/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #ifndef __OSL_H__ #define __OSL_H__ #include "util/array.h" #include "util/set.h" #include "util/string.h" #include "util/thread.h" #include "scene/shader.h" #include "scene/shader_graph.h" #include "scene/shader_nodes.h" #ifdef WITH_OSL # include # include # include # include #endif CCL_NAMESPACE_BEGIN class Device; class DeviceScene; class ImageManager; class OSLRenderServices; struct OSLGlobals; class Scene; class ShaderGraph; class ShaderNode; class ShaderInput; class ShaderOutput; #ifdef WITH_OSL /* OSL Shader Info * to auto detect closures in the shader for MIS and transparent shadows */ struct OSLShaderInfo { OSLShaderInfo() : has_surface_emission(false), has_surface_transparent(false), has_surface_bssrdf(false) { } OSL::OSLQuery query; bool has_surface_emission; bool has_surface_transparent; bool has_surface_bssrdf; }; /* Shader Manage */ class OSLShaderManager : public ShaderManager { public: OSLShaderManager(Device *device); ~OSLShaderManager(); static void free_memory(); void reset(Scene *scene) override; bool use_osl() override { return true; } uint64_t get_attribute_id(ustring name) override; uint64_t get_attribute_id(AttributeStandard std) override; void device_update_specific(Device *device, DeviceScene *dscene, Scene *scene, Progress &progress) override; void device_free(Device *device, DeviceScene *dscene, Scene *scene) override; /* osl compile and query */ static bool osl_compile(const string &inputfile, const string &outputfile); static bool osl_query(OSL::OSLQuery &query, const string &filepath); /* shader file loading, all functions return pointer to hash string if found */ const char *shader_test_loaded(const string &hash); const char *shader_load_bytecode(const string &hash, const string &bytecode); const char *shader_load_filepath(string filepath); OSLShaderInfo *shader_loaded_info(const string &hash); /* create OSL node using OSLQuery */ static OSLNode *osl_node(ShaderGraph *graph, ShaderManager *manager, const std::string &filepath, const std::string &bytecode_hash = "", const std::string &bytecode = ""); private: void texture_system_init(); void texture_system_free(); void shading_system_init(); void shading_system_free(); Device *device_; map loaded_shaders; static OSL::TextureSystem *ts_shared; static thread_mutex ts_shared_mutex; static int ts_shared_users; static OSL::ErrorHandler errhandler; static map ss_shared; static thread_mutex ss_shared_mutex; static thread_mutex ss_mutex; static int ss_shared_users; }; #endif /* Graph Compiler */ class OSLCompiler { public: #ifdef WITH_OSL OSLCompiler(OSLShaderManager *manager, OSL::ShadingSystem *shadingsys, Scene *scene); #endif void compile(OSLGlobals *og, Shader *shader); void add(ShaderNode *node, const char *name, bool isfilepath = false); void parameter(ShaderNode *node, const char *name); void parameter(const char *name, float f); void parameter_color(const char *name, float3 f); void parameter_vector(const char *name, float3 f); void parameter_normal(const char *name, float3 f); void parameter_point(const char *name, float3 f); void parameter(const char *name, int f); void parameter(const char *name, const char *s); void parameter(const char *name, ustring str); void parameter(const char *name, const Transform &tfm); void parameter_array(const char *name, const float f[], int arraylen); void parameter_color_array(const char *name, const array &f); void parameter_attribute(const char *name, ustring s); void parameter_texture(const char *name, ustring filename, ustring colorspace); void parameter_texture(const char *name, const ImageHandle &handle); void parameter_texture_ies(const char *name, int svm_slot); ShaderType output_type() { return current_type; } bool background; Scene *scene; private: #ifdef WITH_OSL string id(ShaderNode *node); OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type); bool node_skip_input(ShaderNode *node, ShaderInput *input); string compatible_name(ShaderNode *node, ShaderInput *input); string compatible_name(ShaderNode *node, ShaderOutput *output); void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input); void generate_nodes(const ShaderNodeSet &nodes); OSLShaderManager *manager; OSLRenderServices *services; OSL::ShadingSystem *ss; #endif ShaderType current_type; Shader *current_shader; static int texture_shared_unique_id; }; CCL_NAMESPACE_END #endif /* __OSL_H__ */