forked from bartvdbraak/blender
41a4967b30
Problem was that sd->prim can be -1 for volumes and was causing check in subd code to access out of bounds
263 lines
8.8 KiB
C
263 lines
8.8 KiB
C
/*
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* Copyright 2011-2016 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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/* Functions for retrieving attributes on triangles produced from subdivision meshes */
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CCL_NAMESPACE_BEGIN
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/* Patch index for triangle, -1 if not subdivision triangle */
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ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd)
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{
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return (ccl_fetch(sd, prim) != PRIM_NONE) ? kernel_tex_fetch(__tri_patch, ccl_fetch(sd, prim)) : ~0;
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}
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/* UV coords of triangle within patch */
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ccl_device_inline void subd_triangle_patch_uv(KernelGlobals *kg, const ShaderData *sd, float2 uv[3])
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{
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uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim));
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uv[0] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.x);
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uv[1] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.y);
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uv[2] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.z);
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}
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/* Vertex indices of patch */
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ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals *kg, int patch)
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{
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uint4 indices;
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indices.x = kernel_tex_fetch(__patches, patch+0);
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indices.y = kernel_tex_fetch(__patches, patch+1);
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indices.z = kernel_tex_fetch(__patches, patch+2);
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indices.w = kernel_tex_fetch(__patches, patch+3);
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return indices;
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}
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/* Originating face for patch */
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ccl_device_inline uint subd_triangle_patch_face(KernelGlobals *kg, int patch)
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{
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return kernel_tex_fetch(__patches, patch+4);
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}
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/* Number of corners on originating face */
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ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals *kg, int patch)
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{
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return kernel_tex_fetch(__patches, patch+5) & 0xffff;
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}
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/* Indices of the four corners that are used by the patch */
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ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, int corners[4])
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{
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uint4 data;
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data.x = kernel_tex_fetch(__patches, patch+4);
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data.y = kernel_tex_fetch(__patches, patch+5);
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data.z = kernel_tex_fetch(__patches, patch+6);
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data.w = kernel_tex_fetch(__patches, patch+7);
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int num_corners = data.y & 0xffff;
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if(num_corners == 4) {
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/* quad */
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corners[0] = data.z;
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corners[1] = data.z+1;
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corners[2] = data.z+2;
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corners[3] = data.z+3;
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}
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else {
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/* ngon */
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int c = data.y >> 16;
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corners[0] = data.z + c;
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corners[1] = data.z + mod(c+1, num_corners);
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corners[2] = data.w;
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corners[3] = data.z + mod(c-1, num_corners);
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}
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}
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/* Reading attributes on various subdivision triangle elements */
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ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
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{
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int patch = subd_triangle_patch(kg, sd);
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if(elem == ATTR_ELEMENT_FACE) {
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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return kernel_tex_fetch(__attributes_float, offset + subd_triangle_patch_face(kg, patch));
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}
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else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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uint4 v = subd_triangle_patch_indices(kg, patch);
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float a, b, c;
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float f0 = kernel_tex_fetch(__attributes_float, offset + v.x);
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float f1 = kernel_tex_fetch(__attributes_float, offset + v.y);
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float f2 = kernel_tex_fetch(__attributes_float, offset + v.z);
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float f3 = kernel_tex_fetch(__attributes_float, offset + v.w);
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if(subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1+f0)*0.5f;
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f3 = (f3+f0)*0.5f;
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}
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a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
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if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
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#endif
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return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
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}
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else if(elem == ATTR_ELEMENT_CORNER) {
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int corners[4];
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subd_triangle_patch_corners(kg, patch, corners);
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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float a, b, c;
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float f0 = kernel_tex_fetch(__attributes_float, corners[0] + offset);
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float f1 = kernel_tex_fetch(__attributes_float, corners[1] + offset);
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float f2 = kernel_tex_fetch(__attributes_float, corners[2] + offset);
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float f3 = kernel_tex_fetch(__attributes_float, corners[3] + offset);
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if(subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1+f0)*0.5f;
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f3 = (f3+f0)*0.5f;
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}
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a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
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if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
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#endif
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return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
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}
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else {
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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return 0.0f;
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}
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}
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ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
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{
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int patch = subd_triangle_patch(kg, sd);
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if(elem == ATTR_ELEMENT_FACE) {
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if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
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if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
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return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + subd_triangle_patch_face(kg, patch)));
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}
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else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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uint4 v = subd_triangle_patch_indices(kg, patch);
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float3 a, b, c;
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float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.x));
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float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.y));
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float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.z));
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float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.w));
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if(subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1+f0)*0.5f;
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f3 = (f3+f0)*0.5f;
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}
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a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
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if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
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#endif
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return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
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}
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else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) {
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int corners[4];
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subd_triangle_patch_corners(kg, patch, corners);
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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float3 a, b, c;
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float3 f0, f1, f2, f3;
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if(elem == ATTR_ELEMENT_CORNER) {
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f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + offset));
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f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + offset));
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f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + offset));
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f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + offset));
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}
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else {
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f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + offset));
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f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + offset));
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f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + offset));
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f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + offset));
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}
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if(subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1+f0)*0.5f;
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f3 = (f3+f0)*0.5f;
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}
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a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
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if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
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#endif
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return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
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}
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else {
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if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
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if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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CCL_NAMESPACE_END
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