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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
30 lines
829 B
C++
30 lines
829 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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/* Value Nodes */
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template<typename FloatType>
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ccl_device void svm_node_value_f(ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeValueF &ccl_restrict node)
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{
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/* Derivative of a constant is zero. */
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stack_store(stack, node.out_offset, FloatType(node.value));
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}
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template<typename Float3Type>
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ccl_device void svm_node_value_v(ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeValueV &ccl_restrict node)
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{
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/* Derivative of a constant is zero. */
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stack_store(stack, node.out_offset, Float3Type(node.value));
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}
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CCL_NAMESPACE_END
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