/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #ifndef __OSL_SERVICES_H__ #define __OSL_SERVICES_H__ /* OSL Render Services * * Implementation of OSL render services, to retriever matrices, attributes, * textures and point clouds. In principle this should only be accessing * kernel data, but currently we also reach back into the Scene to retrieve * attributes. */ #include #include #include #ifdef WITH_PTEX class PtexCache; #endif CCL_NAMESPACE_BEGIN class Scene; struct ShaderData; struct KernelGlobalsCPU; /* OSL Texture Handle * * OSL texture lookups are string based. If those strings are known at compile * time, the OSL compiler can cache a texture handle to use instead of a string. * * By default it uses TextureSystem::TextureHandle. But since we want to support * different kinds of textures and color space conversions, this is our own handle * with additional data. * * These are stored in a concurrent hash map, because OSL can compile multiple * shaders in parallel. * * NOTE: The svm_slots array contains a compressed mapping of tile to svm_slot pairs * stored as follows: x:tile_a, y:svm_slot_a, z:tile_b, w:svm_slot_b etc. */ struct OSLTextureHandle : public OIIO::RefCnt { enum Type { OIIO, SVM, IES, BEVEL, AO }; OSLTextureHandle(Type type, const vector &svm_slots) : type(type), svm_slots(svm_slots), oiio_handle(NULL), processor(NULL) { } OSLTextureHandle(Type type = OIIO, int svm_slot = -1) : OSLTextureHandle(type, {make_int4(0, svm_slot, -1, -1)}) { } Type type; vector svm_slots; OSL::TextureSystem::TextureHandle *oiio_handle; ColorSpaceProcessor *processor; }; typedef OIIO::intrusive_ptr OSLTextureHandleRef; typedef OIIO::unordered_map_concurrent OSLTextureHandleMap; /* OSL Render Services * * Interface for OSL to access attributes, textures and other scene data. */ class OSLRenderServices : public OSL::RendererServices { public: OSLRenderServices(OSL::TextureSystem *texture_system, int device_type); ~OSLRenderServices(); static void register_closures(OSL::ShadingSystem *ss); int supports(string_view feature) const override; bool get_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, OSL::TransformationPtr xform, float time) override; bool get_inverse_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, OSL::TransformationPtr xform, float time) override; bool get_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, ustring from, float time) override; bool get_inverse_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, ustring to, float time) override; bool get_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, OSL::TransformationPtr xform) override; bool get_inverse_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, OSL::TransformationPtr xform) override; bool get_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, ustring from) override; bool get_inverse_matrix(OSL::ShaderGlobals *sg, OSL::Matrix44 &result, ustring from) override; bool get_array_attribute(OSL::ShaderGlobals *sg, bool derivatives, ustring object, TypeDesc type, ustring name, int index, void *val) override; bool get_attribute(OSL::ShaderGlobals *sg, bool derivatives, ustring object, TypeDesc type, ustring name, void *val) override; bool get_attribute(ShaderData *sd, bool derivatives, ustring object_name, TypeDesc type, ustring name, void *val); bool get_userdata( bool derivatives, ustring name, TypeDesc type, OSL::ShaderGlobals *sg, void *val) override; int pointcloud_search(OSL::ShaderGlobals *sg, ustring filename, const OSL::Vec3 ¢er, float radius, int max_points, bool sort, size_t *out_indices, float *out_distances, int derivs_offset) override; int pointcloud_get(OSL::ShaderGlobals *sg, ustring filename, size_t *indices, int count, ustring attr_name, TypeDesc attr_type, void *out_data) override; bool pointcloud_write(OSL::ShaderGlobals *sg, ustring filename, const OSL::Vec3 &pos, int nattribs, const ustring *names, const TypeDesc *types, const void **data) override; bool trace(TraceOpt &options, OSL::ShaderGlobals *sg, const OSL::Vec3 &P, const OSL::Vec3 &dPdx, const OSL::Vec3 &dPdy, const OSL::Vec3 &R, const OSL::Vec3 &dRdx, const OSL::Vec3 &dRdy) override; bool getmessage(OSL::ShaderGlobals *sg, ustring source, ustring name, TypeDesc