23 uint inputs_stack_offsets,
24 uint result_stack_offset,
27 uint a_stack_offset, b_stack_offset, c_stack_offset;
42 uint inputs_stack_offsets,
43 uint outputs_stack_offsets,
46 uint value_stack_offset, vector_stack_offset;
47 uint a_stack_offset, b_stack_offset, param1_stack_offset;
49 inputs_stack_offsets, &a_stack_offset, &b_stack_offset, ¶m1_stack_offset);
@ NODE_VECTOR_MATH_FACEFORWARD
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(float *stack, uint a)
ccl_device_inline uint4 read_node(KernelGlobals *kg, int *offset)
ccl_device_inline float stack_load_float(float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, uint *x, uint *y, uint *z)
ccl_device_inline void stack_store_float3(float *stack, uint a, float3 f)
ccl_device_inline void stack_store_float(float *stack, uint a, float f)
ccl_device_forceinline void svm_unpack_node_uchar2(uint i, uint *x, uint *y)
ccl_device_inline bool stack_valid(uint a)
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
std::vector< ElementType, Eigen::aligned_allocator< ElementType > > vector
CCL_NAMESPACE_BEGIN ccl_device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint inputs_stack_offsets, uint result_stack_offset, int *offset)
ccl_device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint type, uint inputs_stack_offsets, uint outputs_stack_offsets, int *offset)
CCL_NAMESPACE_BEGIN ccl_device void svm_vector_math(float *value, float3 *vector, NodeVectorMathType type, float3 a, float3 b, float3 c, float param1)
ccl_device float svm_math(NodeMathType type, float a, float b, float c)