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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
47 lines
1.3 KiB
C
47 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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#include "util/color.h"
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CCL_NAMESPACE_BEGIN
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ccl_device_noinline void svm_node_hsv(ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeHSV &ccl_restrict node)
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{
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const float fac = stack_load(stack, node.fac);
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const float3 in_color = stack_load(stack, node.color);
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float3 color = in_color;
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const float hue = stack_load(stack, node.hue);
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const float sat = stack_load(stack, node.sat);
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const float val = stack_load(stack, node.val);
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color = rgb_to_hsv(color);
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color.x = fractf(color.x + hue + 0.5f);
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color.y = saturatef(color.y * sat);
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color.z *= val;
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color = hsv_to_rgb(color);
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color.x = fac * color.x + (1.0f - fac) * in_color.x;
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color.y = fac * color.y + (1.0f - fac) * in_color.y;
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color.z = fac * color.z + (1.0f - fac) * in_color.z;
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/* Clamp color to prevent negative values caused by over saturation. */
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color.x = max(color.x, 0.0f);
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color.y = max(color.y, 0.0f);
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color.z = max(color.z, 0.0f);
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if (stack_valid(node.out_color_offset)) {
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stack_store_float3(stack, node.out_color_offset, color);
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}
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}
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CCL_NAMESPACE_END
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