
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
105 lines
2.9 KiB
C
105 lines
2.9 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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CCL_NAMESPACE_BEGIN
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ccl_device ccl_private ShaderClosure *closure_alloc(ccl_private ShaderData *sd,
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int size,
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ClosureType type,
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float3 weight)
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{
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kernel_assert(size <= sizeof(ShaderClosure));
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if (sd->num_closure_left == 0)
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return NULL;
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ccl_private ShaderClosure *sc = &sd->closure[sd->num_closure];
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sc->type = type;
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sc->weight = weight;
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sd->num_closure++;
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sd->num_closure_left--;
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return sc;
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}
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ccl_device ccl_private void *closure_alloc_extra(ccl_private ShaderData *sd, int size)
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{
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/* Allocate extra space for closure that need more parameters. We allocate
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* in chunks of sizeof(ShaderClosure) starting from the end of the closure
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* array.
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*
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* This lets us keep the same fast array iteration over closures, as we
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* found linked list iteration and iteration with skipping to be slower. */
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int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
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if (num_extra > sd->num_closure_left) {
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/* Remove previous closure if it was allocated. */
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sd->num_closure--;
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sd->num_closure_left++;
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return NULL;
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}
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sd->num_closure_left -= num_extra;
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return (ccl_private void *)(sd->closure + sd->num_closure + sd->num_closure_left);
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}
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ccl_device_inline ccl_private ShaderClosure *bsdf_alloc(ccl_private ShaderData *sd,
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int size,
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float3 weight)
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{
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kernel_assert(isfinite3_safe(weight));
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const float sample_weight = fabsf(average(weight));
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/* Use comparison this way to help dealing with non-finite weight: if the average is not finite
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* we will not allocate new closure. */
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if (sample_weight >= CLOSURE_WEIGHT_CUTOFF) {
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ccl_private ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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if (sc == NULL) {
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return NULL;
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}
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sc->sample_weight = sample_weight;
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return sc;
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}
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return NULL;
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}
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#ifdef __OSL__
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ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd,
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int size,
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float3 weight,
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void *data)
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{
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kernel_assert(isfinite3_safe(weight));
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const float sample_weight = fabsf(average(weight));
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/* Use comparison this way to help dealing with non-finite weight: if the average is not finite
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* we will not allocate new closure. */
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if (sample_weight >= CLOSURE_WEIGHT_CUTOFF) {
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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if (!sc) {
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return NULL;
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}
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memcpy((void *)sc, data, size);
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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return sc;
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}
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return NULL;
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}
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#endif
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CCL_NAMESPACE_END
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