[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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