Blender V4.3
kernel/svm/math.h
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1/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
5#pragma once
6
8
11 ccl_private float *stack,
12 uint type,
13 uint inputs_stack_offsets,
14 uint result_stack_offset)
15{
16 uint a_stack_offset, b_stack_offset, c_stack_offset;
17 svm_unpack_node_uchar3(inputs_stack_offsets, &a_stack_offset, &b_stack_offset, &c_stack_offset);
18
19 float a = stack_load_float(stack, a_stack_offset);
20 float b = stack_load_float(stack, b_stack_offset);
21 float c = stack_load_float(stack, c_stack_offset);
22 float result = svm_math((NodeMathType)type, a, b, c);
23
24 stack_store_float(stack, result_stack_offset, result);
25}
26
29 ccl_private float *stack,
30 uint type,
31 uint inputs_stack_offsets,
32 uint outputs_stack_offsets,
33 int offset)
34{
35 uint value_stack_offset, vector_stack_offset;
36 uint a_stack_offset, b_stack_offset, param1_stack_offset;
38 inputs_stack_offsets, &a_stack_offset, &b_stack_offset, &param1_stack_offset);
39 svm_unpack_node_uchar2(outputs_stack_offsets, &value_stack_offset, &vector_stack_offset);
40
41 float3 a = stack_load_float3(stack, a_stack_offset);
42 float3 b = stack_load_float3(stack, b_stack_offset);
43 float3 c = make_float3(0.0f, 0.0f, 0.0f);
44 float param1 = stack_load_float(stack, param1_stack_offset);
45
46 float value;
48
49 /* 3 Vector Operators */
52 {
53 uint4 extra_node = read_node(kg, &offset);
54 c = stack_load_float3(stack, extra_node.x);
55 }
56
57 svm_vector_math(&value, &vector, (NodeVectorMathType)type, a, b, c, param1);
58
59 if (stack_valid(value_stack_offset))
60 stack_store_float(stack, value_stack_offset, value);
61 if (stack_valid(vector_stack_offset))
62 stack_store_float3(stack, vector_stack_offset, vector);
63 return offset;
64}
65
unsigned int uint
@ NODE_VECTOR_MATH_WRAP
@ NODE_VECTOR_MATH_FACEFORWARD
@ NODE_VECTOR_MATH_MULTIPLY_ADD
local_group_size(16, 16) .push_constant(Type b
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define ccl_private
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_forceinline float3 make_float3(const float x, const float y, const float z)
ccl_device_noinline int svm_node_vector_math(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint inputs_stack_offsets, uint outputs_stack_offsets, int offset)
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_math(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint type, uint inputs_stack_offsets, uint result_stack_offset)
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_inline uint4 read_node(KernelGlobals kg, ccl_private int *offset)
ccl_device_forceinline void svm_unpack_node_uchar3(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_forceinline void svm_unpack_node_uchar2(uint i, ccl_private uint *x, ccl_private uint *y)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
ccl_device_inline bool stack_valid(uint a)
NodeMathType
NodeVectorMathType
ShaderData
CCL_NAMESPACE_BEGIN ccl_device void svm_vector_math(ccl_private float *value, ccl_private float3 *vector, NodeVectorMathType type, float3 a, float3 b, float3 c, float param1)
Definition math_util.h:9
ccl_device float svm_math(NodeMathType type, float a, float b, float c)
Definition math_util.h:105
uint x
Definition types_uint4.h:15