Add Chromium-only Blender WebEngine parity work
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130
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/hlslPatchBoxSplineTriangle.hlsl
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130
blender-5.2.0/extern/opensubdiv-source/opensubdiv/osd/hlslPatchBoxSplineTriangle.hlsl
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//
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// Copyright 2019 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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// Patches.VertexBoxSplineTriangle
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//----------------------------------------------------------
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void vs_main_patches( in InputVertex input,
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out HullVertex output )
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{
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output.position = input.position;
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OSD_PATCH_CULL_COMPUTE_CLIPFLAGS(input.position);
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}
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//----------------------------------------------------------
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// Patches.HullBoxSplineTriangle
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//----------------------------------------------------------
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[domain("tri")]
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[partitioning(OSD_PARTITIONING)]
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[outputtopology("triangle_cw")]
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[outputcontrolpoints(15)]
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[patchconstantfunc("HSConstFunc")]
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OsdPerPatchVertexBezier hs_main_patches(
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in InputPatch<HullVertex, 12> patch,
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uint primitiveID : SV_PrimitiveID,
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in uint ID : SV_OutputControlPointID )
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{
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OsdPerPatchVertexBezier output;
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float3 cv[12];
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for (int i=0; i<12; ++i) {
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cv[i] = patch[i].position.xyz;
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}
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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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OsdComputePerPatchVertexBoxSplineTriangle(patchParam, ID, cv, output);
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return output;
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}
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HS_CONSTANT_FUNC_TRIANGLE_OUT
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HSConstFunc(
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InputPatch<HullVertex, 12> patch,
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OutputPatch<OsdPerPatchVertexBezier, 15> bezierTrianglePatch,
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uint primitiveID : SV_PrimitiveID)
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{
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HS_CONSTANT_FUNC_TRIANGLE_OUT output;
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int3 patchParam = OsdGetPatchParam(OsdGetPatchIndex(primitiveID));
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float4 tessLevelOuter = float4(0,0,0,0);
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float2 tessLevelInner = float2(0,0);
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float4 tessOuterLo = float4(0,0,0,0);
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float4 tessOuterHi = float4(0,0,0,0);
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OSD_PATCH_CULL_TRIANGLE(12);
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#if defined OSD_ENABLE_SCREENSPACE_TESSELLATION
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float3 bezcv[15];
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for (int i=0; i<15; ++i) {
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bezcv[i] = bezierTrianglePatch[i].P;
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}
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OsdEvalPatchBezierTriangleTessLevels(bezcv, patchParam,
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tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#else
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OsdGetTessLevelsUniformTriangle(patchParam, tessLevelOuter, tessLevelInner,
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tessOuterLo, tessOuterHi);
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#endif
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output.tessLevelOuter[0] = tessLevelOuter[0];
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output.tessLevelOuter[1] = tessLevelOuter[1];
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output.tessLevelOuter[2] = tessLevelOuter[2];
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output.tessLevelInner[0] = tessLevelInner[0];
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output.tessOuterLo = tessOuterLo;
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output.tessOuterHi = tessOuterHi;
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return output;
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}
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//----------------------------------------------------------
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// Patches.DomainBoxSplineTriangle
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//----------------------------------------------------------
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[domain("tri")]
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void ds_main_patches(
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in HS_CONSTANT_FUNC_TRIANGLE_OUT input,
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in OutputPatch<OsdPerPatchVertexBezier, 15> patch,
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in float3 domainCoord : SV_DomainLocation,
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out OutputVertex output )
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{
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float3 P = float3(0,0,0), dPu = float3(0,0,0), dPv = float3(0,0,0);
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float3 N = float3(0,0,0), dNu = float3(0,0,0), dNv = float3(0,0,0);
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OsdPerPatchVertexBezier cv[15];
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for (int i=0; i<15; ++i) {
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cv[i] = patch[i];
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}
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float2 UV = OsdGetTessParameterizationTriangle(domainCoord,
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input.tessOuterLo,
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input.tessOuterHi);
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int3 patchParam = patch[0].patchParam;
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OsdEvalPatchBezierTriangle(patchParam, UV, cv, P, dPu, dPv, N, dNu, dNv);
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// all code below here is client code
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output.position = mul(OsdModelViewMatrix(), float4(P, 1.0f));
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output.normal = mul(OsdModelViewMatrix(), float4(N, 0.0f)).xyz;
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output.tangent = mul(OsdModelViewMatrix(), float4(dPu, 0.0f)).xyz;
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output.bitangent = mul(OsdModelViewMatrix(), float4(dPv, 0.0f)).xyz;
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#ifdef OSD_COMPUTE_NORMAL_DERIVATIVES
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output.Nu = dNu;
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output.Nv = dNv;
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#endif
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output.patchCoord = OsdInterpolatePatchCoordTriangle(UV, patchParam);
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OSD_DISPLACEMENT_CALLBACK;
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output.positionOut = mul(OsdProjectionMatrix(), output.position);
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output.edgeDistance = 0;
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}
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