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/*
 * 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