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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:36:39 +0300
commitd7d40745fa09061a3117bd3669c5a46bbf611eae (patch)
tree8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/osl.cpp
parentb698fe1e047e56e8ed67ba47464c0017d9c50eea (diff)
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ 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/scene/osl.cpp')
-rw-r--r--intern/cycles/scene/osl.cpp1304
1 files changed, 1304 insertions, 0 deletions
diff --git a/intern/cycles/scene/osl.cpp b/intern/cycles/scene/osl.cpp
new file mode 100644
index 00000000000..c8ab83ab781
--- /dev/null
+++ b/intern/cycles/scene/osl.cpp
@@ -0,0 +1,1304 @@
+/*
+ * 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 "device/device.h"
+
+#include "scene/background.h"
+#include "scene/colorspace.h"
+#include "scene/light.h"
+#include "scene/osl.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/shader_graph.h"
+#include "scene/shader_nodes.h"
+#include "scene/stats.h"
+
+#ifdef WITH_OSL
+
+# include "kernel/osl/osl_globals.h"
+# include "kernel/osl/osl_services.h"
+# include "kernel/osl/osl_shader.h"
+
+# include "util/util_aligned_malloc.h"
+# include "util/util_foreach.h"
+# include "util/util_logging.h"
+# include "util/util_md5.h"
+# include "util/util_path.h"
+# include "util/util_progress.h"
+# include "util/util_projection.h"
+
+#endif
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef WITH_OSL
+
+/* Shared Texture and Shading System */
+
+OSL::TextureSystem *OSLShaderManager::ts_shared = NULL;
+int OSLShaderManager::ts_shared_users = 0;
+thread_mutex OSLShaderManager::ts_shared_mutex;
+
+OSL::ShadingSystem *OSLShaderManager::ss_shared = NULL;
+OSLRenderServices *OSLShaderManager::services_shared = NULL;
+int OSLShaderManager::ss_shared_users = 0;
+thread_mutex OSLShaderManager::ss_shared_mutex;
+thread_mutex OSLShaderManager::ss_mutex;
+int OSLCompiler::texture_shared_unique_id = 0;
+
+/* Shader Manager */
+
+OSLShaderManager::OSLShaderManager()
+{
+ texture_system_init();
+ shading_system_init();
+}
+
+OSLShaderManager::~OSLShaderManager()
+{
+ shading_system_free();
+ texture_system_free();
+}
+
+void OSLShaderManager::free_memory()
+{
+# ifdef OSL_HAS_BLENDER_CLEANUP_FIX
+ /* There is a problem with LLVM+OSL: The order global destructors across
+ * different compilation units run cannot be guaranteed, on windows this means
+ * that the LLVM destructors run before the osl destructors, causing a crash
+ * when the process exits. the OSL in svn has a special cleanup hack to
+ * sidestep this behavior */
+ OSL::pvt::LLVM_Util::Cleanup();
+# endif
+}
+
+void OSLShaderManager::reset(Scene * /*scene*/)
+{
+ shading_system_free();
+ shading_system_init();
+}
+
+void OSLShaderManager::device_update_specific(Device *device,
+ DeviceScene *dscene,
+ Scene *scene,
+ Progress &progress)
+{
+ if (!need_update())
+ return;
+
+ scoped_callback_timer timer([scene](double time) {
+ if (scene->update_stats) {
+ scene->update_stats->osl.times.add_entry({"device_update", time});
+ }
+ });
+
+ VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
+
+ device_free(device, dscene, scene);
+
+ /* set texture system */
+ scene->image_manager->set_osl_texture_system((void *)ts);
+
+ /* create shaders */
+ OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
+ Shader *background_shader = scene->background->get_shader(scene);
+
+ foreach (Shader *shader, scene->shaders) {
+ assert(shader->graph);
+
+ if (progress.get_cancel())
+ return;
+
+ /* we can only compile one shader at the time as the OSL ShadingSytem
+ * has a single state, but we put the lock here so different renders can
+ * compile shaders alternating */
+ thread_scoped_lock lock(ss_mutex);
+
+ OSLCompiler compiler(this, services, ss, scene);
+ compiler.background = (shader == background_shader);
+ compiler.compile(og, shader);
+
+ if (shader->get_use_mis() && shader->has_surface_emission)
+ scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED);
+ }
+
+ /* setup shader engine */
+ og->ss = ss;
+ og->ts = ts;
+ og->services = services;
+
+ int background_id = scene->shader_manager->get_shader_id(background_shader);
+ og->background_state = og->surface_state[background_id & SHADER_MASK];
+ og->use = true;
+
+ foreach (Shader *shader, scene->shaders)
+ shader->clear_modified();
+
+ update_flags = UPDATE_NONE;
+
+ /* add special builtin texture types */
+ services->textures.insert(ustring("@ao"), new OSLTextureHandle(OSLTextureHandle::AO));
+ services->textures.insert(ustring("@bevel"), new OSLTextureHandle(OSLTextureHandle::BEVEL));
+
+ device_update_common(device, dscene, scene, progress);
+
+ {
+ /* Perform greedyjit optimization.
+ *
+ * This might waste time on optimizing groups which are never actually
+ * used, but this prevents OSL from allocating data on TLS at render
+ * time.
