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/*
* 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 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
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