diff options
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/blender/blender_mesh.cpp | 9 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_patch.h | 3 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_subd_triangle.h | 12 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_subd_triangle.h.orig | 698 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h | 9 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h.orig | 348 |
6 files changed, 1067 insertions, 12 deletions
diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp index 20637af96df..4bd4baec2e4 100644 --- a/intern/cycles/blender/blender_mesh.cpp +++ b/intern/cycles/blender/blender_mesh.cpp @@ -347,7 +347,7 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, for (int i = 0; i < n; i++) { float4 color = get_float4(l->data[p->loop_start() + i].color()); /* Compress/encode vertex color using the sRGB curve. */ - *(cdata++) = color_float4_to_uchar4(color_srgb_to_linear_v4(color)); + *(cdata++) = color_float4_to_uchar4(color); } } } @@ -369,9 +369,10 @@ static void attr_create_vertex_color(Scene *scene, Mesh *mesh, BL::Mesh &b_mesh, float4 c3 = get_float4(l->data[li[2]].color()); /* Compress/encode vertex color using the sRGB curve. */ - cdata[0] = color_float4_to_uchar4(color_srgb_to_linear_v4(c1)); - cdata[1] = color_float4_to_uchar4(color_srgb_to_linear_v4(c2)); - cdata[2] = color_float4_to_uchar4(color_srgb_to_linear_v4(c3)); + cdata[0] = color_float4_to_uchar4(c1); + cdata[1] = color_float4_to_uchar4(c2); + cdata[2] = color_float4_to_uchar4(c3); + cdata += 3; } } diff --git a/intern/cycles/kernel/geom/geom_patch.h b/intern/cycles/kernel/geom/geom_patch.h index 1de05fa9e0d..9c1768f05db 100644 --- a/intern/cycles/kernel/geom/geom_patch.h +++ b/intern/cycles/kernel/geom/geom_patch.h @@ -442,7 +442,8 @@ ccl_device float4 patch_eval_uchar4(KernelGlobals *kg, *dv = make_float4(0.0f, 0.0f, 0.0f, 0.0f); for (int i = 0; i < num_control; i++) { - float4 v = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, offset + indices[i])); + float4 v = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, offset + indices[i]))); val += v * weights[i]; if (du) diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h b/intern/cycles/kernel/geom/geom_subd_triangle.h index 2a569852659..9eceb996926 100644 --- a/intern/cycles/kernel/geom/geom_subd_triangle.h +++ b/intern/cycles/kernel/geom/geom_subd_triangle.h @@ -627,10 +627,14 @@ ccl_device_noinline float4 subd_triangle_attribute_float4(KernelGlobals *kg, float4 f0, f1, f2, f3; if (desc.element == ATTR_ELEMENT_CORNER_BYTE) { - f0 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset)); - f1 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset)); - f2 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset)); - f3 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset)); + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset))); + f3 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset))); } else { f0 = kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset); diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h.orig b/intern/cycles/kernel/geom/geom_subd_triangle.h.orig new file mode 100644 index 00000000000..cce71b0bec1 --- /dev/null +++ b/intern/cycles/kernel/geom/geom_subd_triangle.h.orig @@ -0,0 +1,698 @@ +/* + * Copyright 2011-2016 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* Functions for retrieving attributes on triangles produced from subdivision meshes */ + +CCL_NAMESPACE_BEGIN + +/* Patch index for triangle, -1 if not subdivision triangle */ + +ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd) +{ + return (sd->prim != PRIM_NONE) ? kernel_tex_fetch(__tri_patch, sd->prim) : ~0; +} + +/* UV coords of triangle within patch */ + +ccl_device_inline void subd_triangle_patch_uv(KernelGlobals *kg, + const ShaderData *sd, + float2 uv[3]) +{ + uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + + uv[0] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.x); + uv[1] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.y); + uv[2] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.z); +} + +/* Vertex indices of patch */ + +ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals *kg, int patch) +{ + uint4 indices; + + indices.x = kernel_tex_fetch(__patches, patch + 0); + indices.y = kernel_tex_fetch(__patches, patch + 1); + indices.z = kernel_tex_fetch(__patches, patch + 2); + indices.w = kernel_tex_fetch(__patches, patch + 3); + + return indices; +} + +/* Originating face for patch */ + +ccl_device_inline uint subd_triangle_patch_face(KernelGlobals *kg, int patch) +{ + return kernel_tex_fetch(__patches, patch + 4); +} + +/* Number of corners on originating face */ + +ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals *kg, int patch) +{ + return kernel_tex_fetch(__patches, patch + 5) & 0xffff; +} + +/* Indices of the four corners that are used by the patch */ + +ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, int corners[4]) +{ + uint4 data; + + data.x = kernel_tex_fetch(__patches, patch + 4); + data.y = kernel_tex_fetch(__patches, patch + 5); + data.z = kernel_tex_fetch(__patches, patch + 6); + data.w = kernel_tex_fetch(__patches, patch + 7); + + int num_corners = data.y & 0xffff; + + if (num_corners == 4) { + /* quad */ + corners[0] = data.z; + corners[1] = data.z + 1; + corners[2] = data.z + 2; + corners[3] = data.z + 3; + } + else { + /* ngon */ + int c = data.y >> 16; + + corners[0] = data.z + c; + corners[1] = data.z + mod(c + 1, num_corners); + corners[2] = data.w; + corners[3] = data.z + mod(c - 1, num_corners); + } +} + +/* Reading attributes on various subdivision triangle elements */ + +ccl_device_noinline float subd_triangle_attribute_float( + KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) +{ + int patch = subd_triangle_patch(kg, sd); + +#ifdef __PATCH_EVAL__ + if (desc.flags & ATTR_SUBDIVIDED) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + float2 dpdu = uv[0] - uv[2]; + float2 dpdv = uv[1] - uv[2]; + + /* p is [s, t] */ + float2 p = dpdu * sd->u + dpdv * sd->v + uv[2]; + + float a, dads, dadt; + a = patch_eval_float(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt); + +# ifdef __RAY_DIFFERENTIALS__ + if (dx || dy) { + float dsdu = dpdu.x; + float dtdu = dpdu.y; + float dsdv = dpdv.x; + float dtdv = dpdv.y; + + if (dx) { + float dudx = sd->du.dx; + float dvdx = sd->dv.dx; + + float dsdx = dsdu * dudx + dsdv * dvdx; + float dtdx = dtdu * dudx + dtdv * dvdx; + + *dx = dads * dsdx + dadt * dtdx; + } + if (dy) { + float dudy = sd->du.dy; + float dvdy = sd->dv.dy; + + float dsdy = dsdu * dudy + dsdv * dvdy; + float dtdy = dtdu * dudy + dtdv * dvdy; + + *dy = dads * dsdy + dadt * dtdy; + } + } +# endif + + return a; + } + else +#endif /* __PATCH_EVAL__ */ + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; + + return kernel_tex_fetch(__attributes_float, desc.offset + subd_triangle_patch_face(kg, patch)); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + uint4 v = subd_triangle_patch_indices(kg, patch); + + float f0 = kernel_tex_fetch(__attributes_float, desc.offset + v.x); + float f1 = kernel_tex_fetch(__attributes_float, desc.offset + v.y); + float f2 = kernel_tex_fetch(__attributes_float, desc.offset + v.z); + float f3 = kernel_tex_fetch(__attributes_float, desc.offset + v.w); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_CORNER) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + int corners[4]; + subd_triangle_patch_corners(kg, patch, corners); + + float f0 = kernel_tex_fetch(__attributes_float, corners[0] + desc.offset); + float f1 = kernel_tex_fetch(__attributes_float, corners[1] + desc.offset); + float f2 = kernel_tex_fetch(__attributes_float, corners[2] + desc.offset); + float f3 = kernel_tex_fetch(__attributes_float, corners[3] + desc.offset); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) { + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; + + return kernel_tex_fetch(__attributes_float, desc.offset); + } + else { + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; + + return 0.0f; + } +} + +ccl_device_noinline float2 subd_triangle_attribute_float2(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float2 *dx, + float2 *dy) +{ + int patch = subd_triangle_patch(kg, sd); + +#ifdef __PATCH_EVAL__ + if (desc.flags & ATTR_SUBDIVIDED) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + float2 dpdu = uv[0] - uv[2]; + float2 dpdv = uv[1] - uv[2]; + + /* p is [s, t] */ + float2 p = dpdu * sd->u + dpdv * sd->v + uv[2]; + + float2 a, dads, dadt; + + a = patch_eval_float2(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt); + +# ifdef __RAY_DIFFERENTIALS__ + if (dx || dy) { + float dsdu = dpdu.x; + float dtdu = dpdu.y; + float dsdv = dpdv.x; + float dtdv = dpdv.y; + + if (dx) { + float dudx = sd->du.dx; + float dvdx = sd->dv.dx; + + float dsdx = dsdu * dudx + dsdv * dvdx; + float dtdx = dtdu * dudx + dtdv * dvdx; + + *dx = dads * dsdx + dadt * dtdx; + } + if (dy) { + float dudy = sd->du.dy; + float dvdy = sd->dv.dy; + + float dsdy = dsdu * dudy + dsdv * dvdy; + float dtdy = dtdu * dudy + dtdv * dvdy; + + *dy = dads * dsdy + dadt * dtdy; + } + } +# endif + + return a; + } + else +#endif /* __PATCH_EVAL__ */ + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); + + return kernel_tex_fetch(__attributes_float2, + desc.offset + subd_triangle_patch_face(kg, patch)); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + uint4 v = subd_triangle_patch_indices(kg, patch); + + float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + v.x); + float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + v.y); + float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + v.z); + float2 f3 = kernel_tex_fetch(__attributes_float2, desc.offset + v.w); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float2 