330 lines
11 KiB
C++
330 lines
11 KiB
C++
/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
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* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: BSD-3-Clause
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*
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* Adapted code from Open Shading Language. */
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#include <OSL/genclosure.h>
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#include <OSL/oslclosure.h>
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#include "kernel/types.h"
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#include "kernel/osl/globals.h"
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#include "kernel/osl/services.h"
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#include "util/math.h"
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#include "util/param.h"
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#include "kernel/globals.h"
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#include "kernel/geom/object.h"
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#include "kernel/util/differential.h"
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#include "kernel/osl/camera.h"
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#include "kernel/osl/osl.h"
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#define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z)
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#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])
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CCL_NAMESPACE_BEGIN
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static_assert(sizeof(OSLClosure) == sizeof(OSL::ClosureColor) &&
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sizeof(OSLClosureAdd) == sizeof(OSL::ClosureAdd) &&
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sizeof(OSLClosureMul) == sizeof(OSL::ClosureMul) &&
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sizeof(OSLClosureComponent) == sizeof(OSL::ClosureComponent));
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static_assert(sizeof(ShaderGlobals) >= sizeof(OSL::ShaderGlobals) &&
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offsetof(ShaderGlobals, backfacing) == offsetof(OSL::ShaderGlobals, backfacing));
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/* Registration */
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#define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \
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static OSL::ClosureParam *osl_closure_##lower##_params() \
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{ \
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static OSL::ClosureParam params[] = {
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#define OSL_CLOSURE_STRUCT_END(Upper, lower) \
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CLOSURE_STRING_KEYPARAM(Upper##Closure, label, "label"), CLOSURE_FINISH_PARAM(Upper##Closure) \
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} \
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; \
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return params; \
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}
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#define OSL_CLOSURE_STRUCT_MEMBER(Upper, TYPE, type, name, key) \
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CLOSURE_##TYPE##_KEYPARAM(Upper##Closure, name, key),
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#define OSL_CLOSURE_STRUCT_ARRAY_MEMBER(Upper, TYPE, type, name, key, size) \
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CLOSURE_##TYPE##_ARRAY_PARAM(Upper##Closure, name, size),
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#include "closures_template.h"
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static OSL::ClosureParam *osl_closure_layer_params()
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{
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static OSL::ClosureParam params[] = {CLOSURE_CLOSURE_PARAM(LayerClosure, top),
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CLOSURE_CLOSURE_PARAM(LayerClosure, base),
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CLOSURE_FINISH_PARAM(LayerClosure)};
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return params;
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}
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void OSLRenderServices::register_closures(OSL::ShadingSystem *ss)
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{
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#define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \
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ss->register_closure( \
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#lower, OSL_CLOSURE_##Upper##_ID, osl_closure_##lower##_params(), nullptr, nullptr);
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#include "closures_template.h"
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ss->register_closure(
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"layer", OSL_CLOSURE_LAYER_ID, osl_closure_layer_params(), nullptr, nullptr);
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}
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/* Surface & Background */
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template<>
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void osl_eval_nodes<SHADER_TYPE_SURFACE>(const ThreadKernelGlobalsCPU *kg,
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const void *state,
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ShaderData *sd,
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const uint32_t path_flag)
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{
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/* setup shader globals from shader data */
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shaderdata_to_shaderglobals(sd, path_flag, &kg->osl.shader_globals);
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/* clear trace data */
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kg->osl.tracedata.init = false;
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/* Used by render-services. */
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kg->osl.shader_globals.kg = kg;
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if (path_flag & PATH_RAY_SHADOW) {
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kg->osl.shader_globals.path_state = nullptr;
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kg->osl.shader_globals.shadow_path_state = (const IntegratorShadowStateCPU *)state;
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}
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else {
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kg->osl.shader_globals.path_state = (const IntegratorStateCPU *)state;
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kg->osl.shader_globals.shadow_path_state = nullptr;
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}
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/* execute shader for this point */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
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OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
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OSL::ShadingContext *octx = kg->osl.context;
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const int shader = sd->shader & SHADER_MASK;
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if (sd->object == OBJECT_NONE) {
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/* background */
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if (kg->osl.globals->background_state) {
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ss->execute(*octx,
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*(kg->osl.globals->background_state),
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kg->osl.thread_index,
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0,
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*globals,
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nullptr,
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nullptr);
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}
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}
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else {
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/* automatic bump shader */
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if (kg->osl.globals->bump_state[shader]) {
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/* save state */
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const float3 P = sd->P;
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const float dP = sd->dP;
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const OSL::Vec3 dPdx = globals->dPdx;
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const OSL::Vec3 dPdy = globals->dPdy;
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/* set state as if undisplaced */
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if (sd->flag & SD_HAS_DISPLACEMENT) {
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float data[9];
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const bool found = kg->osl.globals->services->get_attribute(
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globals,
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true,
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OSLRenderServices::u_empty,
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TypeVector,
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OSLRenderServices::u_geom_undisplaced,
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data);
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(void)found;
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assert(found);
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differential3 tmp_dP;
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sd->P = make_float3(data[0], data[1], data[2]);
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tmp_dP.dx = make_float3(data[3], data[4], data[5]);
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tmp_dP.dy = make_float3(data[6], data[7], data[8]);
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object_position_transform(kg, sd, &sd->P);
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object_dir_transform(kg, sd, &tmp_dP.dx);
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object_dir_transform(kg, sd, &tmp_dP.dy);
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sd->dP = differential_make_compact(tmp_dP);
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globals->P = TO_VEC3(sd->P);
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globals->dPdx = TO_VEC3(tmp_dP.dx);
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globals->dPdy = TO_VEC3(tmp_dP.dy);
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}
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/* execute bump shader */
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ss->execute(*octx,
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*(kg->osl.globals->bump_state[shader]),
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kg->osl.thread_index,
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0,
