/* * 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__ #include "attribute.h" #include "graph.h" #include "shader.h" #include "util_set.h" #include "util_string.h" CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class ImageManager; struct KernelSunSky; class Scene; class ShaderGraph; class ShaderInput; class ShaderNode; class ShaderOutput; /* Shader Manager */ class SVMShaderManager : public ShaderManager { public: SVMShaderManager(); ~SVMShaderManager(); void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress); void device_free(Device *device, DeviceScene *dscene); }; /* Graph Compiler */ class SVMCompiler { public: SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager, bool use_multi_closure_); void compile(Shader *shader, vector& svm_nodes, int index); void stack_assign(ShaderOutput *output); void stack_assign(ShaderInput *input); int stack_find_offset(ShaderSocketType type); void stack_clear_offset(ShaderSocketType type, int offset); void stack_link(ShaderInput *input, ShaderOutput *output); void add_node(NodeType 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(NodeType type, const float3& f); void add_node(const float4& f); void add_array(float4 *f, int num); uint attribute(ustring name); uint attribute(AttributeStandard std); 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; KernelSunSky *sunsky; bool background; protected: 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]; }; struct StackBackup { Stack stack; vector offsets; set done; }; void stack_backup(StackBackup& backup, set& done); void stack_restore(StackBackup& backup, set& done); void stack_clear_temporary(ShaderNode *node); int stack_size(ShaderSocketType type); void stack_clear_users(ShaderNode *node, set& done); bool node_skip_input(ShaderNode *node, ShaderInput *input); void find_dependencies(set& dependencies, const set& done, ShaderInput *input); void generate_svm_nodes(const set& nodes, set& done); void generate_closure(ShaderNode *node, set& done); void generate_multi_closure(ShaderNode *node, set& done, uint in_offset); void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); vector svm_nodes; ShaderType current_type; Shader *current_shader; ShaderGraph *current_graph; Stack active_stack; int max_stack_use; uint mix_weight_offset; bool use_multi_closure; }; CCL_NAMESPACE_END #endif /* __SVM_H__ */