forked from bartvdbraak/blender
Cycles:
* Use float_to_int() functions in a few more places.
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@ -40,7 +40,7 @@ __device float3 bsdf_diffuse_ramp_get_color(const ShaderClosure *sc, const float
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int MAXCOLORS = 8;
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float npos = pos * (float)(MAXCOLORS - 1);
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int ipos = (int)npos;
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int ipos = float_to_int(npos);
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if (ipos >= (MAXCOLORS - 1))
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return colors[MAXCOLORS - 1];
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float offset = npos - (float)ipos;
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@ -40,7 +40,7 @@ __device float3 bsdf_phong_ramp_get_color(const ShaderClosure *sc, const float3
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int MAXCOLORS = 8;
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float npos = pos * (float)(MAXCOLORS - 1);
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int ipos = (int)npos;
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int ipos = float_to_int(npos);
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if (ipos >= (MAXCOLORS - 1))
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return colors[MAXCOLORS - 1];
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float offset = npos - (float)ipos;
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@ -25,7 +25,7 @@ __device void svm_node_convert(ShaderData *sd, float *stack, uint type, uint fro
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switch(type) {
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case NODE_CONVERT_FI: {
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float f = stack_load_float(stack, from);
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stack_store_int(stack, to, (int)f);
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stack_store_int(stack, to, float_to_int(f));
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break;
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}
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case NODE_CONVERT_FV: {
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@ -45,7 +45,7 @@ __device_inline int svm_image_texture_wrap_clamp(int x, int width)
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__device_inline float svm_image_texture_frac(float x, int *ix)
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{
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int i = (int)x - ((x < 0.0f)? 1: 0);
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int i = float_to_int(x) - ((x < 0.0f)? 1: 0);
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*ix = i;
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return x - (float)i;
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}
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