+ *
+ * This is much better for us because this way we aren't required to
+ * stop task scheduler threads to make sure all TLS is clean and don't
+ * have issues with TLS data free accessing freed memory if task scheduler
+ * is being freed after the Session is freed.
+ */
+ thread_scoped_lock lock(ss_shared_mutex);
+ ss->optimize_all_groups();
+ }
+}
+
+void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
+{
+ OSLGlobals *og = (OSLGlobals *)device->get_cpu_osl_memory();
+
+ device_free_common(device, dscene, scene);
+
+ /* clear shader engine */
+ og->use = false;
+ og->ss = NULL;
+ og->ts = NULL;
+
+ og->surface_state.clear();
+ og->volume_state.clear();
+ og->displacement_state.clear();
+ og->bump_state.clear();
+ og->background_state.reset();
+}
+
+void OSLShaderManager::texture_system_init()
+{
+ /* create texture system, shared between different renders to reduce memory usage */
+ thread_scoped_lock lock(ts_shared_mutex);
+
+ if (ts_shared_users == 0) {
+ ts_shared = TextureSystem::create(true);
+
+ ts_shared->attribute("automip", 1);
+ ts_shared->attribute("autotile", 64);
+ ts_shared->attribute("gray_to_rgb", 1);
+
+ /* effectively unlimited for now, until we support proper mipmap lookups */
+ ts_shared->attribute("max_memory_MB", 16384);
+ }
+
+ ts = ts_shared;
+ ts_shared_users++;
+}
+
+void OSLShaderManager::texture_system_free()
+{
+ /* shared texture system decrease users and destroy if no longer used */
+ thread_scoped_lock lock(ts_shared_mutex);
+ ts_shared_users--;
+
+ if (ts_shared_users == 0) {
+ ts_shared->invalidate_all(true);
+ OSL::TextureSystem::destroy(ts_shared);
+ ts_shared = NULL;
+ }
+
+ ts = NULL;
+}
+
+void OSLShaderManager::shading_system_init()
+{
+ /* create shading system, shared between different renders to reduce memory usage */
+ thread_scoped_lock lock(ss_shared_mutex);
+
+ if (ss_shared_users == 0) {
+ /* Must use aligned new due to concurrent hash map. */
+ services_shared = util_aligned_new<OSLRenderServices>(ts_shared);
+
+ string shader_path = path_get("shader");
+# ifdef _WIN32
+ /* Annoying thing, Cycles stores paths in UTF-8 codepage, so it can
+ * operate with file paths with any character. This requires to use wide
+ * char functions, but OSL uses old fashioned ANSI functions which means:
+ *
+ * - We have to convert our paths to ANSI before passing to OSL
+ * - OSL can't be used when there's a multi-byte character in the path
+ * to the shaders folder.
+ */
+ shader_path = string_to_ansi(shader_path);
+# endif
+
+ ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler);
+ ss_shared->attribute("lockgeom", 1);
+ ss_shared->attribute("commonspace", "world");
+ ss_shared->attribute("searchpath:shader", shader_path);
+ ss_shared->attribute("greedyjit", 1);
+
+ VLOG(1) << "Using shader search path: " << shader_path;
+
+ /* our own ray types */
+ static const char *raytypes[] = {
+ "camera", /* PATH_RAY_CAMERA */
+ "reflection", /* PATH_RAY_REFLECT */
+ "refraction", /* PATH_RAY_TRANSMIT */
+ "diffuse", /* PATH_RAY_DIFFUSE */
+ "glossy", /* PATH_RAY_GLOSSY */
+ "singular", /* PATH_RAY_SINGULAR */
+ "transparent", /* PATH_RAY_TRANSPARENT */
+ "volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
+
+ "shadow", /* PATH_RAY_SHADOW_OPAQUE */
+ "shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
+
+ "__unused__", /* PATH_RAY_NODE_UNALIGNED */
+ "__unused__", /* PATH_RAY_MIS_SKIP */
+
+ "diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
+
+ "__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
+ "__unused__", /* PATH_RAY_TRANSPARENT_BACKGROUND */
+ "__unused__", /* PATH_RAY_TERMINATE_IMMEDIATE */
+ "__unused__", /* PATH_RAY_TERMINATE_AFTER_TRANSPARENT */
+ "__unused__", /* PATH_RAY_EMISSION */
+ "__unused__", /* PATH_RAY_SUBSURFACE */
+ "__unused__", /* PATH_RAY_DENOISING_FEATURES */
+ "__unused__", /* PATH_RAY_REFLECT_PASS */
+ "__unused__", /* PATH_RAY_TRANSMISSION_PASS */
+ "__unused__", /* PATH_RAY_VOLUME_PASS */
+ "__unused__", /* PATH_RAY_SHADOW_FOR_LIGHT */
+ "__unused__", /* PATH_RAY_SHADOW_CATCHER_HIT */
+ "__unused__", /* PATH_RAY_SHADOW_CATCHER_PASS */
+ };
+
+ const int nraytypes = sizeof(raytypes) / sizeof(raytypes[0]);
+ ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
+
+ OSLShader::register_closures((OSLShadingSystem *)ss_shared);
+
+ loaded_shaders.clear();
+ }
+
+ ss = ss_shared;
+ services = services_shared;
+ ss_shared_users++;
+}
+
+void OSLShaderManager::shading_system_free()
+{
+ /* shared shading system decrease users and destroy if no longer used */
+ thread_scoped_lock lock(ss_shared_mutex);
+ ss_shared_users--;
+
+ if (ss_shared_users == 0) {
