
This patch contains many small leftover fixes and additions that are required for Metal-enablement: - Address space fixes and a few other small compile fixes - Addition of missing functionality to the Metal adapter headers - Addition of various scattered `__KERNEL_METAL__` blocks (e.g. for atomic support & maths functions) Ref T92212 Differential Revision: https://developer.blender.org/D13263
602 lines
18 KiB
C++
602 lines
18 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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/* Shader Virtual Machine
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*
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* A shader is a list of nodes to be executed. These are simply read one after
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* the other and executed, using an node counter. Each node and its associated
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* data is encoded as one or more uint4's in a 1D texture. If the data is larger
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* than an uint4, the node can increase the node counter to compensate for this.
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* Floats are encoded as int and then converted to float again.
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*
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* Nodes write their output into a stack. All stack data in the stack is
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* floats, since it's all factors, colors and vectors. The stack will be stored
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* in local memory on the GPU, as it would take too many register and indexes in
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* ways not known at compile time. This seems the only solution even though it
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* may be slow, with two positive factors. If the same shader is being executed,
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* memory access will be coalesced and cached.
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*
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* The result of shader execution will be a single closure. This means the
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* closure type, associated label, data and weight. Sampling from multiple
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* closures is supported through the mix closure node, the logic for that is
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* mostly taken care of in the SVM compiler.
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*/
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#include "kernel/svm/types.h"
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CCL_NAMESPACE_BEGIN
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/* Stack */
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ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
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{
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kernel_assert(a + 2 < SVM_STACK_SIZE);
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ccl_private float *stack_a = stack + a;
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return make_float3(stack_a[0], stack_a[1], stack_a[2]);
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}
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ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
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{
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kernel_assert(a + 2 < SVM_STACK_SIZE);
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ccl_private float *stack_a = stack + a;
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stack_a[0] = f.x;
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stack_a[1] = f.y;
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stack_a[2] = f.z;
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}
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ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
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{
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kernel_assert(a < SVM_STACK_SIZE);
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return stack[a];
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}
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ccl_device_inline float stack_load_float_default(ccl_private float *stack, uint a, uint value)
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{
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return (a == (uint)SVM_STACK_INVALID) ? __uint_as_float(value) : stack_load_float(stack, a);
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}
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ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
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{
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kernel_assert(a < SVM_STACK_SIZE);
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stack[a] = f;
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}
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ccl_device_inline int stack_load_int(ccl_private float *stack, uint a)
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{
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kernel_assert(a < SVM_STACK_SIZE);
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return __float_as_int(stack[a]);
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}
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ccl_device_inline int stack_load_int_default(ccl_private float *stack, uint a, uint value)
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{
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return (a == (uint)SVM_STACK_INVALID) ? (int)value : stack_load_int(stack, a);
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}
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ccl_device_inline void stack_store_int(ccl_private float *stack, uint a, int i)
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{
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kernel_assert(a < SVM_STACK_SIZE);
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stack[a] = __int_as_float(i);
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}
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ccl_device_inline bool stack_valid(uint a)
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{
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return a != (uint)SVM_STACK_INVALID;
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}
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/* Reading Nodes */
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ccl_device_inline uint4 read_node(KernelGlobals kg, ccl_private int *offset)
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{
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uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
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(*offset)++;
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return node;
