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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-25 22:13:08 +0300
commit9f07d73e4598c7746218bc6b64cf2f88908645e9 (patch)
tree04cccc54eb7d1c32a36b7841cb1257fc1df06a66 /intern/cycles/scene/svm.cpp
parent4758a7d35750ae0a2ed24014817e5b169a71e364 (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/svm.cpp')
-rw-r--r--intern/cycles/scene/svm.cpp984
1 files changed, 984 insertions, 0 deletions
diff --git a/intern/cycles/scene/svm.cpp b/intern/cycles/scene/svm.cpp
new file mode 100644
index 00000000000..b0b7fb605d1
--- /dev/null
+++ b/intern/cycles/scene/svm.cpp
@@ -0,0 +1,984 @@
+/*
+ * 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/light.h"
+#include "scene/mesh.h"
+#include "scene/scene.h"
+#include "scene/shader.h"
+#include "scene/shader_graph.h"
+#include "scene/shader_nodes.h"
+#include "scene/stats.h"
+#include "scene/svm.h"
+
+#include "util/util_foreach.h"
+#include "util/util_logging.h"
+#include "util/util_progress.h"
+#include "util/util_task.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Shader Manager */
+
+SVMShaderManager::SVMShaderManager()
+{
+}
+
+SVMShaderManager::~SVMShaderManager()
+{
+}
+
+void SVMShaderManager::reset(Scene * /*scene*/)
+{
+}
+
+void SVMShaderManager::device_update_shader(Scene *scene,
+ Shader *shader,
+ Progress *progress,
+ array<int4> *svm_nodes)
+{
+ if (progress->get_cancel()) {
+ return;
+ }
+ assert(shader->graph);
+
+ svm_nodes->push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
+
+ SVMCompiler::Summary summary;
+ SVMCompiler compiler(scene);
+ compiler.background = (shader == scene->background->get_shader(scene));
+ compiler.compile(shader, *svm_nodes, 0, &summary);
+
+ VLOG(2) << "Compilation summary:\n"
+ << "Shader name: " << shader->name << "\n"
+ << summary.full_report();
+}
+
+void SVMShaderManager::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->svm.times.add_entry({"device_update", time});
+ }
+ });
+
+ const int num_shaders = scene->shaders.size();
+
+ VLOG(1) << "Total " << num_shaders << " shaders.";
+
+ double start_time = time_dt();
+
+ /* test if we need to update */
+ device_free(device, dscene, scene);
+
+ /* Build all shaders. */
+ TaskPool task_pool;
+ vector<array<int4>> shader_svm_nodes(num_shaders);
+ for (int i = 0; i < num_shaders; i++) {
+ task_pool.push(function_bind(&SVMShaderManager::device_update_shader,
+ this,
+ scene,
+ scene->shaders[i],
+ &progress,
+ &shader_svm_nodes[i]));
+ }
+ task_pool.wait_work();
+
+ if (progress.get_cancel()) {
+ return;
+ }
+
+ /* The global node list contains a jump table (one node per shader)
+ * followed by the nodes of all shaders. */
+ int svm_nodes_size = num_shaders;
+ for (int i = 0; i < num_shaders; i++) {
+ /* Since we're not copying the local jump node, the size ends up being one node lower. */
+ svm_nodes_size += shader_svm_nodes[i].size() - 1;
+ }
+
+ int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size);
+
+ int node_offset = num_shaders;
+ for (int i = 0; i < num_shaders; i++) {
+ Shader *shader = scene->shaders[i];
+
+ shader->clear_modified();
+ if (shader->get_use_mis() && shader->has_surface_emission) {
+ scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED);
+ }
+
+ /* Update the global jump table.
