[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [50589] branches/soc-2011-tomato/intern/ cycles/kernel/svm/svm_brick.h: Make EOL native.

Sergey Sharybin sergey.vfx at gmail.com
Fri Sep 14 16:20:44 CEST 2012


Revision: 50589
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=50589
Author:   nazgul
Date:     2012-09-14 14:20:44 +0000 (Fri, 14 Sep 2012)
Log Message:
-----------
Make EOL native.

No functional changes, only makes diff with trunk more clear

Modified Paths:
--------------
    branches/soc-2011-tomato/intern/cycles/kernel/svm/svm_brick.h

Modified: branches/soc-2011-tomato/intern/cycles/kernel/svm/svm_brick.h
===================================================================
--- branches/soc-2011-tomato/intern/cycles/kernel/svm/svm_brick.h	2012-09-14 14:05:05 UTC (rev 50588)
+++ branches/soc-2011-tomato/intern/cycles/kernel/svm/svm_brick.h	2012-09-14 14:20:44 UTC (rev 50589)
@@ -1,114 +1,114 @@
-/*
- * Copyright 2012, Blender Foundation.
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- */
-
-CCL_NAMESPACE_BEGIN
-
-/* Brick */
-
-__device_noinline float brick_noise(int n) /* fast integer noise */
-{
-	int nn;
-	n = (n >> 13) ^ n;
-	nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
-	return 0.5f * ((float)nn / 1073741824.0f);
-}
-
-__device_noinline float svm_brick(float3 p, float scale, float mortar_size, float bias,
-	float brick_width, float row_height, float offset_amount, int offset_frequency,
-	float squash_amount, int squash_frequency, float *tint)
-{	
-	p *= scale;
-
-	int bricknum, rownum;
-	float offset = 0.0f;
-	float x, y;
-
-	rownum = (int)floor(p.y / row_height);
-	
-	if(offset_frequency && squash_frequency) {
-		brick_width *= ((int)(rownum) % squash_frequency ) ? 1.0f : squash_amount; /* squash */
-		offset = ((int)(rownum) % offset_frequency ) ? 0 : (brick_width*offset_amount); /* offset */
-	}
-
-	bricknum = (int)floor((p.x+offset) / brick_width);
-
-	x = (p.x+offset) - brick_width*bricknum;
-	y = p.y - row_height*rownum;
-
-	*tint = clamp((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f);
-
-	return (x < mortar_size || y < mortar_size ||
-		x > (brick_width - mortar_size) ||
-		y > (row_height - mortar_size)) ? 1.0f : 0.0f;
-}
-
-__device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
-{	
-	uint4 node2 = read_node(kg, offset);
-	uint4 node3 = read_node(kg, offset);
-	
-	/* Input and Output Sockets */
-	uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset;
-	uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset;
-	uint color_offset, fac_offset;
-	
-	/* RNA properties */
-	uint offset_frequency, squash_frequency;
-	
-	float tint = 0;
-
-	decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
-	decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
-	decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL);
-	
-	decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL);
-
-	float3 co = stack_load_float3(stack, co_offset);
-	
-	float3 color1 = stack_load_float3(stack, color1_offset);
-	float3 color2 = stack_load_float3(stack, color2_offset);
-	float3 mortar = stack_load_float3(stack, mortar_offset);
-	
-	float scale = stack_load_float_default(stack, scale_offset, node2.y);
-	float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
-	float bias = stack_load_float_default(stack, bias_offset, node2.w);
-	float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
-	float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
-	float offset_amount = __int_as_float(node3.z);
-	float squash_amount = __int_as_float(node3.w);
-	
-	float f = svm_brick(co, scale, mortar_size, bias, brick_width, row_height,
-		offset_amount, offset_frequency, squash_amount, squash_frequency,
-		&tint);
-	
-	if(f != 1.0f) {
-		float facm = 1.0f - tint;
-
-		color1.x = facm * (color1.x) + tint * color2.x;
