
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
83 lines
3.1 KiB
C
83 lines
3.1 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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CCL_NAMESPACE_BEGIN
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/* Mapping Node */
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ccl_device_noinline void svm_node_mapping(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint type,
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uint inputs_stack_offsets,
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uint result_stack_offset)
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{
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uint vector_stack_offset, location_stack_offset, rotation_stack_offset, scale_stack_offset;
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svm_unpack_node_uchar4(inputs_stack_offsets,
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&vector_stack_offset,
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&location_stack_offset,
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&rotation_stack_offset,
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&scale_stack_offset);
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float3 vector = stack_load_float3(stack, vector_stack_offset);
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float3 location = stack_load_float3(stack, location_stack_offset);
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float3 rotation = stack_load_float3(stack, rotation_stack_offset);
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float3 scale = stack_load_float3(stack, scale_stack_offset);
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float3 result = svm_mapping((NodeMappingType)type, vector, location, rotation, scale);
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stack_store_float3(stack, result_stack_offset, result);
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}
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/* Texture Mapping */
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ccl_device_noinline int svm_node_texture_mapping(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint vec_offset,
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uint out_offset,
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int offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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float3 r = transform_point(&tfm, v);
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stack_store_float3(stack, out_offset, r);
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return offset;
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}
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ccl_device_noinline int svm_node_min_max(const KernelGlobals *kg,
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ShaderData *sd,
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float *stack,
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uint vec_offset,
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uint out_offset,
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int offset)
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{
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float3 v = stack_load_float3(stack, vec_offset);
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float3 mn = float4_to_float3(read_node_float(kg, &offset));
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float3 mx = float4_to_float3(read_node_float(kg, &offset));
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float3 r = min(max(mn, v), mx);
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stack_store_float3(stack, out_offset, r);
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return offset;
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}
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CCL_NAMESPACE_END
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