forked from bartvdbraak/blender
50 lines
1.5 KiB
C
50 lines
1.5 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* Nodes */
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ccl_device void svm_node_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint f1_offset, uint f2_offset, int *offset)
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{
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NodeMath type = (NodeMath)itype;
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float f1 = stack_load_float(stack, f1_offset);
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float f2 = stack_load_float(stack, f2_offset);
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float f = svm_math(type, f1, f2);
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uint4 node1 = read_node(kg, offset);
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stack_store_float(stack, node1.y, f);
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}
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ccl_device void svm_node_vector_math(KernelGlobals *kg, ShaderData *sd, float *stack, uint itype, uint v1_offset, uint v2_offset, int *offset)
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{
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NodeVectorMath type = (NodeVectorMath)itype;
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float3 v1 = stack_load_float3(stack, v1_offset);
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float3 v2 = stack_load_float3(stack, v2_offset);
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float f;
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float3 v;
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svm_vector_math(&f, &v, type, v1, v2);
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uint4 node1 = read_node(kg, offset);
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if(stack_valid(node1.y)) stack_store_float(stack, node1.y, f);
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if(stack_valid(node1.z)) stack_store_float3(stack, node1.z, v);
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}
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CCL_NAMESPACE_END
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