+ delete ss_shared;
+ ss_shared = NULL;
+
+ util_aligned_delete(services_shared);
+ services_shared = NULL;
+ }
+
+ ss = NULL;
+ services = NULL;
+}
+
+bool OSLShaderManager::osl_compile(const string &inputfile, const string &outputfile)
+{
+ vector<string> options;
+ string stdosl_path;
+ string shader_path = path_get("shader");
+
+ /* specify output file name */
+ options.push_back("-o");
+ options.push_back(outputfile);
+
+ /* specify standard include path */
+ string include_path_arg = string("-I") + shader_path;
+ options.push_back(include_path_arg);
+
+ stdosl_path = path_join(shader_path, "stdcycles.h");
+
+ /* compile */
+ OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());
+ bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path));
+ delete compiler;
+
+ return ok;
+}
+
+bool OSLShaderManager::osl_query(OSL::OSLQuery &query, const string &filepath)
+{
+ string searchpath = path_user_get("shaders");
+ return query.open(filepath, searchpath);
+}
+
+static string shader_filepath_hash(const string &filepath, uint64_t modified_time)
+{
+ /* compute a hash from filepath and modified time to detect changes */
+ MD5Hash md5;
+ md5.append((const uint8_t *)filepath.c_str(), filepath.size());
+ md5.append((const uint8_t *)&modified_time, sizeof(modified_time));
+
+ return md5.get_hex();
+}
+
+const char *OSLShaderManager::shader_test_loaded(const string &hash)
+{
+ map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
+ return (it == loaded_shaders.end()) ? NULL : it->first.c_str();
+}
+
+OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string &hash)
+{
+ map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
+ return (it == loaded_shaders.end()) ? NULL : &it->second;
+}
+
+const char *OSLShaderManager::shader_load_filepath(string filepath)
+{
+ size_t len = filepath.size();
+ string extension = filepath.substr(len - 4);
+ uint64_t modified_time = path_modified_time(filepath);
+
+ if (extension == ".osl") {
+ /* .OSL File */
+ string osopath = filepath.substr(0, len - 4) + ".oso";
+ uint64_t oso_modified_time = path_modified_time(osopath);
+
+ /* test if we have loaded the corresponding .OSO already */
+ if (oso_modified_time != 0) {
+ const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
+
+ if (hash)
+ return hash;
+ }
+
+ /* Auto-compile .OSL to .OSO if needed. */
+ if (oso_modified_time == 0 || (oso_modified_time < modified_time)) {
+ OSLShaderManager::osl_compile(filepath, osopath);
+ modified_time = path_modified_time(osopath);
+ }
+ else
+ modified_time = oso_modified_time;
+
+ filepath = osopath;
+ }
+ else {
+ if (extension == ".oso") {
+ /* .OSO File, nothing to do */
+ }
+ else if (path_dirname(filepath) == "") {
+ /* .OSO File in search path */
+ filepath = path_join(path_user_get("shaders"), filepath + ".oso");
+ }
+ else {
+ /* unknown file */
+ return NULL;
+ }
+
+ /* test if we have loaded this .OSO already */
+ const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
+
+ if (hash)
+ return hash;
+ }
+
+ /* read oso bytecode from file */
+ string bytecode_hash = shader_filepath_hash(filepath, modified_time);
+ string bytecode;
+
+ if (!path_read_text(filepath, bytecode)) {
+ fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
+ OSLShaderInfo info;
+ loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
+ return NULL;
+ }
+
+ return shader_load_bytecode(bytecode_hash, bytecode);
+}
+
+const char *OSLShaderManager::shader_load_bytecode(const string &hash, const string &bytecode)
+{
+ ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
+
+ OSLShaderInfo info;
+
+ if (!info.query.open_bytecode(bytecode)) {
+ fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str());
+ }
+
+ /* this is a bit weak, but works */
+ info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
+ info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
+ info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
+
+ loaded_shaders[hash] = info;
+
+ return loaded_shaders.find(hash)->first.c_str();
+}
+
+/* This is a static function to avoid RTTI link errors with only this
+ * file being compiled without RTTI to match OSL and LLVM libraries. */
+OSLNode *OSLShaderManager::osl_node(ShaderGraph *graph,
+ ShaderManager *manager,
+ const std::string &filepath,
+ const std::string &bytecode_hash,
+ const std::string &bytecode)
+{
+ if (!manager->use_osl()) {
+ return NULL;
+ }
+
+ /* create query */
+ OSLShaderManager *osl_manager = static_cast<OSLShaderManager *>(manager);
+ const char *hash;
+
+ if (!filepath.empty()) {
+ hash = osl_manager->shader_load_filepath(filepath);
+ }
+ else {
