Fix cycles texture crash on win x86-64 + msvc 11

Use union for __m128 aliasing; while gcc supports no-strict-aliasing attribute, unions are the most common way to deal with __m128 in msvc.
This commit is contained in:
Sv. Lockal 2014-01-13 18:21:34 +04:00
parent 5ad5883ce3
commit 9cf6946d31

@ -112,14 +112,13 @@ ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y,
ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
{
#if defined(__KERNEL_CPU__) && defined(__KERNEL_SSE2__)
union { float4 rgba; __m128 m128; } r = { kernel_tex_image_interp(id, x, y) };
#elif defined(__KERNEL_CPU__)
float4 r = kernel_tex_image_interp(id, x, y);
#else
float4 r;
#ifdef __KERNEL_CPU__
r = kernel_tex_image_interp(id, x, y);
#ifdef __KERNEL_SSE2__
__m128 *rv = (__m128 *)&r;
#endif
#else
/* not particularly proud of this massive switch, what are the
* alternatives?
* - use a single big 1D texture, and do our own lookup/filtering
@ -236,14 +235,24 @@ ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y,
}
#endif
if(use_alpha && r.w != 1.0f && r.w != 0.0f) {
#ifdef __KERNEL_SSE2__
float alpha = r.w;
*rv = _mm_div_ps(*rv, _mm_set1_ps(alpha));
if(use_alpha && r.rgba.w != 1.0f && r.rgba.w != 0.0f) {
float alpha = r.rgba.w;
r.m128 = _mm_div_ps(r.m128, _mm_set1_ps(alpha));
if(id >= TEX_NUM_FLOAT_IMAGES)
*rv = _mm_min_ps(*rv, _mm_set1_ps(1.0f));
r.w = alpha;
r.m128 = _mm_min_ps(r.m128, _mm_set1_ps(1.0f));
r.rgba.w = alpha;
}
if(srgb) {
float alpha = r.rgba.w;
r.m128 = color_srgb_to_scene_linear(r.m128);
r.rgba.w = alpha;
}
return r.rgba;
#else
if(use_alpha && r.w != 1.0f && r.w != 0.0f) {
float invw = 1.0f/r.w;
r.x *= invw;
r.y *= invw;
@ -254,22 +263,16 @@ ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y,
r.y = min(r.y, 1.0f);
r.z = min(r.z, 1.0f);
}
#endif
}
if(srgb) {
#ifdef __KERNEL_SSE2__
float alpha = r.w;
*rv = color_srgb_to_scene_linear(*rv);
r.w = alpha;
#else
r.x = color_srgb_to_scene_linear(r.x);
r.y = color_srgb_to_scene_linear(r.y);
r.z = color_srgb_to_scene_linear(r.z);
#endif
}
return r;
#endif
}
#endif