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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 = sd->num_closure;
int num_closure_extra = sd->num_closure_extra;
if(num_closure + num_closure_extra >= MAX_CLOSURE)
return NULL;
ShaderClosure *sc = &sd->closure[num_closure];
sc->type = type;
sc->weight = weight;
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 = sd->num_closure;
int num_closure_extra = sd->num_closure_extra + num_extra;
if(num_closure + num_closure_extra > MAX_CLOSURE) {
/* Remove previous closure. */
sd->num_closure--;
sd->num_closure_extra++;
return NULL;
}
sd->num_closure_extra = num_closure_extra;
return (ccl_addr_space void*)(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
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