+ * Each compiled shader starts with a jump node that has offsets local
+ * to the shader, so copy those and add the offset into the global node list. */
+ int4 &global_jump_node = svm_nodes[shader->id];
+ int4 &local_jump_node = shader_svm_nodes[i][0];
+
+ global_jump_node.x = NODE_SHADER_JUMP;
+ global_jump_node.y = local_jump_node.y - 1 + node_offset;
+ global_jump_node.z = local_jump_node.z - 1 + node_offset;
+ global_jump_node.w = local_jump_node.w - 1 + node_offset;
+
+ node_offset += shader_svm_nodes[i].size() - 1;
+ }
+
+ /* Copy the nodes of each shader into the correct location. */
+ svm_nodes += num_shaders;
+ for (int i = 0; i < num_shaders; i++) {
+ int shader_size = shader_svm_nodes[i].size() - 1;
+
+ memcpy(svm_nodes, &shader_svm_nodes[i][1], sizeof(int4) * shader_size);
+ svm_nodes += shader_size;
+ }
+
+ if (progress.get_cancel()) {
+ return;
+ }
+
+ dscene->svm_nodes.copy_to_device();
+
+ device_update_common(device, dscene, scene, progress);
+
+ update_flags = UPDATE_NONE;
+
+ VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time
+ << " seconds.";
+}
+
+void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
+{
+ device_free_common(device, dscene, scene);
+
+ dscene->svm_nodes.free();
+}
+
+/* Graph Compiler */
+
+SVMCompiler::SVMCompiler(Scene *scene) : scene(scene)
+{
+ max_stack_use = 0;
+ current_type = SHADER_TYPE_SURFACE;
+ current_shader = NULL;
+ current_graph = NULL;
+ background = false;
+ mix_weight_offset = SVM_STACK_INVALID;
+ compile_failed = false;
+}
+
+int SVMCompiler::stack_size(SocketType::Type type)
+{
+ int size = 0;
+
+ switch (type) {
+ case SocketType::FLOAT:
+ case SocketType::INT:
+ size = 1;
+ break;
+ case SocketType::COLOR:
+ case SocketType::VECTOR:
+ case SocketType::NORMAL:
+ case SocketType::POINT:
+ size = 3;
+ break;
+ case SocketType::CLOSURE:
+ size = 0;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ return size;
+}
+
+int SVMCompiler::stack_find_offset(int size)
+{
+ int offset = -1;
+
+ /* find free space in stack & mark as used */
+ for (int i = 0, num_unused = 0; i < SVM_STACK_SIZE; i++) {
+ if (active_stack.users[i])
+ num_unused = 0;
+ else
+ num_unused++;
+
+ if (num_unused == size) {
+ offset = i + 1 - size;
+ max_stack_use = max(i + 1, max_stack_use);
+
+ while (i >= offset)
+ active_stack.users[i--] = 1;
+
+ return offset;
+ }
+ }
+
+ if (!compile_failed) {
+ compile_failed = true;
+ fprintf(stderr,
+ "Cycles: out of SVM stack space, shader \"%s\" too big.\n",
+ current_shader->name.c_str());
+ }
+
+ return 0;
+}
+
+int SVMCompiler::stack_find_offset(SocketType::Type type)
+{
+ return stack_find_offset(stack_size(type));
+}
+
+void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset)
+{
+ int size = stack_size(type);
+
+ for (int i = 0; i < size; i++)
+ active_stack.users[offset + i]--;
+}
+
+int SVMCompiler::stack_assign(ShaderInput *input)
+{
+ /* stack offset assign? */
+ if (input->stack_offset == SVM_STACK_INVALID) {
+ if (input->link) {
+ /* linked to output -> use output offset */
+ assert(input->link->stack_offset != SVM_STACK_INVALID);
+ input->stack_offset = input->link->stack_offset;
+ }
+ else {
+ Node *node = input->parent;
+
+ /* not linked to output -> add nodes to load default value */
+ input->stack_offset = stack_find_offset(input->type());
+
+ if (input->type() == SocketType::FLOAT) {
+ add_node(NODE_VALUE_F,
+ __float_as_int(node->get_float(input->socket_type)),
+ input->stack_offset);
+ }
+ else if (input->type() == SocketType::INT) {
+ add_node(NODE_VALUE_F, node->get_int(input->socket_type), input->stack_offset);
+ }
+ else if (input->type() == SocketType::VECTOR || input->type() == SocketType::NORMAL ||
+ input->type() == SocketType::POINT || input->type() == SocketType::COLOR) {
+
+ add_node(NODE_VALUE_V, input->stack_offset);
+ add_node(NODE_VALUE_V, node->get_float3(input->socket_type));
+ }
+ else /* should not get called for closure */
+ assert(0);
+ }
+ }
+
+ return input->stack_offset;
+}
+
+int SVMCompiler::stack_assign(ShaderOutput *output)
+{
+ /* if no stack offset assigned yet, find one */
+ if (output->stack_offset == SVM_STACK_INVALID)
+ output->stack_offset = stack_find_offset(output->type());
+
+ return output->stack_offset;
+}
+
+int SVMCompiler::stack_assign_if_linked(ShaderInput *input)
+{
+ if (input->link || input->constant_folded_in)
+ return stack_assign(input);
+
+ return SVM_STACK_INVALID;
+}
+
+int SVMCompiler::stack_assign_if_linked(ShaderOutput *output)
+{
+ if (!output->links.empty())
+ return stack_assign(output);
+
+ return SVM_STACK_INVALID;
+}
+
+void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output)
+{
+ if (output->stack_offset == SVM_STACK_INVALID) {
+ assert(input->link);
+ assert(stack_size(output->type()) == stack_size(input->link->type()));
+
+ output->stack_offset = input->link->stack_offset;
+
+ int size = stack_size(output->type());
+
+ for (int i = 0; i < size; i++)
+ active_stack.users[output->stack_offset + i]++;
+ }
+}
+
+void SVMCompiler::stack_clear_users(ShaderNode *node, ShaderNodeSet &done)
+{
+ /* optimization we should add:
+ * find and lower user counts for outputs for which all inputs are done.
