Files
test2/intern/cycles/kernel/svm/svm.h
2023-09-24 14:52:38 +10:00

614 lines
19 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
/* Shader Virtual Machine
*
* A shader is a list of nodes to be executed. These are simply read one after
* the other and executed, using an node counter. Each node and its associated
* data is encoded as one or more uint4's in a 1D texture. If the data is larger
* than an uint4, the node can increase the node counter to compensate for this.
* Floats are encoded as int and then converted to float again.
*
* Nodes write their output into a stack. All stack data in the stack is
* floats, since it's all factors, colors and vectors. The stack will be stored
* in local memory on the GPU, as it would take too many register and indexes in
* ways not known at compile time. This seems the only solution even though it
* may be slow, with two positive factors. If the same shader is being executed,
* memory access will be coalesced and cached.
*
* The result of shader execution will be a single closure. This means the
* closure type, associated label, data and weight. Sampling from multiple
* closures is supported through the mix closure node, the logic for that is
* mostly taken care of in the SVM compiler.
*/
#include "kernel/svm/types.h"
CCL_NAMESPACE_BEGIN
/* Stack */
ccl_device_inline float3 stack_load_float3(ccl_private float *stack, uint a)
{
kernel_assert(a + 2 < SVM_STACK_SIZE);
ccl_private float *stack_a = stack + a;
return make_float3(stack_a[0], stack_a[1], stack_a[2]);
}
ccl_device_inline void stack_store_float3(ccl_private float *stack, uint a, float3 f)
{
kernel_assert(a + 2 < SVM_STACK_SIZE);
ccl_private float *stack_a = stack + a;
stack_a[0] = f.x;
stack_a[1] = f.y;
stack_a[2] = f.z;
}
ccl_device_inline float stack_load_float(ccl_private float *stack, uint a)
{
kernel_assert(a < SVM_STACK_SIZE);
return stack[a];
}
ccl_device_inline float stack_load_float_default(ccl_private float *stack, uint a, uint value)
{
return (a == (uint)SVM_STACK_INVALID) ? __uint_as_float(value) : stack_load_float(stack, a);
}
ccl_device_inline void stack_store_float(ccl_private float *stack, uint a, float f)
{
kernel_assert(a < SVM_STACK_SIZE);
stack[a] = f;
}
ccl_device_inline int stack_load_int(ccl_private float *stack, uint a)
{
kernel_assert(a < SVM_STACK_SIZE);
return __float_as_int(stack[a]);
}
ccl_device_inline int stack_load_int_default(ccl_private float *stack, uint a, uint value)
{
return (a == (uint)SVM_STACK_INVALID) ? (int)value : stack_load_int(stack, a);
}
ccl_device_inline void stack_store_int(ccl_private float *stack, uint a, int i)
{
kernel_assert(a < SVM_STACK_SIZE);
stack[a] = __int_as_float(i);
}
ccl_device_inline bool stack_valid(uint a)
{
return a != (uint)SVM_STACK_INVALID;
}
/* Reading Nodes */
ccl_device_inline uint4 read_node(KernelGlobals kg, ccl_private int *offset)
{
uint4 node = kernel_data_fetch(svm_nodes, *offset);
(*offset)++;
return node;
}
ccl_device_inline float4 read_node_float(KernelGlobals kg, ccl_private int *offset)
{
uint4 node = kernel_data_fetch(svm_nodes, *offset);
float4 f = make_float4(__uint_as_float(node.x),
__uint_as_float(node.y),
__uint_as_float(node.z),
__uint_as_float(node.w));
(*offset)++;
return f;
}
ccl_device_inline float4 fetch_node_float(KernelGlobals kg, int offset)
