/* * 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 ccl_device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint inputs_stack_offsets, uint result_stack_offset, int *offset) { uint a_stack_offset, b_stack_offset; decode_node_uchar4(inputs_stack_offsets, &a_stack_offset, &b_stack_offset, NULL, NULL); float a = stack_load_float(stack, a_stack_offset); float b = stack_load_float(stack, b_stack_offset); float result = svm_math((NodeMathType)type, a, b); stack_store_float(stack, result_stack_offset, result); } ccl_device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint inputs_stack_offsets, uint outputs_stack_offsets, int *offset) { uint value_stack_offset, vector_stack_offset; uint a_stack_offset, b_stack_offset, scale_stack_offset; decode_node_uchar4( inputs_stack_offsets, &a_stack_offset, &b_stack_offset, &scale_stack_offset, NULL); decode_node_uchar4(outputs_stack_offsets, &value_stack_offset, &vector_stack_offset, NULL, NULL); float3 a = stack_load_float3(stack, a_stack_offset); float3 b = stack_load_float3(stack, b_stack_offset); float scale = stack_load_float(stack, scale_stack_offset); float value; float3 vector; svm_vector_math(&value, &vector, (NodeVectorMathType)type, a, b, scale); if (stack_valid(value_stack_offset)) stack_store_float(stack, value_stack_offset, value); if (stack_valid(vector_stack_offset)) stack_store_float3(stack, vector_stack_offset, vector); } CCL_NAMESPACE_END