Add Chromium-only Blender WebEngine parity work
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309
blender-5.2.0/extern/opensubdiv-source/examples/common/hlslPtexCommon.hlsl
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309
blender-5.2.0/extern/opensubdiv-source/examples/common/hlslPtexCommon.hlsl
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//
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// Copyright 2013 Pixar
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//
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// Licensed under the terms set forth in the LICENSE.txt file available at
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// https://opensubdiv.org/license.
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//
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//----------------------------------------------------------
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// Ptex.Common
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//----------------------------------------------------------
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struct PtexPacking {
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int page;
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int nMipmap;
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int uOffset;
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int vOffset;
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int adjSizeDiffs[4];
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int width;
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int height;
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};
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PtexPacking getPtexPacking(Buffer<uint> packings, int faceID)
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{
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PtexPacking packing;
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packing.page = packings[faceID*6+0].x;
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packing.nMipmap = packings[faceID*6+1].x;
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packing.uOffset = packings[faceID*6+2].x;
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packing.vOffset = packings[faceID*6+3].x;
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int wh = packings[faceID*6+5].x;
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packing.width = 1 << (wh >> 8);
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packing.height = 1 << (wh & 0xff);
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int adjSizeDiffs = packings[faceID*6+4].x;
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packing.adjSizeDiffs[0] = (adjSizeDiffs >> 12) & 0xf;
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packing.adjSizeDiffs[1] = (adjSizeDiffs >> 8) & 0xf;
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packing.adjSizeDiffs[2] = (adjSizeDiffs >> 4) & 0xf;
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packing.adjSizeDiffs[3] = (adjSizeDiffs >> 0) & 0xf;
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return packing;
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}
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int computeMipmapOffsetU(int w, int level)
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{
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int width = 1 << w;
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int m = (0x55555555 & (width | (width-1))) << (w&1);
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int x = ~((1 << (w -((level-1)&~1))) - 1);
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return (m & x) + ((level+1)&~1);
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}
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int computeMipmapOffsetV(int h, int level)
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{
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int height = 1 << h;
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int m = (0x55555555 & (height-1)) << ((h+1)&1);;
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int x = ~((1 << (h - (level&~1))) - 1 );
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return (m & x) + (level&~1);
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}
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PtexPacking getPtexPacking(Buffer<uint> packings, int faceID, int level)
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{
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PtexPacking packing;
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packing.page = packings[faceID*6+0].x;
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packing.nMipmap = packings[faceID*6+1].x;
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packing.uOffset = packings[faceID*6+2].x;
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packing.vOffset = packings[faceID*6+3].x;
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//int sizeDiffs = packings[faceID*6+4].x;
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int wh = packings[faceID*6+5].x;
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int w = wh >> 8;
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int h = wh & 0xff;
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// clamp max level
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level = min(level, packing.nMipmap);
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packing.uOffset += computeMipmapOffsetU(w, level);
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packing.vOffset += computeMipmapOffsetV(h, level);
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packing.width = 1 << (w-level);
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packing.height = 1 << (h-level);
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return packing;
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}
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void evalQuadraticBSpline(float u, out float B[3], out float BU[3])
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{
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B[0] = 0.5 * (u*u - 2.0*u + 1);
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B[1] = 0.5 + u - u*u;
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B[2] = 0.5 * u*u;
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BU[0] = u - 1.0;
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BU[1] = 1 - 2 * u;
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BU[2] = u;
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}
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// ----------------------------------------------------------------------------
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// Non-Mipmap Lookups
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// ----------------------------------------------------------------------------
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float4 PtexLookupNearest(float4 patchCoord,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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float2 uv = clamp(patchCoord.xy, float2(0,0), float2(1,1));
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int faceID = int(patchCoord.w);
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PtexPacking ppack = getPtexPacking(packings, faceID);
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float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
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uv.y * ppack.height + ppack.vOffset);
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return data[int3(int(coords.x), int(coords.y), ppack.page)];
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}
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float4 PtexLookupNearest(float4 patchCoord,
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int level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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float2 uv = clamp(patchCoord.xy, float2(0,0), float2(1,1));
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int faceID = int(patchCoord.w);
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PtexPacking ppack = getPtexPacking(packings, faceID, level);
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float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
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uv.y * ppack.height + ppack.vOffset);
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return data[int3(int(coords.x), int(coords.y), ppack.page)];
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}
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float4 PtexLookup(float4 patchCoord,
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int level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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float2 uv = clamp(patchCoord.xy, float2(0,0), float2(1,1));
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int faceID = int(patchCoord.w);
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PtexPacking ppack = getPtexPacking(packings, faceID, level);
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float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
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uv.y * ppack.height + ppack.vOffset);
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coords -= float2(0.5, 0.5);
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int c0X = int(floor(coords.x));
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int c1X = int(ceil(coords.x));
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int c0Y = int(floor(coords.y));
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int c1Y = int(ceil(coords.y));
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float t = coords.x - float(c0X);
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float s = coords.y - float(c0Y);
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float4 d0 = data[int3(c0X, c0Y, ppack.page)];
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float4 d1 = data[int3(c0X, c1Y, ppack.page)];
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float4 d2 = data[int3(c1X, c0Y, ppack.page)];
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float4 d3 = data[int3(c1X, c1Y, ppack.page)];
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float4 result = (1-t) * ((1-s)*d0 + s*d1) + t * ((1-s)*d2 + s*d3);
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return result;
