This is the first of a sequence of changes to support compiling Cycles kernels as MSL (Metal Shading Language) in preparation for a Metal GPU device implementation. MSL requires that all pointer types be declared with explicit address space attributes (device, thread, etc...). There is already precedent for this with Cycles' address space macros (ccl_global, ccl_private, etc...), therefore the first step of MSL-enablement is to apply these consistently. Line-for-line this represents the largest change required to enable MSL. Applying this change first will simplify future patches as well as offering the emergent benefit of enhanced descriptiveness. The vast majority of deltas in this patch fall into one of two cases: - Ensuring ccl_private is specified for thread-local pointer types - Ensuring ccl_global is specified for device-wide pointer types Additionally, the ccl_addr_space qualifier can be removed. Prior to Cycles X, ccl_addr_space was used as a context-dependent address space qualifier, but now it is either redundant (e.g. in struct typedefs), or can be replaced by ccl_global in the case of pointer types. Associated function variants (e.g. lcg_step_float_addrspace) are also redundant. In cases where address space qualifiers are chained with "const", this patch places the address space qualifier first. The rationale for this is that the choice of address space is likely to have the greater impact on runtime performance and overall architecture. The final part of this patch is the addition of a metal/compat.h header. This is partially complete and will be extended in future patches, paving the way for the full Metal implementation. Ref T92212 Reviewed By: brecht Maniphest Tasks: T92212 Differential Revision: https://developer.blender.org/D12864
425 lines
12 KiB
C
425 lines
12 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "kernel/geom/geom.h"
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#include "kernel/kernel_camera.h"
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#include "kernel/kernel_montecarlo.h"
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CCL_NAMESPACE_BEGIN
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/* Texture Coordinate Node */
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ccl_device_noinline int svm_node_tex_coord(ccl_global const KernelGlobals *kg,
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ccl_private ShaderData *sd,
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int path_flag,
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ccl_private float *stack,
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uint4 node,
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int offset)
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{
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P);
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else
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data = transform_point(&tfm, sd->P + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P);
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else
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data = camera_world_to_ndc(kg, sd, sd->P);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P;
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#ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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#endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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return offset;
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}
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ccl_device_noinline int svm_node_tex_coord_bump_dx(ccl_global const KernelGlobals *kg,
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ccl_private ShaderData *sd,
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int path_flag,
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ccl_private float *stack,
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uint4 node,
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int offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dx;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P + sd->dP.dx);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dx + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + make_float3(sd->ray_dP, 0.0f, 0.0f));
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dx;
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# ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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# endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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return offset;
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#else
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return svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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#endif
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}
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ccl_device_noinline int svm_node_tex_coord_bump_dy(ccl_global const KernelGlobals *kg,
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ccl_private ShaderData *sd,
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int path_flag,
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ccl_private float *stack,
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uint4 node,
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int offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dy;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, &offset);
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tfm.y = read_node_float(kg, &offset);
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tfm.z = read_node_float(kg, &offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P + sd->dP.dy);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dy + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + make_float3(0.0f, sd->ray_dP, 0.0f));
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dy;
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# ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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# endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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return offset;
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#else
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return svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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#endif
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}
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ccl_device_noinline void svm_node_normal_map(ccl_global const KernelGlobals *kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint color_offset, strength_offset, normal_offset, space;
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svm_unpack_node_uchar4(node.y, &color_offset, &strength_offset, &normal_offset, &space);
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float3 color = stack_load_float3(stack, color_offset);
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color = 2.0f * make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
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bool is_backfacing = (sd->flag & SD_BACKFACING) != 0;
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float3 N;
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if (space == NODE_NORMAL_MAP_TANGENT) {
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/* tangent space */
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if (sd->object == OBJECT_NONE || (sd->type & PRIMITIVE_ALL_TRIANGLE) == 0) {
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/* Fallback to unperturbed normal. */
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stack_store_float3(stack, normal_offset, sd->N);
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return;
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}
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/* first try to get tangent attribute */
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const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
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const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
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if (attr.offset == ATTR_STD_NOT_FOUND || attr_sign.offset == ATTR_STD_NOT_FOUND) {
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/* Fallback to unperturbed normal. */
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stack_store_float3(stack, normal_offset, sd->N);
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return;
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}
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/* get _unnormalized_ interpolated normal and tangent */
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float3 tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
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float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
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float3 normal;
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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normal = triangle_smooth_normal_unnormalized(kg, sd, sd->Ng, sd->prim, sd->u, sd->v);
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}
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else {
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normal = sd->Ng;
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/* the normal is already inverted, which is too soon for the math here */
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if (is_backfacing) {
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normal = -normal;
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}
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object_inverse_normal_transform(kg, sd, &normal);
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}
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/* apply normal map */
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float3 B = sign * cross(normal, tangent);
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N = safe_normalize(color.x * tangent + color.y * B + color.z * normal);
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/* transform to world space */
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object_normal_transform(kg, sd, &N);
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}
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else {
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/* strange blender convention */
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if (space == NODE_NORMAL_MAP_BLENDER_OBJECT || space == NODE_NORMAL_MAP_BLENDER_WORLD) {
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color.y = -color.y;
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color.z = -color.z;
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}
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/* object, world space */
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N = color;
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if (space == NODE_NORMAL_MAP_OBJECT || space == NODE_NORMAL_MAP_BLENDER_OBJECT)
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object_normal_transform(kg, sd, &N);
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else
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N = safe_normalize(N);
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}
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/* invert normal for backfacing polygons */
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if (is_backfacing) {
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N = -N;
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}
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float strength = stack_load_float(stack, strength_offset);
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if (strength != 1.0f) {
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strength = max(strength, 0.0f);
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N = safe_normalize(sd->N + (N - sd->N) * strength);
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}
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if (is_zero(N)) {
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N = sd->N;
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}
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stack_store_float3(stack, normal_offset, N);
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}
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ccl_device_noinline void svm_node_tangent(ccl_global const KernelGlobals *kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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uint4 node)
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{
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uint tangent_offset, direction_type, axis;
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svm_unpack_node_uchar3(node.y, &tangent_offset, &direction_type, &axis);
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float3 tangent;
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float3 attribute_value;
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const AttributeDescriptor desc = find_attribute(kg, sd, node.z);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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if (desc.type == NODE_ATTR_FLOAT2) {
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float2 value = primitive_surface_attribute_float2(kg, sd, desc, NULL, NULL);
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attribute_value.x = value.x;
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attribute_value.y = value.y;
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attribute_value.z = 0.0f;
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}
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else {
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attribute_value = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
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}
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}
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if (direction_type == NODE_TANGENT_UVMAP) {
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/* UV map */
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if (desc.offset == ATTR_STD_NOT_FOUND) {
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stack_store_float3(stack, tangent_offset, zero_float3());
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return;
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}
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else {
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tangent = attribute_value;
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}
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}
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else {
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/* radial */
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float3 generated;
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if (desc.offset == ATTR_STD_NOT_FOUND)
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generated = sd->P;
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else
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generated = attribute_value;
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if (axis == NODE_TANGENT_AXIS_X)
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tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));
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else if (axis == NODE_TANGENT_AXIS_Y)
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tangent = make_float3(-(generated.z - 0.5f), 0.0f, (generated.x - 0.5f));
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else
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tangent = make_float3(-(generated.y - 0.5f), (generated.x - 0.5f), 0.0f);
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}
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object_normal_transform(kg, sd, &tangent);
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tangent = cross(sd->N, normalize(cross(tangent, sd->N)));
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stack_store_float3(stack, tangent_offset, tangent);
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}
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CCL_NAMESPACE_END
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