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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
CCL_NAMESPACE_BEGIN
/* Node */
ccl_device_noinline int svm_node_mix(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint fac_offset,
uint c1_offset,
uint c2_offset,
int offset)
{
/* read extra data */
uint4 node1 = read_node(kg, &offset);
float fac = stack_load_float(stack, fac_offset);
float3 c1 = stack_load_float3(stack, c1_offset);
float3 c2 = stack_load_float3(stack, c2_offset);
float3 result = svm_mix_clamped_factor((NodeMix)node1.y, fac, c1, c2);
stack_store_float3(stack, node1.z, result);
return offset;
}
ccl_device_noinline void svm_node_mix_color(ccl_private ShaderData *sd,
ccl_private float *stack,
uint options,
uint input_offset,
uint result_offset)
{
uint use_clamp, blend_type, use_clamp_result;
uint fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
svm_unpack_node_uchar3(options, &use_clamp, &blend_type, &use_clamp_result);
svm_unpack_node_uchar3(
input_offset, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
float t = stack_load_float(stack, fac_in_stack_offset);
if (use_clamp > 0) {
t = saturatef(t);
}
float3 a = stack_load_float3(stack, a_in_stack_offset);
float3 b = stack_load_float3(stack, b_in_stack_offset);
float3 result = svm_mix((NodeMix)blend_type, t, a, b);
if (use_clamp_result) {
result = saturate(result);
}
stack_store_float3(stack, result_offset, result);
}
ccl_device_noinline void svm_node_mix_float(ccl_private ShaderData *sd,
ccl_private float *stack,
uint use_clamp,
uint input_offset,
uint result_offset)
{
uint fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
svm_unpack_node_uchar3(
input_offset, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
float t = stack_load_float(stack, fac_in_stack_offset);
if (use_clamp > 0) {
t = saturatef(t);
}
float a = stack_load_float(stack, a_in_stack_offset);
float b = stack_load_float(stack, b_in_stack_offset);
float result = a * (1 - t) + b * t;
stack_store_float(stack, result_offset, result);
}
ccl_device_noinline void svm_node_mix_vector(ccl_private ShaderData *sd,
ccl_private float *stack,
uint input_offset,
uint result_offset)
{
uint use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
svm_unpack_node_uchar4(
input_offset, &use_clamp, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
float t = stack_load_float(stack, fac_in_stack_offset);
if (use_clamp > 0) {
t = saturatef(t);
}
float3 a = stack_load_float3(stack, a_in_stack_offset);
float3 b = stack_load_float3(stack, b_in_stack_offset);
float3 result = a * (one_float3() - t) + b * t;
stack_store_float3(stack, result_offset, result);
}
ccl_device_noinline void svm_node_mix_vector_non_uniform(ccl_private ShaderData *sd,
ccl_private float *stack,
uint input_offset,
uint result_offset)
{
uint use_clamp, fac_in_stack_offset, a_in_stack_offset, b_in_stack_offset;
svm_unpack_node_uchar4(
input_offset, &use_clamp, &fac_in_stack_offset, &a_in_stack_offset, &b_in_stack_offset);
float3 t = stack_load_float3(stack, fac_in_stack_offset);
if (use_clamp > 0) {
t = saturate(t);
}
float3 a = stack_load_float3(stack, a_in_stack_offset);
float3 b = stack_load_float3(stack, b_in_stack_offset);
float3 result = a * (one_float3() - t) + b * t;
stack_store_float3(stack, result_offset, result);
}
CCL_NAMESPACE_END
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