+ hash = osl_manager->shader_test_loaded(bytecode_hash);
+ if (!hash)
+ hash = osl_manager->shader_load_bytecode(bytecode_hash, bytecode);
+ }
+
+ if (!hash) {
+ return NULL;
+ }
+
+ OSLShaderInfo *info = osl_manager->shader_loaded_info(hash);
+
+ /* count number of inputs */
+ size_t num_inputs = 0;
+
+ for (int i = 0; i < info->query.nparams(); i++) {
+ const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
+
+ /* skip unsupported types */
+ if (param->varlenarray || param->isstruct || param->type.arraylen > 1)
+ continue;
+
+ if (!param->isoutput)
+ num_inputs++;
+ }
+
+ /* create node */
+ OSLNode *node = OSLNode::create(graph, num_inputs);
+
+ /* add new sockets from parameters */
+ set<void *> used_sockets;
+
+ for (int i = 0; i < info->query.nparams(); i++) {
+ const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
+
+ /* skip unsupported types */
+ if (param->varlenarray || param->isstruct || param->type.arraylen > 1)
+ continue;
+
+ SocketType::Type socket_type;
+
+ if (param->isclosure) {
+ socket_type = SocketType::CLOSURE;
+ }
+ else if (param->type.vecsemantics != TypeDesc::NOSEMANTICS) {
+ if (param->type.vecsemantics == TypeDesc::COLOR)
+ socket_type = SocketType::COLOR;
+ else if (param->type.vecsemantics == TypeDesc::POINT)
+ socket_type = SocketType::POINT;
+ else if (param->type.vecsemantics == TypeDesc::VECTOR)
+ socket_type = SocketType::VECTOR;
+ else if (param->type.vecsemantics == TypeDesc::NORMAL)
+ socket_type = SocketType::NORMAL;
+ else
+ continue;
+
+ if (!param->isoutput && param->validdefault) {
+ float3 *default_value = (float3 *)node->input_default_value();
+ default_value->x = param->fdefault[0];
+ default_value->y = param->fdefault[1];
+ default_value->z = param->fdefault[2];
+ }
+ }
+ else if (param->type.aggregate == TypeDesc::SCALAR) {
+ if (param->type.basetype == TypeDesc::INT) {
+ socket_type = SocketType::INT;
+
+ if (!param->isoutput && param->validdefault) {
+ *(int *)node->input_default_value() = param->idefault[0];
+ }
+ }
+ else if (param->type.basetype == TypeDesc::FLOAT) {
+ socket_type = SocketType::FLOAT;
+
+ if (!param->isoutput && param->validdefault) {
+ *(float *)node->input_default_value() = param->fdefault[0];
+ }
+ }
+ else if (param->type.basetype == TypeDesc::STRING) {
+ socket_type = SocketType::STRING;
+
+ if (!param->isoutput && param->validdefault) {
+ *(ustring *)node->input_default_value() = param->sdefault[0];
+ }
+ }
+ else
+ continue;
+ }
+ else
+ continue;
+
+ if (param->isoutput) {
+ node->add_output(param->name, socket_type);
+ }
+ else {
+ node->add_input(param->name, socket_type);
+ }
+ }
+
+ /* Set byte-code hash or file-path. */
+ if (!bytecode_hash.empty()) {
+ node->bytecode_hash = bytecode_hash;
+ }
+ else {
+ node->filepath = filepath;
+ }
+
+ /* Generate inputs and outputs */
+ node->create_inputs_outputs(node->type);
+
+ return node;
+}
+
+/* Graph Compiler */
+
+OSLCompiler::OSLCompiler(OSLShaderManager *manager,
+ OSLRenderServices *services,
+ OSL::ShadingSystem *ss,
+ Scene *scene)
+ : scene(scene), manager(manager), services(services), ss(ss)
+{
+ current_type = SHADER_TYPE_SURFACE;
+ current_shader = NULL;
+ background = false;
+}
+
+string OSLCompiler::id(ShaderNode *node)
+{
+ /* assign layer unique name based on pointer address + bump mode */
+ stringstream stream;
+ stream << "node_" << node->type->name << "_" << node;
+
+ return stream.str();
+}
+
+string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
+{
+ string sname(input->name().string());
+ size_t i;
+
+ /* Strip white-space. */
+ while ((i = sname.find(" ")) != string::npos)
+ sname.replace(i, 1, "");
+
+ /* if output exists with the same name, add "In" suffix */
+ foreach (ShaderOutput *output, node->outputs) {
+ if (input->name() == output->name()) {
+ sname += "In";
+ break;
+ }
+ }
+
+ return sname;
+}
+
+string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
+{
+ string sname(output->name().string());
+ size_t i;
+
+ /* Strip white-space. */
+ while ((i = sname.find(" ")) != string::npos)
+ sname.replace(i, 1, "");
+
+ /* if input exists with the same name, add "Out" suffix */
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->name() == output->name()) {
+ sname += "Out";
+ break;
+ }
+ }
+
+ return sname;
+}
+
+bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
+{
+ /* exception for output node, only one input is actually used
+ * depending on the current shader type */
+
+ if (input->flags() & SocketType::SVM_INTERNAL)
+ return true;
+
+ if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT) {
+ if (input->name() == "Surface" && current_type != SHADER_TYPE_SURFACE)
