
+ float foffset = stack_load_float_default(stack, offset_offset, node2.w);
+ float gain = stack_load_float_default(stack, gain_offset, node3.x);
+ float scale = stack_load_float_default(stack, scale_offset, node3.y);
+
+ dimension = fmaxf(dimension, 1e-5f);
+ detail = clamp(detail, 0.0f, 16.0f);
+ lacunarity = fmaxf(lacunarity, 1e-5f);
+
+ float f = svm_musgrave((NodeMusgraveType)type,
+ dimension, lacunarity, detail, foffset, 1.0f, gain, scale, co);
+
+ if(stack_valid(fac_offset))
+ stack_store_float(stack, fac_offset, f);
+ if(stack_valid(color_offset))
+ stack_store_float3(stack, color_offset, make_float3(f, f, f));
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_noise.h b/intern/cycles/kernel/svm/svm_noise.h
new file mode 100644
index 00000000000..28ad028ad0e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_noise.h
@@ -0,0 +1,213 @@
+/*
+ * Adapted from Open Shading Language with this license:
+ *
+ * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
+ * All Rights Reserved.
+ *
+ * Modifications Copyright 2011, Blender Foundation.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of Sony Pictures Imageworks nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+CCL_NAMESPACE_BEGIN
+
+__device int quick_floor(float x)
+{
+ return (int)x - ((x < 0) ? 1 : 0);
+}
+
+__device float bits_to_01(uint bits)
+{
+ return bits * (1.0f/(float)0xFFFFFFFF);
+}
+
+__device uint hash(uint kx, uint ky, uint kz)
+{
+ // define some handy macros
+#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
+#define final(a,b,c) \
+{ \
+ c ^= b; c -= rot(b,14); \
+ a ^= c; a -= rot(c,11); \
+ b ^= a; b -= rot(a,25); \
+ c ^= b; c -= rot(b,16); \
+ a ^= c; a -= rot(c,4); \
+ b ^= a; b -= rot(a,14); \
+ c ^= b; c -= rot(b,24); \
+}
+ // now hash the data!
+ uint a, b, c, len = 3;
+ a = b = c = 0xdeadbeef + (len << 2) + 13;
+
+ c += kz;
+ b += ky;
+ a += kx;
+ final(a, b, c);
+
+ return c;
+ // macros not needed anymore
+#undef rot
+#undef final
+}
+
+__device int imod(int a, int b)
+{
+ a %= b;
+ return a < 0 ? a + b : a;
+}
+
+__device uint phash(int kx, int ky, int kz, int3 p)
+{
+ return hash(imod(kx, p.x), imod(ky, p.y), imod(kz, p.z));
+}
+
+__device float floorfrac(float x, int* i)
+{
+ *i = quick_floor(x);
+ return x - *i;
+}
+
+__device float fade(float t)
+{
+ return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
+}
+
+__device float nerp(float t, float a, float b)
+{
+ return (1.0f - t) * a + t * b;
+}
+
+__device float grad(int hash, float x, float y, float z)
+{
+ // use vectors pointing to the edges of the cube
+ int h = hash & 15;
+ float u = h<8 ? x : y;
+ float v = h<4 ? y : h==12||h==14 ? x : z;
+ return ((h&1) ? -u : u) + ((h&2) ? -v : v);
+}
+
+__device float scale3(float result)
+{
+ return 0.9820f * result;
+}
+
+__device_noinline float perlin(float x, float y, float z)
+{
+ int X; float fx = floorfrac(x, &X);
+ int Y; float fy = floorfrac(y, &Y);
+ int Z; float fz = floorfrac(z, &Z);
+
+ float u = fade(fx);
+ float v = fade(fy);
+ float w = fade(fz);
+
+ float result;
+
+ result = nerp (w, nerp (v, nerp (u, grad (hash (X , Y , Z ), fx , fy , fz ),
+ grad (hash (X+1, Y , Z ), fx-1.0f, fy , fz )),
+ nerp (u, grad (hash (X , Y+1, Z ), fx , fy-1.0f, fz ),
+ grad (hash (X+1, Y+1, Z ), fx-1.0f, fy-1.0f, fz ))),
+ nerp (v, nerp (u, grad (hash (X , Y , Z+1), fx , fy , fz-1.0f ),
+ grad (hash (X+1, Y , Z+1), fx-1.0f, fy , fz-1.0f )),
+ nerp (u, grad (hash (X , Y+1, Z+1), fx , fy-1.0f, fz-1.0f ),
+ grad (hash (X+1, Y+1, Z+1), fx-1.0f, fy-1.0f, fz-1.0f ))));
+ return scale3(result);
+}
+
+__device_noinline float perlin_periodic(float x, float y, float z, float3 pperiod)
+{
+ int X; float fx = floorfrac(x, &X);
+ int Y; float fy = floorfrac(y, &Y);
+ int Z; float fz = floorfrac(z, &Z);
+
+ int3 p;
+
+ p.x = max(quick_floor(pperiod.x), 1);
+ p.y = max(quick_floor(pperiod.y), 1);
+ p.z = max(quick_floor(pperiod.z), 1);
+
+ float u = fade(fx);
+ float v = fade(fy);
+ float w = fade(fz);
+
+ float result;
+
