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https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-01 12:50:13 +00:00
Tessellation shader performance improvement
Re-organized the single-crease patch code path in the tessellation control/hull shaders to improve performance in the case where no patches have non-zero crease sharpnesses.
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@ -1120,7 +1120,10 @@ OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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mat4 Mj, Ms;
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vec3 P = vec3(0); // 0 to 1-2^(-Sf)
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vec3 P1 = vec3(0); // 1-2^(-Sf) to 1-2^(-Sc)
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vec3 P2 = vec3(0); // 1-2^(-Sc) to 1
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float sharpness = OsdGetPatchSharpness(patchParam);
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if (sharpness > 0) {
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float Sf = floor(sharpness);
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@ -1128,60 +1131,86 @@ OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
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float Sr = fract(sharpness);
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mat4 Mf = OsdComputeMs(Sf);
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mat4 Mc = OsdComputeMs(Sc);
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Mj = (1-Sr) * Mf + Sr * Mi;
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Ms = (1-Sr) * Mf + Sr * Mc;
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mat4 Mj = (1-Sr) * Mf + Sr * Mi;
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mat4 Ms = (1-Sr) * Mf + Sr * Mc;
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float s0 = 1 - pow(2, -floor(sharpness));
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float s1 = 1 - pow(2, -ceil(sharpness));
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result.vSegments = vec2(s0, s1);
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} else {
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Mj = Ms = Mi;
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result.vSegments = vec2(0);
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}
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result.P = vec3(0); // 0 to 1-2^(-Sf)
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result.P1 = vec3(0); // 1-2^(-Sf) to 1-2^(-Sc)
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result.P2 = vec3(0); // 1-2^(-Sc) to 1
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mat4 MUi, MUj, MUs;
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mat4 MVi, MVj, MVs;
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MUi = MUj = MUs = Q;
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MVi = MVj = MVs = Q;
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mat4 MUi = Q, MUj = Q, MUs = Q;
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mat4 MVi = Q, MVj = Q, MVs = Q;
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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MVj = OsdFlipMatrix(Mj);
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MVs = OsdFlipMatrix(Ms);
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}
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if ((boundaryMask & 2) != 0) {
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MUi = Mi;
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MUj = Mj;
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MUs = Ms;
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}
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if ((boundaryMask & 4) != 0) {
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MVi = Mi;
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MVj = Mj;
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MVs = Ms;
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}
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if ((boundaryMask & 8) != 0) {
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MUi = OsdFlipMatrix(Mi);
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MUj = OsdFlipMatrix(Mj);
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MUs = OsdFlipMatrix(Ms);
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}
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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MVj = OsdFlipMatrix(Mj);
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MVs = OsdFlipMatrix(Ms);
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}
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if ((boundaryMask & 2) != 0) {
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MUi = Mi;
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MUj = Mj;
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MUs = Ms;
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}
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if ((boundaryMask & 4) != 0) {
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MVi = Mi;
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MVj = Mj;
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MVs = Ms;
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}
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if ((boundaryMask & 8) != 0) {
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MUi = OsdFlipMatrix(Mi);
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MUj = OsdFlipMatrix(Mj);
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MUs = OsdFlipMatrix(Ms);
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}
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vec3 Hi[4], Hj[4], Hs[4];
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for (int l=0; l<4; ++l) {
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Hi[l] = Hj[l] = Hs[l] = vec3(0);
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vec3 Hi[4], Hj[4], Hs[4];
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for (int l=0; l<4; ++l) {
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Hi[l] = Hj[l] = Hs[l] = vec3(0);
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for (int k=0; k<4; ++k) {
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Hi[l] += MUi[i][k] * cv[l*4 + k];
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Hj[l] += MUj[i][k] * cv[l*4 + k];
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Hs[l] += MUs[i][k] * cv[l*4 + k];
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}
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}
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for (int k=0; k<4; ++k) {
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Hi[l] += MUi[i][k] * cv[l*4 + k];
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Hj[l] += MUj[i][k] * cv[l*4 + k];
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Hs[l] += MUs[i][k] * cv[l*4 + k];
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P += MVi[j][k]*Hi[k];
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P1 += MVj[j][k]*Hj[k];
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P2 += MVs[j][k]*Hs[k];
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}
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} else {
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result.vSegments = vec2(0);
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mat4 MUi = Q;
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mat4 MVi = Q;
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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}
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if ((boundaryMask & 2) != 0) {
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MUi = Mi;
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}
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if ((boundaryMask & 4) != 0) {
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MVi = Mi;
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}
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if ((boundaryMask & 8) != 0) {
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MUi = OsdFlipMatrix(Mi);
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}
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vec3 Hi[4], Hj[4], Hs[4];
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for (int l=0; l<4; ++l) {
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Hi[l] = Hj[l] = Hs[l] = vec3(0);
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for (int k=0; k<4; ++k) {
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Hi[l] += MUi[i][k] * cv[l*4 + k];
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}
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}
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for (int k=0; k<4; ++k) {
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P += MVi[j][k]*Hi[k];
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}
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}
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for (int k=0; k<4; ++k) {
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result.P += MVi[j][k]*Hi[k];
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result.P1 += MVj[j][k]*Hj[k];
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result.P2 += MVs[j][k]*Hs[k];
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}
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result.P = P;
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result.P1 = P1;
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result.P2 = P2;
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#else
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OsdComputeBSplineBoundaryPoints(cv, patchParam);
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@ -994,7 +994,10 @@ OsdComputePerPatchVertexBSpline(int3 patchParam, int ID, float3 cv[16],
