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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
46 lines
1.3 KiB
C
46 lines
1.3 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/svm/node_types.h"
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#include "kernel/svm/util.h"
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CCL_NAMESPACE_BEGIN
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/* Checker */
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ccl_device float svm_checker(float3 p)
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{
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/* avoid precision issues on unit coordinates */
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p.x = (p.x + 0.000001f) * 0.999999f;
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p.y = (p.y + 0.000001f) * 0.999999f;
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p.z = (p.z + 0.000001f) * 0.999999f;
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const int xi = abs(float_to_int(floorf(p.x)));
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const int yi = abs(float_to_int(floorf(p.y)));
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const int zi = abs(float_to_int(floorf(p.z)));
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return ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
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}
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ccl_device_noinline void svm_node_tex_checker(
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ccl_private float *ccl_restrict stack, const ccl_global SVMNodeTexChecker &ccl_restrict node)
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{
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const float3 co = stack_load_float3(stack, node.co);
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const float3 color1 = stack_load(stack, node.color1);
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const float3 color2 = stack_load(stack, node.color2);
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const float scale = stack_load(stack, node.scale);
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const float f = svm_checker(co * scale);
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if (stack_valid(node.color_offset)) {
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stack_store_float3(stack, node.color_offset, (f == 1.0f) ? color1 : color2);
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}
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if (stack_valid(node.fac_offset)) {
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stack_store_float(stack, node.fac_offset, f);
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}
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}
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CCL_NAMESPACE_END
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