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
261 lines
6.9 KiB
C++
261 lines
6.9 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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#ifdef WITH_OSL
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/* So no context pollution happens from indirectly included windows.h */
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# ifdef _WIN32
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# include "util/windows.h"
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# endif
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# include <OSL/oslexec.h>
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#endif
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#include "kernel/types.h"
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#include "scene/attribute.h"
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#include "graph/node.h"
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#include "util/map.h"
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#include "util/param.h"
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#include "util/string.h"
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#include "util/thread.h"
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#include "util/types.h"
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#include "util/unique_ptr.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class Mesh;
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class Progress;
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class Scene;
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class ShaderGraph;
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struct float3;
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enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM };
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/* Keep those in sync with the python-defined enum. */
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enum VolumeSampling {
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VOLUME_SAMPLING_DISTANCE = 0,
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VOLUME_SAMPLING_EQUIANGULAR = 1,
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VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
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VOLUME_NUM_SAMPLING,
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};
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enum VolumeInterpolation {
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VOLUME_INTERPOLATION_LINEAR = 0,
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VOLUME_INTERPOLATION_CUBIC = 1,
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VOLUME_NUM_INTERPOLATION,
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};
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enum DisplacementMethod {
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DISPLACE_BUMP = 0,
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DISPLACE_TRUE = 1,
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DISPLACE_BOTH = 2,
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DISPLACE_NUM_METHODS,
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};
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/* Shader describing the appearance of a Mesh, Light or Background.
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*
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* While there is only a single shader graph, it has three outputs: surface,
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* volume and displacement, that the shader manager will compile and execute
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* separately. */
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class Shader : public Node {
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public:
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NODE_DECLARE
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/* shader graph */
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unique_ptr<ShaderGraph> graph;
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NODE_SOCKET_API(int, pass_id)
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/* sampling */
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NODE_SOCKET_API(EmissionSampling, emission_sampling_method)
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NODE_SOCKET_API(bool, use_transparent_shadow)
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NODE_SOCKET_API(bool, use_bump_map_correction)
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NODE_SOCKET_API(bool, heterogeneous_volume)
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NODE_SOCKET_API(VolumeSampling, volume_sampling_method)
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NODE_SOCKET_API(int, volume_interpolation_method)
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NODE_SOCKET_API(float, volume_step_rate)
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/* displacement */
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NODE_SOCKET_API(DisplacementMethod, displacement_method)
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float prev_volume_step_rate;
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/* synchronization */
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bool need_update_uvs;
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bool need_update_attribute;
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bool need_update_displacement;
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/* If the shader has only volume components, the surface is assumed to
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* be transparent.
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* However, graph optimization might remove the volume subgraph, but
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* since the user connected something to the volume output the surface
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* should still be transparent.
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* Therefore, has_volume_connected stores whether some volume sub-tree
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* was connected before optimization. */
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bool has_volume_connected;
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/* information about shader after compiling */
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bool has_surface;
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bool has_surface_transparent;
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bool has_surface_raytrace;
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bool has_volume;
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bool has_displacement;
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bool has_surface_bssrdf;
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bool has_bump;
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bool has_bssrdf_bump;
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bool has_surface_spatial_varying;
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bool has_volume_spatial_varying;
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bool has_volume_attribute_dependency;
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float3 emission_estimate;
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EmissionSampling emission_sampling;
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bool emission_is_constant;
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/* requested mesh attributes */
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AttributeRequestSet attributes;
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/* determined before compiling */
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uint id;
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#ifdef WITH_OSL
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/* osl shading state references */
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OSL::ShaderGroupRef osl_surface_ref;
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OSL::ShaderGroupRef osl_surface_bump_ref;
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OSL::ShaderGroupRef osl_volume_ref;
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OSL::ShaderGroupRef osl_displacement_ref;
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#endif
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Shader();
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/* Estimate emission of this shader based on the shader graph. This works only in very simple
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* cases. But it helps improve light importance sampling in common cases.
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*
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* If the emission is fully constant, returns true, so that shader evaluation can be skipped
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* entirely for a light. */
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void estimate_emission();
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void set_graph(unique_ptr<ShaderGraph> &&graph);
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void tag_update(Scene *scene);
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void tag_used(Scene *scene);
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/* Return true when either of the surface or displacement socket of the output node is linked.
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* This should be used to ensure that surface attributes are also requested even when only the
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* displacement socket is linked. */
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bool has_surface_link() const
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{
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return has_surface || has_displacement;
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}
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bool need_update_geometry() const;
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};
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/* Shader Manager virtual base class
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*
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* From this the SVM and OSL shader managers are derived, that do the actual
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* shader compiling and device updating. */
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class ShaderManager {
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public:
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enum : uint32_t {
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SHADER_ADDED = (1 << 0),
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SHADER_MODIFIED = (1 << 2),
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/* tag everything in the manager for an update */
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UPDATE_ALL = ~0u,
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UPDATE_NONE = 0u,
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};
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static unique_ptr<ShaderManager> create(const int shadingsystem);
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virtual ~ShaderManager();
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virtual bool use_osl()
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{
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return false;
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}
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/* device update */
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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virtual void device_update_specific(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress) = 0;
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virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
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void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
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void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
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/* get globally unique id for a type of attribute */
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virtual uint64_t get_attribute_id(ustring name);
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virtual uint64_t get_attribute_id(AttributeStandard std);
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/* get shader id for mesh faces */
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int get_shader_id(Shader *shader, bool smooth = false);
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/* add default shaders to scene, to use as default for things that don't
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* have any shader assigned explicitly */
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static void add_default(Scene *scene);
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/* Selective nodes compilation. */
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uint get_kernel_features(Scene *scene);
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float linear_rgb_to_gray(const float3 c);
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float3 rec709_to_scene_linear(const float3 c);
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string get_cryptomatte_materials(Scene *scene);
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void tag_update(Scene *scene, const uint32_t flag);
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bool need_update() const;
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void init_xyz_transforms();
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protected:
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ShaderManager();
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uint32_t update_flags;
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using AttributeIDMap = unordered_map<ustring, uint64_t>;
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AttributeIDMap unique_attribute_id;
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static thread_mutex lookup_table_mutex;
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unordered_map<const float *, size_t> bsdf_tables;
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template<std::size_t n>
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size_t ensure_bsdf_table(DeviceScene *dscene, Scene *scene, const float (&table)[n])
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{
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return ensure_bsdf_table_impl(dscene, scene, table, n);
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}
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size_t ensure_bsdf_table_impl(DeviceScene *dscene,
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Scene *scene,
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const float *table,
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const size_t n);
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uint get_graph_kernel_features(ShaderGraph *graph);
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thread_spin_lock attribute_lock_;
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float3 xyz_to_r;
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float3 xyz_to_g;
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float3 xyz_to_b;
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float3 rgb_to_y;
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float3 white_xyz;
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float3 rec709_to_r;
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float3 rec709_to_g;
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float3 rec709_to_b;
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bool is_rec709;
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};
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CCL_NAMESPACE_END
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