Cycles: Change code order for Image Data Types.
Now we have the 4 component ones first (float4, byte4, half4) followed by the 1 component ones (float, byte, half). Makes code a bit more consistent and also reduces code a bit when enabling half support on GPU in next commit. This also exposed a typo in half CPU images for 3D textures, which wasn't used yet, but good to have that one fixed anyway.
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@@ -52,15 +52,15 @@ ImageManager::ImageManager(const DeviceInfo& info)
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{ \
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tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_NUM_FLOAT4_ ## ARCH; \
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tex_num_images[IMAGE_DATA_TYPE_BYTE4] = TEX_NUM_BYTE4_ ## ARCH; \
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tex_num_images[IMAGE_DATA_TYPE_HALF4] = TEX_NUM_HALF4_ ## ARCH; \
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tex_num_images[IMAGE_DATA_TYPE_FLOAT] = TEX_NUM_FLOAT_ ## ARCH; \
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tex_num_images[IMAGE_DATA_TYPE_BYTE] = TEX_NUM_BYTE_ ## ARCH; \
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tex_num_images[IMAGE_DATA_TYPE_HALF4] = TEX_NUM_HALF4_ ## ARCH; \
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tex_num_images[IMAGE_DATA_TYPE_HALF] = TEX_NUM_HALF_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_FLOAT4] = TEX_START_FLOAT4_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_BYTE4] = TEX_START_BYTE4_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_HALF4] = TEX_START_HALF4_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_FLOAT] = TEX_START_FLOAT_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_BYTE] = TEX_START_BYTE_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_HALF4] = TEX_START_HALF4_ ## ARCH; \
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tex_start_images[IMAGE_DATA_TYPE_HALF] = TEX_START_HALF_ ## ARCH; \
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}
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@@ -82,15 +82,15 @@ ImageManager::ImageManager(const DeviceInfo& info)
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/* Should not happen. */
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tex_num_images[IMAGE_DATA_TYPE_FLOAT4] = 0;
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tex_num_images[IMAGE_DATA_TYPE_BYTE4] = 0;
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tex_num_images[IMAGE_DATA_TYPE_HALF4] = 0;
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tex_num_images[IMAGE_DATA_TYPE_FLOAT] = 0;
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tex_num_images[IMAGE_DATA_TYPE_BYTE] = 0;
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tex_num_images[IMAGE_DATA_TYPE_HALF4] = 0;
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tex_num_images[IMAGE_DATA_TYPE_HALF] = 0;
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tex_start_images[IMAGE_DATA_TYPE_FLOAT4] = 0;
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tex_start_images[IMAGE_DATA_TYPE_BYTE4] = 0;
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tex_start_images[IMAGE_DATA_TYPE_HALF4] = 0;
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tex_start_images[IMAGE_DATA_TYPE_FLOAT] = 0;
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tex_start_images[IMAGE_DATA_TYPE_BYTE] = 0;
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tex_start_images[IMAGE_DATA_TYPE_HALF4] = 0;
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tex_start_images[IMAGE_DATA_TYPE_HALF] = 0;
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assert(0);
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}
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@@ -216,7 +216,7 @@ ImageManager::ImageDataType ImageManager::get_image_metadata(const string& filen
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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, byte.
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* float4, byte4, half4, float, byte, half.
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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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