+ result = nerp (w, nerp (v, nerp (u, grad (phash (X , Y , Z , p), fx , fy , fz ),
+ grad (phash (X+1, Y , Z , p), fx-1.0f, fy , fz )),
+ nerp (u, grad (phash (X , Y+1, Z , p), fx , fy-1.0f, fz ),
+ grad (phash (X+1, Y+1, Z , p), fx-1.0f, fy-1.0f, fz ))),
+ nerp (v, nerp (u, grad (phash (X , Y , Z+1, p), fx , fy , fz-1.0f ),
+ grad (phash (X+1, Y , Z+1, p), fx-1.0f, fy , fz-1.0f )),
+ nerp (u, grad (phash (X , Y+1, Z+1, p), fx , fy-1.0f, fz-1.0f ),
+ grad (phash (X+1, Y+1, Z+1, p), fx-1.0f, fy-1.0f, fz-1.0f ))));
+ return scale3(result);
+}
+
+/* perlin noise in range 0..1 */
+__device float noise(float3 p)
+{
+ float r = perlin(p.x, p.y, p.z);
+ return 0.5f*r + 0.5f;
+}
+
+/* perlin noise in range -1..1 */
+__device float snoise(float3 p)
+{
+ return perlin(p.x, p.y, p.z);
+}
+
+/* cell noise */
+__device_noinline float cellnoise(float3 p)
+{
+ uint ix = quick_floor(p.x);
+ uint iy = quick_floor(p.y);
+ uint iz = quick_floor(p.z);
+
+ return bits_to_01(hash(ix, iy, iz));
+}
+
+__device float3 cellnoise_color(float3 p)
+{
+ float r = cellnoise(p);
+ float g = cellnoise(make_float3(p.y, p.x, p.z));
+ float b = cellnoise(make_float3(p.y, p.z, p.x));
+
+ return make_float3(r, g, b);
+}
+
+/* periodic perlin noise in range 0..1 */
+__device float pnoise(float3 p, float3 pperiod)
+{
+ float r = perlin_periodic(p.x, p.y, p.z, pperiod);
+ return 0.5f*r + 0.5f;
+}
+
+/* periodic perlin noise in range -1..1 */
+__device float psnoise(float3 p, float3 pperiod)
+{
+ return perlin_periodic(p.x, p.y, p.z, pperiod);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_noisetex.h b/intern/cycles/kernel/svm/svm_noisetex.h
new file mode 100644
index 00000000000..7421597040e
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_noisetex.h
@@ -0,0 +1,73 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Clouds */
+
+__device_inline void svm_noise(float3 p, float scale, float detail, float distortion, float *fac, float3 *color)
+{
+ NodeNoiseBasis basis = NODE_NOISE_PERLIN;
+ int hard = 0;
+
+ p *= scale;
+
+ if(distortion != 0.0f) {
+ float3 r, offset = make_float3(13.5f, 13.5f, 13.5f);
+
+ r.x = noise_basis(p + offset, basis) * distortion;
+ r.y = noise_basis(p, basis) * distortion;
+ r.z = noise_basis(p - offset, basis) * distortion;
+
+ p += r;
+ }
+
+ *fac = noise_turbulence(p, basis, detail, hard);
+ *color = make_float3(*fac,
+ noise_turbulence(make_float3(p.y, p.x, p.z), basis, detail, hard),
+ noise_turbulence(make_float3(p.y, p.z, p.x), basis, detail, hard));
+}
+
+__device void svm_node_tex_noise(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+{
+ uint co_offset, scale_offset, detail_offset, distortion_offset, fac_offset, color_offset;
+
+ decode_node_uchar4(node.y, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
+
+ uint4 node2 = read_node(kg, offset);
+
+ float scale = stack_load_float_default(stack, scale_offset, node2.x);
+ float detail = stack_load_float_default(stack, detail_offset, node2.y);
+ float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
+ float3 co = stack_load_float3(stack, co_offset);
+
+ float3 color;
+ float f;
+
+ svm_noise(co, scale, detail, distortion, &f, &color);
+
+ decode_node_uchar4(node.z, &color_offset, &fac_offset, NULL, NULL);
+
+ if(stack_valid(fac_offset))
+ stack_store_float(stack, fac_offset, f);
+ if(stack_valid(color_offset))
+ stack_store_float3(stack, color_offset, color);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_sky.h b/intern/cycles/kernel/svm/svm_sky.h
new file mode 100644
index 00000000000..eaba4d18365
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_sky.h
@@ -0,0 +1,92 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+__device float3 xyY_to_xyz(float x, float y, float Y)
+{
+ float X, Z;
+
+ if(y != 0.0f) X = (x / y) * Y;
+ else X = 0.0f;
+
+ if(y != 0.0f && Y != 0.0f) Z = (1.0f - x - y) / y * Y;
+ else Z = 0.0f;
+
+ return make_float3(X, Y, Z);
+}
+
+__device float3 xyz_to_rgb(float x, float y, float z)
+{
+ return make_float3(3.240479f * x + -1.537150f * y + -0.498535f * z,