+ * this is done before the node is compiled, under the assumption that the
+ * node will first load all inputs from the stack and then writes its
+ * outputs. this used to work, but was disabled because it gave trouble
+ * with inputs getting stack positions assigned */
+
+ foreach (ShaderInput *input, node->inputs) {
+ ShaderOutput *output = input->link;
+
+ if (output && output->stack_offset != SVM_STACK_INVALID) {
+ bool all_done = true;
+
+ /* optimization we should add: verify if in->parent is actually used */
+ foreach (ShaderInput *in, output->links)
+ if (in->parent != node && done.find(in->parent) == done.end())
+ all_done = false;
+
+ if (all_done) {
+ stack_clear_offset(output->type(), output->stack_offset);
+ output->stack_offset = SVM_STACK_INVALID;
+
+ foreach (ShaderInput *in, output->links)
+ in->stack_offset = SVM_STACK_INVALID;
+ }
+ }
+ }
+}
+
+void SVMCompiler::stack_clear_temporary(ShaderNode *node)
+{
+ foreach (ShaderInput *input, node->inputs) {
+ if (!input->link && input->stack_offset != SVM_STACK_INVALID) {
+ stack_clear_offset(input->type(), input->stack_offset);
+ input->stack_offset = SVM_STACK_INVALID;
+ }
+ }
+}
+
+uint SVMCompiler::encode_uchar4(uint x, uint y, uint z, uint w)
+{
+ assert(x <= 255);
+ assert(y <= 255);
+ assert(z <= 255);
+ assert(w <= 255);
+
+ return (x) | (y << 8) | (z << 16) | (w << 24);
+}
+
+void SVMCompiler::add_node(int a, int b, int c, int d)
+{
+ current_svm_nodes.push_back_slow(make_int4(a, b, c, d));
+}
+
+void SVMCompiler::add_node(ShaderNodeType type, int a, int b, int c)
+{
+ current_svm_nodes.push_back_slow(make_int4(type, a, b, c));
+}
+
+void SVMCompiler::add_node(ShaderNodeType type, const float3 &f)
+{
+ current_svm_nodes.push_back_slow(
+ make_int4(type, __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z)));
+}
+
+void SVMCompiler::add_node(const float4 &f)
+{
+ current_svm_nodes.push_back_slow(make_int4(
+ __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z), __float_as_int(f.w)));
+}
+
+uint SVMCompiler::attribute(ustring name)
+{
+ return scene->shader_manager->get_attribute_id(name);
+}
+
+uint SVMCompiler::attribute(AttributeStandard std)
+{
+ return scene->shader_manager->get_attribute_id(std);
+}
+
+uint SVMCompiler::attribute_standard(ustring name)
+{
+ AttributeStandard std = Attribute::name_standard(name.c_str());
+ return (std) ? attribute(std) : attribute(name);
+}
+
+void SVMCompiler::find_dependencies(ShaderNodeSet &dependencies,
+ const ShaderNodeSet &done,
+ ShaderInput *input,
+ ShaderNode *skip_node)
+{
+ ShaderNode *node = (input->link) ? input->link->parent : NULL;
+ if (node != NULL && done.find(node) == done.end() && node != skip_node &&
+ dependencies.find(node) == dependencies.end()) {
+ foreach (ShaderInput *in, node->inputs) {
+ find_dependencies(dependencies, done, in, skip_node);
+ }
+ dependencies.insert(node);
+ }
+}
+
+void SVMCompiler::generate_node(ShaderNode *node, ShaderNodeSet &done)
+{
+ node->compile(*this);
+ stack_clear_users(node, done);
+ stack_clear_temporary(node);
+
+ if (current_type == SHADER_TYPE_SURFACE) {
+ if (node->has_spatial_varying())
+ current_shader->has_surface_spatial_varying = true;
+ if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE)
+ current_shader->has_surface_raytrace = 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;
