
* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
65 lines
2.5 KiB
C
65 lines
2.5 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_noinline void svm_node_math(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private 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 a_stack_offset, b_stack_offset, c_stack_offset;
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svm_unpack_node_uchar3(inputs_stack_offsets, &a_stack_offset, &b_stack_offset, &c_stack_offset);
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float a = stack_load_float(stack, a_stack_offset);
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float b = stack_load_float(stack, b_stack_offset);
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float c = stack_load_float(stack, c_stack_offset);
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float result = svm_math((NodeMathType)type, a, b, c);
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stack_store_float(stack, result_stack_offset, result);
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}
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ccl_device_noinline int svm_node_vector_math(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint type,
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uint inputs_stack_offsets,
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uint outputs_stack_offsets,
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int offset)
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{
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uint value_stack_offset, vector_stack_offset;
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uint a_stack_offset, b_stack_offset, param1_stack_offset;
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svm_unpack_node_uchar3(
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inputs_stack_offsets, &a_stack_offset, &b_stack_offset, ¶m1_stack_offset);
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svm_unpack_node_uchar2(outputs_stack_offsets, &value_stack_offset, &vector_stack_offset);
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float3 a = stack_load_float3(stack, a_stack_offset);
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float3 b = stack_load_float3(stack, b_stack_offset);
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float3 c = make_float3(0.0f, 0.0f, 0.0f);
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float param1 = stack_load_float(stack, param1_stack_offset);
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float value;
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float3 vector;
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/* 3 Vector Operators */
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if (type == NODE_VECTOR_MATH_WRAP || type == NODE_VECTOR_MATH_FACEFORWARD ||
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type == NODE_VECTOR_MATH_MULTIPLY_ADD) {
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uint4 extra_node = read_node(kg, &offset);
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c = stack_load_float3(stack, extra_node.x);
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}
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svm_vector_math(&value, &vector, (NodeVectorMathType)type, a, b, c, param1);
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if (stack_valid(value_stack_offset))
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stack_store_float(stack, value_stack_offset, value);
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if (stack_valid(vector_stack_offset))
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stack_store_float3(stack, vector_stack_offset, vector);
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return offset;
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}
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CCL_NAMESPACE_END
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