/*
 * Copyright 2011-2014 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#pragma once

CCL_NAMESPACE_BEGIN

/* Vector combine / separate, used for the RGB and XYZ nodes */

ccl_device void svm_node_combine_vector(ccl_private ShaderData *sd,
                                        ccl_private float *stack,
                                        uint in_offset,
                                        uint vector_index,
                                        uint out_offset)
{
  float vector = stack_load_float(stack, in_offset);

  if (stack_valid(out_offset))
    stack_store_float(stack, out_offset + vector_index, vector);
}

ccl_device void svm_node_separate_vector(ccl_private ShaderData *sd,
                                         ccl_private float *stack,
                                         uint ivector_offset,
                                         uint vector_index,
                                         uint out_offset)
{
  float3 vector = stack_load_float3(stack, ivector_offset);

  if (stack_valid(out_offset)) {
    if (vector_index == 0)
      stack_store_float(stack, out_offset, vector.x);
    else if (vector_index == 1)
      stack_store_float(stack, out_offset, vector.y);
    else
      stack_store_float(stack, out_offset, vector.z);
  }
}

CCL_NAMESPACE_END
