diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-01-26 23:57:44 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-01-27 00:03:58 +0300 |
commit | 4226c484bdbe7336f1221094916fcdfb12850034 (patch) | |
tree | 33428e72be40105c222ca77935ee1554b702facc /intern/cycles/kernel/osl/shader.cpp | |
parent | 55a6a8900aec81e94f4d82401d6051e3b5507c0e (diff) | |
parent | af87b6d8cb75d9d625378dee25d726a0d55f75c6 (diff) |
Merge branch 'draw-viewport-data' into eevee-rewrite
# Conflicts:
# release/scripts/startup/bl_ui/properties_data_camera.py
# source/blender/blenkernel/BKE_camera.h
# source/blender/blenkernel/BKE_node.h
# source/blender/blenkernel/intern/camera.c
# source/blender/blenlib/BLI_float2.hh
# source/blender/blenlib/BLI_float3.hh
# source/blender/blenlib/BLI_float4.hh
# source/blender/blenlib/BLI_math_geom.h
# source/blender/blenlib/intern/math_geom.c
# source/blender/draw/CMakeLists.txt
# source/blender/draw/engines/basic/basic_engine.c
# source/blender/draw/engines/eevee/eevee_cryptomatte.c
# source/blender/draw/engines/eevee/eevee_effects.c
# source/blender/draw/engines/eevee/eevee_engine.c
# source/blender/draw/engines/eevee/eevee_lightcache.c
# source/blender/draw/engines/eevee/eevee_lightcache.h
# source/blender/draw/engines/eevee/eevee_lightprobes.c
# source/blender/draw/engines/eevee/eevee_lights.c
# source/blender/draw/engines/eevee/eevee_materials.c
# source/blender/draw/engines/eevee/eevee_motion_blur.c
# source/blender/draw/engines/eevee/eevee_occlusion.c
# source/blender/draw/engines/eevee/eevee_private.h
# source/blender/draw/engines/eevee/eevee_render.c
# source/blender/draw/engines/eevee/eevee_renderpasses.c
# source/blender/draw/engines/eevee/eevee_sampling.c
# source/blender/draw/engines/eevee/eevee_screen_raytrace.c
# source/blender/draw/engines/eevee/eevee_shaders.c
# source/blender/draw/engines/eevee/eevee_shadows.c
# source/blender/draw/engines/eevee/eevee_shadows_cube.c
# source/blender/draw/engines/eevee/eevee_temporal_sampling.c
# source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
# source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
# source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_bokeh_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_gather_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_dof_reduce_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_reflection_resolve_frag.glsl
# source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
# source/blender/draw/engines/eevee/shaders/random_lib.glsl
# source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
# source/blender/draw/engines/eevee/shaders/surface_lib.glsl
# source/blender/draw/engines/eevee/shaders/surface_vert.glsl
# source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
# source/blender/draw/engines/external/external_engine.c
# source/blender/draw/engines/gpencil/gpencil_engine.c
# source/blender/draw/engines/image/image_engine.c
# source/blender/draw/engines/overlay/overlay_engine.c
# source/blender/draw/engines/select/select_engine.c
# source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
# source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl
# source/blender/draw/engines/workbench/workbench_engine.c
# source/blender/draw/engines/workbench/workbench_shader.c
# source/blender/draw/intern/DRW_render.h
# source/blender/draw/intern/draw_debug.h
# source/blender/draw/intern/draw_manager_data.c
# source/blender/draw/intern/draw_manager_exec.c
# source/blender/draw/intern/draw_view_data.h
# source/blender/gpu/CMakeLists.txt
# source/blender/gpu/GPU_material.h
# source/blender/gpu/GPU_shader.h
# source/blender/gpu/GPU_state.h
# source/blender/gpu/GPU_vertex_buffer.h
# source/blender/gpu/intern/gpu_codegen.c
# source/blender/gpu/intern/gpu_material.c
# source/blender/gpu/intern/gpu_material_library.h
# source/blender/gpu/intern/gpu_node_graph.c
# source/blender/gpu/intern/gpu_texture_private.hh
# source/blender/gpu/intern/gpu_vertex_buffer.cc
# source/blender/gpu/opengl/gl_shader.cc
# source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
# source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
# source/blender/nodes/shader/node_shader_tree.cc
# source/blender/nodes/shader/nodes/node_shader_background.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glass.