Files
blender/intern/cycles/kernel/closure/alloc.h
Patrick Mours 8611c37f97 Cycles: Generate OSL closures using macros and a template file
This has the advantage of being able to use information about the
existing OSL closures in various places without code duplication. In
addition, the setup code for all closures was moved to standalone
functions to avoid usage of virtual function calls in preparation for GPU
support.

This patch was split from D15902.

Differential Revision: https://developer.blender.org/D15917
2022-09-09 15:47:37 +02:00

75 lines
2.1 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#pragma once
CCL_NAMESPACE_BEGIN
ccl_device ccl_private ShaderClosure *closure_alloc(ccl_private ShaderData *sd,
int size,
ClosureType type,
Spectrum weight)
{
kernel_assert(size <= sizeof(ShaderClosure));
if (sd->num_closure_left == 0)
return NULL;
ccl_private ShaderClosure *sc = &sd->closure[sd->num_closure];
sc->type = type;
sc->weight = weight;
sd->num_closure++;
sd->num_closure_left--;
return sc;
}
ccl_device ccl_private void *closure_alloc_extra(ccl_private ShaderData *sd, int size)
{
/* Allocate extra space for closure that need more parameters. We allocate
* in chunks of sizeof(ShaderClosure) starting from the end of the closure
* array.
*
* This lets us keep the same fast array iteration over closures, as we
* found linked list iteration and iteration with skipping to be slower. */
int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
if (num_extra > sd->num_closure_left) {
/* Remove previous closure if it was allocated. */
sd->num_closure--;
sd->num_closure_left++;
return NULL;
}
sd->num_closure_left -= num_extra;
return (ccl_private void *)(sd->closure + sd->num_closure + sd->num_closure_left);
}
ccl_device_inline ccl_private ShaderClosure *bsdf_alloc(ccl_private ShaderData *sd,
int size,
Spectrum weight)
{
kernel_assert(isfinite_safe(weight));
const float sample_weight = fabsf(average(weight));
/* Use comparison this way to help dealing with non-finite weight: if the average is not finite
* we will not allocate new closure. */
if (sample_weight >= CLOSURE_WEIGHT_CUTOFF) {
ccl_private ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
if (!sc) {
return NULL;
}
sc->sample_weight = sample_weight;
return sc;
}
return NULL;
}
CCL_NAMESPACE_END