Cycles: Initial support of 3D textures for CUDA rendering
Supports both smoke/fire and point density textures now. Reduces number of textures available for sm_20 and sm_21, but you have to compromise somewhere on such a limited hardware. Currently limited to linear interpolation only, and decoupled ray marching is not supported yet. Think those could be considered just a further improvement. Some quick example: https://developer.blender.org/F282934 Code is minimal and we can fully consider it a fix for missing support of 3D textures with CUDA. Reviewers: lukasstockner97, brecht, juicyfruit, dingto Reviewed By: brecht, juicyfruit, dingto Subscribers: mib2berlin Differential Revision: https://developer.blender.org/D1806
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@@ -246,13 +246,13 @@ ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y,
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case 90: r = kernel_tex_image_interp(__tex_image_090, x, y); break;
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case 91: r = kernel_tex_image_interp(__tex_image_091, x, y); break;
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case 92: r = kernel_tex_image_interp(__tex_image_092, x, y); break;
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#if defined(__CUDA_ARCH__) && (__CUDA_ARCH__ >= 300)
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case 93: r = kernel_tex_image_interp(__tex_image_093, x, y); break;
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case 94: r = kernel_tex_image_interp(__tex_image_094, x, y); break;
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case 95: r = kernel_tex_image_interp(__tex_image_095, x, y); break;
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case 96: r = kernel_tex_image_interp(__tex_image_096, x, y); break;
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case 97: r = kernel_tex_image_interp(__tex_image_097, x, y); break;
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#if defined(__CUDA_ARCH__) && (__CUDA_ARCH__ >= 300)
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case 98: r = kernel_tex_image_interp(__tex_image_098, x, y); break;
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case 99: r = kernel_tex_image_interp(__tex_image_099, x, y); break;
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case 100: r = kernel_tex_image_interp(__tex_image_100, x, y); break;
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