+ return true;
+ if (input->name() == "Volume" && current_type != SHADER_TYPE_VOLUME)
+ return true;
+ if (input->name() == "Displacement" && current_type != SHADER_TYPE_DISPLACEMENT)
+ return true;
+ if (input->name() == "Normal" && current_type != SHADER_TYPE_BUMP)
+ return true;
+ }
+ else if (node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
+ if (input->name() == "Height")
+ return true;
+ }
+ else if (current_type == SHADER_TYPE_DISPLACEMENT && input->link &&
+ input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
+ return true;
+
+ return false;
+}
+
+void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
+{
+ /* load filepath */
+ if (isfilepath) {
+ name = manager->shader_load_filepath(name);
+
+ if (name == NULL)
+ return;
+ }
+
+ /* pass in fixed parameter values */
+ foreach (ShaderInput *input, node->inputs) {
+ if (!input->link) {
+ /* checks to untangle graphs */
+ if (node_skip_input(node, input))
+ continue;
+
+ string param_name = compatible_name(node, input);
+ const SocketType &socket = input->socket_type;
+ switch (input->type()) {
+ case SocketType::COLOR:
+ parameter_color(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::POINT:
+ parameter_point(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::VECTOR:
+ parameter_vector(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::NORMAL:
+ parameter_normal(param_name.c_str(), node->get_float3(socket));
+ break;
+ case SocketType::FLOAT:
+ parameter(param_name.c_str(), node->get_float(socket));
+ break;
+ case SocketType::INT:
+ parameter(param_name.c_str(), node->get_int(socket));
+ break;
+ case SocketType::STRING:
+ parameter(param_name.c_str(), node->get_string(socket));
+ break;
+ case SocketType::CLOSURE:
+ case SocketType::UNDEFINED:
+ default:
+ break;
+ }
+ }
+ }
+
+ /* Create shader of the appropriate type. OSL only distinguishes between "surface"
+ * and "displacement" at the moment. */
+ if (current_type == SHADER_TYPE_SURFACE)
+ ss->Shader("surface", name, id(node).c_str());
+ else if (current_type == SHADER_TYPE_VOLUME)
+ ss->Shader("surface", name, id(node).c_str());
+ else if (current_type == SHADER_TYPE_DISPLACEMENT)
+ ss->Shader("displacement", name, id(node).c_str());
+ else if (current_type == SHADER_TYPE_BUMP)
+ ss->Shader("displacement", name, id(node).c_str());
+ else
+ assert(0);
+
+ /* link inputs to other nodes */
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->link) {
+ if (node_skip_input(node, input))
+ continue;
+
+ /* connect shaders */
+ string id_from = id(input->link->parent);
+ string id_to = id(node);
+ string param_from = compatible_name(input->link->parent, input->link);
+ string param_to = compatible_name(node, input);
+
+ ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
+ }
+ }
+
+ /* test if we shader contains specific closures */
+ OSLShaderInfo *info = manager->shader_loaded_info(name);
+
+ if (current_type == SHADER_TYPE_SURFACE) {
+ if (info) {
+ if (info->has_surface_emission)
+ current_shader->has_surface_emission = true;
+ if (info->has_surface_transparent)
+ current_shader->has_surface_transparent = true;
+ if (info->has_surface_bssrdf) {
+ current_shader->has_surface_bssrdf = true;
+ current_shader->has_bssrdf_bump = true; /* can't detect yet */
+ }
+ current_shader->has_bump = true; /* can't detect yet */
+ current_shader->has_surface_raytrace = true; /* can't detect yet */
+ }
+
+ if (node->has_spatial_varying()) {
+ current_shader->has_surface_spatial_varying = true;
+ }
+ }
+ else if (current_type == SHADER_TYPE_VOLUME) {
+ if (node->has_spatial_varying())
+ current_shader->has_volume_spatial_varying = true;
+ if (node->has_attribute_dependency())
+ current_shader->has_volume_attribute_dependency = true;
+ }
+
+ if (node->has_integrator_dependency()) {
+ current_shader->has_integrator_dependency = true;
+ }
+}
+
+static TypeDesc array_typedesc(TypeDesc typedesc, int arraylength)
+{
+ return TypeDesc((TypeDesc::BASETYPE)typedesc.basetype,
+ (TypeDesc::AGGREGATE)typedesc.aggregate,
+ (TypeDesc::VECSEMANTICS)typedesc.vecsemantics,
+ arraylength);
+}
+
+void OSLCompiler::parameter(ShaderNode *node, const char *name)
+{
+ ustring uname = ustring(name);
+ const SocketType &socket = *(node->type->find_input(uname));
+
+ switch (socket.type) {
+ case SocketType::BOOLEAN: {
+ int value = node->get_bool(socket);
+ ss->Parameter(name, TypeDesc::TypeInt, &value);
+ break;
+ }
+ case SocketType::FLOAT: {
+ float value = node->get_float(socket);
+ ss->Parameter(uname, TypeDesc::TypeFloat, &value);
+ break;
+ }
+ case SocketType::INT: {
+ int value = node->get_int(socket);