+ -0.969256f * x + 1.875991f * y + 0.041556f * z,
+ 0.055648f * x + -0.204043f * y + 1.057311f * z);
+}
+
+/*
+ * "A Practical Analytic Model for Daylight"
+ * A. J. Preetham, Peter Shirley, Brian Smits
+ */
+
+__device float sky_angle_between(float thetav, float phiv, float theta, float phi)
+{
+ float cospsi = sinf(thetav)*sinf(theta)*cosf(phi - phiv) + cosf(thetav)*cosf(theta);
+ return safe_acosf(cospsi);
+}
+
+__device float sky_perez_function(__constant float *lam, float theta, float gamma)
+{
+ float ctheta = cosf(theta);
+ float cgamma = cosf(gamma);
+
+ return (1.0f + lam[0]*expf(lam[1]/ctheta)) * (1.0f + lam[2]*expf(lam[3]*gamma) + lam[4]*cgamma*cgamma);
+}
+
+__device float3 sky_radiance(KernelGlobals *kg, float3 dir)
+{
+ /* convert vector to spherical coordinates */
+ float2 spherical = direction_to_spherical(dir);
+ float theta = spherical.x;
+ float phi = spherical.y;
+
+ /* angle between sun direction and dir */
+ float gamma = sky_angle_between(theta, phi, kernel_data.sunsky.theta, kernel_data.sunsky.phi);
+
+ /* clamp theta to horizon */
+ theta = min(theta, M_PI_2_F - 0.001f);
+
+ /* compute xyY color space values */
+ float x = kernel_data.sunsky.zenith_x * sky_perez_function(kernel_data.sunsky.perez_x, theta, gamma);
+ float y = kernel_data.sunsky.zenith_y * sky_perez_function(kernel_data.sunsky.perez_y, theta, gamma);
+ float Y = kernel_data.sunsky.zenith_Y * sky_perez_function(kernel_data.sunsky.perez_Y, theta, gamma);
+
+ /* convert to RGB */
+ float3 xyz = xyY_to_xyz(x, y, Y);
+ return xyz_to_rgb(xyz.x, xyz.y, xyz.z);
+}
+
+__device void svm_node_tex_sky(KernelGlobals *kg, ShaderData *sd, float *stack, uint dir_offset, uint out_offset)
+{
+ float3 dir = stack_load_float3(stack, dir_offset);
+ float3 f = sky_radiance(kg, dir);
+
+ stack_store_float3(stack, out_offset, f);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_tex_coord.h b/intern/cycles/kernel/svm/svm_tex_coord.h
new file mode 100644
index 00000000000..bcf3716ae57
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_tex_coord.h
@@ -0,0 +1,170 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Texture Coordinate Node */
+
+__device float3 svm_background_offset(KernelGlobals *kg)
+{
+ Transform cameratoworld = kernel_data.cam.cameratoworld;
+ return make_float3(cameratoworld.x.w, cameratoworld.y.w, cameratoworld.z.w);
+}
+
+__device void svm_node_tex_coord(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
+{
+ float3 data;
+
+ switch(type) {
+ case NODE_TEXCO_OBJECT: {
+ if(sd->object != ~0) {
+ Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
+ data = transform(&tfm, sd->P);
+ }
+ else
+ data = sd->P;
+ break;
+ }
+ case NODE_TEXCO_CAMERA: {
+ Transform tfm = kernel_data.cam.worldtocamera;
+
+ if(sd->object != ~0)
+ data = transform(&tfm, sd->P);
+ else
+ data = transform(&tfm, sd->P + svm_background_offset(kg));
+ break;
+ }
+ case NODE_TEXCO_WINDOW: {
+ Transform tfm = kernel_data.cam.worldtondc;
+
+ if(sd->object != ~0)
+ data = transform(&tfm, sd->P);
+ else
+ data = transform(&tfm, sd->P + svm_background_offset(kg));
+ break;
+ }
+ case NODE_TEXCO_REFLECTION: {
+ if(sd->object != ~0)
+ data = sd->I - 2.0f*dot(sd->N, sd->I)*sd->N;
+ else
+ data = sd->I;
+ break;
+ }
+ }
+
+ stack_store_float3(stack, out_offset, data);
+}
+
+__device void svm_node_tex_coord_bump_dx(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
+{
+#ifdef __RAY_DIFFERENTIALS__
+ float3 data;
+
+ switch(type) {
+ case NODE_TEXCO_OBJECT: {
+ if(sd->object != ~0) {
+ Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
+ data = transform(&tfm, sd->P + sd->dP.dx);
+ }
+ else
+ data = sd->P + sd->dP.dx;
+ break;
+ }
+ case NODE_TEXCO_CAMERA: {
+ Transform tfm = kernel_data.cam.worldtocamera;
+
+ if(sd->object != ~0)
+ data = transform(&tfm, sd->P + sd->dP.dx);
+ else
+ data = transform(&tfm, sd->P + sd->dP.dx + svm_background_offset(kg));
+ break;
+ }
+ case NODE_TEXCO_WINDOW: {
+ Transform tfm = kernel_data.cam.worldtondc;
