forked from bartvdbraak/blender
6353ecb996
All the changes are mainly giving explicit tips on inlining functions, so they match how inlining worked with previous toolkit. This make kernel compiled by CUDA 8 render in average with same speed as previous kernels. Some scenes are somewhat faster, some of them are somewhat slower. But slowdown is within 1% so far. On a positive side it allows us to enable newer generation cards on buildbots (so GTX 10x0 will be officially supported soon).
113 lines
3.4 KiB
C
113 lines
3.4 KiB
C
/*
|
|
* Copyright 2011-2013 Blender Foundation
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#ifndef __SVM_RAMP_H__
|
|
#define __SVM_RAMP_H__
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
/* NOTE: svm_ramp.h, svm_ramp_util.h and node_ramp_util.h must stay consistent */
|
|
|
|
ccl_device_inline float4 rgb_ramp_lookup(KernelGlobals *kg,
|
|
int offset,
|
|
float f,
|
|
bool interpolate,
|
|
bool extrapolate,
|
|
int table_size)
|
|
{
|
|
if((f < 0.0f || f > 1.0f) && extrapolate) {
|
|
float4 t0, dy;
|
|
if(f < 0.0f) {
|
|
t0 = fetch_node_float(kg, offset);
|
|
dy = t0 - fetch_node_float(kg, offset + 1);
|
|
f = -f;
|
|
}
|
|
else {
|
|
t0 = fetch_node_float(kg, offset + table_size - 1);
|
|
dy = t0 - fetch_node_float(kg, offset + table_size - 2);
|
|
f = f - 1.0f;
|
|
}
|
|
return t0 + dy * f * (table_size-1);
|
|
}
|
|
|
|
f = saturate(f)*(table_size-1);
|
|
|
|
/* clamp int as well in case of NaN */
|
|
int i = clamp(float_to_int(f), 0, table_size-1);
|
|
float t = f - (float)i;
|
|
|
|
float4 a = fetch_node_float(kg, offset+i);
|
|
|
|
if(interpolate && t > 0.0f)
|
|
a = (1.0f - t)*a + t*fetch_node_float(kg, offset+i+1);
|
|
|
|
return a;
|
|
}
|
|
|
|
ccl_device void svm_node_rgb_ramp(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
|
|
{
|
|
uint fac_offset, color_offset, alpha_offset;
|
|
uint interpolate = node.z;
|
|
|
|
decode_node_uchar4(node.y, &fac_offset, &color_offset, &alpha_offset, NULL);
|
|
|
|
uint table_size = read_node(kg, offset).x;
|
|
|
|
float fac = stack_load_float(stack, fac_offset);
|
|
float4 color = rgb_ramp_lookup(kg, *offset, fac, interpolate, false, table_size);
|
|
|
|
if(stack_valid(color_offset))
|
|
stack_store_float3(stack, color_offset, float4_to_float3(color));
|
|
if(stack_valid(alpha_offset))
|
|
stack_store_float(stack, alpha_offset, color.w);
|
|
|
|
*offset += table_size;
|
|
}
|
|
|
|
ccl_device void svm_node_curves(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
|
|
{
|
|
uint fac_offset, color_offset, out_offset;
|
|
decode_node_uchar4(node.y,
|
|
&fac_offset,
|
|
&color_offset,
|
|
&out_offset,
|
|
NULL);
|
|
|
|
uint table_size = read_node(kg, offset).x;
|
|
|
|
float fac = stack_load_float(stack, fac_offset);
|
|
float3 color = stack_load_float3(stack, color_offset);
|
|
|
|
const float min_x = __int_as_float(node.z),
|
|
max_x = __int_as_float(node.w);
|
|
const float range_x = max_x - min_x;
|
|
const float3 relpos = (color - make_float3(min_x, min_x, min_x)) / range_x;
|
|
|
|
float r = rgb_ramp_lookup(kg, *offset, relpos.x, true, true, table_size).x;
|
|
float g = rgb_ramp_lookup(kg, *offset, relpos.y, true, true, table_size).y;
|
|
float b = rgb_ramp_lookup(kg, *offset, relpos.z, true, true, table_size).z;
|
|
|
|
color = (1.0f - fac)*color + fac*make_float3(r, g, b);
|
|
stack_store_float3(stack, out_offset, color);
|
|
|
|
*offset += table_size;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|
|
#endif /* __SVM_RAMP_H__ */
|
|
|