+ }
+}
+
+void SVMCompiler::generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state)
+{
+ ShaderNodeSet &done = state->nodes_done;
+ vector<bool> &done_flag = state->nodes_done_flag;
+
+ bool nodes_done;
+ do {
+ nodes_done = true;
+
+ foreach (ShaderNode *node, nodes) {
+ if (!done_flag[node->id]) {
+ bool inputs_done = true;
+
+ foreach (ShaderInput *input, node->inputs) {
+ if (input->link && !done_flag[input->link->parent->id]) {
+ inputs_done = false;
+ }
+ }
+ if (inputs_done) {
+ generate_node(node, done);
+ done.insert(node);
+ done_flag[node->id] = true;
+ }
+ else {
+ nodes_done = false;
+ }
+ }
+ }
+ } while (!nodes_done);
+}
+
+void SVMCompiler::generate_closure_node(ShaderNode *node, CompilerState *state)
+{
+ /* Skip generating closure that are not supported or needed for a particular
+ * type of shader. For example a BSDF in a volume shader. */
+ const int node_feature = node->get_feature();
+ if ((state->node_feature_mask & node_feature) != node_feature) {
+ return;
+ }
+
+ /* execute dependencies for closure */
+ foreach (ShaderInput *in, node->inputs) {
+ if (in->link != NULL) {
+ ShaderNodeSet dependencies;
+ find_dependencies(dependencies, state->nodes_done, in);
+ generate_svm_nodes(dependencies, state);
+ }
+ }
+
+ /* closure mix weight */
+ const char *weight_name = (current_type == SHADER_TYPE_VOLUME) ? "VolumeMixWeight" :
+ "SurfaceMixWeight";
+ ShaderInput *weight_in = node->input(weight_name);
+
+ if (weight_in && (weight_in->link || node->get_float(weight_in->socket_type) != 1.0f))
+ mix_weight_offset = stack_assign(weight_in);
+ else
+ mix_weight_offset = SVM_STACK_INVALID;
+
+ /* compile closure itself */
+ generate_node(node, state->nodes_done);
+
+ mix_weight_offset = SVM_STACK_INVALID;
+
+ 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->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;
+ }
+ }
+}
+
+void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node,
+ ShaderNode *node,
+ CompilerState *state,
+ const ShaderNodeSet &shared)
+{
+ if (shared.find(node) != shared.end()) {
+ generate_multi_closure(root_node, node, state);
+ }
+ else {
+ foreach (ShaderInput *in, node->inputs) {
+ if (in->type() == SocketType::CLOSURE && in->link)
+ generated_shared_closure_nodes(root_node, in->link->parent, state, shared);
+ }
+ }
+}
+
+void SVMCompiler::find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes,
+ ShaderGraph *graph,
+ CompilerState *state)
+{
+ foreach (ShaderNode *node, graph->nodes) {
+ if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
+ OutputAOVNode *aov_node = static_cast<OutputAOVNode *>(node);
+ if (aov_node->offset >= 0) {
+ aov_nodes.insert(aov_node);
+ foreach (ShaderInput *in, node->inputs) {
+ if (in->link != NULL) {
+ find_dependencies(aov_nodes, state->nodes_done, in);
+ }
+ }
+ }
+ }
+ }
+}
+
+void SVMCompiler::generate_multi_closure(ShaderNode *root_node,
+ ShaderNode *node,
+ CompilerState *state)
+{
+ /* only generate once */
+ if (state->closure_done.find(node) != state->closure_done.end())
+ return;
+
+ state->closure_done.insert(node);
+
+ if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) {
+ /* weighting is already taken care of in ShaderGraph::transform_multi_closure */
+ ShaderInput *cl1in = node->input("Closure1");