+
+ if(sd->object != ~0)
+ data = transform(&tfm, sd->P + sd->dP.dx);
+ else
+ data = transform(&tfm, sd->P + sd->dP.dx + svm_background_offset(kg));
+ break;
+ }
+ case NODE_TEXCO_REFLECTION: {
+ if(sd->object != ~0)
+ data = sd->I - 2.0f*dot(sd->N, sd->I)*sd->N;
+ else
+ data = sd->I;
+ break;
+ }
+ }
+
+ stack_store_float3(stack, out_offset, data);
+#else
+ svm_node_tex_coord(kg, sd, stack, type, out_offset);
+#endif
+}
+
+__device void svm_node_tex_coord_bump_dy(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint out_offset)
+{
+#ifdef __RAY_DIFFERENTIALS__
+ float3 data;
+
+ switch(type) {
+ case NODE_TEXCO_OBJECT: {
+ if(sd->object != ~0) {
+ Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
+ data = transform(&tfm, sd->P + sd->dP.dy);
+ }
+ else
+ data = sd->P + sd->dP.dy;
+ break;
+ }
+ case NODE_TEXCO_CAMERA: {
+ Transform tfm = kernel_data.cam.worldtocamera;
+
+ if(sd->object != ~0)
+ data = transform(&tfm, sd->P + sd->dP.dy);
+ else
+ data = transform(&tfm, sd->P + sd->dP.dy + svm_background_offset(kg));
+ break;
+ }
+ case NODE_TEXCO_WINDOW: {
+ Transform tfm = kernel_data.cam.worldtondc;
+
+ if(sd->object != ~0)
+ data = transform(&tfm, sd->P + sd->dP.dy);
+ else
+ data = transform(&tfm, sd->P + sd->dP.dy + svm_background_offset(kg));
+ break;
+ }
+ case NODE_TEXCO_REFLECTION: {
+ if(sd->object != ~0)
+ data = sd->I - 2.0f*dot(sd->N, sd->I)*sd->N;
+ else
+ data = sd->I;
+ break;
+ }
+ }
+
+ stack_store_float3(stack, out_offset, data);
+#else
+ svm_node_tex_coord(kg, sd, stack, type, out_offset);
+#endif
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_texture.h b/intern/cycles/kernel/svm/svm_texture.h
new file mode 100644
index 00000000000..82797018d74
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_texture.h
@@ -0,0 +1,259 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Voronoi Distances */
+
+__device float voronoi_distance(NodeDistanceMetric distance_metric, float3 d, float e)
+{
+ if(distance_metric == NODE_VORONOI_DISTANCE_SQUARED)
+ return dot(d, d);
+ if(distance_metric == NODE_VORONOI_ACTUAL_DISTANCE)
+ return len(d);
+ if(distance_metric == NODE_VORONOI_MANHATTAN)
+ return fabsf(d.x) + fabsf(d.y) + fabsf(d.z);
+ if(distance_metric == NODE_VORONOI_CHEBYCHEV)
+ return fmaxf(fabsf(d.x), fmaxf(fabsf(d.y), fabsf(d.z)));
+ if(distance_metric == NODE_VORONOI_MINKOVSKY_H)
+ return sqrtf(fabsf(d.x)) + sqrtf(fabsf(d.y)) + sqrtf(fabsf(d.y));
+ if(distance_metric == NODE_VORONOI_MINKOVSKY_4)
+ return sqrtf(sqrtf(dot(d*d, d*d)));
+ if(distance_metric == NODE_VORONOI_MINKOVSKY)
+ return powf(powf(fabsf(d.x), e) + powf(fabsf(d.y), e) + powf(fabsf(d.z), e), 1.0f/e);
+
+ return 0.0f;
+}
+
+/* Voronoi / Worley like */
+
+__device_noinline void voronoi(float3 p, NodeDistanceMetric distance_metric, float e, float da[4], float3 pa[4])
+{
+ /* returns distances in da and point coords in pa */
+ int xx, yy, zz, xi, yi, zi;
+
+ xi = (int)floorf(p.x);
+ yi = (int)floorf(p.y);
+ zi = (int)floorf(p.z);
+
+ da[0] = 1e10f;
+ da[1] = 1e10f;
+ da[2] = 1e10f;
+ da[3] = 1e10f;
+
+ pa[0] = make_float3(0.0f, 0.0f, 0.0f);
+ pa[1] = make_float3(0.0f, 0.0f, 0.0f);
+ pa[2] = make_float3(0.0f, 0.0f, 0.0f);
+ pa[3] = make_float3(0.0f, 0.0f, 0.0f);
+
+ for(xx = xi-1; xx <= xi+1; xx++) {
+ for(yy = yi-1; yy <= yi+1; yy++) {
+ for(zz = zi-1; zz <= zi+1; zz++) {
+ float3 ip = make_float3((float)xx, (float)yy, (float)zz);
+ float3 vp = cellnoise_color(ip);
+ float3 pd = p - (vp + ip);
+ float d = voronoi_distance(distance_metric, pd, e);
+
+ vp += ip;
+
+ if(d < da[0]) {
+ da[3] = da[2];
+ da[2] = da[1];
+ da[1] = da[0];
+ da[0] = d;
+
+ pa[3] = pa[2];
+ pa[2] = pa[1];
+ pa[1] = pa[0];
+ pa[0] = vp;
+ }
+ else if(d < da[1]) {
+ da[3] = da[2];
+ da[2] = da[1];
+ da[1] = d;
+
+ pa[3] = pa[2];
+ pa[2] = pa[1];
+ pa[1] = vp;
+ }
+ else if(d < da[2]) {
+ da[3] = da[2];
+ da[2] = d;
+
+ pa[3] = pa[2];
+ pa[2] = vp;
+ }
+ else if(d < da[3]) {
+ da[3] = d;
+ pa[3] = vp;
+ }
+ }
+ }
+ }
+}
+
+__device float voronoi_Fn(float3 p, int n)
