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authorTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
committerTon Roosendaal <ton@blender.org>2011-04-27 15:58:34 +0400
commitda376e0237517543aa21740ee2363234ee1c20ae (patch)
tree014a513ed8d0eccc5e54fef42347781e85bae56a /intern/cycles/kernel/svm/svm.h
parent693780074388111e7b9ef1c3825e462f398dc6c4 (diff)
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
Diffstat (limited to 'intern/cycles/kernel/svm/svm.h')
-rw-r--r--intern/cycles/kernel/svm/svm.h271
1 files changed, 271 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm.h b/intern/cycles/kernel/svm/svm.h
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+++ b/intern/cycles/kernel/svm/svm.h
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#ifndef __SVM_H__
+#define __SVM_H__
+
+/* Shader Virtual Machine
+ *
+ * A shader is a list of nodes to be executed. These are simply read one after
+ * the other and executed, using an node counter. Each node and it's associated
+ * data is encoded as one or more uint4's in a 1D texture. If the data is larger
+ * than an uint4, the node can increase the node counter to compensate for this.
+ * Floats are encoded as int and then converted to float again.
+ *
+ * Nodes write their output into a stack. All stack data in the stack is
+ * floats, since it's all factors, colors and vectors. The stack will be stored
+ * in local memory on the GPU, as it would take too many register and indexes in
+ * ways not known at compile time. This seems the only solution even though it
+ * may be slow, with two positive factors. If the same shader is being executed,
+ * memory access will be coalesced, and on fermi cards, memory will actually be
+ * cached.
+ *
+ * The result of shader execution will be a single closure. This means the
+ * closure type, associated label, data and weight. Sampling from multiple
+ * closures is supported through the mix closure node, the logic for that is
+ * mostly taken care of in the SVM compiler.
+ */
+
+#include "svm_types.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Stack */
+
+__device float3 stack_load_float3(float *stack, uint a)
+{
+ kernel_assert(a+2 < SVM_STACK_SIZE);
+
+ return make_float3(stack[a+0], stack[a+1], stack[a+2]);
+}
+
+__device void stack_store_float3(float *stack, uint a, float3 f)
+{
+ kernel_assert(a+2 < SVM_STACK_SIZE);
+
+ stack[a+0] = f.x;
+ stack[a+1] = f.y;
+ stack[a+2] = f.z;
+}
+
+__device float stack_load_float(float *stack, uint a)
+{
+ kernel_assert(a < SVM_STACK_SIZE);
+
+ return stack[a];
+}
+
+__device float stack_load_float_default(float *stack, uint a, uint value)
+{
+ return (a == (uint)SVM_STACK_INVALID)? __int_as_float(value): stack_load_float(stack, a);
+}
+
+__device void stack_store_float(float *stack, uint a, float f)
+{
+ kernel_assert(a < SVM_STACK_SIZE);
+
+ stack[a] = f;
+}
+
+__device bool stack_valid(uint a)
+{
+ return a != (uint)SVM_STACK_INVALID;
+}
+
+/* Reading Nodes */
+
+__device uint4 read_node(KernelGlobals *kg, int *offset)
+{
+ uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
+ (*offset)++;
+ return node;
+}
+
+__device float4 read_node_float(KernelGlobals *kg, int *offset)
+{
+ uint4 node = kernel_tex_fetch(__svm_nodes, *offset);
+ float4 f = make_float4(__int_as_float(node.x), __int_as_float(node.y), __int_as_float(node.z), __int_as_float(node.w));
+ (*offset)++;
+ return f;
+}
+
+__device void decode_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w)
+{
+ if(x) *x = (i & 0xFF);
+ if(y) *y = ((i >> 8) & 0xFF);
+ if(z) *z = ((i >> 16) & 0xFF);
+ if(w) *w = ((i >> 24) & 0xFF);
+}
+
+CCL_NAMESPACE_END
+
+/* Nodes */
+
+#include "svm_noise.h"
+#include "svm_texture.h"
+
+#include "svm_attribute.h"
+#include "svm_blend.h"
+#include "svm_closure.h"
+#include "svm_clouds.h"
+#include "svm_convert.h"
+#include "svm_displace.h"
+#include "svm_distorted_noise.h"
+#include "svm_fresnel.h"
+#include "svm_geometry.h"
+#include "svm_image.h"
+#include "svm_light_path.h"
+#include "svm_magic.h"
+#include "svm_mapping.h"
+#include "svm_marble.h"
+#include "svm_math.h"
+#include "svm_mix.h"
+#include "svm_musgrave.h"
+#include "svm_noisetex.h"
+#include "svm_sky.h"
+#include "svm_stucci.h"
+#include "svm_tex_coord.h"
+#include "svm_value.h"
+#include "svm_voronoi.h"
+#include "svm_wood.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Main Interpreter Loop */
+
+__device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag)
+{
+ float stack[SVM_STACK_SIZE];
+ float closure_weight = 1.0f;
+ int offset = sd->shader;
+
