/* * 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. */ CCL_NAMESPACE_BEGIN ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight) { kernel_assert(size <= sizeof(ShaderClosure)); int num_closure = ccl_fetch(sd, num_closure); int num_closure_extra = ccl_fetch(sd, num_closure_extra); if(num_closure + num_closure_extra >= MAX_CLOSURE) return NULL; ShaderClosure *sc = &ccl_fetch(sd, closure)[num_closure]; sc->type = type; sc->weight = weight; ccl_fetch(sd, num_closure)++; return sc; } ccl_device ccl_addr_space void *closure_alloc_extra(ShaderData *sd, int size) { /* Allocate extra space for closure that need more parameters. We allocate * in chunks of sizeof(ShaderClosure) starting from the end of the closure * array. * * This lets us keep the same fast array iteration over closures, as we * found linked list iteration and iteration with skipping to be slower. */ int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure)); int num_closure = ccl_fetch(sd, num_closure); int num_closure_extra = ccl_fetch(sd, num_closure_extra) + num_extra; if(num_closure + num_closure_extra > MAX_CLOSURE) { /* Remove previous closure. */ ccl_fetch(sd, num_closure)--; ccl_fetch(sd, num_closure_extra)++; return NULL; } ccl_fetch(sd, num_closure_extra) = num_closure_extra; return (ccl_addr_space void*)(ccl_fetch(sd, closure) + MAX_CLOSURE - num_closure_extra); } ccl_device_inline ShaderClosure *bsdf_alloc(ShaderData *sd, int size, float3 weight) { ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight); if(!sc) return NULL; float sample_weight = fabsf(average(weight)); sc->sample_weight = sample_weight; return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL; } #ifdef __OSL__ ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd, int size, float3 weight, void *data) { ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight); if(!sc) return NULL; memcpy(sc, data, size); float sample_weight = fabsf(average(weight)); sc->weight = weight; sc->sample_weight = sample_weight; return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL; } #endif CCL_NAMESPACE_END