13 p.
x = (p.
x + 0.000001f) * 0.999999f;
14 p.
y = (p.
y + 0.000001f) * 0.999999f;
15 p.
z = (p.
z + 0.000001f) * 0.999999f;
21 return ((xi % 2 == yi % 2) == (zi % 2)) ? 1.0f : 0.0f;
29 uint co_offset, color1_offset, color2_offset, scale_offset;
30 uint color_offset, fac_offset;
CCL_NAMESPACE_BEGIN ccl_device float svm_checker(float3 p)
ccl_device_noinline void svm_node_tex_checker(KernelGlobals kg, ccl_private ShaderData *sd, ccl_private float *stack, uint4 node)
#define ccl_device_noinline
#define CCL_NAMESPACE_END
const KernelGlobalsCPU *ccl_restrict KernelGlobals
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
ccl_device_forceinline void svm_unpack_node_uchar2(uint i, ccl_private uint *x, ccl_private uint *y)
ccl_device_inline float stack_load_float_default(ccl_private float *stack, uint a, uint value)
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
ccl_device_inline bool stack_valid(uint a)
ccl_device_inline int float_to_int(float f)