/* * 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. */ CCL_NAMESPACE_BEGIN /* Nodes */ ccl_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); } ccl_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