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_CORNER) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + int corners[4]; + subd_triangle_patch_corners(kg, patch, corners); + + float2 f0, f1, f2, f3; + + f0 = kernel_tex_fetch(__attributes_float2, corners[0] + desc.offset); + f1 = kernel_tex_fetch(__attributes_float2, corners[1] + desc.offset); + f2 = kernel_tex_fetch(__attributes_float2, corners[2] + desc.offset); + f3 = kernel_tex_fetch(__attributes_float2, corners[3] + desc.offset); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float2 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) { + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); + + return kernel_tex_fetch(__attributes_float2, desc.offset); + } + else { + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); + + return make_float2(0.0f, 0.0f); + } +} + +ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float3 *dx, + float3 *dy) +{ + int patch = subd_triangle_patch(kg, sd); + +#ifdef __PATCH_EVAL__ + if (desc.flags & ATTR_SUBDIVIDED) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + float2 dpdu = uv[0] - uv[2]; + float2 dpdv = uv[1] - uv[2]; + + /* p is [s, t] */ + float2 p = dpdu * sd->u + dpdv * sd->v + uv[2]; + + float3 a, dads, dadt; + a = patch_eval_float3(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt); + +# ifdef __RAY_DIFFERENTIALS__ + if (dx || dy) { + float dsdu = dpdu.x; + float dtdu = dpdu.y; + float dsdv = dpdv.x; + float dtdv = dpdv.y; + + if (dx) { + float dudx = sd->du.dx; + float dvdx = sd->dv.dx; + + float dsdx = dsdu * dudx + dsdv * dvdx; + float dtdx = dtdu * dudx + dtdv * dvdx; + + *dx = dads * dsdx + dadt * dtdx; + } + if (dy) { + float dudy = sd->du.dy; + float dvdy = sd->dv.dy; + + float dsdy = dsdu * dudy + dsdv * dvdy; + float dtdy = dtdu * dudy + dtdv * dvdy; + + *dy = dads * dsdy + dadt * dtdy; + } + } +# endif + + return a; + } + else +#endif /* __PATCH_EVAL__ */ + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); + + return float4_to_float3( + kernel_tex_fetch(__attributes_float3, desc.offset + subd_triangle_patch_face(kg, patch))); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + uint4 v = subd_triangle_patch_indices(kg, patch); + + float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.x)); + float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.y)); + float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.z)); + float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + v.w)); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float3 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float3 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float3 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_CORNER) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + int corners[4]; + subd_triangle_patch_corners(kg, patch, corners); + + float3 f0, f1, f2, f3; + + f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset)); + f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + desc.offset)); + f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + desc.offset)); + f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + desc.offset)); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float3 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float3 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float3 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) { + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); + + return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset)); + } + else { + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); + + return make_float3(0.0f, 0.0f, 0.0f); + } +} + +ccl_device_noinline float4 subd_triangle_attribute_float4(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float4 *dx, + float4 *dy) +{ + int patch = subd_triangle_patch(kg, sd); + +#ifdef __PATCH_EVAL__ + if (desc.flags & ATTR_SUBDIVIDED) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + float2 dpdu = uv[0] - uv[2]; + float2 dpdv = uv[1] - uv[2]; + + /* p is [s, t] */ + float2 p = dpdu * sd->u + dpdv * sd->v + uv[2]; + + float4 a, dads, dadt; + if (desc.type == NODE_ATTR_RGBA) { + a = patch_eval_uchar4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt); + } + else { + a = patch_eval_float4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt); + } + +# ifdef __RAY_DIFFERENTIALS__ + if (dx || dy) { + float dsdu = dpdu.x; + float dtdu = dpdu.y; + float dsdv = dpdv.x; + float dtdv = dpdv.y; + + if (dx) { + float dudx = sd->du.dx; + float dvdx = sd->dv.dx; + + float dsdx = dsdu * dudx + dsdv * dvdx; + float dtdx = dtdu * dudx + dtdv * dvdx; + + *dx = dads * dsdx + dadt * dtdx; + } + if (dy) { + float dudy = sd->du.dy; + float dvdy = sd->dv.dy; + + float dsdy = dsdu * dudy + dsdv * dvdy; + float dtdy = dtdu * dudy + dtdv * dvdy; + + *dy = dads * dsdy + dadt * dtdy; + } + } +# endif + + return a; + } + else +#endif /* __PATCH_EVAL__ */ + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + return