/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #pragma once CCL_NAMESPACE_BEGIN ccl_device_noinline int svm_node_combine_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint hue_in, uint saturation_in, uint value_in, int offset) { uint4 node1 = read_node(kg, &offset); uint color_out = node1.y; float hue = stack_load_float(stack, hue_in); float saturation = stack_load_float(stack, saturation_in); float value = stack_load_float(stack, value_in); /* Combine, and convert back to RGB */ float3 color = hsv_to_rgb(make_float3(hue, saturation, value)); if (stack_valid(color_out)) stack_store_float3(stack, color_out, color); return offset; } ccl_device_noinline int svm_node_separate_hsv(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint color_in, uint hue_out, uint saturation_out, int offset) { uint4 node1 = read_node(kg, &offset); uint value_out = node1.y; float3 color = stack_load_float3(stack, color_in); /* Convert to HSV */ color = rgb_to_hsv(color); if (stack_valid(hue_out)) stack_store_float(stack, hue_out, color.x); if (stack_valid(saturation_out)) stack_store_float(stack, saturation_out, color.y); if (stack_valid(value_out)) stack_store_float(stack, value_out, color.z); return offset; } CCL_NAMESPACE_END