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#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
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float4x4 Mj, Ms;
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float3 P = float3(0,0,0); // 0 to 1-2^(-Sf)
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float3 P1 = float3(0,0,0); // 1-2^(-Sf) to 1-2^(-Sc)
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float3 P2 = float3(0,0,0); // 1-2^(-Sc) to 1
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float sharpness = OsdGetPatchSharpness(patchParam);
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if (sharpness > 0) {
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float Sf = floor(sharpness);
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@ -1002,61 +1005,87 @@ OsdComputePerPatchVertexBSpline(int3 patchParam, int ID, float3 cv[16],
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float Sr = frac(sharpness);
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float4x4 Mf = OsdComputeMs(Sf);
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float4x4 Mc = OsdComputeMs(Sc);
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Mj = (1-Sr) * Mf + Sr * Mi;
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Ms = (1-Sr) * Mf + Sr * Mc;
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float4x4 Mj = (1-Sr) * Mf + Sr * Mi;
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float4x4 Ms = (1-Sr) * Mf + Sr * Mc;
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float s0 = 1 - pow(2, -floor(sharpness));
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float s1 = 1 - pow(2, -ceil(sharpness));
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result.vSegments = float2(s0, s1);
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} else {
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Mj = Ms = Mi;
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result.vSegments = float2(0, 0);
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}
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result.P = float3(0,0,0); // 0 to 1-2^(-Sf)
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result.P1 = float3(0,0,0); // 1-2^(-Sf) to 1-2^(-Sc)
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result.P2 = float3(0,0,0); // 1-2^(-Sc) to 1
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float4x4 MUi = Q, MUj = Q, MUs = Q;
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float4x4 MVi = Q, MVj = Q, MVs = Q;
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float4x4 MUi, MUj, MUs;
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float4x4 MVi, MVj, MVs;
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MUi = MUj = MUs = Q;
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MVi = MVj = MVs = Q;
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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MVj = OsdFlipMatrix(Mj);
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MVs = OsdFlipMatrix(Ms);
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}
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if ((boundaryMask & 2) != 0) {
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MUi = Mi;
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MUj = Mj;
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MUs = Ms;
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}
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if ((boundaryMask & 4) != 0) {
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MVi = Mi;
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MVj = Mj;
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MVs = Ms;
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}
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if ((boundaryMask & 8) != 0) {
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MUi = OsdFlipMatrix(Mi);
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MUj = OsdFlipMatrix(Mj);
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MUs = OsdFlipMatrix(Ms);
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}
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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MVj = OsdFlipMatrix(Mj);
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MVs = OsdFlipMatrix(Ms);
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}
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if ((boundaryMask & 2) != 0) {
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MUi = Mi;
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MUj = Mj;
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MUs = Ms;
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}
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if ((boundaryMask & 4) != 0) {
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MVi = Mi;
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MVj = Mj;
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MVs = Ms;
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}
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if ((boundaryMask & 8) != 0) {
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MUi = OsdFlipMatrix(Mi);
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MUj = OsdFlipMatrix(Mj);
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MUs = OsdFlipMatrix(Ms);
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}
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float3 Hi[4], Hj[4], Hs[4];
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for (int l=0; l<4; ++l) {
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Hi[l] = Hj[l] = Hs[l] = float3(0,0,0);
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float3 Hi[4], Hj[4], Hs[4];
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for (int l=0; l<4; ++l) {
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Hi[l] = Hj[l] = Hs[l] = float3(0,0,0);
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for (int k=0; k<4; ++k) {
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Hi[l] += MUi[i][k] * cv[l*4 + k];
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Hj[l] += MUj[i][k] * cv[l*4 + k];
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Hs[l] += MUs[i][k] * cv[l*4 + k];
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}
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}
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for (int k=0; k<4; ++k) {
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Hi[l] += MUi[i][k] * cv[l*4 + k];
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Hj[l] += MUj[i][k] * cv[l*4 + k];
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Hs[l] += MUs[i][k] * cv[l*4 + k];
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P += MVi[j][k]*Hi[k];
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P1 += MVj[j][k]*Hj[k];
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P2 += MVs[j][k]*Hs[k];
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}
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} else {
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result.vSegments = float2(0, 0);
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float4x4 MUi = Q;
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float4x4 MVi = Q;
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int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
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if ((boundaryMask & 1) != 0) {
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MVi = OsdFlipMatrix(Mi);
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}
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if ((boundaryMask & 2) != 0) {
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MUi = Mi;
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}
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if ((boundaryMask & 4) != 0) {
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MVi = Mi;
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}
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if ((boundaryMask & 8) != 0) {
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MUi = OsdFlipMatrix(Mi);
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}
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float3 Hi[4], Hj[4], Hs[4];
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for (int l=0; l<4; ++l) {
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Hi[l] = Hj[l] = Hs[l] = float3(0,0,0);
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for (int k=0; k<4; ++k) {
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Hi[l] += MUi[i][k] * cv[l*4 + k];
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}
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}
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for (int k=0; k<4; ++k) {
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P += MVi[j][k]*Hi[k];
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}
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}
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for (int k=0; k<4; ++k) {
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result.P += MVi[j][k]*Hi[k];
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result.P1 += MVj[j][k]*Hj[k];
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result.P2 += MVs[j][k]*Hs[k];
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}
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result.P = P;
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result.P1 = P1;
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result.P2 = P2;
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#else
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OsdComputeBSplineBoundaryPoints(cv, patchParam);
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