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
# source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_toon.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_transparent.cc
# source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.cc
# source/blender/nodes/shader/nodes/node_shader_eevee_specular.cc
# source/blender/nodes/shader/nodes/node_shader_emission.cc
# source/blender/nodes/shader/nodes/node_shader_holdout.cc
# source/blender/nodes/shader/nodes/node_shader_output_material.cc
# source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
# source/blender/nodes/shader/nodes/node_shader_tex_coord.cc
# source/blender/nodes/shader/nodes/node_shader_vector_transform.cc
# source/blender/nodes/shader/nodes/node_shader_volume_absorption.cc
# source/blender/nodes/shader/nodes/node_shader_volume_principled.cc
# source/blender/nodes/shader/nodes/node_shader_volume_scatter.cc
# source/blender/render/RE_pipeline.h
# source/blender/render/intern/initrender.c
Diffstat (limited to 'intern/cycles/kernel/osl/shader.cpp')
-rw-r--r-- | intern/cycles/kernel/osl/shader.cpp | 430 |
1 files changed, 430 insertions, 0 deletions
diff --git a/intern/cycles/kernel/osl/shader.cpp b/intern/cycles/kernel/osl/shader.cpp new file mode 100644 index 00000000000..ae001b34a1d --- /dev/null +++ b/intern/cycles/kernel/osl/shader.cpp @@ -0,0 +1,430 @@ +/* + * Copyright 2011-2013 Blender Foundation + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include <OSL/oslexec.h> + +// clang-format off +#include "kernel/device/cpu/compat.h" +#include "kernel/device/cpu/globals.h" + +#include "kernel/types.h" + +#include "kernel/geom/object.h" + +#include "kernel/integrator/state.h" + +#include "kernel/osl/closures.h" +#include "kernel/osl/globals.h" +#include "kernel/osl/services.h" +#include "kernel/osl/shader.h" +// clang-format on + +#include "scene/attribute.h" + +CCL_NAMESPACE_BEGIN + +/* Threads */ + +void OSLShader::thread_init(KernelGlobalsCPU *kg, OSLGlobals *osl_globals) +{ + /* no osl used? */ + if (!osl_globals->use) { + kg->osl = NULL; + return; + } + + /* Per thread kernel data init. */ + kg->osl = osl_globals; + + OSL::ShadingSystem *ss = kg->osl->ss; + OSLThreadData *tdata = new OSLThreadData(); + + memset((void *)&tdata->globals, 0, sizeof(OSL::ShaderGlobals)); + tdata->globals.tracedata = &tdata->tracedata; + tdata->globals.flipHandedness = false; + tdata->osl_thread_info = ss->create_thread_info(); + tdata->context = ss->get_context(tdata->osl_thread_info); + + tdata->oiio_thread_info = osl_globals->ts->get_perthread_info(); + + kg->osl_ss = (OSLShadingSystem *)ss; + kg->osl_tdata = tdata; +} + +void OSLShader::thread_free(KernelGlobalsCPU *kg) +{ + if (!kg->osl) + return; + + OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; + OSLThreadData *tdata = kg->osl_tdata; + ss->release_context(tdata->context); + + ss->destroy_thread_info(tdata->osl_thread_info); + + delete tdata; + + kg->osl = NULL; + kg->osl_ss = NULL; + kg->osl_tdata = NULL; +} + +/* Globals */ + +static void shaderdata_to_shaderglobals(const KernelGlobalsCPU *kg, + ShaderData *sd, + const void *state, + uint32_t path_flag, + OSLThreadData *tdata) +{ + OSL::ShaderGlobals *globals = &tdata->globals; + + /* copy from shader data to shader globals */ + globals->P = TO_VEC3(sd->P); + globals->dPdx = TO_VEC3(sd->dP.dx); + globals->dPdy = TO_VEC3(sd->dP.dy); + globals->I = TO_VEC3(sd->I); + globals->dIdx = TO_VEC3(sd->dI.dx); + globals->dIdy = TO_VEC3(sd->dI.dy); + globals->N = TO_VEC3(sd->N); + globals->Ng = TO_VEC3(sd->Ng); + globals->u = sd->u; + globals->dudx = sd->du.dx; + globals->dudy = sd->du.dy; + globals->v = sd->v; + globals->dvdx = sd->dv.dx; + globals->dvdy = sd->dv.dy; + globals->dPdu = TO_VEC3(sd->dPdu); + globals->dPdv = TO_VEC3(sd->dPdv); + globals->surfacearea = 1.0f; + globals->time = sd->time; + + /* booleans */ + globals->raytype = path_flag; + globals->backfacing = (sd->flag & SD_BACKFACING); + + /* shader data to be used in services callbacks */ + globals->renderstate = sd; + + /* hacky, we leave it to services to fetch actual object matrix */ + globals->shader2common = sd; + globals->object2common = sd; + + /* must be set to NULL before execute */ + globals->Ci = NULL; + + /* clear