{
uint4 node = kernel_data_fetch(svm_nodes, offset);
return make_float4(__uint_as_float(node.x),
__uint_as_float(node.y),
__uint_as_float(node.z),
__uint_as_float(node.w));
}
ccl_device_forceinline void svm_unpack_node_uchar2(uint i,
ccl_private uint *x,
ccl_private uint *y)
{
*x = (i & 0xFF);
*y = ((i >> 8) & 0xFF);
}
ccl_device_forceinline void svm_unpack_node_uchar3(uint i,
ccl_private uint *x,
ccl_private uint *y,
ccl_private uint *z)
{
*x = (i & 0xFF);
*y = ((i >> 8) & 0xFF);
*z = ((i >> 16) & 0xFF);
}
ccl_device_forceinline void svm_unpack_node_uchar4(
uint i, ccl_private uint *x, ccl_private uint *y, ccl_private uint *z, ccl_private uint *w)
{
*x = (i & 0xFF);
*y = ((i >> 8) & 0xFF);
*z = ((i >> 16) & 0xFF);
*w = ((i >> 24) & 0xFF);
}
CCL_NAMESPACE_END
/* Nodes */
#include "kernel/svm/aov.h"
#include "kernel/svm/attribute.h"
#include "kernel/svm/blackbody.h"
#include "kernel/svm/brick.h"
#include "kernel/svm/brightness.h"
#include "kernel/svm/bump.h"
#include "kernel/svm/camera.h"
#include "kernel/svm/checker.h"
#include "kernel/svm/clamp.h"
#include "kernel/svm/closure.h"
#include "kernel/svm/convert.h"
#include "kernel/svm/displace.h"
#include "kernel/svm/fresnel.h"
#include "kernel/svm/gamma.h"
#include "kernel/svm/geometry.h"
#include "kernel/svm/gradient.h"
#include "kernel/svm/hsv.h"
#include "kernel/svm/ies.h"
#include "kernel/svm/image.h"
#include "kernel/svm/invert.h"
#include "kernel/svm/light_path.h"
#include "kernel/svm/magic.h"
#include "kernel/svm/map_range.h"
#include "kernel/svm/mapping.h"
#include "kernel/svm/math.h"
#include "kernel/svm/mix.h"
#include "kernel/svm/musgrave.h"
#include "kernel/svm/noisetex.h"
#include "kernel/svm/normal.h"
#include "kernel/svm/ramp.h"
#include "kernel/svm/sepcomb_color.h"
#include "kernel/svm/sepcomb_hsv.h"
#include "kernel/svm/sepcomb_vector.h"
#include "kernel/svm/sky.h"
#include "kernel/svm/tex_coord.h"
#include "kernel/svm/value.h"
#include "kernel/svm/vector_rotate.h"
#include "kernel/svm/vector_transform.h"
#include "kernel/svm/vertex_color.h"
#include "kernel/svm/voronoi.h"
#include "kernel/svm/voxel.h"
#include "kernel/svm/wave.h"
#include "kernel/svm/wavelength.h"
#include "kernel/svm/white_noise.h"
#include "kernel/svm/wireframe.h"
#ifdef __SHADER_RAYTRACE__
# include "kernel/svm/ao.h"
# include "kernel/svm/bevel.h"
#endif
CCL_NAMESPACE_BEGIN
#ifdef __KERNEL_USE_DATA_CONSTANTS__
# define SVM_CASE(node) \
case node: \
if (!kernel_data_svm_usage_##node) \
break;
#else
# define SVM_CASE(node) case node:
#endif
/* Main Interpreter Loop */
template<uint node_feature_mask, ShaderType type, typename ConstIntegratorGenericState>
ccl_device void svm_eval_nodes(KernelGlobals kg,
ConstIntegratorGenericState state,
ccl_private ShaderData *sd,
ccl_global float *render_buffer,
uint32_t path_flag)
{
float stack[SVM_STACK_SIZE];
Spectrum closure_weight;
int offset = sd->shader & SHADER_MASK;
while (1) {
uint4 node = read_node(kg, &offset);
switch (node.x) {
SVM_CASE(NODE_END)
return;
SVM_CASE(NODE_SHADER_JUMP)
{
if (type == SHADER_TYPE_SURFACE) {
offset = node.y;
}
else if (type == SHADER_TYPE_VOLUME) {
offset = node.z;
}
else if (type == SHADER_TYPE_DISPLACEMENT) {
offset = node.w;
}
else {
return;
}
break;
}
SVM_CASE(NODE_CLOSURE_BSDF)
