blender/intern/cycles/kernel/svm/camera.h
Brecht Van Lommel 7ee94c067c Refactor: Cycles: Replace uint4 SVM packing with structs
* Pass socket links and values in structs for each SVM node.
* Always pass default values along with stack offset, encoded in
  SVMInputFloat and SVMInputFloat3. For slightly more efficient
  memory access the stack offset is encoded in a NaN float.
* Simplify SVMCompiler API to use input_float, input_float3
  input_link and output functions, instead of manual stack
  assignment.

This was a leftover from early CUDA versions and old GPUs, where data
was stored in textures as there was no L1/L2 cache for global memory.

Assisted-by: Claude Opus 4.6
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/156612
2026-04-09 11:24:32 +02:00

37 lines
1 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/svm/node_types.h"
#include "kernel/svm/util.h"
CCL_NAMESPACE_BEGIN
ccl_device_noinline void svm_node_camera(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *ccl_restrict stack,
const ccl_global SVMNodeCamera &ccl_restrict node)
{
const Transform tfm = kernel_data.cam.worldtocamera;
const float3 vector = transform_point(&tfm, sd->P);
const float zdepth = vector.z;
const float distance = len(vector);
if (stack_valid(node.vector_offset)) {
stack_store_float3(stack, node.vector_offset, normalize(vector));
}
if (stack_valid(node.zdepth_offset)) {
stack_store_float(stack, node.zdepth_offset, zdepth);
}
if (stack_valid(node.distance_offset)) {
stack_store_float(stack, node.distance_offset, distance);
}
}
CCL_NAMESPACE_END