trace data */ + tdata->tracedata.init = false; + + /* Used by render-services. */ + sd->osl_globals = kg; + if (path_flag & PATH_RAY_SHADOW) { + sd->osl_path_state = nullptr; + sd->osl_shadow_path_state = (const IntegratorShadowStateCPU *)state; + } + else { + sd->osl_path_state = (const IntegratorStateCPU *)state; + sd->osl_shadow_path_state = nullptr; + } +} + +/* Surface */ + +static void flatten_surface_closure_tree(ShaderData *sd, + uint32_t path_flag, + const OSL::ClosureColor *closure, + float3 weight = make_float3(1.0f, 1.0f, 1.0f)) +{ + /* OSL gives us a closure tree, we flatten it into arrays per + * closure type, for evaluation, sampling, etc later on. */ + + switch (closure->id) { + case OSL::ClosureColor::MUL: { + OSL::ClosureMul *mul = (OSL::ClosureMul *)closure; + flatten_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight); + break; + } + case OSL::ClosureColor::ADD: { + OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure; + flatten_surface_closure_tree(sd, path_flag, add->closureA, weight); + flatten_surface_closure_tree(sd, path_flag, add->closureB, weight); + break; + } + default: { + OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure; + CClosurePrimitive *prim = (CClosurePrimitive *)comp->data(); + + if (prim) { +#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS + weight = weight * TO_FLOAT3(comp->w); +#endif + prim->setup(sd, path_flag, weight); + } + break; + } + } +} + +void OSLShader::eval_surface(const KernelGlobalsCPU *kg, + const void *state, + ShaderData *sd, + uint32_t path_flag) +{ + /* setup shader globals from shader data */ + OSLThreadData *tdata = kg->osl_tdata; + shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata); + + /* execute shader for this point */ + OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; + OSL::ShaderGlobals *globals = &tdata->globals; + OSL::ShadingContext *octx = tdata->context; + int shader = sd->shader & SHADER_MASK; + + /* automatic bump shader */ + if (kg->osl->bump_state[shader]) { + /* save state */ + float3 P = sd->P; + float3 dPdx = sd->dP.dx; + float3 dPdy = sd->dP.dy; + + /* set state as if undisplaced */ + if (sd->flag & SD_HAS_DISPLACEMENT) { + float data[9]; + bool found = kg->osl->services->get_attribute(sd, + true, + OSLRenderServices::u_empty, + TypeDesc::TypeVector, + OSLRenderServices::u_geom_undisplaced, + data); + (void)found; + assert(found); + + memcpy(&sd->P, data, sizeof(float) * 3); + memcpy(&sd->dP.dx, data + 3, sizeof(float) * 3); + memcpy(&sd->dP.dy, data + 6, sizeof(float) * 3); + + object_position_transform(kg, sd, &sd->P); + object_dir_transform(kg, sd, &sd->dP.dx); + object_dir_transform(kg, sd, &sd->dP.dy); + + globals->P = TO_VEC3(sd->P); + globals->dPdx = TO_VEC3(sd->dP.dx); + globals->dPdy = TO_VEC3(sd->dP.dy); + } + + /* execute bump shader */ + ss->execute(octx, *(kg->osl->bump_state[shader]), *globals); + + /* reset state */ + sd->P = P; + sd->dP.dx = dPdx; + sd->dP.dy = dPdy; + + globals->P = TO_VEC3(P); + globals->dPdx = TO_VEC3(dPdx); + globals->dPdy = TO_VEC3(dPdy); + } + + /* surface shader */ + if (kg->osl->surface_state[shader]) { + ss->execute(octx, *(kg->osl->surface_state[shader]), *globals); + } + + /* flatten closure tree */ + if (globals->Ci) + flatten_surface_closure_tree(sd, path_flag, globals->Ci); +} + +/* Background */ + +static void flatten_background_closure_tree(ShaderData *sd, + const OSL::ClosureColor *closure, + float3 weight = make_float3(1.0f, 1.0f, 1.0f)) +{ + /* OSL gives us a closure tree, if we are shading for background there + * is only one supported closure type at the moment, which has no evaluation + * functions, so we just sum the weights */ + + switch (closure->id) { + case OSL::ClosureColor::MUL: { + OSL::ClosureMul *mul = (OSL::ClosureMul *)closure; + flatten_background_closure_tree(sd, mul->closure, weight * TO_FLOAT3(mul->weight)); + break; + } + case OSL::ClosureColor::ADD: { + OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure; + + flatten_background_closure_tree(sd, add->closureA, weight); + flatten_background_closure_tree(sd, add->closureB, weight); + break; + } + default: { + OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure; + CClosurePrimitive *prim = (CClosurePrimitive *)comp->data(); + + if (prim) { +#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS + weight = weight * TO_FLOAT3(comp->w); +#endif + prim->setup(sd, 0, weight); + } + break; + } + } +} + +void OSLShader::eval_background(const KernelGlobalsCPU *kg, + const void *state, + ShaderData *sd, + uint32_t path_flag) +{ + /* setup shader globals from shader data */ + OSLThreadData *tdata = kg->osl_tdata; + shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata); + + /* execute shader for this point */ + OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; + OSL::ShaderGlobals *globals = &tdata->globals; + OSL::ShadingContext *octx = tdata->context; + + if (kg->osl->background_state) { + ss->execute(octx, *(kg->osl->background_state), *globals); + } + + /* return background color immediately */ + if (globals->Ci) + flatten_background_closure_tree(sd, globals->Ci); +} + +/* Volume */ + +static void flatten_volume_closure_tree(ShaderData *sd, + const OSL::ClosureColor *closure, + float3 weight = make_float3(1.0f, 1.0f, 1.0f)) +{ + /* OSL gives us a closure tree, we flatten it into arrays per + * closure type, for evaluation, sampling, etc later on. */ + + switch (closure->id) { + case OSL::ClosureColor::MUL: { + OSL::ClosureMul *mul = (OSL::ClosureMul *)closure; + flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight); + break; + } + case OSL::ClosureColor::ADD: { + OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure; + flatten_volume_closure_tree(sd, add->closureA, weight); + flatten_volume_closure_tree(sd, add->closureB, weight); + break; + } + default: { + OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure; + CClosurePrimitive *prim = (CClosurePrimitive *)comp->data(); + + if (prim) { +#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS + weight = weight * TO_FLOAT3(comp->w); +#endif + prim->setup(sd, 0, weight); + } + } + } +} + +void OSLShader::eval_volume(const KernelGlobalsCPU *kg, + const void *state, + ShaderData *sd, + uint32_t path_flag) +{ + /* setup shader globals from shader data */ + OSLThreadData *tdata = kg->osl_tdata; + shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata); + + /* execute shader */ + OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; + OSL::ShaderGlobals *globals = &tdata->globals; + OSL::ShadingContext *octx = tdata->context; + int shader = sd->shader & SHADER_MASK; + + if (kg->osl->volume_state[shader]) { + ss->execute(octx, *(kg->osl->volume_state[shader]), *globals); + } + + /* flatten closure tree */ + if (globals->Ci) + flatten_volume_closure_tree(sd, globals->Ci); +} + +/* Displacement */ + +void OSLShader::eval_displacement(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd) +{ + /* setup shader globals from shader data */ + OSLThreadData *tdata = kg->osl_tdata; + + shaderdata_to_shaderglobals(kg, sd, state, 0, tdata); + + /* execute shader */ + OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss; + OSL::ShaderGlobals *globals = &tdata->globals; + OSL::ShadingContext *octx = tdata->context; + int shader = sd->shader & SHADER_MASK; + + if (kg->osl->displacement_state[shader]) { + ss->execute(octx, *(kg->osl->displacement_state[shader]), *globals); + } + + /* get back position */ + sd->P = TO_FLOAT3(globals->P); +} + +/* Attributes */ + +int OSLShader::find_attribute(const KernelGlobalsCPU *kg, + const ShaderData *sd, + uint id, + AttributeDescriptor *desc) +{ + /* for OSL, a hash map is used to lookup the attribute by name. */ + int object = sd->object * ATTR_PRIM_TYPES; + + OSLGlobals::AttributeMap &attr_map = kg->osl->attribute_map[object]; + ustring stdname(std::string("geom:") + + std::string(Attribute::standard_name((AttributeStandard)id))); + OSLGlobals::AttributeMap::const_iterator it = attr_map.find(stdname); + + if (it != attr_map.end()) { + const OSLGlobals::Attribute &osl_attr = it->second; + *desc = osl_attr.desc; + + if (sd->prim == PRIM_NONE && (AttributeElement)osl_attr.desc.element != ATTR_ELEMENT_MESH) { + desc->offset = ATTR_STD_NOT_FOUND; + return ATTR_STD_NOT_FOUND; + } + + /* return result */ + if (osl_attr.desc.element == ATTR_ELEMENT_NONE) { + desc->offset = ATTR_STD_NOT_FOUND; + } + return desc->offset; + } + else { + desc->offset = ATTR_STD_NOT_FOUND; + return (int)ATTR_STD_NOT_FOUND; + } +} + +CCL_NAMESPACE_END |