forked from bartvdbraak/blender
29f6616d60
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
73 lines
2.2 KiB
C++
73 lines
2.2 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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/* Optimized CPU kernel entry points. This file is compiled with SSE3/SSSE3
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* optimization flags and nearly all functions inlined, while kernel.cpp
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* is compiled without for other CPU's. */
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#ifdef WITH_OPTIMIZED_KERNEL
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#define __KERNEL_SSE2__
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#define __KERNEL_SSE3__
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#define __KERNEL_SSSE3__
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#include "kernel.h"
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#include "kernel_compat_cpu.h"
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#include "kernel_math.h"
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#include "kernel_types.h"
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#include "kernel_globals.h"
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#include "kernel_film.h"
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#include "kernel_path.h"
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#include "kernel_displace.h"
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CCL_NAMESPACE_BEGIN
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/* Path Tracing */
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void kernel_cpu_sse3_path_trace(KernelGlobals *kg, float *buffer, unsigned int *rng_state, int sample, int x, int y, int offset, int stride)
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{
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#ifdef __BRANCHED_PATH__
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if(kernel_data.integrator.branched)
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kernel_branched_path_trace(kg, buffer, rng_state, sample, x, y, offset, stride);
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else
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#endif
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kernel_path_trace(kg, buffer, rng_state, sample, x, y, offset, stride);
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}
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/* Film */
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void kernel_cpu_sse3_convert_to_byte(KernelGlobals *kg, uchar4 *rgba, float *buffer, float sample_scale, int x, int y, int offset, int stride)
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{
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kernel_film_convert_to_byte(kg, rgba, buffer, sample_scale, x, y, offset, stride);
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}
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void kernel_cpu_sse3_convert_to_half_float(KernelGlobals *kg, uchar4 *rgba, float *buffer, float sample_scale, int x, int y, int offset, int stride)
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{
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kernel_film_convert_to_half_float(kg, rgba, buffer, sample_scale, x, y, offset, stride);
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}
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/* Shader Evaluate */
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void kernel_cpu_sse3_shader(KernelGlobals *kg, uint4 *input, float4 *output, int type, int i)
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{
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kernel_shader_evaluate(kg, input, output, (ShaderEvalType)type, i);
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}
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CCL_NAMESPACE_END
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#endif
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