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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
123 lines
3.5 KiB
C
123 lines
3.5 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/geom/object.h"
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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 Transform */
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ccl_device_noinline void svm_node_vector_transform(
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KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeVectorTransform &ccl_restrict node)
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{
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float3 in = stack_load(stack, node.vector_in);
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const NodeVectorTransformType type = node.transform_type;
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const NodeVectorTransformConvertSpace from = node.convert_from;
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const NodeVectorTransformConvertSpace to = node.convert_to;
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Transform tfm;
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const bool is_object = (sd->object != OBJECT_NONE);
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const bool is_normal = (type == NODE_VECTOR_TRANSFORM_TYPE_NORMAL);
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const bool is_direction = (type == NODE_VECTOR_TRANSFORM_TYPE_VECTOR);
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/* From world */
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if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD) {
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
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if (is_normal) {
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tfm = kernel_data.cam.cameratoworld;
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in = normalize(transform_direction_transposed(&tfm, in));
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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in = is_direction ? transform_direction(&tfm, in) : transform_point(&tfm, in);
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}
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}
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else if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
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if (is_normal) {
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object_inverse_normal_transform(kg, sd, &in);
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}
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else if (is_direction) {
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object_inverse_dir_transform(kg, sd, &in);
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}
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else {
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object_inverse_position_transform(kg, sd, &in);
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}
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}
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}
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/* From camera */
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else if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD ||
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to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT)
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{
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if (is_normal) {
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tfm = kernel_data.cam.worldtocamera;
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in = normalize(transform_direction_transposed(&tfm, in));
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}
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else {
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tfm = kernel_data.cam.cameratoworld;
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in = is_direction ? transform_direction(&tfm, in) : transform_point(&tfm, in);
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}
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}
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT && is_object) {
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if (is_normal) {
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object_inverse_normal_transform(kg, sd, &in);
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}
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else if (is_direction) {
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object_inverse_dir_transform(kg, sd, &in);
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}
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else {
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object_inverse_position_transform(kg, sd, &in);
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}
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}
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}
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/* From object */
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else if (from == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_OBJECT) {
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if ((to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_WORLD ||
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to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) &&
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is_object)
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{
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if (is_normal) {
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object_normal_transform(kg, sd, &in);
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}
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else if (is_direction) {
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object_dir_transform(kg, sd, &in);
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}
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else {
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object_position_transform(kg, sd, &in);
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}
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}
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if (to == NODE_VECTOR_TRANSFORM_CONVERT_SPACE_CAMERA) {
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if (is_normal) {
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tfm = kernel_data.cam.cameratoworld;
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in = normalize(transform_direction_transposed(&tfm, in));
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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if (is_direction) {
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in = transform_direction(&tfm, in);
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}
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else {
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in = transform_point(&tfm, in);
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}
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}
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}
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}
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/* Output */
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if (stack_valid(node.vector_out_offset)) {
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stack_store_float3(stack, node.vector_out_offset, in);
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}
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}
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CCL_NAMESPACE_END
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