+ ss->Parameter(uname, TypeDesc::TypeInt, &value);
+ break;
+ }
+ case SocketType::COLOR: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypeColor, &value);
+ break;
+ }
+ case SocketType::VECTOR: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypeVector, &value);
+ break;
+ }
+ case SocketType::POINT: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypePoint, &value);
+ break;
+ }
+ case SocketType::NORMAL: {
+ float3 value = node->get_float3(socket);
+ ss->Parameter(uname, TypeDesc::TypeNormal, &value);
+ break;
+ }
+ case SocketType::POINT2: {
+ float2 value = node->get_float2(socket);
+ ss->Parameter(uname, TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), &value);
+ break;
+ }
+ case SocketType::STRING: {
+ ustring value = node->get_string(socket);
+ ss->Parameter(uname, TypeDesc::TypeString, &value);
+ break;
+ }
+ case SocketType::ENUM: {
+ ustring value = node->get_string(socket);
+ ss->Parameter(uname, TypeDesc::TypeString, &value);
+ break;
+ }
+ case SocketType::TRANSFORM: {
+ Transform value = node->get_transform(socket);
+ ProjectionTransform projection(value);
+ projection = projection_transpose(projection);
+ ss->Parameter(uname, TypeDesc::TypeMatrix, &projection);
+ break;
+ }
+ case SocketType::BOOLEAN_ARRAY: {
+ // OSL does not support booleans, so convert to int
+ const array<bool> &value = node->get_bool_array(socket);
+ array<int> intvalue(value.size());
+ for (size_t i = 0; i < value.size(); i++)
+ intvalue[i] = value[i];
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), intvalue.data());
+ break;
+ }
+ case SocketType::FLOAT_ARRAY: {
+ const array<float> &value = node->get_float_array(socket);
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeFloat, value.size()), value.data());
+ break;
+ }
+ case SocketType::INT_ARRAY: {
+ const array<int> &value = node->get_int_array(socket);
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeInt, value.size()), value.data());
+ break;
+ }
+ case SocketType::COLOR_ARRAY:
+ case SocketType::VECTOR_ARRAY:
+ case SocketType::POINT_ARRAY:
+ case SocketType::NORMAL_ARRAY: {
+ TypeDesc typedesc;
+
+ switch (socket.type) {
+ case SocketType::COLOR_ARRAY:
+ typedesc = TypeDesc::TypeColor;
+ break;
+ case SocketType::VECTOR_ARRAY:
+ typedesc = TypeDesc::TypeVector;
+ break;
+ case SocketType::POINT_ARRAY:
+ typedesc = TypeDesc::TypePoint;
+ break;
+ case SocketType::NORMAL_ARRAY:
+ typedesc = TypeDesc::TypeNormal;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ // convert to tightly packed array since float3 has padding
+ const array<float3> &value = node->get_float3_array(socket);
+ array<float> fvalue(value.size() * 3);
+ for (size_t i = 0, j = 0; i < value.size(); i++) {
+ fvalue[j++] = value[i].x;
+ fvalue[j++] = value[i].y;
+ fvalue[j++] = value[i].z;
+ }
+
+ ss->Parameter(uname, array_typedesc(typedesc, value.size()), fvalue.data());
+ break;
+ }
+ case SocketType::POINT2_ARRAY: {
+ const array<float2> &value = node->get_float2_array(socket);
+ ss->Parameter(
+ uname,
+ array_typedesc(TypeDesc(TypeDesc::FLOAT, TypeDesc::VEC2, TypeDesc::POINT), value.size()),
+ value.data());
+ break;
+ }
+ case SocketType::STRING_ARRAY: {
+ const array<ustring> &value = node->get_string_array(socket);
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeString, value.size()), value.data());
+ break;
+ }
+ case SocketType::TRANSFORM_ARRAY: {
+ const array<Transform> &value = node->get_transform_array(socket);
+ array<ProjectionTransform> fvalue(value.size());
+ for (size_t i = 0; i < value.size(); i++) {
+ fvalue[i] = projection_transpose(ProjectionTransform(value[i]));
+ }
+ ss->Parameter(uname, array_typedesc(TypeDesc::TypeMatrix, fvalue.size()), fvalue.data());
+ break;
+ }
+ case SocketType::CLOSURE:
+ case SocketType::NODE:
+ case SocketType::NODE_ARRAY:
+ case SocketType::UNDEFINED:
+ case SocketType::UINT: {
+ assert(0);
+ break;
+ }
+ }
+}
+
+void OSLCompiler::parameter(const char *name, float f)
+{
+ ss->Parameter(name, TypeDesc::TypeFloat, &f);
+}
+
+void OSLCompiler::parameter_color(const char *name, float3 f)
+{
+ ss->Parameter(name, TypeDesc::TypeColor, &f);
+}
+
+void OSLCompiler::parameter_point(const char *name, float3 f)
+{
+ ss->Parameter(name, TypeDesc::TypePoint, &f);
+}
+
+void OSLCompiler::parameter_normal(const char *name, float3 f)
+{
+ ss->Parameter(name, TypeDesc::TypeNormal, &f);
+}
+
+void OSLCompiler::parameter_vector(const char *name, float3 f)
+{
+ ss->Parameter(name, TypeDesc::TypeVector, &f);
+}
+
+void OSLCompiler::parameter(const char *name, int f)
+{
+ ss->Parameter(name, TypeDesc::TypeInt, &f);
+}