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}
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ccl_device_inline float4 read_node_float(KernelGlobals kg, ccl_private int *offset)
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{
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uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
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float4 f = make_float4(__uint_as_float(node.x),
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__uint_as_float(node.y),
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__uint_as_float(node.z),
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__uint_as_float(node.w));
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(*offset)++;
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return f;
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}
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ccl_device_inline float4 fetch_node_float(KernelGlobals kg, int offset)
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{
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uint4 node = kernel_tex_fetch(__svm_nodes, offset);
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return make_float4(__uint_as_float(node.x),
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__uint_as_float(node.y),
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__uint_as_float(node.z),
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__uint_as_float(node.w));
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}
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ccl_device_forceinline void svm_unpack_node_uchar2(uint i,
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ccl_private uint *x,
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ccl_private uint *y)
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{
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*x = (i & 0xFF);
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*y = ((i >> 8) & 0xFF);
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}
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ccl_device_forceinline void svm_unpack_node_uchar3(uint i,
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ccl_private uint *x,
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ccl_private uint *y,
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ccl_private uint *z)
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{
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*x = (i & 0xFF);
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*y = ((i >> 8) & 0xFF);
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*z = ((i >> 16) & 0xFF);
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}
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ccl_device_forceinline void svm_unpack_node_uchar4(
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uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
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{
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*x = (i & 0xFF);
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*y = ((i >> 8) & 0xFF);
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*z = ((i >> 16) & 0xFF);
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*w = ((i >> 24) & 0xFF);
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}
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CCL_NAMESPACE_END
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/* Nodes */
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#include "kernel/svm/aov.h"
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#include "kernel/svm/attribute.h"
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#include "kernel/svm/blackbody.h"
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#include "kernel/svm/brick.h"
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#include "kernel/svm/brightness.h"
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#include "kernel/svm/bump.h"
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#include "kernel/svm/camera.h"
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#include "kernel/svm/checker.h"
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#include "kernel/svm/clamp.h"
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#include "kernel/svm/closure.h"
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#include "kernel/svm/convert.h"
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#include "kernel/svm/displace.h"
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#include "kernel/svm/fresnel.h"
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#include "kernel/svm/gamma.h"
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#include "kernel/svm/geometry.h"
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#include "kernel/svm/gradient.h"
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#include "kernel/svm/hsv.h"
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#include "kernel/svm/ies.h"
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#include "kernel/svm/image.h"
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#include "kernel/svm/invert.h"
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#include "kernel/svm/light_path.h"
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#include "kernel/svm/magic.h"
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#include "kernel/svm/map_range.h"
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#include "kernel/svm/mapping.h"
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#include "kernel/svm/math.h"
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#include "kernel/svm/mix.h"
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#include "kernel/svm/musgrave.h"
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#include "kernel/svm/noisetex.h"
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#include "kernel/svm/normal.h"
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#include "kernel/svm/ramp.h"
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#include "kernel/svm/sepcomb_hsv.h"
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#include "kernel/svm/sepcomb_vector.h"
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#include "kernel/svm/sky.h"
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#include "kernel/svm/tex_coord.h"
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#include "kernel/svm/value.h"
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#include "kernel/svm/vector_rotate.h"
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#include "kernel/svm/vector_transform.h"
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#include "kernel/svm/vertex_color.h"
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#include "kernel/svm/voronoi.h"
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#include "kernel/svm/voxel.h"
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#include "kernel/svm/wave.h"
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#include "kernel/svm/wavelength.h"
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#include "kernel/svm/white_noise.h"
