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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
75 lines
1.7 KiB
C
75 lines
1.7 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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/* Gradient */
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ccl_device float svm_gradient(const float3 p, NodeGradientType type)
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{
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float x;
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float y;
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float z;
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x = p.x;
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y = p.y;
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z = p.z;
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if (type == NODE_BLEND_LINEAR) {
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return x;
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}
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if (type == NODE_BLEND_QUADRATIC) {
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const float r = fmaxf(x, 0.0f);
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return r * r;
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}
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if (type == NODE_BLEND_EASING) {
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const float r = fminf(fmaxf(x, 0.0f), 1.0f);
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const float t = r * r;
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return (3.0f * t - 2.0f * t * r);
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}
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if (type == NODE_BLEND_DIAGONAL) {
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return (x + y) * 0.5f;
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}
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if (type == NODE_BLEND_RADIAL) {
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return atan2f(y, x) / M_2PI_F + 0.5f;
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}
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/* Bias a little bit for the case where p is a unit length vector,
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* to get exactly zero instead of a small random value depending
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* on float precision. */
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const float r = fmaxf(0.999999f - sqrtf(x * x + y * y + z * z), 0.0f);
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if (type == NODE_BLEND_QUADRATIC_SPHERE) {
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return r * r;
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}
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if (type == NODE_BLEND_SPHERICAL) {
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return r;
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}
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return 0.0f;
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}
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ccl_device_noinline void svm_node_tex_gradient(
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ccl_private float *ccl_restrict stack, const ccl_global SVMNodeTexGradient &ccl_restrict node)
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{
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const float3 co = stack_load_float3(stack, node.co);
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float f = svm_gradient(co, node.gradient_type);
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f = saturatef(f);
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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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if (stack_valid(node.color_offset)) {
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stack_store_float3(stack, node.color_offset, make_float3(f, f, f));
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}
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}
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CCL_NAMESPACE_END
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