+{
+ float da[4];
+ float3 pa[4];
+
+ voronoi(p, NODE_VORONOI_DISTANCE_SQUARED, 0, da, pa);
+
+ return da[n];
+}
+
+__device float voronoi_FnFn(float3 p, int n1, int n2)
+{
+ float da[4];
+ float3 pa[4];
+
+ voronoi(p, NODE_VORONOI_DISTANCE_SQUARED, 0, da, pa);
+
+ return da[n2] - da[n1];
+}
+
+__device float voronoi_F1(float3 p) { return voronoi_Fn(p, 0); }
+__device float voronoi_F2(float3 p) { return voronoi_Fn(p, 1); }
+__device float voronoi_F3(float3 p) { return voronoi_Fn(p, 2); }
+__device float voronoi_F4(float3 p) { return voronoi_Fn(p, 3); }
+__device float voronoi_F1F2(float3 p) { return voronoi_FnFn(p, 0, 1); }
+
+__device float voronoi_Cr(float3 p)
+{
+ /* crackle type pattern, just a scale/clamp of F2-F1 */
+ float t = 10.0f*voronoi_F1F2(p);
+ return (t > 1.0f)? 1.0f: t;
+}
+
+__device float voronoi_F1S(float3 p) { return 2.0f*voronoi_F1(p) - 1.0f; }
+__device float voronoi_F2S(float3 p) { return 2.0f*voronoi_F2(p) - 1.0f; }
+__device float voronoi_F3S(float3 p) { return 2.0f*voronoi_F3(p) - 1.0f; }
+__device float voronoi_F4S(float3 p) { return 2.0f*voronoi_F4(p) - 1.0f; }
+__device float voronoi_F1F2S(float3 p) { return 2.0f*voronoi_F1F2(p) - 1.0f; }
+__device float voronoi_CrS(float3 p) { return 2.0f*voronoi_Cr(p) - 1.0f; }
+
+/* Noise Bases */
+
+__device float noise_basis(float3 p, NodeNoiseBasis basis)
+{
+ /* Only Perlin enabled for now, others break CUDA compile by making kernel
+ too big, with compile using > 4GB, due to everything being inlined. */
+
+#if 0
+ if(basis == NODE_NOISE_PERLIN)
+#endif
+ return noise(p);
+#if 0
+ if(basis == NODE_NOISE_VORONOI_F1)
+ return voronoi_F1S(p);
+ if(basis == NODE_NOISE_VORONOI_F2)
+ return voronoi_F2S(p);
+ if(basis == NODE_NOISE_VORONOI_F3)
+ return voronoi_F3S(p);
+ if(basis == NODE_NOISE_VORONOI_F4)
+ return voronoi_F4S(p);
+ if(basis == NODE_NOISE_VORONOI_F2_F1)
+ return voronoi_F1F2S(p);
+ if(basis == NODE_NOISE_VORONOI_CRACKLE)
+ return voronoi_CrS(p);
+ if(basis == NODE_NOISE_CELL_NOISE)
+ return cellnoise(p);
+
+ return 0.0f;
+#endif
+}
+
+/* Soft/Hard Noise */
+
+__device float noise_basis_hard(float3 p, NodeNoiseBasis basis, int hard)
+{
+ float t = noise_basis(p, basis);
+ return (hard)? fabsf(2.0f*t - 1.0f): t;
+}
+
+/* Waves */
+
+__device float noise_wave(NodeWaveType wave, float a)
+{
+ if(wave == NODE_WAVE_SINE) {
+ return 0.5f + 0.5f*sin(a);
+ }
+ else if(wave == NODE_WAVE_SAW) {
+ float b = 2.0f*M_PI_F;
+ int n = (int)(a / b);
+ a -= n*b;
+ if(a < 0.0f) a += b;
+
+ return a / b;
+ }
+ else if(wave == NODE_WAVE_TRI) {
+ float b = 2.0f*M_PI_F;
+ float rmax = 1.0f;
+
+ return rmax - 2.0f*fabsf(floorf((a*(1.0f/b))+0.5f) - (a*(1.0f/b)));
+ }
+
+ return 0.0f;
+}
+
+/* Turbulence */
+
+__device_noinline float noise_turbulence(float3 p, NodeNoiseBasis basis, float octaves, int hard)
+{
+ float fscale = 1.0f;
+ float amp = 1.0f;
+ float sum = 0.0f;
+ int i, n;
+
+ octaves = clamp(octaves, 0.0f, 16.0f);
+ n= (int)octaves;
+
+ for(i = 0; i <= n; i++) {
+ float t = noise_basis(fscale*p, basis);
+
+ if(hard)
+ t = fabsf(2.0f*t - 1.0f);
+
+ sum += t*amp;
+ amp *= 0.5f;
+ fscale *= 2.0f;
+ }
+
+ float rmd = octaves - floor(octaves);
+
+ if(rmd != 0.0f) {
+ float t = noise_basis(fscale*p, basis);
+
+ if(hard)
+ t = fabsf(2.0f*t - 1.0f);
+
+ float sum2 = sum + t*amp;
+
+ sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1));
+ sum2 *= ((float)(1 << (n+1))/(float)((1 << (n+2)) - 1));
+
+ return (1.0f - rmd)*sum + rmd*sum2;
+ }
+ else {
+ sum *= ((float)(1 << n)/(float)((1 << (n+1)) - 1));
+ return sum;
+ }
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h
new file mode 100644
index 00000000000..89fc413c539
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_types.h
@@ -0,0 +1,299 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#ifndef __SVM_TYPES_H__
+#define __SVM_TYPES_H__
+
+CCL_NAMESPACE_BEGIN
+
+/* Stack */
+
+/* SVM stack has a fixed size */
+#define SVM_STACK_SIZE 64
+/* SVM stack offsets with this value indicate that it's not on the stack */
