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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
29 lines
789 B
C
29 lines
789 B
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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/* Clamp Node */
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ccl_device_noinline void svm_node_clamp(ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeClamp &ccl_restrict node)
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{
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const float value = stack_load(stack, node.value);
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const float min = stack_load(stack, node.min);
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const float max = stack_load(stack, node.max);
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if (node.clamp_type == NODE_CLAMP_RANGE && (min > max)) {
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stack_store_float(stack, node.result_offset, clamp(value, max, min));
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}
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else {
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stack_store_float(stack, node.result_offset, clamp(value, min, max));
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}
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}
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CCL_NAMESPACE_END
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