offset = svm_node_closure_bsdf<node_feature_mask, type>(
kg, sd, stack, closure_weight, node, path_flag, offset);
break;
SVM_CASE(NODE_CLOSURE_EMISSION)
IF_KERNEL_NODES_FEATURE(EMISSION)
{
svm_node_closure_emission(sd, stack, closure_weight, node);
}
break;
SVM_CASE(NODE_CLOSURE_BACKGROUND)
IF_KERNEL_NODES_FEATURE(EMISSION)
{
svm_node_closure_background(sd, stack, closure_weight, node);
}
break;
SVM_CASE(NODE_CLOSURE_SET_WEIGHT)
svm_node_closure_set_weight(sd, &closure_weight, node.y, node.z, node.w);
break;
SVM_CASE(NODE_CLOSURE_WEIGHT)
svm_node_closure_weight(sd, stack, &closure_weight, node.y);
break;
SVM_CASE(NODE_EMISSION_WEIGHT)
IF_KERNEL_NODES_FEATURE(EMISSION)
{
svm_node_emission_weight(kg, sd, stack, &closure_weight, node);
}
break;
SVM_CASE(NODE_MIX_CLOSURE)
svm_node_mix_closure(sd, stack, node);
break;
SVM_CASE(NODE_JUMP_IF_ZERO)
if (stack_load_float(stack, node.z) <= 0.0f) {
offset += node.y;
}
break;
SVM_CASE(NODE_JUMP_IF_ONE)
if (stack_load_float(stack, node.z) >= 1.0f) {
offset += node.y;
}
break;
SVM_CASE(NODE_GEOMETRY)
svm_node_geometry(kg, sd, stack, node.y, node.z);
break;
SVM_CASE(NODE_CONVERT)
svm_node_convert(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_TEX_COORD)
offset = svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
break;
SVM_CASE(NODE_VALUE_F)
svm_node_value_f(kg, sd, stack, node.y, node.z);
break;
SVM_CASE(NODE_VALUE_V)
offset = svm_node_value_v(kg, sd, stack, node.y, offset);
break;
SVM_CASE(NODE_ATTR)
svm_node_attr<node_feature_mask>(kg, sd, stack, node);
break;
SVM_CASE(NODE_VERTEX_COLOR)
svm_node_vertex_color(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_GEOMETRY_BUMP_DX)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_geometry_bump_dx(kg, sd, stack, node.y, node.z);
}
break;
SVM_CASE(NODE_GEOMETRY_BUMP_DY)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_geometry_bump_dy(kg, sd, stack, node.y, node.z);
}
break;
SVM_CASE(NODE_SET_DISPLACEMENT)
svm_node_set_displacement<node_feature_mask>(kg, sd, stack, node.y);
break;
SVM_CASE(NODE_DISPLACEMENT)
svm_node_displacement<node_feature_mask>(kg, sd, stack, node);
break;
SVM_CASE(NODE_VECTOR_DISPLACEMENT)
offset = svm_node_vector_displacement<node_feature_mask>(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_TEX_IMAGE)
offset = svm_node_tex_image(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_TEX_IMAGE_BOX)
svm_node_tex_image_box(kg, sd, stack, node);
break;
SVM_CASE(NODE_TEX_NOISE)
offset = svm_node_tex_noise(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_SET_BUMP)
svm_node_set_bump<node_feature_mask>(kg, sd, stack, node);
break;
SVM_CASE(NODE_ATTR_BUMP_DX)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_attr_bump_dx(kg, sd, stack, node);
}
break;
SVM_CASE(NODE_ATTR_BUMP_DY)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_attr_bump_dy(kg, sd, stack, node);
}
break;
SVM_CASE(NODE_VERTEX_COLOR_BUMP_DX)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_vertex_color_bump_dx(kg, sd, stack, node.y, node.z, node.w);
}
break;
SVM_CASE(NODE_VERTEX_COLOR_BUMP_DY)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_vertex_color_bump_dy(kg, sd, stack, node.y, node.z, node.w);
}
break;
SVM_CASE(NODE_TEX_COORD_BUMP_DX)
IF_KERNEL_NODES_FEATURE(BUMP)
{
offset = svm_node_tex_coord_bump_dx(kg, sd, path_flag, stack, node, offset);
