Fix cycles CUDA sm 1.3 build with 32 bit compiler, tweaked voronoi

and brick code so that it can be uninlined.
This commit is contained in:
Brecht Van Lommel
2012-11-30 07:27:17 +00:00
parent ad2b41bc4b
commit ceedd5bd35
7 changed files with 38 additions and 46 deletions

View File

@@ -28,9 +28,9 @@ __device_noinline float brick_noise(int n) /* fast integer noise */
return 0.5f * ((float)nn / 1073741824.0f);
}
__device_noinline float svm_brick(float3 p, float scale, float mortar_size, float bias,
__device_noinline float2 svm_brick(float3 p, float scale, float mortar_size, float bias,
float brick_width, float row_height, float offset_amount, int offset_frequency,
float squash_amount, int squash_frequency, float *tint)
float squash_amount, int squash_frequency)
{
p *= scale;
@@ -50,11 +50,12 @@ __device_noinline float svm_brick(float3 p, float scale, float mortar_size, floa
x = (p.x+offset) - brick_width*bricknum;
y = p.y - row_height*rownum;
*tint = clamp((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f);
return make_float2(
clamp((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f),
return (x < mortar_size || y < mortar_size ||
(x < mortar_size || y < mortar_size ||
x > (brick_width - mortar_size) ||
y > (row_height - mortar_size)) ? 1.0f : 0.0f;
y > (row_height - mortar_size)) ? 1.0f : 0.0f);
}
__device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
@@ -70,8 +71,6 @@ __device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack
/* RNA properties */
uint offset_frequency, squash_frequency;
float tint = 0.0f;
decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL);
@@ -92,9 +91,11 @@ __device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack
float offset_amount = __int_as_float(node3.z);
float squash_amount = __int_as_float(node3.w);
float f = svm_brick(co, scale, mortar_size, bias, brick_width, row_height,
offset_amount, offset_frequency, squash_amount, squash_frequency,
&tint);
float2 f2 = svm_brick(co, scale, mortar_size, bias, brick_width, row_height,
offset_amount, offset_frequency, squash_amount, squash_frequency);
float tint = f2.x;
float f = f2.y;
if(f != 1.0f) {
float facm = 1.0f - tint;