Fix #34679: cycles image texture alpha fringes. New rule is now that color output
will not give straight RGB values if the alpha output is used, so that mixing with a transparent BSDF gives the correct result.
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@@ -50,7 +50,7 @@ __device_inline float svm_image_texture_frac(float x, int *ix)
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return x - (float)i;
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}
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__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb)
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__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
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{
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/* first slots are used by float textures, which are not supported here */
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if(id < TEX_NUM_FLOAT_IMAGES)
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@@ -88,6 +88,13 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, u
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r += ty*(1.0f - tx)*svm_image_texture_read(kg, offset + ix + niy*width);
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r += ty*tx*svm_image_texture_read(kg, offset + nix + niy*width);
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if(use_alpha && r.w != 1.0f && r.w != 0.0f) {
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float invw = 1.0f/r.w;
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r.x *= invw;
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r.y *= invw;
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r.z *= invw;
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}
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if(srgb) {
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r.x = color_srgb_to_scene_linear(r.x);
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r.y = color_srgb_to_scene_linear(r.y);
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@@ -99,7 +106,7 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, u
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#else
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__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb)
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__device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, uint srgb, uint use_alpha)
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{
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float4 r;
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@@ -222,6 +229,13 @@ __device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y, u
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}
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#endif
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if(use_alpha && r.w != 1.0f && r.w != 0.0f) {
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float invw = 1.0f/r.w;
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r.x *= invw;
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r.y *= invw;
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r.z *= invw;
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}
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if(srgb) {
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r.x = color_srgb_to_scene_linear(r.x);
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r.y = color_srgb_to_scene_linear(r.y);
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@@ -241,7 +255,8 @@ __device void svm_node_tex_image(KernelGlobals *kg, ShaderData *sd, float *stack
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decode_node_uchar4(node.z, &co_offset, &out_offset, &alpha_offset, &srgb);
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float3 co = stack_load_float3(stack, co_offset);
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float4 f = svm_image_texture(kg, id, co.x, co.y, srgb);
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uint use_alpha = stack_valid(alpha_offset);
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float4 f = svm_image_texture(kg, id, co.x, co.y, srgb, use_alpha);
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if(stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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@@ -322,13 +337,14 @@ __device void svm_node_tex_image_box(KernelGlobals *kg, ShaderData *sd, float *s
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uint id = node.y;
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float4 f = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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uint use_alpha = stack_valid(alpha_offset);
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if(weight.x > 0.0f)
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f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb);
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f += weight.x*svm_image_texture(kg, id, co.y, co.z, srgb, use_alpha);
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if(weight.y > 0.0f)
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f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb);
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f += weight.y*svm_image_texture(kg, id, co.x, co.z, srgb, use_alpha);
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if(weight.z > 0.0f)
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f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb);
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f += weight.z*svm_image_texture(kg, id, co.y, co.x, srgb, use_alpha);
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if(stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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@@ -355,7 +371,8 @@ __device void svm_node_tex_environment(KernelGlobals *kg, ShaderData *sd, float
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else
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uv = direction_to_mirrorball(co);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb);
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uint use_alpha = stack_valid(alpha_offset);
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float4 f = svm_image_texture(kg, id, uv.x, uv.y, srgb, use_alpha);
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if(stack_valid(out_offset))
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stack_store_float3(stack, out_offset, make_float3(f.x, f.y, f.z));
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