
These replace float3 and packed_float3 in various places in the kernel where a spectral color representation will be used in the future. That representation will require more than 3 channels and conversion to from/RGB. The kernel code was refactored to remove the assumption that Spectrum and RGB colors are the same thing. There are no functional changes, Spectrum is still a float3 and the conversion functions are no-ops. Differential Revision: https://developer.blender.org/D15535
84 lines
2.2 KiB
C
84 lines
2.2 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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#include "kernel/util/color.h"
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#ifdef __KERNEL_GPU__
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# define __ATOMIC_PASS_WRITE__
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#endif
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CCL_NAMESPACE_BEGIN
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ccl_device_inline void kernel_write_pass_float(ccl_global float *ccl_restrict buffer, float value)
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{
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#ifdef __ATOMIC_PASS_WRITE__
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atomic_add_and_fetch_float(buffer, value);
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#else
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*buffer += value;
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#endif
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}
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ccl_device_inline void kernel_write_pass_float3(ccl_global float *ccl_restrict buffer,
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float3 value)
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{
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#ifdef __ATOMIC_PASS_WRITE__
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ccl_global float *buf_x = buffer + 0;
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ccl_global float *buf_y = buffer + 1;
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ccl_global float *buf_z = buffer + 2;
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atomic_add_and_fetch_float(buf_x, value.x);
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atomic_add_and_fetch_float(buf_y, value.y);
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atomic_add_and_fetch_float(buf_z, value.z);
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#else
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buffer[0] += value.x;
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buffer[1] += value.y;
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buffer[2] += value.z;
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#endif
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}
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ccl_device_inline void kernel_write_pass_spectrum(ccl_global float *ccl_restrict buffer,
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Spectrum value)
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{
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kernel_write_pass_float3(buffer, spectrum_to_rgb(value));
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}
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ccl_device_inline void kernel_write_pass_float4(ccl_global float *ccl_restrict buffer,
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float4 value)
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{
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#ifdef __ATOMIC_PASS_WRITE__
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ccl_global float *buf_x = buffer + 0;
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ccl_global float *buf_y = buffer + 1;
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ccl_global float *buf_z = buffer + 2;
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ccl_global float *buf_w = buffer + 3;
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atomic_add_and_fetch_float(buf_x, value.x);
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atomic_add_and_fetch_float(buf_y, value.y);
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atomic_add_and_fetch_float(buf_z, value.z);
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atomic_add_and_fetch_float(buf_w, value.w);
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#else
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buffer[0] += value.x;
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buffer[1] += value.y;
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buffer[2] += value.z;
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buffer[3] += value.w;
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#endif
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}
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ccl_device_inline float kernel_read_pass_float(ccl_global float *ccl_restrict buffer)
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{
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return *buffer;
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}
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ccl_device_inline float3 kernel_read_pass_float3(ccl_global float *ccl_restrict buffer)
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{
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return make_float3(buffer[0], buffer[1], buffer[2]);
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}
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ccl_device_inline float4 kernel_read_pass_float4(ccl_global float *ccl_restrict buffer)
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{
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return make_float4(buffer[0], buffer[1], buffer[2], buffer[3]);
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}
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CCL_NAMESPACE_END
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