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