Blender V2.61 - r43446
Functions

svm.h File Reference

#include "svm_types.h"
#include "svm_noise.h"
#include "svm_texture.h"
#include "svm_attribute.h"
#include "svm_gradient.h"
#include "svm_closure.h"
#include "svm_noisetex.h"
#include "svm_convert.h"
#include "svm_displace.h"
#include "svm_fresnel.h"
#include "svm_camera.h"
#include "svm_geometry.h"
#include "svm_hsv.h"
#include "svm_image.h"
#include "svm_gamma.h"
#include "svm_invert.h"
#include "svm_light_path.h"
#include "svm_magic.h"
#include "svm_mapping.h"
#include "svm_normal.h"
#include "svm_wave.h"
#include "svm_math.h"
#include "svm_mix.h"
#include "svm_sepcomb_rgb.h"
#include "svm_musgrave.h"
#include "svm_sky.h"
#include "svm_tex_coord.h"
#include "svm_value.h"
#include "svm_voronoi.h"
#include "svm_checker.h"

Go to the source code of this file.

Functions

CCL_NAMESPACE_BEGIN
__device_inline float3 
stack_load_float3 (float *stack, uint a)
__device_inline void stack_store_float3 (float *stack, uint a, float3 f)
__device_inline float stack_load_float (float *stack, uint a)
__device_inline float stack_load_float_default (float *stack, uint a, uint value)
__device_inline void stack_store_float (float *stack, uint a, float f)
__device_inline bool stack_valid (uint a)
__device_inline uint4 read_node (KernelGlobals *kg, int *offset)
__device_inline float4 read_node_float (KernelGlobals *kg, int *offset)
__device_inline void decode_node_uchar4 (uint i, uint *x, uint *y, uint *z, uint *w)
CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN
__device_noinline void 
svm_eval_nodes (KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)

Function Documentation

__device_inline void decode_node_uchar4 ( uint  i,
uint x,
uint y,
uint z,
uint w 
)
__device_inline uint4 read_node ( KernelGlobals *  kg,
int *  offset 
)
__device_inline float4 read_node_float ( KernelGlobals *  kg,
int *  offset 
)

Definition at line 99 of file kernel/svm/svm.h.

References __int_as_float(), kernel_tex_fetch, make_float4(), uint4::w, uint4::x, uint4::y, and uint4::z.

Referenced by svm_node_mapping().

__device_inline float stack_load_float ( float *  stack,
uint  a 
)
CCL_NAMESPACE_BEGIN __device_inline float3 stack_load_float3 ( float *  stack,
uint  a 
)
__device_inline float stack_load_float_default ( float *  stack,
uint  a,
uint  value 
)
__device_inline void stack_store_float ( float *  stack,
uint  a,
float  f 
)
__device_inline void stack_store_float3 ( float *  stack,
uint  a,
float3  f 
)
__device_inline bool stack_valid ( uint  a)
CCL_NAMESPACE_END CCL_NAMESPACE_BEGIN __device_noinline void svm_eval_nodes ( KernelGlobals *  kg,
ShaderData sd,
ShaderType  type,
float  randb,
int  path_flag 
)

Definition at line 154 of file kernel/svm/svm.h.

References ShaderData::closure, NBUILTIN_CLOSURES, NODE_ADD_CLOSURE, NODE_ATTR, NODE_ATTR_BUMP_DX, NODE_ATTR_BUMP_DY, NODE_CAMERA, NODE_CLOSURE_BACKGROUND, NODE_CLOSURE_BSDF, NODE_CLOSURE_EMISSION, NODE_CLOSURE_HOLDOUT, NODE_CLOSURE_SET_WEIGHT, NODE_CLOSURE_VOLUME, NODE_CLOSURE_WEIGHT, NODE_COMBINE_RGB, NODE_CONVERT, NODE_EMISSION_SET_WEIGHT_TOTAL, NODE_EMISSION_WEIGHT, NODE_END, NODE_FRESNEL, NODE_GAMMA, NODE_GEOMETRY, NODE_GEOMETRY_BUMP_DX, NODE_GEOMETRY_BUMP_DY, NODE_HSV, NODE_INVERT, NODE_JUMP, NODE_LAYER_WEIGHT, NODE_LIGHT_PATH, NODE_MAPPING, NODE_MATH, NODE_MIX, NODE_MIX_CLOSURE, NODE_NORMAL, NODE_SEPARATE_RGB, NODE_SET_BUMP, NODE_SET_DISPLACEMENT, NODE_SHADER_JUMP, NODE_TEX_CHECKER, NODE_TEX_COORD, NODE_TEX_COORD_BUMP_DX, NODE_TEX_COORD_BUMP_DY, NODE_TEX_ENVIRONMENT, NODE_TEX_GRADIENT, NODE_TEX_IMAGE, NODE_TEX_MAGIC, NODE_TEX_MUSGRAVE, NODE_TEX_NOISE, NODE_TEX_SKY, NODE_TEX_VORONOI, NODE_TEX_WAVE, NODE_VALUE_F, NODE_VALUE_V, NODE_VECTOR_MATH, ShaderData::num_closure, ShaderData::randb_closure, read_node(), ShaderData::shader, SHADER_MASK, SHADER_TYPE_DISPLACEMENT, SHADER_TYPE_SURFACE, SHADER_TYPE_VOLUME, stack, svm_node_add_closure(), svm_node_attr(), svm_node_attr_bump_dx(), svm_node_attr_bump_dy(), svm_node_camera(), svm_node_closure_background(), svm_node_closure_bsdf(), svm_node_closure_emission(), svm_node_closure_holdout(), svm_node_closure_set_weight(), svm_node_closure_volume(), svm_node_closure_weight(), svm_node_combine_rgb(), svm_node_convert(), svm_node_emission_set_weight_total(), svm_node_emission_weight(), svm_node_fresnel(), svm_node_gamma(), svm_node_geometry(), svm_node_geometry_bump_dx(), svm_node_geometry_bump_dy(), svm_node_hsv(), svm_node_invert(), svm_node_layer_weight(), svm_node_light_path(), svm_node_mapping(), svm_node_math(), svm_node_mix(), svm_node_mix_closure(), svm_node_normal(), svm_node_separate_rgb(), svm_node_set_bump(), svm_node_set_displacement(), svm_node_tex_checker(), svm_node_tex_coord(), svm_node_tex_coord_bump_dx(), svm_node_tex_coord_bump_dy(), svm_node_tex_environment(), svm_node_tex_gradient(), svm_node_tex_image(), svm_node_tex_magic(), svm_node_tex_musgrave(), svm_node_tex_noise(), svm_node_tex_sky(), svm_node_tex_voronoi(), svm_node_tex_wave(), svm_node_value_f(), svm_node_value_v(), svm_node_vector_math(), SVM_STACK_SIZE, ShaderClosure::type, uint4::w, ShaderClosure::weight, uint4::x, uint4::y, and uint4::z.

Referenced by shader_eval_background(), shader_eval_displacement(), shader_eval_surface(), and shader_eval_volume().