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*globals,
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nullptr,
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nullptr);
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/* reset state */
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sd->P = P;
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sd->dP = dP;
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/* Apply bump output to sd->N since it's used for shadow terminator logic, for example. */
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sd->N = TO_FLOAT3(globals->N);
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globals->P = TO_VEC3(P);
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globals->dPdx = TO_VEC3(dPdx);
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globals->dPdy = TO_VEC3(dPdy);
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}
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/* surface shader */
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if (kg->osl.globals->surface_state[shader]) {
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ss->execute(*octx,
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*(kg->osl.globals->surface_state[shader]),
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kg->osl.thread_index,
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0,
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*globals,
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nullptr,
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nullptr);
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}
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}
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/* flatten closure tree */
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if (kg->osl.shader_globals.Ci) {
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flatten_closure_tree(kg, sd, path_flag, kg->osl.shader_globals.Ci);
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}
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}
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/* Volume */
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template<>
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void osl_eval_nodes<SHADER_TYPE_VOLUME>(const ThreadKernelGlobalsCPU *kg,
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const void *state,
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ShaderData *sd,
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const uint32_t path_flag)
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{
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/* setup shader globals from shader data */
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shaderdata_to_shaderglobals(sd, path_flag, &kg->osl.shader_globals);
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/* clear trace data */
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kg->osl.tracedata.init = false;
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/* Used by render-services. */
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kg->osl.shader_globals.kg = kg;
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if (path_flag & PATH_RAY_SHADOW) {
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kg->osl.shader_globals.path_state = nullptr;
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kg->osl.shader_globals.shadow_path_state = (const IntegratorShadowStateCPU *)state;
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}
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else {
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kg->osl.shader_globals.path_state = (const IntegratorStateCPU *)state;
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kg->osl.shader_globals.shadow_path_state = nullptr;
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}
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/* execute shader */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
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OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
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OSL::ShadingContext *octx = kg->osl.context;
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const int shader = sd->shader & SHADER_MASK;
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if (kg->osl.globals->volume_state[shader]) {
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ss->execute(*octx,
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*(kg->osl.globals->volume_state[shader]),
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kg->osl.thread_index,
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0,
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*globals,
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nullptr,
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nullptr);
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}
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/* flatten closure tree */
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if (kg->osl.shader_globals.Ci) {
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flatten_closure_tree(kg, sd, path_flag, kg->osl.shader_globals.Ci);
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}
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}
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/* Displacement */
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template<>
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void osl_eval_nodes<SHADER_TYPE_DISPLACEMENT>(const ThreadKernelGlobalsCPU *kg,
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const void *state,
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ShaderData *sd,
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const uint32_t path_flag)
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{
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/* setup shader globals from shader data */
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shaderdata_to_shaderglobals(sd, path_flag, &kg->osl.shader_globals);
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/* clear trace data */
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kg->osl.tracedata.init = false;
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/* Used by render-services. */
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kg->osl.shader_globals.kg = kg;
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kg->osl.shader_globals.path_state = (const IntegratorStateCPU *)state;
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kg->osl.shader_globals.shadow_path_state = nullptr;
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/* execute shader */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
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OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
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OSL::ShadingContext *octx = kg->osl.context;
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const int shader = sd->shader & SHADER_MASK;
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if (kg->osl.globals->displacement_state[shader]) {
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ss->execute(*octx,
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*(kg->osl.globals->displacement_state[shader]),
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kg->osl.thread_index,
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0,
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*globals,
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nullptr,
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nullptr);
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}
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/* get back position */
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sd->P = TO_FLOAT3(globals->P);
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}
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/* Camera */
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packed_float3 osl_eval_camera(const ThreadKernelGlobalsCPU *kg,
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const packed_float3 sensor,
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const packed_float3 dSdx,
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const packed_float3 dSdy,
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const float2 rand_lens,
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packed_float3 &P,
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packed_float3 &dPdx,
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packed_float3 &dPdy,
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packed_float3 &D,
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packed_float3 &dDdx,
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packed_float3 &dDdy)
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{
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if (!kg->osl.globals->camera_state) {
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return zero_spectrum();
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}
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/* Setup shader globals from the sensor position. */
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cameradata_to_shaderglobals(sensor, dSdx, dSdy, rand_lens, &kg->osl.shader_globals);
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/* Clear trace data. */
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kg->osl.tracedata.init = false;
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/* Provide kernel globals to the render-services. */
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kg->osl.shader_globals.kg = kg;
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/* Execute the shader. */
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OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl.ss;
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OSL::ShaderGlobals *globals = reinterpret_cast<OSL::ShaderGlobals *>(&kg->osl.shader_globals);
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OSL::ShadingContext *octx = kg->osl.context;
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float output[21] = {0.0f};
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ss->execute(
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*octx, *kg->osl.globals->camera_state, kg->osl.thread_index, 0, *globals, nullptr, output);
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P = make_float3(output[0], output[1], output[2]);
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dPdx = make_float3(output[3], output[4], output[5]);
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dPdy = make_float3(output[6], output[7], output[8]);
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D = make_float3(output[9], output[10], output[11]);
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dDdx = make_float3(output[12], output[13], output[14]);
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dDdy = make_float3(output[15], output[16], output[17]);
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return make_float3(output[18], output[19], output[20]);
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}
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CCL_NAMESPACE_END
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