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test2/intern/cycles/scene/shader.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

261 lines
6.9 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#ifdef WITH_OSL
/* So no context pollution happens from indirectly included windows.h */
# ifdef _WIN32
# include "util/windows.h"
# endif
# include <OSL/oslexec.h>
#endif
#include "kernel/types.h"
#include "scene/attribute.h"
#include "graph/node.h"
#include "util/map.h"
#include "util/param.h"
#include "util/string.h"
#include "util/thread.h"
#include "util/types.h"
#include "util/unique_ptr.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;
enum ShadingSystem { SHADINGSYSTEM_OSL, SHADINGSYSTEM_SVM };
/* Keep those in sync with the python-defined enum. */
enum VolumeSampling {
VOLUME_SAMPLING_DISTANCE = 0,
VOLUME_SAMPLING_EQUIANGULAR = 1,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
VOLUME_NUM_SAMPLING,
};
enum VolumeInterpolation {
VOLUME_INTERPOLATION_LINEAR = 0,
VOLUME_INTERPOLATION_CUBIC = 1,
VOLUME_NUM_INTERPOLATION,
};
enum DisplacementMethod {
DISPLACE_BUMP = 0,
DISPLACE_TRUE = 1,
DISPLACE_BOTH = 2,
DISPLACE_NUM_METHODS,
};
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader : public Node {
public:
NODE_DECLARE
/* shader graph */
unique_ptr<ShaderGraph> graph;
NODE_SOCKET_API(int, pass_id)
/* sampling */
NODE_SOCKET_API(EmissionSampling, emission_sampling_method)
NODE_SOCKET_API(bool, use_transparent_shadow)
NODE_SOCKET_API(bool, use_bump_map_correction)
NODE_SOCKET_API(bool, heterogeneous_volume)
NODE_SOCKET_API(VolumeSampling, volume_sampling_method)
NODE_SOCKET_API(int, volume_interpolation_method)
NODE_SOCKET_API(float, volume_step_rate)
/* displacement */
NODE_SOCKET_API(DisplacementMethod, displacement_method)
float prev_volume_step_rate;
/* synchronization */
bool need_update_uvs;
bool need_update_attribute;
bool need_update_displacement;
/* If the shader has only volume components, the surface is assumed to
* be transparent.
* However, graph optimization might remove the volume subgraph, but
* since the user connected something to the volume output the surface
* should still be transparent.
* Therefore, has_volume_connected stores whether some volume sub-tree
* was connected before optimization. */
bool has_volume_connected;
/* information about shader after compiling */
bool has_surface;
bool has_surface_transparent;
bool has_surface_raytrace;
bool has_volume;
bool has_displacement;
bool has_surface_bssrdf;
bool has_bump;
bool has_bssrdf_bump;
bool has_surface_spatial_varying;
bool has_volume_spatial_varying;
bool has_volume_attribute_dependency;
float3 emission_estimate;
EmissionSampling emission_sampling;
bool emission_is_constant;
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
uint id;
#ifdef WITH_OSL
/* osl shading state references */
OSL::ShaderGroupRef osl_surface_ref;
OSL::ShaderGroupRef osl_surface_bump_ref;
OSL::ShaderGroupRef osl_volume_ref;
OSL::ShaderGroupRef osl_displacement_ref;
#endif
Shader();
/* Estimate emission of this shader based on the shader graph. This works only in very simple
* cases. But it helps improve light importance sampling in common cases.
*
* If the emission is fully constant, returns true, so that shader evaluation can be skipped
* entirely for a light. */
void estimate_emission();
void set_graph(unique_ptr<ShaderGraph> &&graph);
void tag_update(Scene *scene);
void tag_used(Scene *scene);
/* Return true when either of the surface or displacement socket of the output node is linked.
* This should be used to ensure that surface attributes are also requested even when only the
* displacement socket is linked. */
bool has_surface_link() const
{
return has_surface || has_displacement;
}
bool need_update_geometry() const;
};
/* Shader Manager virtual base class
*
* From this the SVM and OSL shader managers are derived, that do the actual
* shader compiling and device updating. */
class ShaderManager {
public:
enum : uint32_t {
SHADER_ADDED = (1 << 0),
SHADER_MODIFIED = (1 << 2),
/* tag everything in the manager for an update */
UPDATE_ALL = ~0u,
UPDATE_NONE = 0u,
};
static unique_ptr<ShaderManager> create(const int shadingsystem);
virtual ~ShaderManager();
virtual bool use_osl()
{
return false;
}
/* device update */
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
virtual void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
/* get globally unique id for a type of attribute */
virtual uint64_t get_attribute_id(ustring name);
virtual uint64_t get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
int get_shader_id(Shader *shader, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */
static void add_default(Scene *scene);
/* Selective nodes compilation. */
uint get_kernel_features(Scene *scene);
float linear_rgb_to_gray(const float3 c);
float3 rec709_to_scene_linear(const float3 c);
string get_cryptomatte_materials(Scene *scene);
void tag_update(Scene *scene, const uint32_t flag);
bool need_update() const;
void init_xyz_transforms();
protected:
ShaderManager();
uint32_t update_flags;
using AttributeIDMap = unordered_map<ustring, uint64_t>;
AttributeIDMap unique_attribute_id;
static thread_mutex lookup_table_mutex;
unordered_map<const float *, size_t> bsdf_tables;
template<std::size_t n>
size_t ensure_bsdf_table(DeviceScene *dscene, Scene *scene, const float (&table)[n])
{
return ensure_bsdf_table_impl(dscene, scene, table, n);
}
size_t ensure_bsdf_table_impl(DeviceScene *dscene,
Scene *scene,
const float *table,
const size_t n);
uint get_graph_kernel_features(ShaderGraph *graph);
thread_spin_lock attribute_lock_;
float3 xyz_to_r;
float3 xyz_to_g;
float3 xyz_to_b;
float3 rgb_to_y;
float3 white_xyz;
float3 rec709_to_r;
float3 rec709_to_g;
float3 rec709_to_b;
bool is_rec709;
};
CCL_NAMESPACE_END