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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
65 lines
2 KiB
C
65 lines
2 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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/* Vector Rotate */
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ccl_device_noinline void svm_node_vector_rotate(
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ccl_private float *ccl_restrict stack, const ccl_global SVMNodeVectorRotate &ccl_restrict node)
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{
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if (stack_valid(node.result_offset)) {
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const float3 vector = stack_load(stack, node.vector);
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const float3 center = stack_load(stack, node.center);
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float3 result = make_float3(0.0f, 0.0f, 0.0f);
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if (node.rotate_type == NODE_VECTOR_ROTATE_TYPE_EULER_XYZ) {
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const float3 rotation = stack_load(stack, node.rotation); // Default XYZ.
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const Transform rotationTransform = euler_to_transform(rotation);
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if (node.invert) {
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result = transform_direction_transposed(&rotationTransform, vector - center) + center;
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}
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else {
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result = transform_direction(&rotationTransform, vector - center) + center;
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}
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}
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else {
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float3 axis;
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float axis_length;
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switch (node.rotate_type) {
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case NODE_VECTOR_ROTATE_TYPE_AXIS_X:
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axis = make_float3(1.0f, 0.0f, 0.0f);
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axis_length = 1.0f;
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break;
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case NODE_VECTOR_ROTATE_TYPE_AXIS_Y:
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axis = make_float3(0.0f, 1.0f, 0.0f);
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axis_length = 1.0f;
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break;
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case NODE_VECTOR_ROTATE_TYPE_AXIS_Z:
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axis = make_float3(0.0f, 0.0f, 1.0f);
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axis_length = 1.0f;
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break;
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default:
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axis = stack_load(stack, node.axis);
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axis_length = len(axis);
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break;
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}
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float angle = stack_load(stack, node.angle);
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angle = node.invert ? -angle : angle;
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result = (axis_length != 0.0f) ?
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rotate_around_axis(vector - center, axis / axis_length, angle) + center :
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vector;
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}
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stack_store_float3(stack, node.result_offset, result);
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}
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}
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CCL_NAMESPACE_END
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