+#define SVM_STACK_INVALID 255
+
+/* Nodes */
+
+/* note that we do not simply use 0, 1, 2, .. as values for these. this works
+ * around an obscure CUDA bug that happens when compiling for fermi. why it
+ * happens i have no idea, but consecutive values are problematic, maybe it
+ * generates an incorrect jump table. */
+
+typedef enum NodeType {
+ NODE_END = 0,
+ NODE_CLOSURE_BSDF = 100,
+ NODE_CLOSURE_EMISSION = 200,
+ NODE_CLOSURE_BACKGROUND = 300,
+ NODE_CLOSURE_SET_WEIGHT = 400,
+ NODE_CLOSURE_WEIGHT = 500,
+ NODE_MIX_CLOSURE = 600,
+ NODE_JUMP = 700,
+ NODE_TEX_IMAGE = 1000,
+ NODE_TEX_SKY = 1100,
+ NODE_GEOMETRY = 1200,
+ NODE_LIGHT_PATH = 1300,
+ NODE_VALUE_F = 1400,
+ NODE_VALUE_V = 1500,
+ NODE_MIX = 1600,
+ NODE_ATTR = 1700,
+ NODE_CONVERT = 1900,
+ NODE_FRESNEL = 2000,
+ NODE_EMISSION_WEIGHT = 2100,
+ NODE_TEX_GRADIENT = 2200,
+ NODE_TEX_VORONOI = 2300,
+ NODE_TEX_MUSGRAVE = 2400,
+ NODE_TEX_WAVE = 2500,
+ NODE_TEX_MAGIC = 2600,
+ NODE_TEX_NOISE = 3000,
+ NODE_SHADER_JUMP = 3100,
+ NODE_SET_DISPLACEMENT = 3200,
+ NODE_GEOMETRY_BUMP_DX = 3300,
+ NODE_GEOMETRY_BUMP_DY = 3400,
+ NODE_SET_BUMP = 3500,
+ NODE_MATH = 3600,
+ NODE_VECTOR_MATH = 3700,
+ NODE_MAPPING = 3800,
+ NODE_TEX_COORD = 3900,
+ NODE_TEX_COORD_BUMP_DX = 4000,
+ NODE_TEX_COORD_BUMP_DY = 4100,
+ NODE_ADD_CLOSURE = 4200,
+ NODE_EMISSION_SET_WEIGHT_TOTAL = 4300,
+ NODE_ATTR_BUMP_DX = 4400,
+ NODE_ATTR_BUMP_DY = 4500,
+ NODE_TEX_ENVIRONMENT = 4600,
+ NODE_CLOSURE_HOLDOUT = 4700,
+ NODE_LAYER_WEIGHT = 4800,
+ NODE_CLOSURE_VOLUME = 4900
+} NodeType;
+
+typedef enum NodeAttributeType {
+ NODE_ATTR_FLOAT = 0,
+ NODE_ATTR_FLOAT3
+} NodeAttributeType;
+
+typedef enum NodeGeometry {
+ NODE_GEOM_P = 0,
+ NODE_GEOM_N,
+ NODE_GEOM_T,
+ NODE_GEOM_I,
+ NODE_GEOM_Ng,
+ NODE_GEOM_uv
+} NodeGeometry;
+
+typedef enum NodeLightPath {
+ NODE_LP_camera = 0,
+ NODE_LP_shadow,
+ NODE_LP_diffuse,
+ NODE_LP_glossy,
+ NODE_LP_singular,
+ NODE_LP_reflection,
+ NODE_LP_transmission,
+ NODE_LP_backfacing
+} NodeLightPath;
+
+typedef enum NodeTexCoord {
+ NODE_TEXCO_OBJECT,
+ NODE_TEXCO_CAMERA,
+ NODE_TEXCO_WINDOW,
+ NODE_TEXCO_REFLECTION
+} NodeTexCoord;
+
+typedef enum NodeMix {
+ NODE_MIX_BLEND = 0,
+ NODE_MIX_ADD,
+ NODE_MIX_MUL,
+ NODE_MIX_SUB,
+ NODE_MIX_SCREEN,
+ NODE_MIX_DIV,
+ NODE_MIX_DIFF,
+ NODE_MIX_DARK,
+ NODE_MIX_LIGHT,
+ NODE_MIX_OVERLAY,
+ NODE_MIX_DODGE,
+ NODE_MIX_BURN,
+ NODE_MIX_HUE,
+ NODE_MIX_SAT,
+ NODE_MIX_VAL,
+ NODE_MIX_COLOR,
+ NODE_MIX_SOFT,
+ NODE_MIX_LINEAR
+} NodeMix;
+
+typedef enum NodeMath {
+ NODE_MATH_ADD,
+ NODE_MATH_SUBTRACT,
+ NODE_MATH_MULTIPLY,
+ NODE_MATH_DIVIDE,
+ NODE_MATH_SINE,
+ NODE_MATH_COSINE,
+ NODE_MATH_TANGENT,
+ NODE_MATH_ARCSINE,
+ NODE_MATH_ARCCOSINE,
+ NODE_MATH_ARCTANGENT,
+ NODE_MATH_POWER,
+ NODE_MATH_LOGARITHM,
+ NODE_MATH_MINIMUM,
+ NODE_MATH_MAXIMUM,
+ NODE_MATH_ROUND,
+ NODE_MATH_LESS_THAN,
+ NODE_MATH_GREATER_THAN
+} NodeMath;
+
+typedef enum NodeVectorMath {
+ NODE_VECTOR_MATH_ADD,
+ NODE_VECTOR_MATH_SUBTRACT,
+ NODE_VECTOR_MATH_AVERAGE,
+ NODE_VECTOR_MATH_DOT_PRODUCT,
+ NODE_VECTOR_MATH_CROSS_PRODUCT,
+ NODE_VECTOR_MATH_NORMALIZE
+} NodeVectorMath;
+
+typedef enum NodeConvert {
+ NODE_CONVERT_FV,
+ NODE_CONVERT_CF,
+ NODE_CONVERT_VF
+} NodeConvert;
+
+typedef enum NodeDistanceMetric {
+ NODE_VORONOI_DISTANCE_SQUARED,
+ NODE_VORONOI_ACTUAL_DISTANCE,
+ NODE_VORONOI_MANHATTAN,
+ NODE_VORONOI_CHEBYCHEV,
+ NODE_VORONOI_MINKOVSKY_H,
+ NODE_VORONOI_MINKOVSKY_4,
+ NODE_VORONOI_MINKOVSKY
+} NodeDistanceMetric;
+
+typedef enum NodeNoiseBasis {
+ NODE_NOISE_PERLIN,
+ NODE_NOISE_VORONOI_F1,
+ NODE_NOISE_VORONOI_F2,
+ NODE_NOISE_VORONOI_F3,
+ NODE_NOISE_VORONOI_F4,
+ NODE_NOISE_VORONOI_F2_F1,
+ NODE_NOISE_VORONOI_CRACKLE,
+ NODE_NOISE_CELL_NOISE
+} NodeNoiseBasis;
+
+typedef enum NodeWaveType {
+ NODE_WAVE_SINE,
+ NODE_WAVE_SAW,
+ NODE_WAVE_TRI
+} NodeWaveType;
+
+typedef enum NodeMusgraveType {
+ NODE_MUSGRAVE_MULTIFRACTAL,
+ NODE_MUSGRAVE_FBM,
+ NODE_MUSGRAVE_HYBRID_MULTIFRACTAL,