+
+void OSLCompiler::parameter(const char *name, const char *s)
+{
+ ss->Parameter(name, TypeDesc::TypeString, &s);
+}
+
+void OSLCompiler::parameter(const char *name, ustring s)
+{
+ const char *str = s.c_str();
+ ss->Parameter(name, TypeDesc::TypeString, &str);
+}
+
+void OSLCompiler::parameter(const char *name, const Transform &tfm)
+{
+ ProjectionTransform projection(tfm);
+ projection = projection_transpose(projection);
+ ss->Parameter(name, TypeDesc::TypeMatrix, (float *)&projection);
+}
+
+void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen)
+{
+ TypeDesc type = TypeDesc::TypeFloat;
+ type.arraylen = arraylen;
+ ss->Parameter(name, type, f);
+}
+
+void OSLCompiler::parameter_color_array(const char *name, const array<float3> &f)
+{
+ /* NOTE: cycles float3 type is actually 4 floats! need to use an explicit array. */
+ array<float[3]> table(f.size());
+
+ for (int i = 0; i < f.size(); ++i) {
+ table[i][0] = f[i].x;
+ table[i][1] = f[i].y;
+ table[i][2] = f[i].z;
+ }
+
+ TypeDesc type = TypeDesc::TypeColor;
+ type.arraylen = table.size();
+ ss->Parameter(name, type, table.data());
+}
+
+void OSLCompiler::parameter_attribute(const char *name, ustring s)
+{
+ if (Attribute::name_standard(s.c_str()))
+ parameter(name, (string("geom:") + s.c_str()).c_str());
+ else
+ parameter(name, s.c_str());
+}
+
+void OSLCompiler::find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input)
+{
+ ShaderNode *node = (input->link) ? input->link->parent : NULL;
+
+ if (node != NULL && dependencies.find(node) == dependencies.end()) {
+ foreach (ShaderInput *in, node->inputs)
+ if (!node_skip_input(node, in))
+ find_dependencies(dependencies, in);
+
+ dependencies.insert(node);
+ }
+}
+
+void OSLCompiler::generate_nodes(const ShaderNodeSet &nodes)
+{
+ ShaderNodeSet done;
+ bool nodes_done;
+
+ do {
+ nodes_done = true;
+
+ foreach (ShaderNode *node, nodes) {
+ if (done.find(node) == done.end()) {
+ bool inputs_done = true;
+
+ foreach (ShaderInput *input, node->inputs)
+ if (!node_skip_input(node, input))
+ if (input->link && done.find(input->link->parent) == done.end())
+ inputs_done = false;
+
+ if (inputs_done) {
+ node->compile(*this);
+ done.insert(node);
+
+ if (current_type == SHADER_TYPE_SURFACE) {
+ if (node->has_surface_emission())
+ current_shader->has_surface_emission = true;
+ if (node->has_surface_transparent())
+ current_shader->has_surface_transparent = true;
+ if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE)
+ current_shader->has_surface_raytrace = true;
+ if (node->has_spatial_varying())
+ current_shader->has_surface_spatial_varying = true;
+ if (node->has_surface_bssrdf()) {
+ current_shader->has_surface_bssrdf = true;
+ if (node->has_bssrdf_bump())
+ current_shader->has_bssrdf_bump = true;
+ }
+ if (node->has_bump()) {
+ current_shader->has_bump = true;
+ }
+ }
+ else if (current_type == SHADER_TYPE_VOLUME) {
+ if (node->has_spatial_varying())
+ current_shader->has_volume_spatial_varying = true;
+ }
+ }
+ else
+ nodes_done = false;
+ }
+ }
+ } while (!nodes_done);
+}
+
+OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
+{
+ current_type = type;
+
+ OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str());
+
+ ShaderNode *output = graph->output();
+ ShaderNodeSet dependencies;
+
+ if (type == SHADER_TYPE_SURFACE) {
+ /* generate surface shader */
+ find_dependencies(dependencies, output->input("Surface"));
+ generate_nodes(dependencies);
+ output->compile(*this);
+ }
+ else if (type == SHADER_TYPE_BUMP) {
+ /* generate bump shader */
+ find_dependencies(dependencies, output->input("Normal"));
+ generate_nodes(dependencies);
+ output->compile(*this);
+ }
+ else if (type == SHADER_TYPE_VOLUME) {
+ /* generate volume shader */
+ find_dependencies(dependencies, output->input("Volume"));
+ generate_nodes(dependencies);
+ output->compile(*this);
+ }
+ else if (type == SHADER_TYPE_DISPLACEMENT) {
+ /* generate displacement shader */
+ find_dependencies(dependencies, output->input("Displacement"));
+ generate_nodes(dependencies);
+ output->compile(*this);
+ }
+ else
+ assert(0);
+
+ ss->ShaderGroupEnd();
+
+ return group;
+}
+
+void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
+{
+ if (shader->is_modified()) {
+ ShaderGraph *graph = shader->graph;
+ ShaderNode *output = (graph) ? graph->output() : NULL;
+
+ bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) &&
+ output->input("Surface")->link && output->input("Displacement")->link;
+
+ /* finalize */
+ shader->graph->finalize(scene,
+ has_bump,
+ shader->has_integrator_dependency,
+ shader->get_displacement_method() == DISPLACE_BOTH);
+