type, void *val, bool derivatives) override; #if OSL_LIBRARY_VERSION_CODE >= 11100 TextureSystem::TextureHandle *get_texture_handle(ustring filename, OSL::ShadingContext *context) override; #else TextureSystem::TextureHandle *get_texture_handle(ustring filename) override; #endif bool good(TextureSystem::TextureHandle *texture_handle) override; bool texture(ustring filename, TextureSystem::TextureHandle *texture_handle, TexturePerthread *texture_thread_info, TextureOpt &options, OSL::ShaderGlobals *sg, float s, float t, float dsdx, float dtdx, float dsdy, float dtdy, int nchannels, float *result, float *dresultds, float *dresultdt, ustring *errormessage) override; bool texture3d(ustring filename, TextureHandle *texture_handle, TexturePerthread *texture_thread_info, TextureOpt &options, OSL::ShaderGlobals *sg, const OSL::Vec3 &P, const OSL::Vec3 &dPdx, const OSL::Vec3 &dPdy, const OSL::Vec3 &dPdz, int nchannels, float *result, float *dresultds, float *dresultdt, float *dresultdr, ustring *errormessage) override; bool environment(ustring filename, TextureHandle *texture_handle, TexturePerthread *texture_thread_info, TextureOpt &options, OSL::ShaderGlobals *sg, const OSL::Vec3 &R, const OSL::Vec3 &dRdx, const OSL::Vec3 &dRdy, int nchannels, float *result, float *dresultds, float *dresultdt, ustring *errormessage) override; #if OSL_LIBRARY_VERSION_CODE >= 11100 bool get_texture_info(ustring filename, TextureHandle *texture_handle, TexturePerthread *texture_thread_info, OSL::ShadingContext *shading_context, int subimage, ustring dataname, TypeDesc datatype, void *data, ustring *errormessage) override; #else bool get_texture_info(OSL::ShaderGlobals *sg, ustring filename, TextureHandle *texture_handle, int subimage, ustring dataname, TypeDesc datatype, void *data) override; #endif static bool get_background_attribute(const KernelGlobalsCPU *kg, ShaderData *sd, ustring name, TypeDesc type, bool derivatives, void *val); static bool get_object_standard_attribute(const KernelGlobalsCPU *kg, ShaderData *sd, ustring name, TypeDesc type, bool derivatives, void *val); static ustring u_distance; static ustring u_index; static ustring u_world; static ustring u_camera; static ustring u_screen; static ustring u_raster; static ustring u_ndc; static ustring u_object_location; static ustring u_object_color; static ustring u_object_alpha; static ustring u_object_index; static ustring u_geom_dupli_generated; static ustring u_geom_dupli_uv; static ustring u_material_index; static ustring u_object_random; static ustring u_particle_index; static ustring u_particle_random; static ustring u_particle_age; static ustring u_particle_lifetime; static ustring u_particle_location; static ustring u_particle_rotation; static ustring u_particle_size; static ustring u_particle_velocity; static ustring u_particle_angular_velocity; static ustring u_geom_numpolyvertices; static ustring u_geom_trianglevertices; static ustring u_geom_polyvertices; static ustring u_geom_name; static ustring u_geom_undisplaced; static ustring u_is_smooth; static ustring u_is_curve; static ustring u_curve_thickness; static ustring u_curve_length; static ustring u_curve_tangent_normal; static ustring u_curve_random; static ustring u_is_point; static ustring u_point_position; static ustring u_point_radius; static ustring u_point_random; static ustring u_normal_map_normal; static ustring u_path_ray_length; static ustring u_path_ray_depth; static ustring u_path_diffuse_depth; static ustring u_path_glossy_depth; static ustring u_path_transparent_depth; static ustring u_path_transmission_depth; static ustring u_trace; static ustring u_hit; static ustring u_hitdist; static ustring u_N; static ustring u_Ng; static ustring u_P; static ustring u_I; static ustring u_u; static ustring u_v; static ustring u_empty; static ustring u_at_bevel; static ustring u_at_ao; /* Texture system and texture handle map are part of the services instead of * globals to be shared between different render sessions. This saves memory, * and is required because texture handles are cached as part of the shared * shading system. */ OSLTextureHandleMap textures; private: int device_type_; }; CCL_NAMESPACE_END #endif /* __OSL_SERVICES_H__ */