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}
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float4 PtexLookupQuadratic(out float4 du,
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out float4 dv,
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float4 patchCoord,
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int level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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float2 uv = clamp(patchCoord.xy, float2(0,0), float2(1,1));
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int faceID = int(patchCoord.w);
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PtexPacking ppack = getPtexPacking(packings, faceID, level);
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float2 coords = float2(uv.x * ppack.width + ppack.uOffset,
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uv.y * ppack.height + ppack.vOffset);
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coords -= float2(0.5, 0.5);
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int cX = int(round(coords.x));
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int cY = int(round(coords.y));
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float x = 0.5 - (float(cX) - coords.x);
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float y = 0.5 - (float(cY) - coords.y);
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float4 d[9];
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d[0] = data[int3(cX-1, cY-1, ppack.page)];
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d[1] = data[int3(cX-1, cY-0, ppack.page)];
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d[2] = data[int3(cX-1, cY+1, ppack.page)];
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d[3] = data[int3(cX-0, cY-1, ppack.page)];
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d[4] = data[int3(cX-0, cY-0, ppack.page)];
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d[5] = data[int3(cX-0, cY+1, ppack.page)];
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d[6] = data[int3(cX+1, cY-1, ppack.page)];
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d[7] = data[int3(cX+1, cY-0, ppack.page)];
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d[8] = data[int3(cX+1, cY+1, ppack.page)];
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float B[3], D[3];
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float4 BUCP[3] = {float4(0,0,0,0), float4(0,0,0,0), float4(0,0,0,0)},
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DUCP[3] = {float4(0,0,0,0), float4(0,0,0,0), float4(0,0,0,0)};
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evalQuadraticBSpline(y, B, D);
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for (int i = 0; i < 3; ++i) {
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for (int j = 0; j < 3; j++) {
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float4 A = d[i*3+j];
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BUCP[i] += A * B[j];
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DUCP[i] += A * D[j];
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}
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}
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evalQuadraticBSpline(x, B, D);
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float4 result = float4(0, 0, 0, 0);
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du = float4(0, 0, 0, 0);
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dv = float4(0, 0, 0, 0);
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for (int i = 0; i < 3; ++i) {
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result += B[i] * BUCP[i];
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du += D[i] * BUCP[i];
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dv += B[i] * DUCP[i];
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}
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du *= ppack.width;
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dv *= ppack.height;
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return result;
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}
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// ----------------------------------------------------------------------------
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// MipMap Lookups
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// ----------------------------------------------------------------------------
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float4 PtexMipmapLookupNearest(float4 patchCoord,
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int level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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#if defined(SEAMLESS_MIPMAP)
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// diff level
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int faceID = int(patchCoord.w);
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float2 uv = patchCoord.xy;
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PtexPacking packing = getPtexPacking(packings, faceID);
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level += lerp(lerp(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x),
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lerp(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x),
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uv.y);
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#endif
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int levelm = int(floor(level));
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int levelp = int(ceil(level));
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float t = level - float(levelm);
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float4 result = (1-t) * PtexLookupNearest(patchCoord, levelm, data, packings)
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+ t * PtexLookupNearest(patchCoord, levelp, data, packings);
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return result;
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}
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float4 PtexMipmapLookup(float4 patchCoord,
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float level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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#if defined(SEAMLESS_MIPMAP)
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// diff level
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int faceID = int(patchCoord.w);
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float2 uv = patchCoord.xy;
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PtexPacking packing = getPtexPacking(packings, faceID);
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level += lerp(lerp(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x),
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lerp(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x),
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uv.y);
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#endif
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int levelm = int(floor(level));
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int levelp = int(ceil(level));
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float t = level - float(levelm);
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float4 result = (1-t) * PtexLookup(patchCoord, levelm, data, packings)
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+ t * PtexLookup(patchCoord, levelp, data, packings);
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return result;
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}
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float4 PtexMipmapLookupQuadratic(out float4 du,
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out float4 dv,
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float4 patchCoord,
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float level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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#if defined(SEAMLESS_MIPMAP)
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// diff level
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int faceID = int(patchCoord.w);
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float2 uv = patchCoord.xy;
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PtexPacking packing = getPtexPacking(packings, faceID);
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level += lerp(lerp(packing.adjSizeDiffs[0], packing.adjSizeDiffs[1], uv.x),
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lerp(packing.adjSizeDiffs[3], packing.adjSizeDiffs[2], uv.x),
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uv.y);
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#endif
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int levelm = int(floor(level));
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int levelp = int(ceil(level));
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float t = level - float(levelm);
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float4 du0, du1, dv0, dv1;
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float4 r0 = PtexLookupQuadratic(du0, dv0, patchCoord, levelm, data, packings);
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float4 r1 = PtexLookupQuadratic(du1, dv1, patchCoord, levelp, data, packings);
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float4 result = lerp(r0, r1, t);
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du = lerp(du0, du1, t);
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dv = lerp(dv0, dv1, t);
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return result;
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}
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float4 PtexMipmapLookupQuadratic(float4 patchCoord,
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float level,
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Texture2DArray data,
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Buffer<uint> packings)
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{
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float4 du, dv;
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return PtexMipmapLookupQuadratic(du, dv, patchCoord, level, data, packings);
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}
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