-		color1.y = facm * (color1.y) + tint * color2.y;
-		color1.z = facm * (color1.z) + tint * color2.z;
-	}
-
-	if(stack_valid(color_offset))
-		stack_store_float3(stack, color_offset, (f == 1.0f)? mortar: color1);
-	if(stack_valid(fac_offset))
-		stack_store_float(stack, fac_offset, f);
-}
-
-CCL_NAMESPACE_END
-
+/*
+ * Copyright 2012, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Brick */
+
+__device_noinline float brick_noise(int n) /* fast integer noise */
+{
+	int nn;
+	n = (n >> 13) ^ n;
+	nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
+	return 0.5f * ((float)nn / 1073741824.0f);
+}
+
+__device_noinline float svm_brick(float3 p, float scale, float mortar_size, float bias,
+	float brick_width, float row_height, float offset_amount, int offset_frequency,
+	float squash_amount, int squash_frequency, float *tint)
+{	
+	p *= scale;
+
+	int bricknum, rownum;
+	float offset = 0.0f;
+	float x, y;
+
+	rownum = (int)floor(p.y / row_height);
+	
+	if(offset_frequency && squash_frequency) {
+		brick_width *= ((int)(rownum) % squash_frequency ) ? 1.0f : squash_amount; /* squash */
+		offset = ((int)(rownum) % offset_frequency ) ? 0 : (brick_width*offset_amount); /* offset */
+	}
+
+	bricknum = (int)floor((p.x+offset) / brick_width);
+
+	x = (p.x+offset) - brick_width*bricknum;
+	y = p.y - row_height*rownum;
+
+	*tint = clamp((brick_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0f, 1.0f);
+
+	return (x < mortar_size || y < mortar_size ||
+		x > (brick_width - mortar_size) ||
+		y > (row_height - mortar_size)) ? 1.0f : 0.0f;
+}
+
+__device void svm_node_tex_brick(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int *offset)
+{	
+	uint4 node2 = read_node(kg, offset);
+	uint4 node3 = read_node(kg, offset);
+	
+	/* Input and Output Sockets */
+	uint co_offset, color1_offset, color2_offset, mortar_offset, scale_offset;
+	uint mortar_size_offset, bias_offset, brick_width_offset, row_height_offset;
+	uint color_offset, fac_offset;
+	
+	/* RNA properties */
+	uint offset_frequency, squash_frequency;
+	
+	float tint = 0;
+
+	decode_node_uchar4(node.y, &co_offset, &color1_offset, &color2_offset, &mortar_offset);
+	decode_node_uchar4(node.z, &scale_offset, &mortar_size_offset, &bias_offset, &brick_width_offset);
+	decode_node_uchar4(node.w, &row_height_offset, &color_offset, &fac_offset, NULL);
+	
+	decode_node_uchar4(node2.x, &offset_frequency, &squash_frequency, NULL, NULL);
+
+	float3 co = stack_load_float3(stack, co_offset);
+	
+	float3 color1 = stack_load_float3(stack, color1_offset);
+	float3 color2 = stack_load_float3(stack, color2_offset);
+	float3 mortar = stack_load_float3(stack, mortar_offset);
+	
+	float scale = stack_load_float_default(stack, scale_offset, node2.y);
+	float mortar_size = stack_load_float_default(stack, mortar_size_offset, node2.z);
+	float bias = stack_load_float_default(stack, bias_offset, node2.w);
+	float brick_width = stack_load_float_default(stack, brick_width_offset, node3.x);
+	float row_height = stack_load_float_default(stack, row_height_offset, node3.y);
+	float offset_amount = __int_as_float(node3.z);
+	float squash_amount = __int_as_float(node3.w);
+	
+	float f = svm_brick(co, scale, mortar_size, bias, brick_width, row_height,
+		offset_amount, offset_frequency, squash_amount, squash_frequency,
+		&tint);
+	
+	if(f != 1.0f) {
+		float facm = 1.0f - tint;
+
+		color1.x = facm * (color1.x) + tint * color2.x;
+		color1.y = facm * (color1.y) + tint * color2.y;
+		color1.z = facm * (color1.z) + tint * color2.z;
+	}
+
+	if(stack_valid(color_offset))
+		stack_store_float3(stack, color_offset, (f == 1.0f)? mortar: color1);
+	if(stack_valid(fac_offset))
+		stack_store_float(stack, fac_offset, f);
+}
+
+CCL_NAMESPACE_END
+




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