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Previously there was a mix of "image" and "texture" to refer to the same thing, use "image" when possible now. An exception is MEM_IMAGE_TEXTURE to avoid conflicts with the MEM_IMAGE macro on Windows. Pull Request: https://projects.blender.org/blender/blender/pulls/152665
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
/* SPDX-FileCopyrightText: 2021-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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// clang-format off
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#ifdef WITH_NANOVDB
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# include "kernel/util/nanovdb.h"
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#endif
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/* Open the Metal kernel context class
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* Necessary to access resource bindings */
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class MetalKernelContext {
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public:
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constant KernelParamsMetal &launch_params_metal;
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constant MetalAncillaries *metal_ancillaries;
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MetalKernelContext(constant KernelParamsMetal &_launch_params_metal, constant MetalAncillaries * _metal_ancillaries)
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: launch_params_metal(_launch_params_metal), metal_ancillaries(_metal_ancillaries)
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{}
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MetalKernelContext(constant KernelParamsMetal &_launch_params_metal)
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: launch_params_metal(_launch_params_metal)
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{}
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/* texture fetch adapter functions */
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using ccl_gpu_image_object_2D = uint64_t;
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template<typename T>
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inline __attribute__((__always_inline__))
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T ccl_gpu_image_object_read_2D(ccl_gpu_image_object_2D tex, const float x, float y) const {
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kernel_assert(0);
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return 0;
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}
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// texture2d
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template<>
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inline __attribute__((__always_inline__))
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float4 ccl_gpu_image_object_read_2D(ccl_gpu_image_object_2D tex, const float x, float y) const {
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const uint tid(tex);
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const uint sid(tex >> 32);
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return ((ccl_global Texture2DParamsMetal*)metal_ancillaries->textures)[tid].tex.sample(metal_samplers[sid], float2(x, y));
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}
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template<>
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inline __attribute__((__always_inline__))
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float ccl_gpu_image_object_read_2D(ccl_gpu_image_object_2D tex, const float x, float y) const {
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const uint tid(tex);
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const uint sid(tex >> 32);
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return ((ccl_global Texture2DParamsMetal*)metal_ancillaries->textures)[tid].tex.sample(metal_samplers[sid], float2(x, y)).x;
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}
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# include "kernel/device/gpu/image.h"
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// clang-format on
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