forked from bartvdbraak/blender
Brecht Van Lommel
21a535840d
In fact this was an existing issue when exceeding the number of available closure, but it's more common now that we set the number to 0 for shadows and emission
88 lines
2.5 KiB
C
88 lines
2.5 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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CCL_NAMESPACE_BEGIN
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ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight)
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{
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kernel_assert(size <= sizeof(ShaderClosure));
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if(sd->num_closure_left == 0)
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return NULL;
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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sc->type = type;
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sc->weight = weight;
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sd->num_closure++;
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sd->num_closure_left--;
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return sc;
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}
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ccl_device ccl_addr_space void *closure_alloc_extra(ShaderData *sd, int size)
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{
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/* Allocate extra space for closure that need more parameters. We allocate
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* in chunks of sizeof(ShaderClosure) starting from the end of the closure
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* array.
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*
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* This lets us keep the same fast array iteration over closures, as we
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* found linked list iteration and iteration with skipping to be slower. */
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int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
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if(num_extra > sd->num_closure_left) {
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/* Remove previous closure if it was allocated. */
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sd->num_closure--;
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sd->num_closure_left++;
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return NULL;
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}
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sd->num_closure_left -= num_extra;
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return (ccl_addr_space void*)(sd->closure + sd->num_closure + sd->num_closure_left);
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}
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ccl_device_inline ShaderClosure *bsdf_alloc(ShaderData *sd, int size, float3 weight)
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{
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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if(sc == NULL)
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return NULL;
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float sample_weight = fabsf(average(weight));
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sc->sample_weight = sample_weight;
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
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}
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#ifdef __OSL__
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ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd, int size, float3 weight, void *data)
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{
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ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
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if(!sc)
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return NULL;
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memcpy(sc, data, size);
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float sample_weight = fabsf(average(weight));
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
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}
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#endif
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CCL_NAMESPACE_END
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