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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
36 lines
1.1 KiB
C
36 lines
1.1 KiB
C
/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted code from Open Shading Language. */
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#pragma once
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#include "kernel/svm/math_util.h"
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#include "kernel/svm/node_types.h"
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#include "kernel/svm/util.h"
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#include "kernel/util/colorspace.h"
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CCL_NAMESPACE_BEGIN
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/* Wavelength to RGB */
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ccl_device_noinline void svm_node_wavelength(KernelGlobals kg,
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ccl_private float *ccl_restrict stack,
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const ccl_global SVMNodeWavelength &ccl_restrict node)
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{
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const float lambda_nm = stack_load(stack, node.wavelength);
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float3 color = svm_math_wavelength_color_xyz(lambda_nm);
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color = xyz_to_rgb(kg, color);
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color *= 1.0f / 2.52f; // Empirical scale from lg to make all comps <= 1
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/* Clamp to zero if values are smaller */
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color = max(color, make_float3(0.0f, 0.0f, 0.0f));
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stack_store_float3(stack, node.color_offset, color);
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}
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CCL_NAMESPACE_END
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