forked from bartvdbraak/blender
make "tri_shader" an int instead of a float
tri_shader does no longer need to a float. Reviewers: dingto, sergey Reviewed By: dingto, sergey Subscribers: dingto Projects: #cycles Differential Revision: https://developer.blender.org/D789
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@ -252,7 +252,7 @@ ccl_device bool BVH_FUNCTION_NAME
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if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
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#endif
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{
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shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
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shader = kernel_tex_fetch(__tri_shader, prim);
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}
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#ifdef __HAIR__
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else {
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@ -233,7 +233,7 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh
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ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface)
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{
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/* get shader */
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sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* get motion info */
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int numsteps, numverts;
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@ -157,7 +157,7 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int
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*Ng = normalize(cross(v1 - v0, v2 - v0));
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/* shader`*/
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*shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
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*shader = kernel_tex_fetch(__tri_shader, prim);
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}
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/* Triangle vertex locations */
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@ -87,7 +87,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
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if(sd->type & PRIMITIVE_TRIANGLE) {
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/* static triangle */
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float3 Ng = triangle_normal(kg, sd);
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sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* vectors */
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sd->P = triangle_refine(kg, sd, isect, ray);
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@ -166,7 +166,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
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/* fetch triangle data */
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if(sd->type == PRIMITIVE_TRIANGLE) {
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float3 Ng = triangle_normal(kg, sd);
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sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* static triangle */
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sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
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@ -1026,7 +1026,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
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#ifdef __HAIR__
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if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
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#endif
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shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
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shader = kernel_tex_fetch(__tri_shader, prim);
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#ifdef __HAIR__
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}
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else {
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@ -36,7 +36,7 @@ KERNEL_TEX(float4, texture_float4, __objects)
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KERNEL_TEX(float4, texture_float4, __objects_vector)
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/* triangles */
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KERNEL_TEX(float, texture_float, __tri_shader)
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KERNEL_TEX(uint, texture_uint, __tri_shader)
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KERNEL_TEX(float4, texture_float4, __tri_vnormal)
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KERNEL_TEX(float4, texture_float4, __tri_vindex)
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KERNEL_TEX(float4, texture_float4, __tri_verts)
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@ -378,12 +378,12 @@ void Mesh::add_vertex_normals()
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}
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}
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void Mesh::pack_normals(Scene *scene, float *tri_shader, float4 *vnormal)
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void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal)
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{
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Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
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float3 *vN = attr_vN->data_float3();
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int shader_id = 0;
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uint shader_id = 0;
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uint last_shader = -1;
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bool last_smooth = false;
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@ -401,7 +401,7 @@ void Mesh::pack_normals(Scene *scene, float *tri_shader, float4 *vnormal)
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shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
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}
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tri_shader[i] = __int_as_float(shader_id);
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tri_shader[i] = shader_id;
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}
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size_t verts_size = verts.size();
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@ -936,7 +936,7 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene
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/* normals */
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progress.set_status("Updating Mesh", "Computing normals");
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float *tri_shader = dscene->tri_shader.resize(tri_size);
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uint *tri_shader = dscene->tri_shader.resize(tri_size);
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float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
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float4 *tri_verts = dscene->tri_verts.resize(vert_size);
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float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
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@ -123,7 +123,7 @@ public:
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void add_face_normals();
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void add_vertex_normals();
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void pack_normals(Scene *scene, float *shader, float4 *vnormal);
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void pack_normals(Scene *scene, uint *shader, float4 *vnormal);
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void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset);
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void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset);
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void compute_bvh(SceneParams *params, Progress *progress, int n, int total);
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@ -69,7 +69,7 @@ public:
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device_vector<uint> prim_object;
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/* mesh */
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device_vector<float> tri_shader;
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device_vector<uint> tri_shader;
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device_vector<float4> tri_vnormal;
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device_vector<float4> tri_vindex;
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device_vector<float4> tri_verts;
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