+ ShaderInput *cl2in = node->input("Closure2");
+ ShaderInput *facin = node->input("Fac");
+
+ /* skip empty mix/add closure nodes */
+ if (!cl1in->link && !cl2in->link)
+ return;
+
+ if (facin && facin->link) {
+ /* mix closure: generate instructions to compute mix weight */
+ ShaderNodeSet dependencies;
+ find_dependencies(dependencies, state->nodes_done, facin);
+ generate_svm_nodes(dependencies, state);
+
+ /* execute shared dependencies. this is needed to allow skipping
+ * of zero weight closures and their dependencies later, so we
+ * ensure that they only skip dependencies that are unique to them */
+ ShaderNodeSet cl1deps, cl2deps, shareddeps;
+
+ find_dependencies(cl1deps, state->nodes_done, cl1in);
+ find_dependencies(cl2deps, state->nodes_done, cl2in);
+
+ ShaderNodeIDComparator node_id_comp;
+ set_intersection(cl1deps.begin(),
+ cl1deps.end(),
+ cl2deps.begin(),
+ cl2deps.end(),
+ std::inserter(shareddeps, shareddeps.begin()),
+ node_id_comp);
+
+ /* it's possible some nodes are not shared between this mix node
+ * inputs, but still needed to be always executed, this mainly
+ * happens when a node of current subbranch is used by a parent
+ * node or so */
+ if (root_node != node) {
+ foreach (ShaderInput *in, root_node->inputs) {
+ ShaderNodeSet rootdeps;
+ find_dependencies(rootdeps, state->nodes_done, in, node);
+ set_intersection(rootdeps.begin(),
+ rootdeps.end(),
+ cl1deps.begin(),
+ cl1deps.end(),
+ std::inserter(shareddeps, shareddeps.begin()),
+ node_id_comp);
+ set_intersection(rootdeps.begin(),
+ rootdeps.end(),
+ cl2deps.begin(),
+ cl2deps.end(),
+ std::inserter(shareddeps, shareddeps.begin()),
+ node_id_comp);
+ }
+ }
+
+ /* For dependencies AOV nodes, prevent them from being categorized
+ * as exclusive deps of one or the other closure, since the need to
+ * execute them for AOV writing is not dependent on the closure
+ * weights. */
+ if (state->aov_nodes.size()) {
+ set_intersection(state->aov_nodes.begin(),
+ state->aov_nodes.end(),
+ cl1deps.begin(),
+ cl1deps.end(),
+ std::inserter(shareddeps, shareddeps.begin()),
+ node_id_comp);
+ set_intersection(state->aov_nodes.begin(),
+ state->aov_nodes.end(),
+ cl2deps.begin(),
+ cl2deps.end(),
+ std::inserter(shareddeps, shareddeps.begin()),
+ node_id_comp);
+ }
+
+ if (!shareddeps.empty()) {
+ if (cl1in->link) {
+ generated_shared_closure_nodes(root_node, cl1in->link->parent, state, shareddeps);
+ }
+ if (cl2in->link) {
+ generated_shared_closure_nodes(root_node, cl2in->link->parent, state, shareddeps);
+ }
+
+ generate_svm_nodes(shareddeps, state);
+ }
+
+ /* generate instructions for input closure 1 */
+ if (cl1in->link) {
+ /* Add instruction to skip closure and its dependencies if mix
+ * weight is zero.
+ */
+ current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ONE, 0, stack_assign(facin), 0));
+ int node_jump_skip_index = current_svm_nodes.size() - 1;
+
+ generate_multi_closure(root_node, cl1in->link->parent, state);
+
+ /* Fill in jump instruction location to be after closure. */
+ current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() -
+ node_jump_skip_index - 1;
+ }
+
+ /* generate instructions for input closure 2 */
+ if (cl2in->link) {
+ /* Add instruction to skip closure and its dependencies if mix
+ * weight is zero.
