Modify shader update so we simplify the graphs first to determine the kernel features, then load the kernels, and only then update data on the device. This avoids errors due to mismatched kernels and shaders. Pull Request: https://projects.blender.org/blender/blender/pulls/144238
233 lines
6.5 KiB
C++
233 lines
6.5 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include <atomic>
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#include "scene/shader.h"
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#include "scene/shader_graph.h"
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#include "util/array.h"
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#include "util/string.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class ImageManager;
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class Scene;
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class ShaderGraph;
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class ShaderInput;
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class ShaderNode;
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class ShaderOutput;
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/* Shader Manager */
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class SVMShaderManager : public ShaderManager {
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public:
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SVMShaderManager();
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~SVMShaderManager() override;
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void device_update_specific(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress) override;
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void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
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protected:
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void device_update_shader(Scene *scene,
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Shader *shader,
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Progress &progress,
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array<int4> *svm_nodes);
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};
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/* Graph Compiler */
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class SVMCompiler {
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public:
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struct Summary {
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Summary();
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/* Number of SVM nodes shader was compiled into. */
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int num_svm_nodes;
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/* Peak stack usage during shader evaluation. */
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int peak_stack_usage;
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/* Time spent on generating SVM nodes for surface shader. */
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double time_generate_surface;
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/* Time spent on generating SVM nodes for bump shader. */
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double time_generate_bump;
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/* Time spent on generating SVM nodes for volume shader. */
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double time_generate_volume;
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/* Time spent on generating SVM nodes for displacement shader. */
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double time_generate_displacement;
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/* Total time spent on all routines. */
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double time_total;
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/* A full multi-line description of the state of the compiler after compilation. */
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string full_report() const;
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};
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SVMCompiler(Scene *scene);
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void compile(Shader *shader,
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array<int4> &svm_nodes,
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const int index,
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Summary *summary = nullptr);
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int stack_assign(ShaderOutput *output);
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int stack_assign(ShaderInput *input);
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bool is_linked(ShaderInput *input);
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int stack_assign_if_linked(ShaderInput *input);
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int stack_assign_if_linked(ShaderOutput *output);
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int stack_assign_if_not_equal(ShaderInput *input, const float value);
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int stack_assign_if_not_equal(ShaderInput *input, const float3 value);
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int stack_find_offset(const int size);
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int stack_find_offset(SocketType::Type type);
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void stack_clear_offset(SocketType::Type type, const int offset);
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void stack_link(ShaderInput *input, ShaderOutput *output);
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void add_node(ShaderNodeType type, const int a = 0, const int b = 0, const int c = 0);
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void add_node(const int a = 0, const int b = 0, const int c = 0, const int d = 0);
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void add_node(ShaderNodeType type, const float3 &f);
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void add_node(const float4 &f);
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uint attribute(ustring name);
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uint attribute(AttributeStandard std);
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uint attribute_standard(ustring name);
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uint encode_uchar4(const uint x, const uint y = 0, const uint z = 0, const uint w = 0);
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uint closure_mix_weight_offset()
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{
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return mix_weight_offset;
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}
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uint get_bump_state_offset()
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{
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return bump_state_offset;
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}
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ShaderType output_type()
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{
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return current_type;
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}
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Scene *scene;
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ShaderGraph *current_graph;
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bool background;
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protected:
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/* stack */
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struct Stack {
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Stack()
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{
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memset(users, 0, sizeof(users));
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}
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Stack(const Stack &other)
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{
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memcpy(users, other.users, sizeof(users));
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}
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Stack &operator=(const Stack &other)
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{
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memcpy(users, other.users, sizeof(users));
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return *this;
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}
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bool empty()
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{
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for (int i = 0; i < SVM_STACK_SIZE; i++) {
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if (users[i]) {
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return false;
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}
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}
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return true;
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}
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void print()
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{
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printf("stack <");
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for (int i = 0; i < SVM_STACK_SIZE; i++) {
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printf((users[i]) ? "*" : " ");
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}
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printf(">\n");
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}
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int users[SVM_STACK_SIZE];
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};
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/* Global state of the compiler accessible from the compilation routines. */
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struct CompilerState {
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explicit CompilerState(ShaderGraph *graph);
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/* ** Global state, used by various compilation steps. ** */
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/* Set of nodes which were already compiled. */
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ShaderNodeSet nodes_done;
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/* Set of closures which were already compiled. */
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ShaderNodeSet closure_done;
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/* Set of nodes used for writing AOVs. */
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ShaderNodeSet aov_nodes;
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/* ** SVM nodes generation state ** */
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/* Flag whether the node with corresponding ID was already compiled or
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* not. Array element with index i corresponds to a node with such if.
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*
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* TODO(sergey): This is actually a copy of nodes_done just in another
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* notation. We can de-duplicate this storage actually after switching
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* all areas to use this flags array.
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*/
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vector<bool> nodes_done_flag;
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/* Node features that can be compiled. */
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uint node_feature_mask;
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};
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void stack_clear_temporary(ShaderNode *node);
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int stack_size(SocketType::Type type);
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void stack_clear_users(ShaderNode *node, ShaderNodeSet &done);
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/* single closure */
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void find_dependencies(ShaderNodeSet &dependencies,
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const ShaderNodeSet &done,
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ShaderInput *input,
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ShaderNode *skip_node = nullptr);
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void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes,
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ShaderGraph *graph,
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CompilerState *state);
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void generate_node(ShaderNode *node, ShaderNodeSet &done);
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void generate_aov_node(ShaderNode *node, CompilerState *state);
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void generate_closure_node(ShaderNode *node, CompilerState *state);
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void generated_shared_closure_nodes(ShaderNode *root_node,
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ShaderNode *node,
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CompilerState *state,
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const ShaderNodeSet &shared);
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void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state);
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/* multi closure */
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void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state);
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/* compile */
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void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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std::atomic_int *svm_node_types_used;
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array<int4> current_svm_nodes;
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ShaderType current_type;
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Shader *current_shader;
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Stack active_stack;
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int max_stack_use;
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uint mix_weight_offset;
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uint bump_state_offset;
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bool compile_failed;
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};
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CCL_NAMESPACE_END
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