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#include "kernel/svm/wireframe.h"
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#ifdef __SHADER_RAYTRACE__
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# include "kernel/svm/ao.h"
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# include "kernel/svm/bevel.h"
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#endif
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CCL_NAMESPACE_BEGIN
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/* Main Interpreter Loop */
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template<uint node_feature_mask, ShaderType type, typename ConstIntegratorGenericState>
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ccl_device void svm_eval_nodes(KernelGlobals kg,
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ConstIntegratorGenericState state,
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ccl_private ShaderData *sd,
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ccl_global float *render_buffer,
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uint32_t path_flag)
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{
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float stack[SVM_STACK_SIZE];
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int offset = sd->shader & SHADER_MASK;
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while (1) {
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uint4 node = read_node(kg, &offset);
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switch (node.x) {
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case NODE_END:
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return;
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case NODE_SHADER_JUMP: {
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if (type == SHADER_TYPE_SURFACE)
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offset = node.y;
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else if (type == SHADER_TYPE_VOLUME)
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offset = node.z;
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else if (type == SHADER_TYPE_DISPLACEMENT)
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offset = node.w;
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else
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return;
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break;
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}
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case NODE_CLOSURE_BSDF:
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offset = svm_node_closure_bsdf<node_feature_mask, type>(
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kg, sd, stack, node, path_flag, offset);
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break;
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case NODE_CLOSURE_EMISSION:
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IF_KERNEL_NODES_FEATURE(EMISSION)
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{
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svm_node_closure_emission(sd, stack, node);
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}
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break;
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case NODE_CLOSURE_BACKGROUND:
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IF_KERNEL_NODES_FEATURE(EMISSION)
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{
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svm_node_closure_background(sd, stack, node);
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}
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break;
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case NODE_CLOSURE_SET_WEIGHT:
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svm_node_closure_set_weight(sd, node.y, node.z, node.w);
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break;
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case NODE_CLOSURE_WEIGHT:
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svm_node_closure_weight(sd, stack, node.y);
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break;
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case NODE_EMISSION_WEIGHT:
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IF_KERNEL_NODES_FEATURE(EMISSION)
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{
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svm_node_emission_weight(kg, sd, stack, node);
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}
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break;
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case NODE_MIX_CLOSURE:
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svm_node_mix_closure(sd, stack, node);
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break;
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case NODE_JUMP_IF_ZERO:
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if (stack_load_float(stack, node.z) == 0.0f)
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offset += node.y;
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break;
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case NODE_JUMP_IF_ONE:
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if (stack_load_float(stack, node.z) == 1.0f)
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offset += node.y;
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break;
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case NODE_GEOMETRY:
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svm_node_geometry(kg, sd, stack, node.y, node.z);
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break;
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case NODE_CONVERT:
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svm_node_convert(kg, sd, stack, node.y, node.z, node.w);
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break;
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case NODE_TEX_COORD:
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offset = svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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break;
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case NODE_VALUE_F:
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svm_node_value_f(kg, sd, stack, node.y, node.z);
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break;
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case NODE_VALUE_V:
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offset = svm_node_value_v(kg, sd, stack, node.y, offset);
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break;
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case NODE_ATTR:
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svm_node_attr<node_feature_mask>(kg, sd, stack, node);
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break;
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case NODE_VERTEX_COLOR:
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svm_node_vertex_color(kg, sd, stack, node.y, node.z, node.w);
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break;
