Cycles: some tweaks to try to get sm_13 shader compiling.
This commit is contained in:
@@ -151,16 +151,9 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int pass, Ray
|
||||
if((sd.flag & SD_HOLDOUT) && (path_flag & PATH_RAY_CAMERA)) {
|
||||
float3 holdout_weight = shader_holdout_eval(kg, &sd);
|
||||
|
||||
if(kernel_data.background.transparent) {
|
||||
if(kernel_data.background.transparent)
|
||||
Ltransparent += average(holdout_weight*throughput);
|
||||
}
|
||||
else {
|
||||
ShaderData sd;
|
||||
shader_setup_from_background(kg, &sd, &ray);
|
||||
L += holdout_weight*throughput*shader_eval_background(kg, &sd, path_flag);
|
||||
shader_release(kg, &sd);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef __EMISSION__
|
||||
|
@@ -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) {
|
||||
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;
|
||||
}
|
||||
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;
|
||||
#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);
|
||||
#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
|
||||
}
|
||||
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__
|
||||
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
|
||||
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
|
||||
|
@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Clouds */
|
||||
|
||||
__device void svm_clouds(NodeNoiseBasis basis, int hard, int depth, float size, float3 p, float *fac, float3 *color)
|
||||
__device_inline void svm_clouds(NodeNoiseBasis basis, int hard, int depth, float size, float3 p, float *fac, float3 *color)
|
||||
{
|
||||
p /= size;
|
||||
|
||||
|
@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Distorted Noise (variable lacunarity noise) */
|
||||
|
||||
__device float svm_distorted_noise(float3 p, float size, NodeNoiseBasis basis, NodeNoiseBasis distortion_basis, float distortion)
|
||||
__device_noinline float svm_distorted_noise(float3 p, float size, NodeNoiseBasis basis, NodeNoiseBasis distortion_basis, float distortion)
|
||||
{
|
||||
float3 r;
|
||||
float3 offset = make_float3(13.5f, 13.5f, 13.5f);
|
||||
|
@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Magic */
|
||||
|
||||
__device float3 svm_magic(float3 p, int n, float turbulence)
|
||||
__device_noinline float3 svm_magic(float3 p, int n, float turbulence)
|
||||
{
|
||||
float turb = turbulence/5.0f;
|
||||
|
||||
|
@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Marble */
|
||||
|
||||
__device float svm_marble(float3 p, float size, NodeMarbleType type, NodeWaveType wave, NodeNoiseBasis basis, int hard, float turb, int depth)
|
||||
__device_noinline float svm_marble(float3 p, float size, NodeMarbleType type, NodeWaveType wave, NodeNoiseBasis basis, int hard, float turb, int depth)
|
||||
{
|
||||
float x = p.x;
|
||||
float y = p.y;
|
||||
|
@@ -27,7 +27,7 @@ CCL_NAMESPACE_BEGIN
|
||||
* from "Texturing and Modelling: A procedural approach"
|
||||
*/
|
||||
|
||||
__device float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
|
||||
__device_noinline float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
|
||||
{
|
||||
float rmd;
|
||||
float value = 0.0f;
|
||||
@@ -55,7 +55,7 @@ __device float noise_musgrave_fBm(float3 p, NodeNoiseBasis basis, float H, float
|
||||
* octaves: number of frequencies in the fBm
|
||||
*/
|
||||
|
||||
__device float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
|
||||
__device_noinline float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves)
|
||||
{
|
||||
float rmd;
|
||||
float value = 1.0f;
|
||||
@@ -84,7 +84,7 @@ __device float noise_musgrave_multi_fractal(float3 p, NodeNoiseBasis basis, floa
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
__device float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
|
||||
__device_noinline float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset)
|
||||
{
|
||||
float value, increment, rmd;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
@@ -119,7 +119,7 @@ __device float noise_musgrave_hetero_terrain(float3 p, NodeNoiseBasis basis, flo
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
__device float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
__device_noinline float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float result, signal, weight, rmd;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
@@ -156,7 +156,7 @@ __device float noise_musgrave_hybrid_multi_fractal(float3 p, NodeNoiseBasis basi
|
||||
* offset: raises the terrain from `sea level'
|
||||
*/
|
||||
|
||||
__device float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
__device_noinline float noise_musgrave_ridged_multi_fractal(float3 p, NodeNoiseBasis basis, float H, float lacunarity, float octaves, float offset, float gain)
|
||||
{
|
||||
float result, signal, weight;
|
||||
float pwHL = pow(lacunarity, -H);
|
||||
|
@@ -112,7 +112,7 @@ __device float scale3(float result)