}
break;
SVM_CASE(NODE_TEX_COORD_BUMP_DY)
IF_KERNEL_NODES_FEATURE(BUMP)
{
offset = svm_node_tex_coord_bump_dy(kg, sd, path_flag, stack, node, offset);
}
break;
SVM_CASE(NODE_CLOSURE_SET_NORMAL)
IF_KERNEL_NODES_FEATURE(BUMP)
{
svm_node_set_normal(kg, sd, stack, node.y, node.z);
}
break;
SVM_CASE(NODE_ENTER_BUMP_EVAL)
IF_KERNEL_NODES_FEATURE(BUMP_STATE)
{
svm_node_enter_bump_eval(kg, sd, stack, node.y);
}
break;
SVM_CASE(NODE_LEAVE_BUMP_EVAL)
IF_KERNEL_NODES_FEATURE(BUMP_STATE)
{
svm_node_leave_bump_eval(kg, sd, stack, node.y);
}
break;
SVM_CASE(NODE_HSV)
svm_node_hsv(kg, sd, stack, node);
break;
SVM_CASE(NODE_CLOSURE_HOLDOUT)
svm_node_closure_holdout(sd, stack, closure_weight, node);
break;
SVM_CASE(NODE_FRESNEL)
svm_node_fresnel(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_LAYER_WEIGHT)
svm_node_layer_weight(sd, stack, node);
break;
SVM_CASE(NODE_CLOSURE_VOLUME)
IF_KERNEL_NODES_FEATURE(VOLUME)
{
svm_node_closure_volume<type>(kg, sd, stack, closure_weight, node);
}
break;
SVM_CASE(NODE_PRINCIPLED_VOLUME)
IF_KERNEL_NODES_FEATURE(VOLUME)
{
offset = svm_node_principled_volume<type>(
kg, sd, stack, closure_weight, node, path_flag, offset);
}
break;
SVM_CASE(NODE_MATH)
svm_node_math(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_VECTOR_MATH)
offset = svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_RGB_RAMP)
offset = svm_node_rgb_ramp(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_GAMMA)
svm_node_gamma(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_BRIGHTCONTRAST)
svm_node_brightness(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_LIGHT_PATH)
svm_node_light_path<node_feature_mask>(kg, state, sd, stack, node.y, node.z, path_flag);
break;
SVM_CASE(NODE_OBJECT_INFO)
svm_node_object_info(kg, sd, stack, node.y, node.z);
break;
SVM_CASE(NODE_PARTICLE_INFO)
svm_node_particle_info(kg, sd, stack, node.y, node.z);
break;
#if defined(__HAIR__)
SVM_CASE(NODE_HAIR_INFO)
svm_node_hair_info(kg, sd, stack, node.y, node.z);
break;
#endif
#if defined(__POINTCLOUD__)
SVM_CASE(NODE_POINT_INFO)
svm_node_point_info(kg, sd, stack, node.y, node.z);
break;
#endif
SVM_CASE(NODE_TEXTURE_MAPPING)
offset = svm_node_texture_mapping(kg, sd, stack, node.y, node.z, offset);
break;
SVM_CASE(NODE_MAPPING)
svm_node_mapping(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_MIN_MAX)
offset = svm_node_min_max(kg, sd, stack, node.y, node.z, offset);
break;
SVM_CASE(NODE_CAMERA)
svm_node_camera(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_TEX_ENVIRONMENT)
svm_node_tex_environment(kg, sd, stack, node);
break;
SVM_CASE(NODE_TEX_SKY)
offset = svm_node_tex_sky(kg, sd, path_flag, stack, node, offset);
break;
SVM_CASE(NODE_TEX_GRADIENT)
svm_node_tex_gradient(sd, stack, node);
break;
SVM_CASE(NODE_TEX_VORONOI)
offset = svm_node_tex_voronoi<node_feature_mask>(
kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_TEX_MUSGRAVE)
offset = svm_node_tex_musgrave(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_TEX_WAVE)
offset = svm_node_tex_wave(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_TEX_MAGIC)
offset = svm_node_tex_magic(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_TEX_CHECKER)
svm_node_tex_checker(kg, sd, stack, node);
break;
SVM_CASE(NODE_TEX_BRICK)