+ */
+ current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ZERO, 0, stack_assign(facin), 0));
+ int node_jump_skip_index = current_svm_nodes.size() - 1;
+
+ generate_multi_closure(root_node, cl2in->link->parent, state);
+
+ /* Fill in jump instruction location to be after closure. */
+ current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() -
+ node_jump_skip_index - 1;
+ }
+
+ /* unassign */
+ facin->stack_offset = SVM_STACK_INVALID;
+ }
+ else {
+ /* execute closures and their dependencies, no runtime checks
+ * to skip closures here because was already optimized due to
+ * fixed weight or add closure that always needs both */
+ if (cl1in->link)
+ generate_multi_closure(root_node, cl1in->link->parent, state);
+ if (cl2in->link)
+ generate_multi_closure(root_node, cl2in->link->parent, state);
+ }
+ }
+ else {
+ generate_closure_node(node, state);
+ }
+
+ state->nodes_done.insert(node);
+ state->nodes_done_flag[node->id] = true;
+}
+
+void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
+{
+ /* Converting a shader graph into svm_nodes that can be executed
+ * sequentially on the virtual machine is fairly simple. We can keep
+ * looping over nodes and each time all the inputs of a node are
+ * ready, we add svm_nodes for it that read the inputs from the
+ * stack and write outputs back to the stack.
+ *
+ * With the SVM, we always sample only a single closure. We can think
+ * of all closures nodes as a binary tree with mix closures as inner
+ * nodes and other closures as leafs. The SVM will traverse that tree,
+ * each time deciding to go left or right depending on the mix weights,
+ * until a closure is found.
+ *
+ * We only execute nodes that are needed for the mix weights and chosen
+ * closure.
+ */
+
+ current_type = type;
+ current_graph = graph;
+
+ /* get input in output node */
+ ShaderNode *output = graph->output();
+ ShaderInput *clin = NULL;
+
+ switch (type) {
+ case SHADER_TYPE_SURFACE:
+ clin = output->input("Surface");
+ break;
+ case SHADER_TYPE_VOLUME:
+ clin = output->input("Volume");
+ break;
+ case SHADER_TYPE_DISPLACEMENT:
+ clin = output->input("Displacement");
+ break;
+ case SHADER_TYPE_BUMP:
+ clin = output->input("Normal");
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ /* clear all compiler state */
+ memset((void *)&active_stack, 0, sizeof(active_stack));
+ current_svm_nodes.clear();
+
+ foreach (ShaderNode *node, graph->nodes) {
+ foreach (ShaderInput *input, node->inputs)
+ input->stack_offset = SVM_STACK_INVALID;
+ foreach (ShaderOutput *output, node->outputs)
+ output->stack_offset = SVM_STACK_INVALID;
+ }
+
+ /* for the bump shader we need add a node to store the shader state */
+ bool need_bump_state = (type == SHADER_TYPE_BUMP) &&
+ (shader->get_displacement_method() == DISPLACE_BOTH);
+ int bump_state_offset = SVM_STACK_INVALID;
+ if (need_bump_state) {
+ bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE);
+ add_node(NODE_ENTER_BUMP_EVAL, bump_state_offset);
+ }
+
+ if (shader->reference_count()) {
+ CompilerState state(graph);
+ if (clin->link) {
+ bool generate = false;
+
+ switch (type) {
+ case SHADER_TYPE_SURFACE: /* generate surface shader */
+ generate = true;
+ shader->has_surface = true;
+ state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE;
+ break;
+ case SHADER_TYPE_VOLUME: /* generate volume shader */
+ generate = true;
+ shader->has_volume = true;
+ state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_VOLUME;
+ break;
+ case SHADER_TYPE_DISPLACEMENT: /* generate displacement shader */
+ generate = true;
+ shader->has_displacement = true;
+ state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_DISPLACEMENT;
+ break;
+ case SHADER_TYPE_BUMP: /* generate bump shader */
+ generate = true;
+ state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_BUMP;
+ break;
+ default:
+ break;
+ }
+
+ if (generate) {
+ if (type == SHADER_TYPE_SURFACE) {
+ find_aov_nodes_and_dependencies(state.aov_nodes, graph, &state);
+ }
+ generate_multi_closure(clin->link->parent, clin->link->parent, &state);
+ }
+ }
+
+ /* compile output node */
+ output->compile(*this);
+
+ if (!state.aov_nodes.empty()) {
+ /* AOV passes are only written if the object is directly visible, so
+ * there is no point in evaluating all the nodes generated only for the
