/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN /* Node */ ccl_device_noinline int svm_node_mix(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private 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_clamped_factor((NodeMix)node1.y, fac, c1, c2); stack_store_float3(stack, node1.z, result); return offset; } ccl_device_noinline void svm_node_mix_color(ccl_private ShaderData *sd, ccl_private float *stack, uint options, uint input_offset, uint result_offset) { uint use_clamp, blend_type, use_clamp_result; uint fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset; svm_unpack_node_uchar3(options, &use_clamp, &blend_type, &use_clamp_result); svm_unpack_node_uchar3( input_offset, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset); float t = stack_load_float(stack, fac_in_stack_offset); if (use_clamp > 0) { t = saturatef(t); } float3 a = stack_load_float3(stack, a_in_stack_offset); float3 b = stack_load_float3(stack, b_in_stack_offset); float3 result = svm_mix((NodeMix)blend_type, t, a, b); if (use_clamp_result) { result = saturate(result); } stack_store_float3(stack, result_offset, result); } ccl_device_noinline void svm_node_mix_float(ccl_private ShaderData *sd, ccl_private float *stack, uint use_clamp, uint input_offset, uint result_offset) { uint fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset; svm_unpack_node_uchar3( input_offset, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset); float t = stack_load_float(stack, fac_in_stack_offset); if (use_clamp > 0) { t = saturatef(t); } float a = stack_load_float(stack, a_in_stack_offset); float b = stack_load_float(stack, b_in_stack_offset); float result = a * (1 - t) + b * t; stack_store_float(stack, result_offset, result); } ccl_device_noinline void svm_node_mix_vector(ccl_private ShaderData *sd, ccl_private float *stack, uint input_offset, uint result_offset) { uint use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset; svm_unpack_node_uchar4( input_offset, &use_clamp, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset); float t = stack_load_float(stack, fac_in_stack_offset); if (use_clamp > 0) { t = saturatef(t); } float3 a = stack_load_float3(stack, a_in_stack_offset); float3 b = stack_load_float3(stack, b_in_stack_offset); float3 result = a * (one_float3() - t) + b * t; stack_store_float3(stack, result_offset, result); } ccl_device_noinline void svm_node_mix_vector_non_uniform(ccl_private ShaderData *sd, ccl_private float *stack, uint input_offset, uint result_offset) { uint use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset; svm_unpack_node_uchar4( input_offset, &use_clamp, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset); float3 t = stack_load_float3(stack, fac_in_stack_offset); if (use_clamp > 0) { t = saturate(t); } float3 a = stack_load_float3(stack, a_in_stack_offset); float3 b = stack_load_float3(stack, b_in_stack_offset); float3 result = a * (one_float3() - t) + b * t; stack_store_float3(stack, result_offset, result); } CCL_NAMESPACE_END