diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
---|---|---|
committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/svm.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/svm.h')
-rw-r--r-- | intern/cycles/scene/svm.h | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/intern/cycles/scene/svm.h b/intern/cycles/scene/svm.h new file mode 100644 index 00000000000..a3d215218fa --- /dev/null +++ b/intern/cycles/scene/svm.h @@ -0,0 +1,238 @@ +/* + * 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 __SVM_H__ +#define __SVM_H__ + +#include "scene/attribute.h" +#include "scene/shader.h" +#include "scene/shader_graph.h" + +#include "util/util_array.h" +#include "util/util_set.h" +#include "util/util_string.h" +#include "util/util_thread.h" + +CCL_NAMESPACE_BEGIN + +class Device; +class DeviceScene; +class ImageManager; +class Scene; +class ShaderGraph; +class ShaderInput; +class ShaderNode; +class ShaderOutput; + +/* Shader Manager */ + +class SVMShaderManager : public ShaderManager { + public: + SVMShaderManager(); + ~SVMShaderManager(); + + void reset(Scene *scene) override; + + void device_update_specific(Device *device, + DeviceScene *dscene, + Scene *scene, + Progress &progress) override; + void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; + + protected: + void device_update_shader(Scene *scene, + Shader *shader, + Progress *progress, + array<int4> *svm_nodes); +}; + +/* Graph Compiler */ + +class SVMCompiler { + public: + struct Summary { + Summary(); + + /* Number of SVM nodes shader was compiled into. */ + int num_svm_nodes; + + /* Peak stack usage during shader evaluation. */ + int peak_stack_usage; + + /* Time spent on surface graph finalization. */ + double time_finalize; + + /* Time spent on generating SVM nodes for surface shader. */ + double time_generate_surface; + + /* Time spent on generating SVM nodes for bump shader. */ + double time_generate_bump; + + /* Time spent on generating SVM nodes for volume shader. */ + double time_generate_volume; + + /* Time spent on generating SVM nodes for displacement shader. */ + double time_generate_displacement; + + /* Total time spent on all routines. */ + double time_total; + + /* A full multi-line description of the state of the compiler after compilation. */ + string full_report() const; + }; + + SVMCompiler(Scene *scene); + void compile(Shader *shader, array<int4> &svm_nodes, int index, Summary *summary = NULL); + + int stack_assign(ShaderOutput *output); + int stack_assign(ShaderInput *input); + int stack_assign_if_linked(ShaderInput *input); + int stack_assign_if_linked(ShaderOutput *output); + int stack_find_offset(int size); + int stack_find_offset(SocketType::Type type); + void stack_clear_offset(SocketType::Type type, int offset); + void stack_link(ShaderInput *input, ShaderOutput *output); + + void add_node(ShaderNodeType type, int a = 0, int b = 0, int c = 0); + void add_node(int a = 0, int b = 0, int c = 0, int d = 0); + void add_node(ShaderNodeType type, const float3 &f); + void add_node(const float4 &f); + uint attribute(ustring name); + uint attribute(AttributeStandard std); + uint attribute_standard(ustring name); + uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0); + uint closure_mix_weight_offset() + { + return mix_weight_offset; + } + + ShaderType output_type() + { + return current_type; + } + + Scene *scene; + ShaderGraph *current_graph; + bool background; + + protected: + /* stack */ + struct Stack { + Stack() + { + memset(users, 0, sizeof(users)); + } + Stack(const Stack &other) + { + memcpy(users, other.users, sizeof(users)); + } + Stack &operator=(const Stack &other) + { + memcpy(users, other.users, sizeof(users)); + return *this; + } + + bool empty() + { + for (int i = 0; i < SVM_STACK_SIZE; i++) + if (users[i]) + return false; + + return true; + } + + void print() + { + printf("stack <"); + + for (int i = 0; i < SVM_STACK_SIZE; i++) + printf((users[i]) ? "*" : " "); + + printf(">\n"); + } + + int users[SVM_STACK_SIZE]; + }; + + /* Global state of the compiler accessible from the compilation routines. */ + struct CompilerState { + explicit CompilerState(ShaderGraph *graph); + + /* ** Global state, used by various compilation steps. ** */ + + /* Set of nodes which were already compiled. */ + ShaderNodeSet nodes_done; + + /* Set of closures which were already compiled. */ + ShaderNodeSet closure_done; + + /* Set of nodes used for writing AOVs. */ + ShaderNodeSet aov_nodes; + + /* ** SVM nodes generation state ** */ + + /* Flag whether the node with corresponding ID was already compiled or + * not. Array element with index i corresponds to a node with such if. + * + * TODO(sergey): This is actually a copy of nodes_done just in another + * notation. We can de-duplicate this storage actually after switching + * all areas to use this flags array. + */ + vector<bool> nodes_done_flag; + + /* Node features that can be compiled. */ + uint node_feature_mask; + }; + + void stack_clear_temporary(ShaderNode *node); + int stack_size(SocketType::Type type); + void stack_clear_users(ShaderNode *node, ShaderNodeSet &done); + + /* single closure */ + void find_dependencies(ShaderNodeSet &dependencies, + const ShaderNodeSet &done, + ShaderInput *input, + ShaderNode *skip_node = NULL); + void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes, + ShaderGraph *graph, + CompilerState *state); + void generate_node(ShaderNode *node, ShaderNodeSet &done); + void generate_aov_node(ShaderNode *node, CompilerState *state); + void generate_closure_node(ShaderNode *node, CompilerState *state); + void generated_shared_closure_nodes(ShaderNode *root_node, + ShaderNode *node, + CompilerState *state, + const ShaderNodeSet &shared); + void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state); + + /* multi closure */ + void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state); + + /* compile */ + void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); + + array<int4> current_svm_nodes; + ShaderType current_type; + Shader *current_shader; + Stack active_stack; + int max_stack_use; + uint mix_weight_offset; + bool compile_failed; +}; + +CCL_NAMESPACE_END + +#endif /* __SVM_H__ */ |