blender/intern/cycles/util/math_float2.h
Raiko f14783d511 Nodes: Optimize Four Color Mix Modes
The geo nodes implementations of the `mix`, `addition`, `multiplication`
and `subtraction` color mix modes are both faster and have better
numerical properties than the ones we use in Cycles, OSL and EEVEE.

This PR ports the geo nodes implementations of those color mix modes
to Cycles, OSL and EEVEE.

Additionally, the SVM mix function implementation is templatized and
a new function called "endvalue_preserving_mix" is added for the
alternative variant of linear interpolation.

Pull Request: https://projects.blender.org/blender/blender/pulls/158022
2026-06-05 11:54:48 +02:00

269 lines
5.4 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "util/math_base.h"
#include "util/types_float2.h"
#include "util/types_float4.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline float2 zero_float2()
{
return make_float2(0.0f, 0.0f);
}
ccl_device_inline float2 one_float2()
{
return make_float2(1.0f, 1.0f);
}
ccl_device_template_spec float2 make_zero()
{
return zero_float2();
}
#if !defined(__KERNEL_METAL__)
ccl_device_inline float2 operator-(const float2 &a)
{
return make_float2(-a.x, -a.y);
}
ccl_device_inline float2 operator*(const float2 a, const float2 b)
{
return make_float2(a.x * b.x, a.y * b.y);
}
ccl_device_inline float2 operator*(const float2 a, const float f)
{
return make_float2(a.x * f, a.y * f);
}
ccl_device_inline float2 operator*(float f, const float2 a)
{
return make_float2(a.x * f, a.y * f);
}
ccl_device_inline float2 operator/(float f, const float2 a)
{
return make_float2(f / a.x, f / a.y);
}
ccl_device_inline float2 operator/(const float2 a, const float f)
{
const float invf = 1.0f / f;
return make_float2(a.x * invf, a.y * invf);
}
ccl_device_inline float2 operator/(const float2 a, const float2 b)
{
return make_float2(a.x / b.x, a.y / b.y);
}
ccl_device_inline float2 operator+(const float2 a, const float2 b)
{
return make_float2(a.x + b.x, a.y + b.y);
}
ccl_device_inline float2 operator+(const float2 a, const float f)
{
return a + make_float2(f, f);
}
ccl_device_inline float2 operator-(const float2 a, const float2 b)
{
return make_float2(a.x - b.x, a.y - b.y);
}
ccl_device_inline float2 operator-(const float2 a, const float f)
{
return a - make_float2(f, f);
}
ccl_device_inline float2 operator+=(float2 &a, const float2 b)
{
return a = a + b;
}
ccl_device_inline float2 operator*=(float2 &a, const float2 b)
{
return a = a * b;
}
ccl_device_inline float2 operator*=(float2 &a, const float f)
{
return a = a * f;
}
ccl_device_inline float2 operator/=(float2 &a, const float2 b)
{
return a = a / b;
}
ccl_device_inline float2 operator/=(float2 &a, const float f)
{
const float invf = 1.0f / f;
return a = a * invf;
}
ccl_device_inline bool operator==(const float2 a, const float2 b)
{
return (a.x == b.x && a.y == b.y);
}
ccl_device_inline bool operator!=(const float2 a, const float2 b)
{
return !(a == b);
}
ccl_device_inline int2 operator>=(const float2 a, const float2 b)
{
return make_int2(a.x >= b.x, a.y >= b.y);
}
ccl_device_inline bool is_zero(const float2 a)
{
return (a.x == 0.0f && a.y == 0.0f);
}
ccl_device_inline float dot(const float2 a, const float2 b)
{
return a.x * b.x + a.y * b.y;
}
#endif
ccl_device_inline float average(const float2 a)
{
return (a.x + a.y) * (1.0f / 2.0f);
}
ccl_device_inline bool isequal(const float2 a, const float2 b)
{
#if defined(__KERNEL_METAL__)
return all(a == b);
#else
return a == b;
#endif
}
template<class MaskType>
ccl_device_inline float2 select(const MaskType mask, const float2 a, const float2 b)
{
return make_float2((mask.x) ? a.x : b.x, (mask.y) ? a.y : b.y);
}
template<class MaskType> ccl_device_inline float2 mask(const MaskType mask, const float2 a)
{
/* Replace elements of x with zero where mask isn't set. */
return select(mask, a, zero_float2());
}
ccl_device_inline float len(const float2 a)
{
return sqrtf(dot(a, a));
}
ccl_device_inline float reduce_min(const float2 a)
{
return min(a.x, a.y);
}
ccl_device_inline float reduce_max(const float2 a)
{
return max(a.x, a.y);
}
ccl_device_inline float reduce_add(const float2 a)
{
return a.x + a.y;
}
ccl_device_inline float len_squared(const float2 a)
{
return dot(a, a);
}
ccl_device_inline float2 safe_normalize(const float2 a)
{
const float t = len(a);
return (t != 0.0f) ? a / t : a;
}
#if !defined(__KERNEL_METAL__)
ccl_device_inline float distance(const float2 a, const float2 b)
{
return len(a - b);
}
ccl_device_inline float cross(const float2 a, const float2 b)
{
return (a.x * b.y - a.y * b.x);
}
ccl_device_inline float2 normalize(const float2 a)
{
return a / len(a);
}
ccl_device_inline float2 normalize_len(const float2 a, ccl_private float *t)
{
*t = len(a);
return a / (*t);
}
ccl_device_inline float2 min(const float2 a, const float2 b)
{
return make_float2(min(a.x, b.x), min(a.y, b.y));
}
ccl_device_inline float2 max(const float2 a, const float2 b)
{
return make_float2(max(a.x, b.x), max(a.y, b.y));
}
ccl_device_inline float2 clamp(const float2 a, const float2 mn, const float2 mx)
{
return min(max(a, mn), mx);
}
ccl_device_inline float2 fmod(const float2 a, const float b)
{
return make_float2(fmodf(a.x, b), fmodf(a.y, b));
}
ccl_device_inline float2 fabs(const float2 a)
{
return make_float2(fabsf(a.x), fabsf(a.y));
}
ccl_device_inline float2 as_float2(const float4 &a)
{
return make_float2(a.x, a.y);
}
ccl_device_inline float2 interp(const float2 a, const float2 b, const float t)
{
return a + t * (b - a);
}
ccl_device_inline float2 floor(const float2 a)
{
return make_float2(floorf(a.x), floorf(a.y));
}
#endif /* !__KERNEL_METAL__ */
/* Consistent name for this would be pow, but HIP compiler crashes in name mangling. */
ccl_device_inline float2 power(const float2 v, const float e)
{
return make_float2(powf(v.x, e), powf(v.y, e));
}
ccl_device_inline float2 safe_divide_float2_float(const float2 a, const float b)
{
return (b != 0.0f) ? a / b : zero_float2();
}
CCL_NAMESPACE_END