+ NODE_MUSGRAVE_RIDGED_MULTIFRACTAL,
+ NODE_MUSGRAVE_HETERO_TERRAIN
+} NodeMusgraveType;
+
+typedef enum NodeWoodType {
+ NODE_WAVE_BANDS,
+ NODE_WAVE_RINGS
+} NodeWoodType;
+
+typedef enum NodeBlendType {
+ NODE_BLEND_LINEAR,
+ NODE_BLEND_QUADRATIC,
+ NODE_BLEND_EASING,
+ NODE_BLEND_DIAGONAL,
+ NODE_BLEND_RADIAL,
+ NODE_BLEND_QUADRATIC_SPHERE,
+ NODE_BLEND_SPHERICAL
+} NodeBlendType;
+
+typedef enum NodeBlendAxis {
+ NODE_BLEND_HORIZONTAL,
+ NODE_BLEND_VERTICAL
+} NodeBlendAxis;
+
+typedef enum NodeMarbleType {
+ NODE_MARBLE_SOFT,
+ NODE_MARBLE_SHARP,
+ NODE_MARBLE_SHARPER
+} NodeMarbleType;
+
+typedef enum NodeStucciType {
+ NODE_STUCCI_PLASTIC,
+ NODE_STUCCI_WALL_IN,
+ NODE_STUCCI_WALL_OUT
+} NodeStucciType;
+
+typedef enum NodeVoronoiColoring {
+ NODE_VORONOI_INTENSITY,
+ NODE_VORONOI_CELLS
+} NodeVoronoiColoring;
+
+typedef enum NodeBlendWeightType {
+ NODE_LAYER_WEIGHT_FRESNEL,
+ NODE_LAYER_WEIGHT_FACING
+} NodeBlendWeightType;
+
+typedef enum ShaderType {
+ SHADER_TYPE_SURFACE,
+ SHADER_TYPE_VOLUME,
+ SHADER_TYPE_DISPLACEMENT
+} ShaderType;
+
+/* Closure */
+
+typedef enum ClosureType {
+ CLOSURE_BSDF_ID,
+ CLOSURE_BSDF_DIFFUSE_ID,
+ CLOSURE_BSDF_TRANSLUCENT_ID,
+ CLOSURE_BSDF_REFLECTION_ID,
+ CLOSURE_BSDF_REFRACTION_ID,
+ CLOSURE_BSDF_GLASS_ID,
+ CLOSURE_BSDF_TRANSPARENT_ID,
+ CLOSURE_BSDF_MICROFACET_GGX_ID,
+ CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID,
+ CLOSURE_BSDF_MICROFACET_BECKMANN_ID,
+ CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID,
+ CLOSURE_BSDF_WARD_ID,
+ CLOSURE_BSDF_ASHIKHMIN_VELVET_ID,
+ CLOSURE_BSDF_WESTIN_BACKSCATTER_ID,
+ CLOSURE_BSDF_WESTIN_SHEEN_ID,
+
+ CLOSURE_BSSRDF_CUBIC_ID,
+ CLOSURE_EMISSION_ID,
+ CLOSURE_DEBUG_ID,
+ CLOSURE_BACKGROUND_ID,
+ CLOSURE_HOLDOUT_ID,
+ CLOSURE_SUBSURFACE_ID,
+
+ CLOSURE_VOLUME_ID,
+ CLOSURE_VOLUME_TRANSPARENT_ID,
+ CLOSURE_VOLUME_ISOTROPIC_ID,
+
+ NBUILTIN_CLOSURES
+} ClosureType;
+
+/* watch this, being lazy with memory usage */
+#define CLOSURE_IS_BSDF(type) (type <= CLOSURE_BSDF_WESTIN_SHEEN_ID)
+#define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_ISOTROPIC_ID)
+#define CLOSURE_IS_EMISSION(type) (type == CLOSURE_EMISSION_ID)
+#define CLOSURE_IS_HOLDOUT(type) (type == CLOSURE_HOLDOUT_ID)
+#define CLOSURE_IS_BACKGROUND(type) (type == CLOSURE_BACKGROUND_ID)
+
+CCL_NAMESPACE_END
+
+#endif /* __SVM_TYPES_H__ */
+
diff --git a/intern/cycles/kernel/svm/svm_value.h b/intern/cycles/kernel/svm/svm_value.h
new file mode 100644
index 00000000000..80cb285f80c
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_value.h
@@ -0,0 +1,38 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Value Nodes */
+
+__device void svm_node_value_f(KernelGlobals *kg, ShaderData *sd, float *stack, uint ivalue, uint out_offset)
+{
+ stack_store_float(stack, out_offset, __int_as_float(ivalue));
+}
+
+__device void svm_node_value_v(KernelGlobals *kg, ShaderData *sd, float *stack, uint out_offset, int *offset)
+{
+ /* read extra data */
+ uint4 node1 = read_node(kg, offset);
+ float3 p = make_float3(__int_as_float(node1.y), __int_as_float(node1.z), __int_as_float(node1.w));
+
+ stack_store_float3(stack, out_offset, p);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_voronoi.h b/intern/cycles/kernel/svm/svm_voronoi.h
new file mode 100644
index 00000000000..f5ee7851a51
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_voronoi.h
@@ -0,0 +1,66 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Voronoi */
+
+__device_noinline float4 svm_voronoi(NodeVoronoiColoring coloring, float scale, float3 p)
+{
+ /* compute distance and point coordinate of 4 nearest neighbours */
+ float da[4];
+ float3 pa[4];
+
+ voronoi(p*scale, NODE_VORONOI_DISTANCE_SQUARED, 1.0f, da, pa);
+
+ /* output */
+ float fac;
+ float3 color;
+
+ if(coloring == NODE_VORONOI_INTENSITY) {
+ fac = fabsf(da[0]);
+ color = make_float3(fac, fac, fac);
+ }
+ else {
+ color = cellnoise_color(pa[0]);
+ fac= average(color);
+ }
+
+ return make_float4(color.x, color.y, color.z, fac);
+}
+
