2016-05-20 16:46:49 +02:00
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/*
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* Copyright 2011-2016 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __KERNEL_CPU_IMAGE_H__
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#define __KERNEL_CPU_IMAGE_H__
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#ifdef __KERNEL_CPU__
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CCL_NAMESPACE_BEGIN
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ccl_device float4 kernel_tex_image_interp_impl(KernelGlobals *kg, int tex, float x, float y)
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{
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Unlimited number of textures for Cycles
This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array.
Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again.
The limits for CUDA Fermi hardware still apply.
Reviewers: tod_baudais, InsigMathK, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: dingto, smellslikedonkey
Differential Revision: https://developer.blender.org/D2650
2017-04-27 09:34:51 +02:00
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switch(kernel_tex_type(tex)) {
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case IMAGE_DATA_TYPE_HALF:
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return kg->texture_half_images[kernel_tex_index(tex)].interp(x, y);
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case IMAGE_DATA_TYPE_BYTE:
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return kg->texture_byte_images[kernel_tex_index(tex)].interp(x, y);
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case IMAGE_DATA_TYPE_FLOAT:
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return kg->texture_float_images[kernel_tex_index(tex)].interp(x, y);
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case IMAGE_DATA_TYPE_HALF4:
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return kg->texture_half4_images[kernel_tex_index(tex)].interp(x, y);
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case IMAGE_DATA_TYPE_BYTE4:
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return kg->texture_byte4_images[kernel_tex_index(tex)].interp(x, y);
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case IMAGE_DATA_TYPE_FLOAT4:
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default:
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return kg->texture_float4_images[kernel_tex_index(tex)].interp(x, y);
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}
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2016-05-20 16:46:49 +02:00
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}
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ccl_device float4 kernel_tex_image_interp_3d_impl(KernelGlobals *kg, int tex, float x, float y, float z)
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{
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Unlimited number of textures for Cycles
This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array.
Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again.
The limits for CUDA Fermi hardware still apply.
Reviewers: tod_baudais, InsigMathK, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: dingto, smellslikedonkey
Differential Revision: https://developer.blender.org/D2650
2017-04-27 09:34:51 +02:00
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switch(kernel_tex_type(tex)) {
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case IMAGE_DATA_TYPE_HALF:
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return kg->texture_half_images[kernel_tex_index(tex)].interp_3d(x, y, z);
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case IMAGE_DATA_TYPE_BYTE:
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return kg->texture_byte_images[kernel_tex_index(tex)].interp_3d(x, y, z);
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case IMAGE_DATA_TYPE_FLOAT:
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return kg->texture_float_images[kernel_tex_index(tex)].interp_3d(x, y, z);
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case IMAGE_DATA_TYPE_HALF4:
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return kg->texture_half4_images[kernel_tex_index(tex)].interp_3d(x, y, z);
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case IMAGE_DATA_TYPE_BYTE4:
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return kg->texture_byte4_images[kernel_tex_index(tex)].interp_3d(x, y, z);
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case IMAGE_DATA_TYPE_FLOAT4:
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default:
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return kg->texture_float4_images[kernel_tex_index(tex)].interp_3d(x, y, z);
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}
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2016-05-20 16:46:49 +02:00
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}
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ccl_device float4 kernel_tex_image_interp_3d_ex_impl(KernelGlobals *kg, int tex, float x, float y, float z, int interpolation)
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{
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Unlimited number of textures for Cycles
This patch allows for an unlimited number of textures in Cycles where the hardware allows. It replaces a number static arrays with dynamic arrays and changes the way the flat_slot indices are calculated. Eventually, I'd like to get to a point where there are only flat slots left and textures off all kinds are stored in a single array.
Note that the arrays in DeviceScene are changed from containing device_vector<T> objects to device_vector<T>* pointers. Ideally, I'd like to store objects, but dynamic resizing of a std:vector in pre-C++11 calls the copy constructor, which for a good reason is not implemented for device_vector. Once we require C++11 for Cycles builds, we can implement a move constructor for device_vector and store objects again.
The limits for CUDA Fermi hardware still apply.
Reviewers: tod_baudais, InsigMathK, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: dingto, smellslikedonkey
Differential Revision: https://developer.blender.org/D2650
2017-04-27 09:34:51 +02:00
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switch(kernel_tex_type(tex)) {
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case IMAGE_DATA_TYPE_HALF:
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return kg->texture_half_images[kernel_tex_index(tex)].interp_3d_ex(x, y, z, interpolation);
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case IMAGE_DATA_TYPE_BYTE:
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return kg->texture_byte_images[kernel_tex_index(tex)].interp_3d_ex(x, y, z, interpolation);
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case IMAGE_DATA_TYPE_FLOAT:
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return kg->texture_float_images[kernel_tex_index(tex)].interp_3d_ex(x, y, z, interpolation);
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case IMAGE_DATA_TYPE_HALF4:
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return kg->texture_half4_images[kernel_tex_index(tex)].interp_3d_ex(x, y, z, interpolation);
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case IMAGE_DATA_TYPE_BYTE4:
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return kg->texture_byte4_images[kernel_tex_index(tex)].interp_3d_ex(x, y, z, interpolation);
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case IMAGE_DATA_TYPE_FLOAT4:
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default:
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return kg->texture_float4_images[kernel_tex_index(tex)].interp_3d_ex(x, y, z, interpolation);
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}
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2016-05-20 16:46:49 +02:00
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}
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CCL_NAMESPACE_END
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#endif // __KERNEL_CPU__
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#endif // __KERNEL_CPU_IMAGE_H__
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