kernel_tex_fetch(__attributes_float3, + desc.offset + subd_triangle_patch_face(kg, patch)); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + uint4 v = subd_triangle_patch_indices(kg, patch); + + float4 f0 = kernel_tex_fetch(__attributes_float3, desc.offset + v.x); + float4 f1 = kernel_tex_fetch(__attributes_float3, desc.offset + v.y); + float4 f2 = kernel_tex_fetch(__attributes_float3, desc.offset + v.z); + float4 f3 = kernel_tex_fetch(__attributes_float3, desc.offset + v.w); + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) { + float2 uv[3]; + subd_triangle_patch_uv(kg, sd, uv); + + int corners[4]; + subd_triangle_patch_corners(kg, patch, corners); + +<<<<<<< HEAD + float4 f0, f1, f2, f3; + + if (desc.element == ATTR_ELEMENT_CORNER_BYTE) { + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset))); + f3 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset))); + } + else { + f0 = kernel_tex_fetch(__attributes_float3, corners[0] + desc.offset); + f1 = kernel_tex_fetch(__attributes_float3, corners[1] + desc.offset); + f2 = kernel_tex_fetch(__attributes_float3, corners[2] + desc.offset); + f3 = kernel_tex_fetch(__attributes_float3, corners[3] + desc.offset); + } +======= + float4 f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[0] + desc.offset))); + float4 f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[1] + desc.offset))); + float4 f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[2] + desc.offset))); + float4 f3 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, corners[3] + desc.offset))); +>>>>>>> blender-v2.91-release + + if (subd_triangle_patch_num_corners(kg, patch) != 4) { + f1 = (f1 + f0) * 0.5f; + f3 = (f3 + f0) * 0.5f; + } + + float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y); + float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y); + float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y); + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * a + sd->dv.dx * b - (sd->du.dx + sd->dv.dx) * c; + if (dy) + *dy = sd->du.dy * a + sd->dv.dy * b - (sd->du.dy + sd->dv.dy) * c; +#endif + + return sd->u * a + sd->v * b + (1.0f - sd->u - sd->v) * c; + } + else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) { + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + +<<<<<<< HEAD + return kernel_tex_fetch(__attributes_float3, desc.offset); +======= + return color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, desc.offset))); +>>>>>>> blender-v2.91-release + } + else { + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + return make_float4(0.0f, 0.0f, 0.0f, 0.0f); + } +} + +CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h index 2d9da23371e..e8e5d8c5b34 100644 --- a/intern/cycles/kernel/geom/geom_triangle.h +++ b/intern/cycles/kernel/geom/geom_triangle.h @@ -282,9 +282,12 @@ ccl_device float4 triangle_attribute_float4(KernelGlobals *kg, f2 = kernel_tex_fetch(__attributes_float3, tri + 2); } else { - f0 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0)); - f1 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1)); - f2 = color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2)); + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2))); } } diff --git a/intern/cycles/kernel/geom/geom_triangle.h.orig b/intern/cycles/kernel/geom/geom_triangle.h.orig new file mode 100644 index 00000000000..768c168327e --- /dev/null +++ b/intern/cycles/kernel/geom/geom_triangle.h.orig @@ -0,0 +1,348 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +/* Triangle Primitive + * + * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH + * ray intersection we use a precomputed triangle storage to accelerate + * intersection at the cost of more memory usage */ + +CCL_NAMESPACE_BEGIN + +/* normal on triangle */ +ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd) +{ + /* load triangle vertices */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + const float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + const float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + + /* return normal */ + if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { + return normalize(cross(v2 - v0, v1 - v0)); + } + else { + return normalize(cross(v1 - v0, v2 - v0)); + } +} + +/* point and normal on triangle */ +ccl_device_inline void triangle_point_normal( + KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader) +{ + /* load triangle vertices */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + /* compute point */ + float t = 1.0f - u - v; + *P = (u * v0 + v * v1 + t * v2); + /* get object flags */ + int object_flag = kernel_tex_fetch(__object_flag, object); + /* compute normal */ + if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { + *Ng = normalize(cross(v2 - v0, v1 - v0)); + } + else { + *Ng = normalize(cross(v1 - v0, v2 - v0)); + } + /* shader`*/ + *shader = kernel_tex_fetch(__tri_shader, prim); +} + +/* Triangle vertex locations */ + +ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3]) +{ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); +} + +/* Interpolate smooth vertex normal from vertices */ + +ccl_device_inline float3 +triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v) +{ + /* load triangle vertices */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x)); + float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y)); + float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z)); + + float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1); + + return is_zero(N) ? Ng : N; +} + +/* Ray differentials on triangle */ + +ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, + int prim, + ccl_addr_space float3 *dPdu, + ccl_addr_space float3 *dPdv) +{ + /* fetch triangle vertex coordinates */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + const float3 p0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + const float3 p1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + const float3 p2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + + /* compute derivatives of P w.r.t. uv */ + *dPdu = (p0 - p2); + *dPdv = (p1 - p2); +} + +/* Reading attributes on various triangle elements */ + +ccl_device float triangle_attribute_float( + KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) { + float f0, f1, f2; + + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x); + f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y); + f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z); + } + else { + const int tri = desc.offset + sd->prim * 3; + f0 = kernel_tex_fetch(__attributes_float, tri + 0); + f1 = kernel_tex_fetch(__attributes_float, tri + 1); + f2 = kernel_tex_fetch(__attributes_float, tri + 2); + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return kernel_tex_fetch(__attributes_float, offset); + } + else { + return 0.0f; + } + } +} + +ccl_device float2 triangle_attribute_float2(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float2 *dx, + float2 *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) { + float2 f0, f1, f2; + + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x); + f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y); + f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z); + } + else { + const int tri = desc.offset + sd->prim * 3; + f0 = kernel_tex_fetch(__attributes_float2, tri + 0); + f1 = kernel_tex_fetch(__attributes_float2, tri + 1); + f2 = kernel_tex_fetch(__attributes_float2, tri + 2); + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return kernel_tex_fetch(__attributes_float2, offset); + } + else { + return make_float2(0.0f, 0.0f); + } + } +} + +ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float3 *dx, + float3 *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) { + float3 f0, f1, f2; + + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x)); + f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y)); + f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z)); + } + else { + const int tri = desc.offset + sd->prim * 3; + f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0)); + f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1)); + f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2)); + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset)); + } + else { + return make_float3(0.0f, 0.0f, 0.0f); + } + } +} + +ccl_device float4 triangle_attribute_float4(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float4 *dx, + float4 *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER | + ATTR_ELEMENT_CORNER_BYTE)) { + float4 f0, f1, f2; + +<<<<<<< HEAD + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); +======= + if (desc.element == ATTR_ELEMENT_CORNER_BYTE) { + int tri = desc.offset + sd->prim * 3; + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2))); + } + else { + uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); +>>>>>>> blender-v2.91-release + f0 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x); + f1 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y); + f2 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z); + } + else { + const int tri = desc.offset + sd->prim * 3; + if (desc.element == ATTR_ELEMENT_CORNER) { + f0 = kernel_tex_fetch(__attributes_float3, tri + 0); + f1 = kernel_tex_fetch(__attributes_float3, tri + 1); + f2 = kernel_tex_fetch(__attributes_float3, tri + 2); + } + else { + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2))); + } + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } +<<<<<<< HEAD +======= + else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) { + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + return color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, desc.offset))); + } +>>>>>>> blender-v2.91-release + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return kernel_tex_fetch(__attributes_float3, offset); + } + else { + return make_float4(0.0f, 0.0f, 0.0f, 0.0f); + } + } +} + +CCL_NAMESPACE_END |