+ sd->svm_closure = NBUILTIN_CLOSURES;
+ sd->svm_closure_weight = make_float3(0.0f, 0.0f, 0.0f);
+
+ while(1) {
+ uint4 node = read_node(kg, &offset);
+
+ if(node.x == NODE_SHADER_JUMP) {
+ if(type == SHADER_TYPE_SURFACE) offset = node.y;
+ else if(type == SHADER_TYPE_VOLUME) offset = node.z;
+ else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w;
+ else return;
+ }
+ else if(node.x == NODE_CLOSURE_BSDF)
+ svm_node_closure_bsdf(sd, node.y, node.z, node.w, randb);
+ else if(node.x == NODE_CLOSURE_EMISSION)
+ svm_node_closure_emission(sd);
+ else if(node.x == NODE_CLOSURE_BACKGROUND)
+ svm_node_closure_background(sd);
+ else if(node.x == NODE_CLOSURE_SET_WEIGHT)
+ svm_node_closure_set_weight(sd, node.y, node.z, node.w);
+ else if(node.x == NODE_CLOSURE_WEIGHT)
+ svm_node_closure_weight(sd, stack, node.y);
+ else if(node.x == NODE_EMISSION_WEIGHT)
+ svm_node_emission_weight(kg, sd, stack, node);
+ else if(node.x == NODE_MIX_CLOSURE)
+ svm_node_mix_closure(sd, stack, node.y, node.z, &offset, &randb);
+ else if(node.x == NODE_ADD_CLOSURE)
+ svm_node_add_closure(sd, stack, node.y, node.z, &offset, &randb, &closure_weight);
+ else if(node.x == NODE_JUMP)
+ offset = node.y;
+#ifdef __TEXTURES__
+ else if(node.x == NODE_TEX_NOISE_F)
+ svm_node_tex_noise_f(sd, stack, node.y, node.z);
+ else if(node.x == NODE_TEX_NOISE_V)
+ svm_node_tex_noise_v(sd, stack, node.y, node.z);
+ else if(node.x == NODE_TEX_IMAGE)
+ svm_node_tex_image(kg, sd, stack, node.y, node.z, node.w);
+ else if(node.x == NODE_TEX_ENVIRONMENT)
+ svm_node_tex_environment(kg, sd, stack, node.y, node.z, node.w);
+ else if(node.x == NODE_TEX_SKY)
+ svm_node_tex_sky(kg, sd, stack, node.y, node.z);
+ else if(node.x == NODE_TEX_BLEND)
+ svm_node_tex_blend(sd, stack, node);
+ else if(node.x == NODE_TEX_CLOUDS)
+ svm_node_tex_clouds(sd, stack, node);
+ else if(node.x == NODE_TEX_VORONOI)
+ svm_node_tex_voronoi(kg, sd, stack, node, &offset);
+ else if(node.x == NODE_TEX_MUSGRAVE)
+ svm_node_tex_musgrave(kg, sd, stack, node, &offset);
+ else if(node.x == NODE_TEX_MARBLE)
+ svm_node_tex_marble(kg, sd, stack, node, &offset);
+ else if(node.x == NODE_TEX_MAGIC)
+ svm_node_tex_magic(sd, stack, node);
+ else if(node.x == NODE_TEX_STUCCI)
+ svm_node_tex_stucci(kg, sd, stack, node, &offset);
+ else if(node.x == NODE_TEX_DISTORTED_NOISE)
+ svm_node_tex_distorted_noise(kg, sd, stack, node, &offset);
+ else if(node.x == NODE_TEX_WOOD)
+ svm_node_tex_wood(kg, sd, stack, node, &offset);
+#endif
+ else if(node.x == NODE_GEOMETRY)
+ svm_node_geometry(sd, stack, node.y, node.z);
+ else if(node.x == NODE_GEOMETRY_BUMP_DX)
+ svm_node_geometry_bump_dx(sd, stack, node.y, node.z);
+ else if(node.x == NODE_GEOMETRY_BUMP_DY)
+ svm_node_geometry_bump_dy(sd, stack, node.y, node.z);
+ else if(node.x == NODE_LIGHT_PATH)
+ svm_node_light_path(sd, stack, node.y, node.z, path_flag);
+ else if(node.x == NODE_CONVERT)
+ svm_node_convert(sd, stack, node.y, node.z, node.w);
+ else if(node.x == NODE_VALUE_F)
+ svm_node_value_f(kg, sd, stack, node.y, node.z);
+ else if(node.x == NODE_VALUE_V)
+ svm_node_value_v(kg, sd, stack, node.y, &offset);
+ else if(node.x == NODE_MIX)
+ svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset);
+ else if(node.x == NODE_ATTR)
+ svm_node_attr(kg, sd, stack, node);
+ else if(node.x == NODE_ATTR_BUMP_DX)
+ svm_node_attr_bump_dx(kg, sd, stack, node);
+ else if(node.x == NODE_ATTR_BUMP_DY)
+ svm_node_attr_bump_dy(kg, sd, stack, node);
+ else if(node.x == NODE_FRESNEL)
+ svm_node_fresnel(sd, stack, node.y, node.z, node.w);
+ else if(node.x == NODE_SET_DISPLACEMENT)
+ svm_node_set_displacement(sd, stack, node.y);
+ else if(node.x == NODE_SET_BUMP)
+ svm_node_set_bump(sd, stack, node.y, node.z, node.w);
+ else if(node.x == NODE_MATH)
+ svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset);
+ else if(node.x == NODE_VECTOR_MATH)
+ svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset);
+ else if(node.x == NODE_MAPPING)
+ svm_node_mapping(kg, sd, stack, node.y, node.z, &offset);
+ else if(node.x == NODE_TEX_COORD)
+ svm_node_tex_coord(kg, sd, stack, node.y, node.z);
+ else if(node.x == NODE_TEX_COORD_BUMP_DX)
+ svm_node_tex_coord_bump_dx(kg, sd, stack, node.y, node.z);
+ else if(node.x == NODE_TEX_COORD_BUMP_DY)
+ svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z);
+ else if(node.x == NODE_EMISSION_SET_WEIGHT_TOTAL)
+ svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w);
+ else if(node.x == NODE_END)
+ break;
+ else
+ return;
+ }
+
+ sd->svm_closure_weight *= closure_weight;
+}
+
+CCL_NAMESPACE_END
+
+#endif /* __SVM_H__ */
+