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case NODE_GEOMETRY_BUMP_DX:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_geometry_bump_dx(kg, sd, stack, node.y, node.z);
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}
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break;
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case NODE_GEOMETRY_BUMP_DY:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_geometry_bump_dy(kg, sd, stack, node.y, node.z);
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}
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break;
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case NODE_SET_DISPLACEMENT:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_set_displacement(kg, sd, stack, node.y);
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}
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break;
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case NODE_DISPLACEMENT:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_displacement(kg, sd, stack, node);
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}
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break;
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case NODE_VECTOR_DISPLACEMENT:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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offset = svm_node_vector_displacement(kg, sd, stack, node, offset);
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}
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break;
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case NODE_TEX_IMAGE:
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offset = svm_node_tex_image(kg, sd, stack, node, offset);
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break;
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case NODE_TEX_IMAGE_BOX:
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svm_node_tex_image_box(kg, sd, stack, node);
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break;
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case NODE_TEX_NOISE:
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offset = svm_node_tex_noise(kg, sd, stack, node.y, node.z, node.w, offset);
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break;
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case NODE_SET_BUMP:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_set_bump(kg, sd, stack, node);
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}
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break;
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case NODE_ATTR_BUMP_DX:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_attr_bump_dx(kg, sd, stack, node);
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}
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break;
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case NODE_ATTR_BUMP_DY:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_attr_bump_dy(kg, sd, stack, node);
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}
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break;
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case NODE_VERTEX_COLOR_BUMP_DX:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_vertex_color_bump_dx(kg, sd, stack, node.y, node.z, node.w);
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}
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break;
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case NODE_VERTEX_COLOR_BUMP_DY:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_vertex_color_bump_dy(kg, sd, stack, node.y, node.z, node.w);
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}
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break;
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case NODE_TEX_COORD_BUMP_DX:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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offset = svm_node_tex_coord_bump_dx(kg, sd, path_flag, stack, node, offset);
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}
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break;
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case NODE_TEX_COORD_BUMP_DY:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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offset = svm_node_tex_coord_bump_dy(kg, sd, path_flag, stack, node, offset);
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}
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break;
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case NODE_CLOSURE_SET_NORMAL:
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IF_KERNEL_NODES_FEATURE(BUMP)
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{
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svm_node_set_normal(kg, sd, stack, node.y, node.z);
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}
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break;
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case NODE_ENTER_BUMP_EVAL:
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IF_KERNEL_NODES_FEATURE(BUMP_STATE)
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{
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svm_node_enter_bump_eval(kg, sd, stack, node.y);
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}
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break;
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case NODE_LEAVE_BUMP_EVAL:
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IF_KERNEL_NODES_FEATURE(BUMP_STATE)
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{
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svm_node_leave_bump_eval(kg, sd, stack, node.y);
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}
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break;
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case NODE_HSV:
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svm_node_hsv(kg, sd, stack, node);
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break;
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case NODE_CLOSURE_HOLDOUT:
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svm_node_closure_holdout(sd, stack, node);
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break;
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case NODE_FRESNEL:
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svm_node_fresnel(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_LAYER_WEIGHT:
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svm_node_layer_weight(sd, stack, node);
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break;
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case NODE_CLOSURE_VOLUME:
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IF_KERNEL_NODES_FEATURE(VOLUME)
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{
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svm_node_closure_volume<type>(kg, sd, stack, node);
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}
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break;
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case NODE_PRINCIPLED_VOLUME:
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IF_KERNEL_NODES_FEATURE(VOLUME)
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{
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offset = svm_node_principled_volume<type>(kg, sd, stack, node, path_flag, offset);
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}
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break;
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case NODE_MATH:
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svm_node_math(kg, sd, stack, node.y, node.z, node.w);
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break;
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case NODE_VECTOR_MATH:
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offset = svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, offset);
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break;
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case NODE_RGB_RAMP:
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offset = svm_node_rgb_ramp(kg, sd, stack, node, offset);
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break;
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case NODE_GAMMA:
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svm_node_gamma(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_BRIGHTCONTRAST:
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svm_node_brightness(sd, stack, node.y, node.z, node.w);
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break;
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case NODE_LIGHT_PATH:
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svm_node_light_path<node_feature_mask>(kg, state, sd, stack, node.y, node.z, path_flag);
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break;
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case NODE_OBJECT_INFO:
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svm_node_object_info(kg, sd, stack, node.y, node.z);
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break;
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case NODE_PARTICLE_INFO:
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svm_node_particle_info(kg, sd, stack, node.y, node.z);
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break;
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#if defined(__HAIR__)
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case NODE_HAIR_INFO:
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IF_KERNEL_NODES_FEATURE(HAIR)
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{
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svm_node_hair_info(kg, sd, stack, node.y, node.z);
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}
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break;
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#endif
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case NODE_TEXTURE_MAPPING:
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offset = svm_node_texture_mapping(kg, sd, stack, node.y, node.z, offset);
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break;
|
|
case NODE_MAPPING:
|
|
svm_node_mapping(kg, sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_MIN_MAX:
|
|
offset = svm_node_min_max(kg, sd, stack, node.y, node.z, offset);
|
|
break;
|
|
case NODE_CAMERA:
|
|
svm_node_camera(kg, sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_TEX_ENVIRONMENT:
|
|
svm_node_tex_environment(kg, sd, stack, node);
|
|
break;
|
|
case NODE_TEX_SKY:
|
|
offset = svm_node_tex_sky(kg, sd, stack, node, offset);
|
|
break;
|
|
case NODE_TEX_GRADIENT:
|
|
svm_node_tex_gradient(sd, stack, node);
|
|
break;
|
|
case NODE_TEX_VORONOI:
|
|
offset = svm_node_tex_voronoi<node_feature_mask>(
|
|
kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_TEX_MUSGRAVE:
|
|
offset = svm_node_tex_musgrave(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_TEX_WAVE:
|
|
offset = svm_node_tex_wave(kg, sd, stack, node, offset);
|
|
break;
|
|
case NODE_TEX_MAGIC:
|
|
offset = svm_node_tex_magic(kg, sd, stack, node, offset);
|
|
break;
|
|
case NODE_TEX_CHECKER:
|
|
svm_node_tex_checker(kg, sd, stack, node);
|
|
break;
|
|
case NODE_TEX_BRICK:
|
|
offset = svm_node_tex_brick(kg, sd, stack, node, offset);
|
|
break;
|
|
case NODE_TEX_WHITE_NOISE:
|
|
svm_node_tex_white_noise(kg, sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_NORMAL:
|
|
offset = svm_node_normal(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_LIGHT_FALLOFF:
|
|
svm_node_light_falloff(sd, stack, node);
|
|
break;
|
|
case NODE_IES:
|
|
svm_node_ies(kg, sd, stack, node);
|
|
break;
|
|
case NODE_RGB_CURVES:
|
|
case NODE_VECTOR_CURVES:
|
|
offset = svm_node_curves(kg, sd, stack, node, offset);
|
|
break;
|
|
case NODE_FLOAT_CURVE:
|
|
offset = svm_node_curve(kg, sd, stack, node, offset);
|
|
break;
|
|
case NODE_TANGENT:
|
|
svm_node_tangent(kg, sd, stack, node);
|
|
break;
|
|
case NODE_NORMAL_MAP:
|
|
svm_node_normal_map(kg, sd, stack, node);
|
|
break;
|
|
case NODE_INVERT:
|
|
svm_node_invert(sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_MIX:
|
|
offset = svm_node_mix(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_SEPARATE_VECTOR:
|
|
svm_node_separate_vector(sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_COMBINE_VECTOR:
|
|
svm_node_combine_vector(sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_SEPARATE_HSV:
|
|
offset = svm_node_separate_hsv(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_COMBINE_HSV:
|
|
offset = svm_node_combine_hsv(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_VECTOR_ROTATE:
|
|
svm_node_vector_rotate(sd, stack, node.y, node.z, node.w);
|
|
break;
|
|
case NODE_VECTOR_TRANSFORM:
|
|
svm_node_vector_transform(kg, sd, stack, node);
|
|
break;
|
|
case NODE_WIREFRAME:
|
|
svm_node_wireframe(kg, sd, stack, node);
|
|
break;
|
|
case NODE_WAVELENGTH:
|
|
svm_node_wavelength(kg, sd, stack, node.y, node.z);
|
|
break;
|
|
case NODE_BLACKBODY:
|
|
svm_node_blackbody(kg, sd, stack, node.y, node.z);
|
|
break;
|
|
case NODE_MAP_RANGE:
|
|
offset = svm_node_map_range(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
case NODE_CLAMP:
|
|
offset = svm_node_clamp(kg, sd, stack, node.y, node.z, node.w, offset);
|
|
break;
|
|
#ifdef __SHADER_RAYTRACE__
|
|
case NODE_BEVEL:
|
|
svm_node_bevel<node_feature_mask>(kg, state, sd, stack, node);
|
|
break;
|
|
case NODE_AMBIENT_OCCLUSION:
|
|
svm_node_ao<node_feature_mask>(kg, state, sd, stack, node);
|
|
break;
|
|
#endif
|
|
|
|
case NODE_TEX_VOXEL:
|
|
IF_KERNEL_NODES_FEATURE(VOLUME)
|
|
{
|
|
offset = svm_node_tex_voxel(kg, sd, stack, node, offset);
|
|
}
|
|
break;
|
|
case NODE_AOV_START:
|
|
if (!svm_node_aov_check(path_flag, render_buffer)) {
|
|
return;
|
|
}
|
|
break;
|
|
case NODE_AOV_COLOR:
|
|
svm_node_aov_color<node_feature_mask>(kg, state, sd, stack, node, render_buffer);
|
|
break;
|
|
case NODE_AOV_VALUE:
|
|
svm_node_aov_value<node_feature_mask>(kg, state, sd, stack, node, render_buffer);
|
|
break;
|
|
default:
|
|
kernel_assert(!"Unknown node type was passed to the SVM machine");
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|