Files
test2/intern/cycles/render/shader.h
Sergey Sharybin 0ceded7bc9 Cycles: Introduce scene host_update function
The longer-term goal is to separate host-only scene update
from device update: make it possible to make kernel features
depend on actual scene state and flags.

This change makes it so shaders are compiled before kernel
load, making checks like "has_volume" available at the
kernel features calculation state.

No functional changes are expected at this point.

Differential Revision: https://developer.blender.org/D12795
2021-10-11 12:27:28 +02:00

263 lines
7.0 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 __SHADER_H__
#define __SHADER_H__
#ifdef WITH_OSL
/* So no context pollution happens from indirectly included windows.h */
# include "util/util_windows.h"
# include <OSL/oslexec.h>
#endif
#include "kernel/kernel_types.h"
#include "render/attribute.h"
#include "graph/node.h"
#include "util/util_map.h"
#include "util/util_param.h"
#include "util/util_string.h"
#include "util/util_thread.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;
enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM };
/* Keep those in sync with the python-defined enum. */
enum VolumeSampling {
VOLUME_SAMPLING_DISTANCE = 0,
VOLUME_SAMPLING_EQUIANGULAR = 1,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
VOLUME_NUM_SAMPLING,
};
enum VolumeInterpolation {
VOLUME_INTERPOLATION_LINEAR = 0,
VOLUME_INTERPOLATION_CUBIC = 1,
VOLUME_NUM_INTERPOLATION,
};
enum DisplacementMethod {
DISPLACE_BUMP = 0,
DISPLACE_TRUE = 1,
DISPLACE_BOTH = 2,
DISPLACE_NUM_METHODS,
};
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader : public Node {
public:
NODE_DECLARE
/* shader graph */
ShaderGraph *graph;
NODE_SOCKET_API(int, pass_id)
/* sampling */
NODE_SOCKET_API(bool, use_mis)
NODE_SOCKET_API(bool, use_transparent_shadow)
NODE_SOCKET_API(bool, heterogeneous_volume)
NODE_SOCKET_API(VolumeSampling, volume_sampling_method)
NODE_SOCKET_API(int, volume_interpolation_method)
NODE_SOCKET_API(float, volume_step_rate)
/* displacement */
NODE_SOCKET_API(DisplacementMethod, displacement_method)
float prev_volume_step_rate;
/* synchronization */
bool need_update_uvs;
bool need_update_attribute;
bool need_update_displacement;
/* If the shader has only volume components, the surface is assumed to
* be transparent.
* However, graph optimization might remove the volume subgraph, but
* since the user connected something to the volume output the surface
* should still be transparent.
* Therefore, has_volume_connected stores whether some volume sub-tree
* was connected before optimization. */
bool has_volume_connected;
/* information about shader after compiling */
bool has_surface;
bool has_surface_emission;
bool has_surface_transparent;
bool has_surface_raytrace;
bool has_volume;
bool has_displacement;
bool has_surface_bssrdf;
bool has_bump;
bool has_bssrdf_bump;
bool has_surface_spatial_varying;
bool has_volume_spatial_varying;
bool has_volume_attribute_dependency;
bool has_integrator_dependency;
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
uint id;
#ifdef WITH_OSL
/* osl shading state references */
OSL::ShaderGroupRef osl_surface_ref;
OSL::ShaderGroupRef osl_surface_bump_ref;
OSL::ShaderGroupRef osl_volume_ref;
OSL::ShaderGroupRef osl_displacement_ref;
#endif
Shader();
~Shader();
/* Checks whether the shader consists of just a emission node with fixed inputs that's connected
* directly to the output.
* If yes, it sets the content of emission to the constant value (color * strength), which is
* then used for speeding up light evaluation. */
bool is_constant_emission(float3 *emission);
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
void tag_used(Scene *scene);
/* Return true when either of the surface or displacement socket of the output node is linked.
* This should be used to ensure that surface attributes are also requested even when only the
* displacement socket is linked. */
bool has_surface_link() const
{
return has_surface || has_displacement;
}
bool need_update_geometry() const;
};
/* Shader Manager virtual base class
*
* From this the SVM and OSL shader managers are derived, that do the actual
* shader compiling and device updating. */
class ShaderManager {
public:
enum : uint32_t {
SHADER_ADDED = (1 << 0),
SHADER_MODIFIED = (1 << 2),
INTEGRATOR_MODIFIED = (1 << 3),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
static ShaderManager *create(int shadingsystem);
virtual ~ShaderManager();
virtual void reset(Scene *scene) = 0;
virtual bool use_osl()
{
return false;
}
void host_update(Device *device, Scene *scene, Progress &progress);
virtual void host_update_specific(Device *device, Scene *scene, Progress &progress) = 0;
/* device update */
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
virtual void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
/* get globally unique id for a type of attribute */
uint get_attribute_id(ustring name);
uint get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
int get_shader_id(Shader *shader, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */
static void add_default(Scene *scene);
/* Selective nodes compilation. */
uint get_kernel_features(Scene *scene);
static void free_memory();
float linear_rgb_to_gray(float3 c);
string get_cryptomatte_materials(Scene *scene);
void tag_update(Scene *scene, uint32_t flag);
bool need_update() const;
void init_xyz_transforms();
protected:
ShaderManager();
uint32_t update_flags;
typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
AttributeIDMap unique_attribute_id;
static thread_mutex lookup_table_mutex;
static vector<float> beckmann_table;
static bool beckmann_table_ready;
size_t beckmann_table_offset;
uint get_graph_kernel_features(ShaderGraph *graph);
thread_spin_lock attribute_lock_;
float3 xyz_to_r;
float3 xyz_to_g;
float3 xyz_to_b;
float3 rgb_to_y;
};
CCL_NAMESPACE_END
#endif /* __SHADER_H__ */