offset = svm_node_tex_brick(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_TEX_WHITE_NOISE)
svm_node_tex_white_noise(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_NORMAL)
offset = svm_node_normal(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_LIGHT_FALLOFF)
svm_node_light_falloff(sd, stack, node);
break;
SVM_CASE(NODE_IES)
svm_node_ies(kg, sd, stack, node);
break;
SVM_CASE(NODE_CURVES)
offset = svm_node_curves(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_FLOAT_CURVE)
offset = svm_node_curve(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_TANGENT)
svm_node_tangent(kg, sd, stack, node);
break;
SVM_CASE(NODE_NORMAL_MAP)
svm_node_normal_map(kg, sd, stack, node);
break;
SVM_CASE(NODE_INVERT)
svm_node_invert(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_MIX)
offset = svm_node_mix(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_SEPARATE_COLOR)
svm_node_separate_color(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_COMBINE_COLOR)
svm_node_combine_color(kg, sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_SEPARATE_VECTOR)
svm_node_separate_vector(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_COMBINE_VECTOR)
svm_node_combine_vector(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_SEPARATE_HSV)
offset = svm_node_separate_hsv(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_COMBINE_HSV)
offset = svm_node_combine_hsv(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_VECTOR_ROTATE)
svm_node_vector_rotate(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_VECTOR_TRANSFORM)
svm_node_vector_transform(kg, sd, stack, node);
break;
SVM_CASE(NODE_WIREFRAME)
svm_node_wireframe(kg, sd, stack, node);
break;
SVM_CASE(NODE_WAVELENGTH)
svm_node_wavelength(kg, sd, stack, node.y, node.z);
break;
SVM_CASE(NODE_BLACKBODY)
svm_node_blackbody(kg, sd, stack, node.y, node.z);
break;
SVM_CASE(NODE_MAP_RANGE)
offset = svm_node_map_range(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_VECTOR_MAP_RANGE)
offset = svm_node_vector_map_range(kg, sd, stack, node.y, node.z, node.w, offset);
break;
SVM_CASE(NODE_CLAMP)
offset = svm_node_clamp(kg, sd, stack, node.y, node.z, node.w, offset);
break;
#ifdef __SHADER_RAYTRACE__
SVM_CASE(NODE_BEVEL)
svm_node_bevel<node_feature_mask>(kg, state, sd, stack, node);
break;
SVM_CASE(NODE_AMBIENT_OCCLUSION)
svm_node_ao<node_feature_mask>(kg, state, sd, stack, node);
break;
#endif
SVM_CASE(NODE_TEX_VOXEL)
offset = svm_node_tex_voxel<node_feature_mask>(kg, sd, stack, node, offset);
break;
SVM_CASE(NODE_AOV_START)
if (!svm_node_aov_check(path_flag, render_buffer)) {
return;
}
break;
SVM_CASE(NODE_AOV_COLOR)
svm_node_aov_color<node_feature_mask>(kg, state, sd, stack, node, render_buffer);
break;
SVM_CASE(NODE_AOV_VALUE)
svm_node_aov_value<node_feature_mask>(kg, state, sd, stack, node, render_buffer);
break;
SVM_CASE(NODE_MIX_COLOR)
svm_node_mix_color(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_MIX_FLOAT)
svm_node_mix_float(sd, stack, node.y, node.z, node.w);
break;
SVM_CASE(NODE_MIX_VECTOR)
svm_node_mix_vector(sd, stack, node.y, node.z);
break;
SVM_CASE(NODE_MIX_VECTOR_NON_UNIFORM)
svm_node_mix_vector_non_uniform(sd, stack, node.y, node.z);
break;
default:
kernel_assert(!"Unknown node type was passed to the SVM machine");
return;
}
}
}
CCL_NAMESPACE_END