Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:37:04 +0300
commitfd25e883e2807a151f673b87c152a59701a0df80 (patch)
tree9441933f32ba2672ca71c58842342a9c525e123e /intern/cycles/kernel/osl/shader.cpp
parentd7d40745fa09061a3117bd3669c5a46bbf611eae (diff)
Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/osl/shader.cpp')
-rw-r--r--intern/cycles/kernel/osl/shader.cpp428
1 files changed, 428 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..33633c69e29
--- /dev/null
+++ b/intern/cycles/kernel/osl/shader.cpp
@@ -0,0 +1,428 @@
+/*
+ * 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_shadow_path_state = (const IntegratorShadowStateCPU *)state;
+ }
+ else {
+ sd->osl_path_state = (const IntegratorStateCPU *)state;
+ }
+}
+
+/* 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