+ * AOV outputs if that's not the case. Therefore, we insert
+ * NODE_AOV_START into the shader before the AOV-only nodes are
+ * generated which tells the kernel that it can stop evaluation
+ * early if AOVs will not be written. */
+ add_node(NODE_AOV_START, 0, 0, 0);
+ generate_svm_nodes(state.aov_nodes, &state);
+ }
+ }
+
+ /* add node to restore state after bump shader has finished */
+ if (need_bump_state) {
+ add_node(NODE_LEAVE_BUMP_EVAL, bump_state_offset);
+ }
+
+ /* if compile failed, generate empty shader */
+ if (compile_failed) {
+ current_svm_nodes.clear();
+ compile_failed = false;
+ }
+
+ /* for bump shaders we fall thru to the surface shader, but if this is any other kind of shader
+ * it ends here */
+ if (type != SHADER_TYPE_BUMP) {
+ add_node(NODE_END, 0, 0, 0);
+ }
+}
+
+void SVMCompiler::compile(Shader *shader, array<int4> &svm_nodes, int index, Summary *summary)
+{
+ /* copy graph for shader with bump mapping */
+ ShaderNode *output = shader->graph->output();
+ int start_num_svm_nodes = svm_nodes.size();
+
+ const double time_start = time_dt();
+
+ bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) &&
+ output->input("Surface")->link && output->input("Displacement")->link;
+
+ /* finalize */
+ {
+ scoped_timer timer((summary != NULL) ? &summary->time_finalize : NULL);
+ 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_raytrace = 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 bump shader */
+ if (has_bump) {
+ scoped_timer timer((summary != NULL) ? &summary->time_generate_bump : NULL);
+ compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
+ svm_nodes[index].y = svm_nodes.size();
+ svm_nodes.append(current_svm_nodes);
+ }
+
+ /* generate surface shader */
+ {
+ scoped_timer timer((summary != NULL) ? &summary->time_generate_surface : NULL);
+ compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
+ /* only set jump offset if there's no bump shader, as the bump shader will fall thru to this
+ * one if it exists */
+ if (!has_bump) {
+ svm_nodes[index].y = svm_nodes.size();
+ }
+ svm_nodes.append(current_svm_nodes);
+ }
+
+ /* generate volume shader */
+ {
+ scoped_timer timer((summary != NULL) ? &summary->time_generate_volume : NULL);
+ compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
+ svm_nodes[index].z = svm_nodes.size();
+ svm_nodes.append(current_svm_nodes);
+ }
+
+ /* generate displacement shader */
+ {
+ scoped_timer timer((summary != NULL) ? &summary->time_generate_displacement : NULL);
+ compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
+ svm_nodes[index].w = svm_nodes.size();
+ svm_nodes.append(current_svm_nodes);
+ }
+
+ /* Fill in summary information. */
+ if (summary != NULL) {
+ summary->time_total = time_dt() - time_start;
+ summary->peak_stack_usage = max_stack_use;
+ summary->num_svm_nodes = svm_nodes.size() - start_num_svm_nodes;
+ }
+}
+
+/* Compiler summary implementation. */
+
+SVMCompiler::Summary::Summary()
+ : num_svm_nodes(0),
+ peak_stack_usage(0),
+ time_finalize(0.0),
+ time_generate_surface(0.0),
+ time_generate_bump(0.0),
+ time_generate_volume(0.0),
+ time_generate_displacement(0.0),
+ time_total(0.0)
+{
+}
+
+string SVMCompiler::Summary::full_report() const
+{
+ string report = "";
+ report += string_printf("Number of SVM nodes: %d\n", num_svm_nodes);
+ report += string_printf("Peak stack usage: %d\n", peak_stack_usage);
+
+ report += string_printf("Time (in seconds):\n");
+ report += string_printf("Finalize: %f\n", time_finalize);
+ report += string_printf(" Surface: %f\n", time_generate_surface);
+ report += string_printf(" Bump: %f\n", time_generate_bump);
+ report += string_printf(" Volume: %f\n", time_generate_volume);
+ report += string_printf(" Displacement: %f\n", time_generate_displacement);
+ report += string_printf("Generate: %f\n",
+ time_generate_surface + time_generate_bump + time_generate_volume +
+ time_generate_displacement);
+ report += string_printf("Total: %f\n", time_total);
+
+ return report;
+}
+
+/* Global state of the compiler. */
+
+SVMCompiler::CompilerState::CompilerState(ShaderGraph *graph)
+{
+ int max_id = 0;
+ foreach (ShaderNode *node, graph->nodes) {
+ max_id = max(node->id, max_id);
+ }
+ nodes_done_flag.resize(max_id + 1, false);
+ node_feature_mask = 0;
+}
+
+CCL_NAMESPACE_END