forked from bartvdbraak/blender
Cycles: Avoid float/int conversion in few places
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7da4c2637d
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79918e0577
@ -243,7 +243,7 @@ ccl_device_inline float object_random_number(KernelGlobals *kg, int object)
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ccl_device_inline int object_particle_id(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return 0.0f;
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return 0;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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@ -87,7 +87,7 @@ ccl_device_inline int stack_load_int(float *stack, uint a)
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return __float_as_int(stack[a]);
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}
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ccl_device_inline float stack_load_int_default(float *stack, uint a, uint value)
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ccl_device_inline int stack_load_int_default(float *stack, uint a, uint value)
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{
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return (a == (uint)SVM_STACK_INVALID)? (int)value: stack_load_int(stack, a);
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}
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@ -34,7 +34,7 @@ ccl_device void svm_node_light_path(ShaderData *sd, float *stack, uint type, uin
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case NODE_LP_backfacing: info = (sd->flag & SD_BACKFACING)? 1.0f: 0.0f; break;
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case NODE_LP_ray_length: info = sd->ray_length; break;
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case NODE_LP_ray_depth: info = (float)sd->ray_depth; break;
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case NODE_LP_ray_transparent: info = sd->transparent_depth; break;
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case NODE_LP_ray_transparent: info = (float)sd->transparent_depth; break;
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}
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stack_store_float(stack, out_offset, info);
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