diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/osl.h | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (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.h')
-rw-r--r-- | intern/cycles/scene/osl.h | 198 |
1 files changed, 198 insertions, 0 deletions
diff --git a/intern/cycles/scene/osl.h b/intern/cycles/scene/osl.h new file mode 100644 index 00000000000..4161fe6ed67 --- /dev/null +++ b/intern/cycles/scene/osl.h @@ -0,0 +1,198 @@ +/* + * 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. + */ + +#ifndef __OSL_H__ +#define __OSL_H__ + +#include "util/util_array.h" +#include "util/util_set.h" +#include "util/util_string.h" +#include "util/util_thread.h" + +#include "scene/shader.h" +#include "scene/shader_graph.h" +#include "scene/shader_nodes.h" + +#ifdef WITH_OSL +# include <OSL/llvm_util.h> +# include <OSL/oslcomp.h> +# include <OSL/oslexec.h> +# include <OSL/oslquery.h> +#endif + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class ImageManager; +class OSLRenderServices; +struct OSLGlobals; +class Scene; +class ShaderGraph; +class ShaderNode; +class ShaderInput; +class ShaderOutput; + +#ifdef WITH_OSL + +/* OSL Shader Info + * to auto detect closures in the shader for MIS and transparent shadows */ + +struct OSLShaderInfo { + OSLShaderInfo() + : has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false) + { + } + + OSL::OSLQuery query; + bool has_surface_emission; + bool has_surface_transparent; + bool has_surface_bssrdf; +}; + +/* Shader Manage */ + +class OSLShaderManager : public ShaderManager { + public: + OSLShaderManager(); + ~OSLShaderManager(); + + static void free_memory(); + + void reset(Scene *scene) override; + + bool use_osl() override + { + return true; + } + + void device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) override; + void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; + + /* osl compile and query */ + static bool osl_compile(const string &inputfile, const string &outputfile); + static bool osl_query(OSL::OSLQuery &query, const string &filepath); + + /* shader file loading, all functions return pointer to hash string if found */ + const char *shader_test_loaded(const string &hash); + const char *shader_load_bytecode(const string &hash, const string &bytecode); + const char *shader_load_filepath(string filepath); + OSLShaderInfo *shader_loaded_info(const string &hash); + + /* create OSL node using OSLQuery */ + static OSLNode *osl_node(ShaderGraph *graph, + ShaderManager *manager, + const std::string &filepath, + const std::string &bytecode_hash = "", + const std::string &bytecode = ""); + + protected: + void texture_system_init(); + void texture_system_free(); + + void shading_system_init(); + void shading_system_free(); + + OSL::ShadingSystem *ss; + OSL::TextureSystem *ts; + OSLRenderServices *services; + OSL::ErrorHandler errhandler; + map<string, OSLShaderInfo> loaded_shaders; + + static OSL::TextureSystem *ts_shared; + static thread_mutex ts_shared_mutex; + static int ts_shared_users; + + static OSL::ShadingSystem *ss_shared; + static OSLRenderServices *services_shared; + static thread_mutex ss_shared_mutex; + static thread_mutex ss_mutex; + static int ss_shared_users; +}; + +#endif + +/* Graph Compiler */ + +class OSLCompiler { + public: +#ifdef WITH_OSL + OSLCompiler(OSLShaderManager *manager, + OSLRenderServices *services, + OSL::ShadingSystem *shadingsys, + Scene *scene); +#endif + void compile(OSLGlobals *og, Shader *shader); + + void add(ShaderNode *node, const char *name, bool isfilepath = false); + + void parameter(ShaderNode *node, const char *name); + + void parameter(const char *name, float f); + void parameter_color(const char *name, float3 f); + void parameter_vector(const char *name, float3 f); + void parameter_normal(const char *name, float3 f); + void parameter_point(const char *name, float3 f); + void parameter(const char *name, int f); + void parameter(const char *name, const char *s); + void parameter(const char *name, ustring str); + void parameter(const char *name, const Transform &tfm); + + void parameter_array(const char *name, const float f[], int arraylen); + void parameter_color_array(const char *name, const array<float3> &f); + + void parameter_attribute(const char *name, ustring s); + + void parameter_texture(const char *name, ustring filename, ustring colorspace); + void parameter_texture(const char *name, int svm_slot); + void parameter_texture_ies(const char *name, int svm_slot); + + ShaderType output_type() + { + return current_type; + } + + bool background; + Scene *scene; + + private: +#ifdef WITH_OSL + string id(ShaderNode *node); + OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); + bool node_skip_input(ShaderNode *node, ShaderInput *input); + string compatible_name(ShaderNode *node, ShaderInput *input); + string compatible_name(ShaderNode *node, ShaderOutput *output); + + void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); + void generate_nodes(const ShaderNodeSet &nodes); + + OSLShaderManager *manager; + OSLRenderServices *services; + OSL::ShadingSystem *ss; +#endif + + ShaderType current_type; + Shader *current_shader; + + static int texture_shared_unique_id; +}; + +CCL_NAMESPACE_END + +#endif /* __OSL_H__ */ |