Cleanup: Remove outdated comment and add new one about slot IDs.
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@@ -77,7 +77,6 @@ ccl_device float volume_attribute_float(KernelGlobals *kg, const ShaderData *sd,
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if(dx) *dx = 0.0f;
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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if(dy) *dy = 0.0f;
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/* todo: support float textures to lower memory usage for single floats */
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return average(float4_to_float3(r));
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return average(float4_to_float3(r));
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}
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}
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@@ -196,6 +196,10 @@ ImageManager::ImageDataType ImageManager::get_image_metadata(const string& filen
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return IMAGE_DATA_TYPE_BYTE4;
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return IMAGE_DATA_TYPE_BYTE4;
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}
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}
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/* We use a consecutive slot counting scheme on the devices, in order
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* float4, byte4, float.
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* These functions convert the slot ids from ImageManager "images" ones
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* to device ones and vice versa. */
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int ImageManager::type_index_to_flattened_slot(int slot, ImageDataType type)
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int ImageManager::type_index_to_flattened_slot(int slot, ImageDataType type)
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{
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{
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if(type == IMAGE_DATA_TYPE_BYTE4)
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if(type == IMAGE_DATA_TYPE_BYTE4)
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