/* * 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 "render/attribute.h" #include "render/graph.h" #include "render/shader.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); void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_free(Device *device, DeviceScene *dscene, Scene *scene); protected: /* Lock used to synchronize threaded nodes compilation. */ thread_spin_lock nodes_lock_; void device_update_shader(Scene *scene, Shader *shader, Progress *progress, array *global_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 multiline description of the state of the compiler after * compilation. */ string full_report() const; }; SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager, LightManager *light_manager); void compile(Scene *scene, Shader *shader, array& 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; } ImageManager *image_manager; ShaderManager *shader_manager; LightManager *light_manager; 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; /* ** 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 nodes_done_flag; }; void stack_clear_temporary(ShaderNode *node); int stack_size(SocketType::Type type); void stack_clear_users(ShaderNode *node, ShaderNodeSet& done); bool node_skip_input(ShaderNode *node, ShaderInput *input); /* single closure */ void find_dependencies(ShaderNodeSet& dependencies, const ShaderNodeSet& done, ShaderInput *input, ShaderNode *skip_node = NULL); void generate_node(ShaderNode *node, ShaderNodeSet& done); 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 current_svm_nodes; ShaderType current_type; Shader *current_shader; ShaderGraph *current_graph; Stack active_stack; int max_stack_use; uint mix_weight_offset; bool compile_failed; }; CCL_NAMESPACE_END #endif /* __SVM_H__ */