+__device void svm_node_tex_voronoi(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+{
+ uint coloring = node.y;
+ uint scale_offset, co_offset, fac_offset, color_offset;
+
+ decode_node_uchar4(node.z, &scale_offset, &co_offset, &fac_offset, &color_offset);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float scale = stack_load_float_default(stack, scale_offset, node.w);
+
+ float4 result = svm_voronoi((NodeVoronoiColoring)coloring, scale, co);
+ float3 color = make_float3(result.x, result.y, result.z);
+ float f = result.w;
+
+ if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f);
+ if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, color);
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/svm_wave.h b/intern/cycles/kernel/svm/svm_wave.h
new file mode 100644
index 00000000000..8f2131156c4
--- /dev/null
+++ b/intern/cycles/kernel/svm/svm_wave.h
@@ -0,0 +1,65 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Marble */
+
+__device_noinline float svm_wave(NodeWoodType type, float3 p, float scale, float detail, float distortion, float dscale)
+{
+ float w, n;
+
+ p *= scale;
+
+ if(type == NODE_WAVE_BANDS)
+ n= (p.x + p.x + p.z)*10.0f;
+ else /* if(type == NODE_WAVE_RINGS) */
+ n= len(p)*20.0f;
+
+ if(distortion != 0.0f)
+ n += distortion * noise_turbulence(p*dscale, NODE_NOISE_PERLIN, detail, 0);
+
+ w = noise_wave(NODE_WAVE_SINE, n);
+
+ return w;
+}
+
+__device void svm_node_tex_wave(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+{
+ uint4 node2 = read_node(kg, offset);
+
+ uint type;
+ uint co_offset, scale_offset, detail_offset, dscale_offset, distortion_offset, color_offset, fac_offset;
+
+ decode_node_uchar4(node.y, &type, &color_offset, &fac_offset, &dscale_offset);
+ decode_node_uchar4(node.z, &co_offset, &scale_offset, &detail_offset, &distortion_offset);
+
+ float3 co = stack_load_float3(stack, co_offset);
+ float scale = stack_load_float_default(stack, scale_offset, node2.x);
+ float detail = stack_load_float_default(stack, detail_offset, node2.y);
+ float distortion = stack_load_float_default(stack, distortion_offset, node2.z);
+ float dscale = stack_load_float_default(stack, dscale_offset, node2.w);
+
+ float f = svm_wave((NodeWoodType)type, co, scale, detail, distortion, dscale);
+
+ if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f);
+ if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, make_float3(f, f, f));
+}
+
+CCL_NAMESPACE_END
+
diff --git a/intern/cycles/kernel/svm/volume.h b/intern/cycles/kernel/svm/volume.h
new file mode 100644
index 00000000000..86cb2dcc24e
--- /dev/null
+++ b/intern/cycles/kernel/svm/volume.h
@@ -0,0 +1,74 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* note: the interfaces here are just as an example, need to figure
+ out the right functions and parameters to use */
+
+/* ISOTROPIC VOLUME CLOSURE */
+
+__device void volume_isotropic_setup(ShaderData *sd, ShaderClosure *sc, float density)
+{
+ sc->type = CLOSURE_VOLUME_ISOTROPIC_ID;
+ sd->flag |= SD_VOLUME;
+ sc->data0 = density;
+}
+
+__device float3 volume_isotropic_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
+{
+ return make_float3(1.0f, 1.0f, 1.0f);
+}
+
+/* TRANSPARENT VOLUME CLOSURE */
+
+__device void volume_transparent_setup(ShaderData *sd, ShaderClosure *sc, float density)
+{
+ sc->type = CLOSURE_VOLUME_TRANSPARENT_ID;
+ sd->flag |= SD_VOLUME;
+ sc->data0 = density;
+}
+
+__device float3 volume_transparent_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
+{
+ return make_float3(1.0f, 1.0f, 1.0f);
+}
+
+/* VOLUME CLOSURE */
+
+__device float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
+{
+ float3 eval;
+
+ switch(sc->type) {
+ case CLOSURE_VOLUME_ISOTROPIC_ID:
+ eval = volume_isotropic_eval_phase(sd, sc, omega_in, omega_out);
+ break;
+ case CLOSURE_VOLUME_TRANSPARENT_ID:
+ eval = volume_transparent_eval_phase(sd, sc, omega_in, omega_out);
+ break;
+ default:
+ eval = make_float3(0.0f, 0.0f, 0.0f);
+ break;
+ }
+
+ return eval;
+}
+
+CCL_NAMESPACE_END
+