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
263 lines
7.0 KiB
C++
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__ */
|