[Bf-blender-cvs] [25ec0d9] master: make "tri_shader" an int instead of a float

Martijn Berger noreply at git.blender.org
Wed Sep 24 13:34:32 CEST 2014


Commit: 25ec0d97f988154583295335c22a9ccd7894fe65
Author: Martijn Berger
Date:   Wed Sep 24 13:34:28 2014 +0200
Branches: master
https://developer.blender.org/rB25ec0d97f988154583295335c22a9ccd7894fe65

make "tri_shader" an int instead of a float

tri_shader does no longer need to a float.

Reviewers: dingto, sergey

Reviewed By: dingto, sergey

Subscribers: dingto

Projects: #cycles

Differential Revision: https://developer.blender.org/D789

===================================================================

M	intern/cycles/kernel/geom/geom_bvh_shadow.h
M	intern/cycles/kernel/geom/geom_motion_triangle.h
M	intern/cycles/kernel/geom/geom_triangle.h
M	intern/cycles/kernel/kernel_shader.h
M	intern/cycles/kernel/kernel_textures.h
M	intern/cycles/render/mesh.cpp
M	intern/cycles/render/mesh.h
M	intern/cycles/render/scene.h

===================================================================

diff --git a/intern/cycles/kernel/geom/geom_bvh_shadow.h b/intern/cycles/kernel/geom/geom_bvh_shadow.h
index 1f6e494..aee4097 100644
--- a/intern/cycles/kernel/geom/geom_bvh_shadow.h
+++ b/intern/cycles/kernel/geom/geom_bvh_shadow.h
@@ -252,7 +252,7 @@ ccl_device bool BVH_FUNCTION_NAME
 							if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
 #endif
 							{
-								shader =  __float_as_int(kernel_tex_fetch(__tri_shader, prim));
+								shader =  kernel_tex_fetch(__tri_shader, prim);
 							}
 #ifdef __HAIR__
 							else {
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle.h b/intern/cycles/kernel/geom/geom_motion_triangle.h
index 7409aa0..b275b89 100644
--- a/intern/cycles/kernel/geom/geom_motion_triangle.h
+++ b/intern/cycles/kernel/geom/geom_motion_triangle.h
@@ -233,7 +233,7 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh
 ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface)
 {
 	/* get shader */
-	sd->shader =  __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
+	sd->shader =  kernel_tex_fetch(__tri_shader, sd->prim);
 
 	/* get motion info */
 	int numsteps, numverts;
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h
index 41e9d18..3d3a5e7 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -157,7 +157,7 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int
 		*Ng = normalize(cross(v1 - v0, v2 - v0));
 
 	/* shader`*/
-	*shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
+	*shader = kernel_tex_fetch(__tri_shader, prim);
 }
 
 /* Triangle vertex locations */
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index e7c16c1..db08c32 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -87,7 +87,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
 	if(sd->type & PRIMITIVE_TRIANGLE) {
 		/* static triangle */
 		float3 Ng = triangle_normal(kg, sd);
-		sd->shader =  __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
+		sd->shader =  kernel_tex_fetch(__tri_shader, sd->prim);
 
 		/* vectors */
 		sd->P = triangle_refine(kg, sd, isect, ray);
@@ -166,7 +166,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
 	/* fetch triangle data */
 	if(sd->type == PRIMITIVE_TRIANGLE) {
 		float3 Ng = triangle_normal(kg, sd);
-		sd->shader =  __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
+		sd->shader =  kernel_tex_fetch(__tri_shader, sd->prim);
 
 		/* static triangle */
 		sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
@@ -1026,7 +1026,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
 #ifdef __HAIR__
 	if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
 #endif
-		shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
+		shader = kernel_tex_fetch(__tri_shader, prim);
 #ifdef __HAIR__
 	}
 	else {
diff --git a/intern/cycles/kernel/kernel_textures.h b/intern/cycles/kernel/kernel_textures.h
index f60ed8c..ef46b2f 100644
--- a/intern/cycles/kernel/kernel_textures.h
+++ b/intern/cycles/kernel/kernel_textures.h
@@ -36,7 +36,7 @@ KERNEL_TEX(float4, texture_float4, __objects)
 KERNEL_TEX(float4, texture_float4, __objects_vector)
 
 /* triangles */
-KERNEL_TEX(float, texture_float, __tri_shader)
+KERNEL_TEX(uint, texture_uint, __tri_shader)
 KERNEL_TEX(float4, texture_float4, __tri_vnormal)
 KERNEL_TEX(float4, texture_float4, __tri_vindex)
 KERNEL_TEX(float4, texture_float4, __tri_verts)
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 8299cd0..5602609 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -378,12 +378,12 @@ void Mesh::add_vertex_normals()
 	}
 }
 
-void Mesh::pack_normals(Scene *scene, float *tri_shader, float4 *vnormal)
+void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal)
 {
 	Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
 
 	float3 *vN = attr_vN->data_float3();
-	int shader_id = 0;
+	uint shader_id = 0;
 	uint last_shader = -1;
 	bool last_smooth = false;
 
@@ -401,7 +401,7 @@ void Mesh::pack_normals(Scene *scene, float *tri_shader, float4 *vnormal)
 			shader_id = scene->shader_manager->get_shader_id(last_shader, this, last_smooth);
 		}
 
-		tri_shader[i] = __int_as_float(shader_id);
+		tri_shader[i] = shader_id;
 	}
 
 	size_t verts_size = verts.size();
@@ -936,7 +936,7 @@ void MeshManager::device_update_mesh(Device *device, DeviceScene *dscene, Scene
 		/* normals */
 		progress.set_status("Updating Mesh", "Computing normals");
 
-		float *tri_shader = dscene->tri_shader.resize(tri_size);
+		uint *tri_shader = dscene->tri_shader.resize(tri_size);
 		float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
 		float4 *tri_verts = dscene->tri_verts.resize(vert_size);
 		float4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h
index d459056..28cee57 100644
--- a/intern/cycles/render/mesh.h
+++ b/intern/cycles/render/mesh.h
@@ -123,7 +123,7 @@ public:
 	void add_face_normals();
 	void add_vertex_normals();
 
-	void pack_normals(Scene *scene, float *shader, float4 *vnormal);
+	void pack_normals(Scene *scene, uint *shader, float4 *vnormal);
 	void pack_verts(float4 *tri_verts, float4 *tri_vindex, size_t vert_offset);
 	void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset);
 	void compute_bvh(SceneParams *params, Progress *progress, int n, int total);
diff --git a/intern/cycles/render/scene.h b/intern/cycles/render/scene.h
index e5c7444..5d20522 100644
--- a/intern/cycles/render/scene.h
+++ b/intern/cycles/render/scene.h
@@ -69,7 +69,7 @@ public:
 	device_vector<uint> prim_object;
 
 	/* mesh */
-	device_vector<float> tri_shader;
+	device_vector<uint> tri_shader;
 	device_vector<float4> tri_vnormal;
 	device_vector<float4> tri_vindex;
 	device_vector<float4> tri_verts;




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