Files
test/intern/cycles/render/osl.h
Kévin Dietrich 3bc44233c0 Cycles: use reference count to detect used shaders
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.

To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.

This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:21:12 +02:00

199 lines
5.4 KiB
C++

/*
* Copyright 2011-2013 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.
*/
#ifndef __OSL_H__
#define __OSL_H__
#include "util/util_array.h"
#include "util/util_set.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "render/graph.h"
#include "render/nodes.h"
#include "render/shader.h"
#ifdef WITH_OSL
# include <OSL/llvm_util.h>
# include <OSL/oslcomp.h>
# include <OSL/oslexec.h>
# include <OSL/oslquery.h>
#endif
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageManager;
class OSLRenderServices;
struct OSLGlobals;
class Scene;
class ShaderGraph;
class ShaderNode;
class ShaderInput;
class ShaderOutput;
#ifdef WITH_OSL
/* OSL Shader Info
* to auto detect closures in the shader for MIS and transparent shadows */
struct OSLShaderInfo {
OSLShaderInfo()
: has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false)
{
}
OSL::OSLQuery query;
bool has_surface_emission;
bool has_surface_transparent;
bool has_surface_bssrdf;
};
/* Shader Manage */
class OSLShaderManager : public ShaderManager {
public:
OSLShaderManager();
~OSLShaderManager();
static void free_memory();
void reset(Scene *scene);
bool use_osl()
{
return true;
}
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) override;
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
/* osl compile and query */
static bool osl_compile(const string &inputfile, const string &outputfile);
static bool osl_query(OSL::OSLQuery &query, const string &filepath);
/* shader file loading, all functions return pointer to hash string if found */
const char *shader_test_loaded(const string &hash);
const char *shader_load_bytecode(const string &hash, const string &bytecode);
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string &hash);
/* create OSL node using OSLQuery */
static OSLNode *osl_node(ShaderGraph *graph,
ShaderManager *manager,
const std::string &filepath,
const std::string &bytecode_hash = "",
const std::string &bytecode = "");
protected:
void texture_system_init();
void texture_system_free();
void shading_system_init();
void shading_system_free();
OSL::ShadingSystem *ss;
OSL::TextureSystem *ts;
OSLRenderServices *services;
OSL::ErrorHandler errhandler;
map<string, OSLShaderInfo> loaded_shaders;
static OSL::TextureSystem *ts_shared;
static thread_mutex ts_shared_mutex;
static int ts_shared_users;
static OSL::ShadingSystem *ss_shared;
static OSLRenderServices *services_shared;
static thread_mutex ss_shared_mutex;
static thread_mutex ss_mutex;
static int ss_shared_users;
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
#ifdef WITH_OSL
OSLCompiler(OSLShaderManager *manager,
OSLRenderServices *services,
OSL::ShadingSystem *shadingsys,
Scene *scene);
#endif
void compile(OSLGlobals *og, Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
void parameter(ShaderNode *node, const char *name);
void parameter(const char *name, float f);
void parameter_color(const char *name, float3 f);
void parameter_vector(const char *name, float3 f);
void parameter_normal(const char *name, float3 f);
void parameter_point(const char *name, float3 f);
void parameter(const char *name, int f);
void parameter(const char *name, const char *s);
void parameter(const char *name, ustring str);
void parameter(const char *name, const Transform &tfm);
void parameter_array(const char *name, const float f[], int arraylen);
void parameter_color_array(const char *name, const array<float3> &f);
void parameter_attribute(const char *name, ustring s);
void parameter_texture(const char *name, ustring filename, ustring colorspace);
void parameter_texture(const char *name, int svm_slot);
void parameter_texture_ies(const char *name, int svm_slot);
ShaderType output_type()
{
return current_type;
}
bool background;
Scene *scene;
private:
#ifdef WITH_OSL
string id(ShaderNode *node);
OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderOutput *output);
void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input);
void generate_nodes(const ShaderNodeSet &nodes);
OSLShaderManager *manager;
OSLRenderServices *services;
OSL::ShadingSystem *ss;
#endif
ShaderType current_type;
Shader *current_shader;
static int texture_shared_unique_id;
};
CCL_NAMESPACE_END
#endif /* __OSL_H__ */