+ current_shader = shader;
+
+ shader->has_surface = false;
+ shader->has_surface_emission = false;
+ shader->has_surface_transparent = false;
+ shader->has_surface_bssrdf = false;
+ shader->has_bump = has_bump;
+ shader->has_bssrdf_bump = has_bump;
+ shader->has_volume = false;
+ shader->has_displacement = false;
+ shader->has_surface_spatial_varying = false;
+ shader->has_volume_spatial_varying = false;
+ shader->has_volume_attribute_dependency = false;
+ shader->has_integrator_dependency = false;
+
+ /* generate surface shader */
+ if (shader->reference_count() && graph && output->input("Surface")->link) {
+ shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
+
+ if (has_bump)
+ shader->osl_surface_bump_ref = compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
+ else
+ shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
+
+ shader->has_surface = true;
+ }
+ else {
+ shader->osl_surface_ref = OSL::ShaderGroupRef();
+ shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
+ }
+
+ /* generate volume shader */
+ if (shader->reference_count() && graph && output->input("Volume")->link) {
+ shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
+ shader->has_volume = true;
+ }
+ else
+ shader->osl_volume_ref = OSL::ShaderGroupRef();
+
+ /* generate displacement shader */
+ if (shader->reference_count() && graph && output->input("Displacement")->link) {
+ shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
+ shader->has_displacement = true;
+ }
+ else
+ shader->osl_displacement_ref = OSL::ShaderGroupRef();
+ }
+
+ /* push state to array for lookup */
+ og->surface_state.push_back(shader->osl_surface_ref);
+ og->volume_state.push_back(shader->osl_volume_ref);
+ og->displacement_state.push_back(shader->osl_displacement_ref);
+ og->bump_state.push_back(shader->osl_surface_bump_ref);
+}
+
+void OSLCompiler::parameter_texture(const char *name, ustring filename, ustring colorspace)
+{
+ /* Textured loaded through the OpenImageIO texture cache. For this
+ * case we need to do runtime color space conversion. */
+ OSLTextureHandle *handle = new OSLTextureHandle(OSLTextureHandle::OIIO);
+ handle->processor = ColorSpaceManager::get_processor(colorspace);
+ services->textures.insert(filename, handle);
+ parameter(name, filename);
+}
+
+void OSLCompiler::parameter_texture(const char *name, int svm_slot)
+{
+ /* Texture loaded through SVM image texture system. We generate a unique
+ * name, which ends up being used in OSLRenderServices::get_texture_handle
+ * to get handle again. Note that this name must be unique between multiple
+ * render sessions as the render services are shared. */
+ ustring filename(string_printf("@svm%d", texture_shared_unique_id++).c_str());
+ services->textures.insert(filename, new OSLTextureHandle(OSLTextureHandle::SVM, svm_slot));
+ parameter(name, filename);
+}
+
+void OSLCompiler::parameter_texture_ies(const char *name, int svm_slot)
+{
+ /* IES light textures stored in SVM. */
+ ustring filename(string_printf("@svm%d", texture_shared_unique_id++).c_str());
+ services->textures.insert(filename, new OSLTextureHandle(OSLTextureHandle::IES, svm_slot));
+ parameter(name, filename);
+}
+
+#else
+
+void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfilepath*/)
+{
+}
+
+void OSLCompiler::parameter(ShaderNode * /*node*/, const char * /*name*/)
+{
+}
+
+void OSLCompiler::parameter(const char * /*name*/, float /*f*/)
+{
+}
+
+void OSLCompiler::parameter_color(const char * /*name*/, float3 /*f*/)
+{
+}
+
+void OSLCompiler::parameter_vector(const char * /*name*/, float3 /*f*/)
+{
+}
+
+void OSLCompiler::parameter_point(const char * /*name*/, float3 /*f*/)
+{
+}
+
+void OSLCompiler::parameter_normal(const char * /*name*/, float3 /*f*/)
+{
+}
+
+void OSLCompiler::parameter(const char * /*name*/, int /*f*/)
+{
+}
+
+void OSLCompiler::parameter(const char * /*name*/, const char * /*s*/)
+{
+}
+
+void OSLCompiler::parameter(const char * /*name*/, ustring /*s*/)
+{
+}
+
+void OSLCompiler::parameter(const char * /*name*/, const Transform & /*tfm*/)
+{
+}
+
+void OSLCompiler::parameter_array(const char * /*name*/, const float /*f*/[], int /*arraylen*/)
+{
+}
+
+void OSLCompiler::parameter_color_array(const char * /*name*/, const array<float3> & /*f*/)
+{
+}
+
+void OSLCompiler::parameter_texture(const char * /* name */,
+ ustring /* filename */,
+ ustring /* colorspace */)
+{
+}
+
+void OSLCompiler::parameter_texture(const char * /* name */, int /* svm_slot */)
+{
+}
+
+void OSLCompiler::parameter_texture_ies(const char * /* name */, int /* svm_slot */)
+{
+}
+
+#endif /* WITH_OSL */
+
+CCL_NAMESPACE_END