Cycles: some tweaks to try to get sm_13 shader compiling.

This commit is contained in:
Brecht Van Lommel
2011-08-29 17:17:40 +00:00
parent be0aef2ef2
commit eac2674f1d
11 changed files with 180 additions and 139 deletions

View File

@@ -160,111 +160,157 @@ __device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderT
while(1) {
uint4 node = read_node(kg, &offset);
if(node.x == NODE_SHADER_JUMP) {
if(type == SHADER_TYPE_SURFACE) offset = node.y;
else if(type == SHADER_TYPE_VOLUME) offset = node.z;
else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
else return;
}
else if(node.x == NODE_CLOSURE_BSDF)
svm_node_closure_bsdf(sd, stack, node, randb);
else if(node.x == NODE_CLOSURE_EMISSION)
svm_node_closure_emission(sd);
else if(node.x == NODE_CLOSURE_BACKGROUND)
svm_node_closure_background(sd);
else if(node.x == NODE_CLOSURE_HOLDOUT)
svm_node_closure_holdout(sd);
else if(node.x == NODE_CLOSURE_SET_WEIGHT)
svm_node_closure_set_weight(sd, node.y, node.z, node.w);
else if(node.x == NODE_CLOSURE_WEIGHT)
svm_node_closure_weight(sd, stack, node.y);
else if(node.x == NODE_EMISSION_WEIGHT)
svm_node_emission_weight(kg, sd, stack, node);
else if(node.x == NODE_MIX_CLOSURE)
svm_node_mix_closure(sd, stack, node.y, node.z, &offset, &randb);
else if(node.x == NODE_ADD_CLOSURE)
svm_node_add_closure(sd, stack, node.y, node.z, &offset, &randb, &closure_weight);
else if(node.x == NODE_JUMP)
offset = node.y;
switch(node.x) {
case NODE_SHADER_JUMP: {
if(type == SHADER_TYPE_SURFACE) offset = node.y;
else if(type == SHADER_TYPE_VOLUME) offset = node.z;
else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
else return;
break;
}
case NODE_CLOSURE_BSDF:
svm_node_closure_bsdf(sd, stack, node, randb);
break;
case NODE_CLOSURE_EMISSION:
svm_node_closure_emission(sd);
break;
case NODE_CLOSURE_BACKGROUND:
svm_node_closure_background(sd);
break;
case NODE_CLOSURE_HOLDOUT:
svm_node_closure_holdout(sd);
break;
case NODE_CLOSURE_SET_WEIGHT:
svm_node_closure_set_weight(sd, node.y, node.z, node.w);
break;
case NODE_CLOSURE_WEIGHT:
svm_node_closure_weight(sd, stack, node.y);
break;
case NODE_EMISSION_WEIGHT:
svm_node_emission_weight(kg, sd, stack, node);
break;
case NODE_MIX_CLOSURE:
svm_node_mix_closure(sd, stack, node.y, node.z, &offset, &randb);
break;
case NODE_ADD_CLOSURE:
svm_node_add_closure(sd, stack, node.y, node.z, &offset, &randb, &closure_weight);
break;
case NODE_JUMP:
offset = node.y;
break;
#ifdef __TEXTURES__
else if(node.x == NODE_TEX_NOISE_F)
svm_node_tex_noise_f(sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_NOISE_V)
svm_node_tex_noise_v(sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_IMAGE)
svm_node_tex_image(kg, sd, stack, node);
else if(node.x == NODE_TEX_ENVIRONMENT)
svm_node_tex_environment(kg, sd, stack, node);
else if(node.x == NODE_TEX_SKY)
svm_node_tex_sky(kg, sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_BLEND)
svm_node_tex_blend(sd, stack, node);
else if(node.x == NODE_TEX_CLOUDS)
svm_node_tex_clouds(sd, stack, node);
else if(node.x == NODE_TEX_VORONOI)
svm_node_tex_voronoi(kg, sd, stack, node, &offset);
else if(node.x == NODE_TEX_MUSGRAVE)
svm_node_tex_musgrave(kg, sd, stack, node, &offset);
else if(node.x == NODE_TEX_MARBLE)
svm_node_tex_marble(kg, sd, stack, node, &offset);
else if(node.x == NODE_TEX_MAGIC)
svm_node_tex_magic(sd, stack, node);
else if(node.x == NODE_TEX_STUCCI)
svm_node_tex_stucci(kg, sd, stack, node, &offset);
else if(node.x == NODE_TEX_DISTORTED_NOISE)
svm_node_tex_distorted_noise(kg, sd, stack, node, &offset);
else if(node.x == NODE_TEX_WOOD)
svm_node_tex_wood(kg, sd, stack, node, &offset);
case NODE_TEX_NOISE_F:
svm_node_tex_noise_f(sd, stack, node.y, node.z);
break;
case NODE_TEX_NOISE_V:
svm_node_tex_noise_v(sd, stack, node.y, node.z);
break;
case NODE_TEX_IMAGE:
svm_node_tex_image(kg, sd, stack, node);
break;
case NODE_TEX_ENVIRONMENT:
svm_node_tex_environment(kg, sd, stack, node);
break;
case NODE_TEX_SKY:
svm_node_tex_sky(kg, sd, stack, node.y, node.z);
break;
case NODE_TEX_BLEND:
svm_node_tex_blend(sd, stack, node);
break;
case NODE_TEX_CLOUDS:
svm_node_tex_clouds(sd, stack, node);
break;
case NODE_TEX_VORONOI:
svm_node_tex_voronoi(kg, sd, stack, node, &offset);
break;
case NODE_TEX_MUSGRAVE:
svm_node_tex_musgrave(kg, sd, stack, node, &offset);
break;
case NODE_TEX_MARBLE:
svm_node_tex_marble(kg, sd, stack, node, &offset);
break;
case NODE_TEX_MAGIC:
svm_node_tex_magic(sd, stack, node);
break;
case NODE_TEX_STUCCI:
svm_node_tex_stucci(kg, sd, stack, node, &offset);
break;
case NODE_TEX_DISTORTED_NOISE:
svm_node_tex_distorted_noise(kg, sd, stack, node, &offset);
break;
case NODE_TEX_WOOD:
svm_node_tex_wood(kg, sd, stack, node, &offset);
break;
#endif
else if(node.x == NODE_GEOMETRY)
svm_node_geometry(sd, stack, node.y, node.z);
else if(node.x == NODE_GEOMETRY_BUMP_DX)
svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
else if(node.x == NODE_GEOMETRY_BUMP_DY)
svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
else if(node.x == NODE_LIGHT_PATH)
svm_node_light_path(sd, stack, node.y, node.z, path_flag);
else if(node.x == NODE_CONVERT)
svm_node_convert(sd, stack, node.y, node.z, node.w);
else if(node.x == NODE_VALUE_F)
svm_node_value_f(kg, sd, stack, node.y, node.z);
else if(node.x == NODE_VALUE_V)
svm_node_value_v(kg, sd, stack, node.y, &offset);
else if(node.x == NODE_MIX)
svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
else if(node.x == NODE_ATTR)
svm_node_attr(kg, sd, stack, node);
else if(node.x == NODE_ATTR_BUMP_DX)
svm_node_attr_bump_dx(kg, sd, stack, node);
else if(node.x == NODE_ATTR_BUMP_DY)
svm_node_attr_bump_dy(kg, sd, stack, node);
else if(node.x == NODE_FRESNEL)
svm_node_fresnel(sd, stack, node.y, node.z, node.w);
else if(node.x == NODE_SET_DISPLACEMENT)
svm_node_set_displacement(sd, stack, node.y);
else if(node.x == NODE_SET_BUMP)
svm_node_set_bump(sd, stack, node.y, node.z, node.w);
else if(node.x == NODE_MATH)
svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset);
else if(node.x == NODE_VECTOR_MATH)
svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset);
else if(node.x == NODE_MAPPING)
svm_node_mapping(kg, sd, stack, node.y, node.z, &offset);
else if(node.x == NODE_TEX_COORD)
svm_node_tex_coord(kg, sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_COORD_BUMP_DX)
svm_node_tex_coord_bump_dx(kg, sd, stack, node.y, node.z);
else if(node.x == NODE_TEX_COORD_BUMP_DY)
svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z);
else if(node.x == NODE_EMISSION_SET_WEIGHT_TOTAL)
svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
else if(node.x == NODE_END)
break;
else
return;
case NODE_GEOMETRY:
svm_node_geometry(sd, stack, node.y, node.z);
break;
case NODE_GEOMETRY_BUMP_DX:
svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
break;
case NODE_GEOMETRY_BUMP_DY:
svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
break;
case NODE_LIGHT_PATH:
svm_node_light_path(sd, stack, node.y, node.z, path_flag);
break;
case NODE_CONVERT:
svm_node_convert(sd, stack, node.y, node.z, node.w);
break;
case NODE_VALUE_F:
svm_node_value_f(kg, sd, stack, node.y, node.z);
break;
case NODE_VALUE_V:
svm_node_value_v(kg, sd, stack, node.y, &offset);
break;
case NODE_MIX:
svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
case NODE_ATTR:
svm_node_attr(kg, sd, stack, node);
break;
case NODE_ATTR_BUMP_DX:
svm_node_attr_bump_dx(kg, sd, stack, node);
break;
case NODE_ATTR_BUMP_DY:
svm_node_attr_bump_dy(kg, sd, stack, node);
break;
case NODE_FRESNEL:
svm_node_fresnel(sd, stack, node.y, node.z, node.w);
break;
case NODE_SET_DISPLACEMENT:
svm_node_set_displacement(sd, stack, node.y);
break;
case NODE_SET_BUMP:
svm_node_set_bump(sd, stack, node.y, node.z, node.w);
break;
case NODE_MATH:
svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
case NODE_VECTOR_MATH:
svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset);
break;
case NODE_MAPPING:
svm_node_mapping(kg, sd, stack, node.y, node.z, &offset);
break;
case NODE_TEX_COORD:
svm_node_tex_coord(kg, sd, stack, node.y, node.z);
break;
case NODE_TEX_COORD_BUMP_DX:
svm_node_tex_coord_bump_dx(kg, sd, stack, node.y, node.z);
break;
case NODE_TEX_COORD_BUMP_DY:
svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z);
break;
case NODE_EMISSION_SET_WEIGHT_TOTAL:
svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
break;
case NODE_END:
default:
sd->svm_closure_weight *= closure_weight;
return;
}
}
sd->svm_closure_weight *= closure_weight;
}
CCL_NAMESPACE_END