Files
test2/intern/cycles/scene/osl.h
Lukas Stockner 39a6c222b2 Cycles: Split OSLManager out of OSLShaderManager
This is preparation for #129495.

Currently, all of OSL is managed by the OSLShaderManager. This makes it so that the general OSL setup is handled by a general OSLManager, and both the OSLShaderManager and (in the future) the Camera can use it to manage their scripts.

Pull Request: https://projects.blender.org/blender/blender/pulls/135050
2025-03-04 17:27:10 +01:00

212 lines
5.7 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include <atomic>
#include "device/device.h"
#include "util/array.h"
#include "util/set.h"
#include "util/string.h"
#include "util/thread.h"
#include "util/unique_ptr.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#ifdef WITH_OSL
# include <OSL/llvm_util.h>
# include <OSL/oslcomp.h>
# include <OSL/oslexec.h>
# include <OSL/oslquery.h>
#endif
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageManager;
class OSLRenderServices;
struct OSLGlobals;
class Scene;
class ShaderGraph;
class ShaderNode;
class ShaderInput;
class ShaderOutput;
#ifdef WITH_OSL
/* OSL Shader Info
* to auto detect closures in the shader for MIS and transparent shadows */
struct OSLShaderInfo {
OSLShaderInfo() = default;
OSL::OSLQuery query;
bool has_surface_emission = false;
bool has_surface_transparent = false;
bool has_surface_bssrdf = false;
};
#endif
class OSLManager {
public:
OSLManager(Device *device);
~OSLManager();
static void free_memory();
void reset(Scene *scene);
void device_update_pre(Device *device, Scene *scene);
void device_update_post(Device *device, Scene *scene, Progress &progress);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
#ifdef WITH_OSL
/* osl compile and query */
static bool osl_compile(const string &inputfile, const string &outputfile);
static bool osl_query(OSL::OSLQuery &query, const string &filepath);
/* shader file loading, all functions return pointer to hash string if found */
const char *shader_test_loaded(const string &hash);
const char *shader_load_bytecode(const string &hash, const string &bytecode);
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string &hash);
OSL::ShadingSystem *get_shading_system(Device *sub_device);
static void foreach_osl_device(Device *device,
const std::function<void(Device *, OSLGlobals *)> &callback);
#endif
void tag_update();
bool need_update() const;
private:
#ifdef WITH_OSL
void texture_system_init();
void texture_system_free();
void shading_system_init();
void shading_system_free();
void foreach_shading_system(const std::function<void(OSL::ShadingSystem *)> &callback);
void foreach_render_services(const std::function<void(OSLRenderServices *)> &callback);
OSL::TextureSystem *get_texture_system();
Device *device_;
map<string, OSLShaderInfo> loaded_shaders;
std::shared_ptr<OSL::TextureSystem> ts;
map<DeviceType, std::shared_ptr<OSL::ShadingSystem>> ss_map;
bool need_update_;
#endif
};
#ifdef WITH_OSL
/* Shader Manage */
class OSLShaderManager : public ShaderManager {
public:
OSLShaderManager() = default;
~OSLShaderManager() = default;
bool use_osl() override
{
return true;
}
uint64_t get_attribute_id(ustring name) override;
uint64_t get_attribute_id(AttributeStandard std) override;
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) override;
void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
/* create OSL node using OSLQuery */
static OSLNode *osl_node(ShaderGraph *graph,
Scene *scene,
const std::string &filepath,
const std::string &bytecode_hash = "",
const std::string &bytecode = "");
/* Get image slots used by OSL services on device. */
static void osl_image_slots(Device *device, ImageManager *image_manager, set<int> &image_slots);
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
#ifdef WITH_OSL
OSLCompiler(OSLShaderManager *manager, OSL::ShadingSystem *ss, Scene *scene);
#endif
void compile(Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
void parameter(ShaderNode *node, const char *name);
void parameter(const char *name, const float f);
void parameter_color(const char *name, const float3 f);
void parameter_vector(const char *name, const float3 f);
void parameter_normal(const char *name, const float3 f);
void parameter_point(const char *name, const float3 f);
void parameter(const char *name, const int f);
void parameter(const char *name, const char *s);
void parameter(const char *name, ustring str);
void parameter(const char *name, const Transform &tfm);
void parameter_array(const char *name, const float f[], int arraylen);
void parameter_color_array(const char *name, const array<float3> &f);
void parameter_attribute(const char *name, ustring s);
void parameter_texture(const char *name, ustring filename, ustring colorspace);
void parameter_texture(const char *name, const ImageHandle &handle);
void parameter_texture_ies(const char *name, const int svm_slot);
ShaderType output_type()
{
return current_type;
}
bool background;
Scene *scene;
private:
#ifdef WITH_OSL
string id(ShaderNode *node);
OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderOutput *output);
void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input);
void generate_nodes(const ShaderNodeSet &nodes);
OSLShaderManager *manager;
OSLRenderServices *services;
OSL::ShadingSystem *ss;
OSL::ShaderGroupRef current_group;
#endif
ShaderType current_type;
Shader *current_shader;
static std::atomic<int> texture_shared_unique_id;
};
CCL_NAMESPACE_END