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