Blender V4.5
sepcomb_color.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#include "kernel/svm/util.h"
9
11
13 ccl_private ShaderData *sd,
14 ccl_private float *stack,
15 const uint color_type,
16 const uint inputs_stack_offsets,
17 const uint result_stack_offset)
18{
19 uint red_stack_offset;
20 uint green_stack_offset;
21 uint blue_stack_offset;
23 inputs_stack_offsets, &red_stack_offset, &green_stack_offset, &blue_stack_offset);
24
25 const float r = stack_load_float(stack, red_stack_offset);
26 const float g = stack_load_float(stack, green_stack_offset);
27 const float b = stack_load_float(stack, blue_stack_offset);
28
29 /* Combine, and convert back to RGB */
30 const float3 color = svm_combine_color((NodeCombSepColorType)color_type, make_float3(r, g, b));
31
32 if (stack_valid(result_stack_offset)) {
33 stack_store_float3(stack, result_stack_offset, color);
34 }
35}
36
38 ccl_private ShaderData *sd,
39 ccl_private float *stack,
40 const uint color_type,
41 const uint input_stack_offset,
42 const uint results_stack_offsets)
43{
44 float3 color = stack_load_float3(stack, input_stack_offset);
45
46 /* Convert color space */
47 color = svm_separate_color((NodeCombSepColorType)color_type, color);
48
49 uint red_stack_offset;
50 uint green_stack_offset;
51 uint blue_stack_offset;
53 results_stack_offsets, &red_stack_offset, &green_stack_offset, &blue_stack_offset);
54
55 if (stack_valid(red_stack_offset)) {
56 stack_store_float(stack, red_stack_offset, color.x);
57 }
58 if (stack_valid(green_stack_offset)) {
59 stack_store_float(stack, green_stack_offset, color.y);
60 }
61 if (stack_valid(blue_stack_offset)) {
62 stack_store_float(stack, blue_stack_offset, color.z);
63 }
64}
65
unsigned int uint
ccl_device float3 svm_separate_color(NodeCombSepColorType type, const float3 color)
Definition color_util.h:396
ccl_device float3 svm_combine_color(NodeCombSepColorType type, const float3 color)
Definition color_util.h:383
ccl_device_inline float stack_load_float(const ccl_private float *stack, const uint a)
ccl_device_inline void stack_store_float(ccl_private float *stack, const uint a, const float f)
ccl_device_inline void stack_store_float3(ccl_private float *stack, const uint a, const float3 f)
ccl_device_forceinline void svm_unpack_node_uchar3(const uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z)
ccl_device_inline bool stack_valid(const uint a)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(const ccl_private float *stack, const uint a)
#define ccl_private
const ThreadKernelGlobalsCPU * KernelGlobals
#define ccl_device_noinline
#define CCL_NAMESPACE_END
ccl_device_forceinline float3 make_float3(const float x, const float y, const float z)
NodeCombSepColorType
CCL_NAMESPACE_BEGIN ccl_device_noinline void svm_node_combine_color(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, const uint color_type, const uint inputs_stack_offsets, const uint result_stack_offset)
ccl_device_noinline void svm_node_separate_color(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, const uint color_type, const uint input_stack_offset, const uint results_stack_offsets)
float z
Definition sky_float3.h:27
float y
Definition sky_float3.h:27
float x
Definition sky_float3.h:27