/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #ifndef __SVM_H__ #define __SVM_H__ /* Shader Virtual Machine * * A shader is a list of nodes to be executed. These are simply read one after * the other and executed, using an node counter. Each node and it's associated * data is encoded as one or more uint4's in a 1D texture. If the data is larger * than an uint4, the node can increase the node counter to compensate for this. * Floats are encoded as int and then converted to float again. * * Nodes write their output into a stack. All stack data in the stack is * floats, since it's all factors, colors and vectors. The stack will be stored * in local memory on the GPU, as it would take too many register and indexes in * ways not known at compile time. This seems the only solution even though it * may be slow, with two positive factors. If the same shader is being executed, * memory access will be coalesced, and on fermi cards, memory will actually be * cached. * * The result of shader execution will be a single closure. This means the * closure type, associated label, data and weight. Sampling from multiple * closures is supported through the mix closure node, the logic for that is * mostly taken care of in the SVM compiler. */ #include "svm_types.h" CCL_NAMESPACE_BEGIN /* Stack */ __device float3 stack_load_float3(float *stack, uint a) { kernel_assert(a+2 < SVM_STACK_SIZE); return make_float3(stack[a+0], stack[a+1], stack[a+2]); } __device void stack_store_float3(float *stack, uint a, float3 f) { kernel_assert(a+2 < SVM_STACK_SIZE); stack[a+0] = f.x; stack[a+1] = f.y; stack[a+2] = f.z; } __device float stack_load_float(float *stack, uint a) { kernel_assert(a < SVM_STACK_SIZE); return stack[a]; } __device float stack_load_float_default(float *stack, uint a, uint value) { return (a == (uint)SVM_STACK_INVALID)? __int_as_float(value): stack_load_float(stack, a); } __device void stack_store_float(float *stack, uint a, float f) { kernel_assert(a < SVM_STACK_SIZE); stack[a] = f; } __device bool stack_valid(uint a) { return a != (uint)SVM_STACK_INVALID; } /* Reading Nodes */ __device uint4 read_node(KernelGlobals *kg, int *offset) { uint4 node = kernel_tex_fetch(__svm_nodes, *offset); (*offset)++; return node; } __device float4 read_node_float(KernelGlobals *kg, int *offset) { uint4 node = kernel_tex_fetch(__svm_nodes, *offset); float4 f = make_float4(__int_as_float(node.x), __int_as_float(node.y), __int_as_float(node.z), __int_as_float(node.w)); (*offset)++; return f; } __device void decode_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w) { if(x) *x = (i & 0xFF); if(y) *y = ((i >> 8) & 0xFF); if(z) *z = ((i >> 16) & 0xFF); if(w) *w = ((i >> 24) & 0xFF); } CCL_NAMESPACE_END /* Nodes */ #include "svm_noise.h" #include "svm_texture.h" #include "svm_attribute.h" #include "svm_blend.h" #include "svm_closure.h" #include "svm_clouds.h" #include "svm_convert.h" #include "svm_displace.h" #include "svm_distorted_noise.h" #include "svm_fresnel.h" #include "svm_geometry.h" #include "svm_image.h" #include "svm_light_path.h" #include "svm_magic.h" #include "svm_mapping.h" #include "svm_marble.h" #include "svm_math.h" #include "svm_mix.h" #include "svm_musgrave.h" #include "svm_noisetex.h" #include "svm_sky.h" #include "svm_stucci.h" #include "svm_tex_coord.h" #include "svm_value.h" #include "svm_voronoi.h" #include "svm_wood.h" CCL_NAMESPACE_BEGIN /* Main Interpreter Loop */ __device void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ShaderType type, float randb, int path_flag) { float stack[SVM_STACK_SIZE]; float closure_weight = 1.0f; int offset = sd->shader; sd->svm_closure = NBUILTIN_CLOSURES; sd->svm_closure_weight = make_float3(0.0f, 0.0f, 0.0f); while(1) { uint4 node = read_node(kg, &offset); if(node.x == NODE_SHADER_JUMP) { if(type == SHADER_TYPE_SURFACE) offset = node.y; else if(type == SHADER_TYPE_VOLUME) offset = node.z; else if(type == SHADER_TYPE_DISPLACEMENT) offset = node.w; else return; } else if(node.x == NODE_CLOSURE_BSDF) svm_node_closure_bsdf(sd, node.y, node.z, node.w, randb); else if(node.x == NODE_CLOSURE_EMISSION) svm_node_closure_emission(sd); else if(node.x == NODE_CLOSURE_BACKGROUND) svm_node_closure_background(sd); else if(node.x == NODE_CLOSURE_SET_WEIGHT) svm_node_closure_set_weight(sd, node.y, node.z, node.w); else if(node.x == NODE_CLOSURE_WEIGHT) svm_node_closure_weight(sd, stack, node.y); else if(node.x == NODE_EMISSION_WEIGHT) svm_node_emission_weight(kg, sd, stack, node); else if(node.x == NODE_MIX_CLOSURE) svm_node_mix_closure(sd, stack, node.y, node.z, &offset, &randb); else if(node.x == NODE_ADD_CLOSURE) svm_node_add_closure(sd, stack, node.y, node.z, &offset, &randb, &closure_weight); else if(node.x == NODE_JUMP) offset = node.y; #ifdef __TEXTURES__ else if(node.x == NODE_TEX_NOISE_F) svm_node_tex_noise_f(sd, stack, node.y, node.z); else if(node.x == NODE_TEX_NOISE_V) svm_node_tex_noise_v(sd, stack, node.y, node.z); else if(node.x == NODE_TEX_IMAGE) svm_node_tex_image(kg, sd, stack, node.y, node.z, node.w); else if(node.x == NODE_TEX_ENVIRONMENT) svm_node_tex_environment(kg, sd, stack, node.y, node.z, node.w); else if(node.x == NODE_TEX_SKY) svm_node_tex_sky(kg, sd, stack, node.y, node.z); else if(node.x == NODE_TEX_BLEND) svm_node_tex_blend(sd, stack, node); else if(node.x == NODE_TEX_CLOUDS) svm_node_tex_clouds(sd, stack, node); else if(node.x == NODE_TEX_VORONOI) svm_node_tex_voronoi(kg, sd, stack, node, &offset); else if(node.x == NODE_TEX_MUSGRAVE) svm_node_tex_musgrave(kg, sd, stack, node, &offset); else if(node.x == NODE_TEX_MARBLE) svm_node_tex_marble(kg, sd, stack, node, &offset); else if(node.x == NODE_TEX_MAGIC) svm_node_tex_magic(sd, stack, node); else if(node.x == NODE_TEX_STUCCI) svm_node_tex_stucci(kg, sd, stack, node, &offset); else if(node.x == NODE_TEX_DISTORTED_NOISE) svm_node_tex_distorted_noise(kg, sd, stack, node, &offset); else if(node.x == NODE_TEX_WOOD) svm_node_tex_wood(kg, sd, stack, node, &offset); #endif else if(node.x == NODE_GEOMETRY) svm_node_geometry(sd, stack, node.y, node.z); else if(node.x == NODE_GEOMETRY_BUMP_DX) svm_node_geometry_bump_dx(sd, stack, node.y, node.z); else if(node.x == NODE_GEOMETRY_BUMP_DY) svm_node_geometry_bump_dy(sd, stack, node.y, node.z); else if(node.x == NODE_LIGHT_PATH) svm_node_light_path(sd, stack, node.y, node.z, path_flag); else if(node.x == NODE_CONVERT) svm_node_convert(sd, stack, node.y, node.z, node.w); else if(node.x == NODE_VALUE_F) svm_node_value_f(kg, sd, stack, node.y, node.z); else if(node.x == NODE_VALUE_V) svm_node_value_v(kg, sd, stack, node.y, &offset); else if(node.x == NODE_MIX) svm_node_mix(kg, sd, stack, node.y, node.z, node.w, &offset); else if(node.x == NODE_ATTR) svm_node_attr(kg, sd, stack, node); else if(node.x == NODE_ATTR_BUMP_DX) svm_node_attr_bump_dx(kg, sd, stack, node); else if(node.x == NODE_ATTR_BUMP_DY) svm_node_attr_bump_dy(kg, sd, stack, node); else if(node.x == NODE_FRESNEL) svm_node_fresnel(sd, stack, node.y, node.z, node.w); else if(node.x == NODE_SET_DISPLACEMENT) svm_node_set_displacement(sd, stack, node.y); else if(node.x == NODE_SET_BUMP) svm_node_set_bump(sd, stack, node.y, node.z, node.w); else if(node.x == NODE_MATH) svm_node_math(kg, sd, stack, node.y, node.z, node.w, &offset); else if(node.x == NODE_VECTOR_MATH) svm_node_vector_math(kg, sd, stack, node.y, node.z, node.w, &offset); else if(node.x == NODE_MAPPING) svm_node_mapping(kg, sd, stack, node.y, node.z, &offset); else if(node.x == NODE_TEX_COORD) svm_node_tex_coord(kg, sd, stack, node.y, node.z); else if(node.x == NODE_TEX_COORD_BUMP_DX) svm_node_tex_coord_bump_dx(kg, sd, stack, node.y, node.z); else if(node.x == NODE_TEX_COORD_BUMP_DY) svm_node_tex_coord_bump_dy(kg, sd, stack, node.y, node.z); else if(node.x == NODE_EMISSION_SET_WEIGHT_TOTAL) svm_node_emission_set_weight_total(kg, sd, node.y, node.z, node.w); else if(node.x == NODE_END) break; else return; } sd->svm_closure_weight *= closure_weight; } CCL_NAMESPACE_END #endif /* __SVM_H__ */