|
||||
return 0.9820f * result;
|
||||
}
|
||||
|
||||
__device float perlin(float x, float y, float z)
|
||||
__device_noinline float perlin(float x, float y, float z)
|
||||
{
|
||||
int X; float fx = floorfrac(x, &X);
|
||||
int Y; float fy = floorfrac(y, &Y);
|
||||
@@ -135,7 +135,7 @@ __device float perlin(float x, float y, float z)
|
||||
return scale3(result);
|
||||
}
|
||||
|
||||
__device float perlin_periodic(float x, float y, float z, float3 pperiod)
|
||||
__device_noinline float perlin_periodic(float x, float y, float z, float3 pperiod)
|
||||
{
|
||||
int X; float fx = floorfrac(x, &X);
|
||||
int Y; float fy = floorfrac(y, &Y);
|
||||
@@ -178,7 +178,7 @@ __device float snoise(float3 p)
|
||||
}
|
||||
|
||||
/* cell noise */
|
||||
__device float cellnoise(float3 p)
|
||||
__device_noinline float cellnoise(float3 p)
|
||||
{
|
||||
uint ix = quick_floor(p.x);
|
||||
uint iy = quick_floor(p.y);
|
||||
@@ -210,7 +210,7 @@ __device float psnoise(float3 p, float3 pperiod)
|
||||
}
|
||||
|
||||
/* turbulence */
|
||||
__device float turbulence(float3 P, int oct, bool hard)
|
||||
__device_noinline float turbulence(float3 P, int oct, bool hard)
|
||||
{
|
||||
float amp = 1.0f, fscale = 1.0f, sum = 0.0f;
|
||||
int i;
|
||||
|
@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Stucci */
|
||||
|
||||
__device float svm_stucci(NodeStucciType type, NodeNoiseBasis basis, int hard, float turbulence, float size, float3 p)
|
||||
__device_noinline float svm_stucci(NodeStucciType type, NodeNoiseBasis basis, int hard, float turbulence, float size, float3 p)
|
||||
{
|
||||
p /= size;
|
||||
|
||||
|
@@ -20,9 +20,9 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Voronoi */
|
||||
|
||||
__device float svm_voronoi(NodeDistanceMetric distance_metric, NodeVoronoiColoring coloring,
|
||||
__device_noinline float4 svm_voronoi(NodeDistanceMetric distance_metric, NodeVoronoiColoring coloring,
|
||||
float weight1, float weight2, float weight3, float weight4,
|
||||
float exponent, float intensity, float size, float3 p, float3 *color)
|
||||
float exponent, float intensity, float size, float3 p)
|
||||
{
|
||||
float aw1 = fabsf(weight1);
|
||||
float aw2 = fabsf(weight2);
|
||||
@@ -41,31 +41,32 @@ __device float svm_voronoi(NodeDistanceMetric distance_metric, NodeVoronoiColori
|
||||
|
||||
/* Scalar output */
|
||||
float fac = sc * fabsf(weight1*da[0] + weight2*da[1] + weight3*da[2] + weight4*da[3]);
|
||||
float3 color;
|
||||
|
||||
/* colored output */
|
||||
if(coloring == NODE_VORONOI_INTENSITY) {
|
||||
*color = make_float3(fac, fac, fac);
|
||||
color = make_float3(fac, fac, fac);
|
||||
}
|
||||
else {
|
||||
*color = aw1*cellnoise_color(pa[0]);
|
||||
*color += aw2*cellnoise_color(pa[1]);
|
||||
*color += aw3*cellnoise_color(pa[2]);
|
||||
*color += aw4*cellnoise_color(pa[3]);
|
||||
color = aw1*cellnoise_color(pa[0]);
|
||||
color += aw2*cellnoise_color(pa[1]);
|
||||
color += aw3*cellnoise_color(pa[2]);
|
||||
color += aw4*cellnoise_color(pa[3]);
|
||||
|
||||
if(coloring != NODE_VORONOI_POSITION) {
|
||||
float t1 = min((da[1] - da[0])*10.0f, 1.0f);
|
||||
|
||||
if(coloring == NODE_VORONOI_POSITION_OUTLINE_INTENSITY)
|
||||
*color *= t1*fac;
|
||||
color *= t1*fac;
|
||||
else if(coloring == NODE_VORONOI_POSITION_OUTLINE)
|
||||
*color *= t1*sc;
|
||||
color *= t1*sc;
|
||||
}
|
||||
else {
|
||||
*color *= sc;
|
||||
color *= sc;
|
||||
}
|
||||
}
|
||||
|
||||
return fac;
|
||||
return make_float4(color.x, color.y, color.z, fac);
|
||||
}
|
||||
|
||||
__device void svm_node_tex_voronoi(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
|
||||
@@ -92,10 +93,11 @@ __device void svm_node_tex_voronoi(KernelGlobals *kg, ShaderData *sd, float *sta
|
||||
exponent = fmaxf(exponent, 1e-5f);
|
||||
size = nonzerof(size, 1e-5f);
|
||||
|
||||
float3 color;
|
||||
float f = svm_voronoi((NodeDistanceMetric)distance_metric,
|
||||
float4 result = svm_voronoi((NodeDistanceMetric)distance_metric,
|
||||
(NodeVoronoiColoring)coloring,
|
||||
weight1, weight2, weight3, weight4, exponent, 1.0f, size, co, &color);
|
||||
weight1, weight2, weight3, weight4, exponent, 1.0f, size, co);
|
||||
float3 color = make_float3(result.x, result.y, result.z);
|
||||
float f = result.w;
|
||||
|
||||
if(stack_valid(fac_offset)) stack_store_float(stack, fac_offset, f);
|
||||
if(stack_valid(color_offset)) stack_store_float3(stack, color_offset, color);
|
||||
|
@@ -20,7 +20,7 @@ CCL_NAMESPACE_BEGIN
|
||||
|
||||
/* Wood */
|
||||
|
||||
__device float svm_wood(float3 p, float size, NodeWoodType type, NodeWaveType wave, NodeNoiseBasis basis, uint hard, float turb)
|
||||
__device_noinline float svm_wood(float3 p, float size, NodeWoodType type, NodeWaveType wave, NodeNoiseBasis basis, uint hard, float turb)
|
||||
{
|
||||
float x = p.x;
|
||||
float y = p.y;
|
||||
|
Reference in New Issue
Block a user