Files
test2/intern/cycles/scene/svm.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

234 lines
6.4 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include <atomic>
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "util/array.h"
#include "util/string.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageManager;
class Scene;
class ShaderGraph;
class ShaderInput;
class ShaderNode;
class ShaderOutput;
/* Shader Manager */
class SVMShaderManager : public ShaderManager {
public:
SVMShaderManager();
~SVMShaderManager() override;
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) override;
void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
protected:
void device_update_shader(Scene *scene,
Shader *shader,
Progress &progress,
array<int4> *svm_nodes);
};
/* Graph Compiler */
class SVMCompiler {
public:
struct Summary {
Summary();
/* Number of SVM nodes shader was compiled into. */
int num_svm_nodes;
/* Peak stack usage during shader evaluation. */
int peak_stack_usage;
/* Time spent on surface graph finalization. */
double time_finalize;
/* Time spent on generating SVM nodes for surface shader. */
double time_generate_surface;
/* Time spent on generating SVM nodes for bump shader. */
double time_generate_bump;
/* Time spent on generating SVM nodes for volume shader. */
double time_generate_volume;
/* Time spent on generating SVM nodes for displacement shader. */
double time_generate_displacement;
/* Total time spent on all routines. */
double time_total;
/* A full multi-line description of the state of the compiler after compilation. */
string full_report() const;
};
SVMCompiler(Scene *scene);
void compile(Shader *shader,
array<int4> &svm_nodes,
const int index,
Summary *summary = nullptr);
int stack_assign(ShaderOutput *output);
int stack_assign(ShaderInput *input);
bool is_linked(ShaderInput *input);
int stack_assign_if_linked(ShaderInput *input);
int stack_assign_if_linked(ShaderOutput *output);
int stack_find_offset(const int size);
int stack_find_offset(SocketType::Type type);
void stack_clear_offset(SocketType::Type type, const int offset);
void stack_link(ShaderInput *input, ShaderOutput *output);
void add_node(ShaderNodeType type, const int a = 0, const int b = 0, const int c = 0);
void add_node(const int a = 0, const int b = 0, const int c = 0, const int d = 0);
void add_node(ShaderNodeType type, const float3 &f);
void add_node(const float4 &f);
uint attribute(ustring name);
uint attribute(AttributeStandard std);
uint attribute_standard(ustring name);
uint encode_uchar4(const uint x, const uint y = 0, const uint z = 0, const uint w = 0);
uint closure_mix_weight_offset()
{
return mix_weight_offset;
}
uint get_bump_state_offset()
{
return bump_state_offset;
}
ShaderType output_type()
{
return current_type;
}
Scene *scene;
ShaderGraph *current_graph;
bool background;
protected:
/* stack */
struct Stack {
Stack()
{
memset(users, 0, sizeof(users));
}
Stack(const Stack &other)
{
memcpy(users, other.users, sizeof(users));
}
Stack &operator=(const Stack &other)
{
memcpy(users, other.users, sizeof(users));
return *this;
}
bool empty()
{
for (int i = 0; i < SVM_STACK_SIZE; i++) {
if (users[i]) {
return false;
}
}
return true;
}
void print()
{
printf("stack <");
for (int i = 0; i < SVM_STACK_SIZE; i++) {
printf((users[i]) ? "*" : " ");
}
printf(">\n");
}
int users[SVM_STACK_SIZE];
};
/* Global state of the compiler accessible from the compilation routines. */
struct CompilerState {
explicit CompilerState(ShaderGraph *graph);
/* ** Global state, used by various compilation steps. ** */
/* Set of nodes which were already compiled. */
ShaderNodeSet nodes_done;
/* Set of closures which were already compiled. */
ShaderNodeSet closure_done;
/* Set of nodes used for writing AOVs. */
ShaderNodeSet aov_nodes;
/* ** SVM nodes generation state ** */
/* Flag whether the node with corresponding ID was already compiled or
* not. Array element with index i corresponds to a node with such if.
*
* TODO(sergey): This is actually a copy of nodes_done just in another
* notation. We can de-duplicate this storage actually after switching
* all areas to use this flags array.
*/
vector<bool> nodes_done_flag;
/* Node features that can be compiled. */
uint node_feature_mask;
};
void stack_clear_temporary(ShaderNode *node);
int stack_size(SocketType::Type type);
void stack_clear_users(ShaderNode *node, ShaderNodeSet &done);
/* single closure */
void find_dependencies(ShaderNodeSet &dependencies,
const ShaderNodeSet &done,
ShaderInput *input,
ShaderNode *skip_node = nullptr);
void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes,
ShaderGraph *graph,
CompilerState *state);
void generate_node(ShaderNode *node, ShaderNodeSet &done);
void generate_aov_node(ShaderNode *node, CompilerState *state);
void generate_closure_node(ShaderNode *node, CompilerState *state);
void generated_shared_closure_nodes(ShaderNode *root_node,
ShaderNode *node,
CompilerState *state,
const ShaderNodeSet &shared);
void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state);
/* multi closure */
void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state);
/* compile */
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
std::atomic_int *svm_node_types_used;
array<int4> current_svm_nodes;
ShaderType current_type;
Shader *current_shader;
Stack active_stack;
int max_stack_use;
uint mix_weight_offset;
uint bump_state_offset;
bool compile_failed;
};
CCL_NAMESPACE_END