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/*
* Copyright 2011-2014 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
/* Vector combine / separate, used for the RGB and XYZ nodes */
ccl_device void svm_node_combine_vector(ccl_private ShaderData *sd,
ccl_private float *stack,
uint in_offset,
uint vector_index,
uint out_offset)
{
float vector = stack_load_float(stack, in_offset);
if (stack_valid(out_offset))
stack_store_float(stack, out_offset + vector_index, vector);
}
ccl_device void svm_node_separate_vector(ccl_private ShaderData *sd,
ccl_private float *stack,
uint ivector_offset,
uint vector_index,
uint out_offset)
{
float3 vector = stack_load_float3(stack, ivector_offset);
if (stack_valid(out_offset)) {
if (vector_index == 0)
stack_store_float(stack, out_offset, vector.x);
else if (vector_index == 1)
stack_store_float(stack, out_offset, vector.y);
else
stack_store_float(stack, out_offset, vector.z);
}
}
CCL_NAMESPACE_END
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