Welcome to mirror list, hosted at ThFree Co, Russian Federation.

shader.cpp « osl « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: c3079e8af4d8642cd84ea21824d8568b6e014f22 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

#include <OSL/oslexec.h>

// clang-format off
#include "kernel/device/cpu/compat.h"
#include "kernel/device/cpu/globals.h"

#include "kernel/types.h"

#include "kernel/geom/object.h"

#include "kernel/integrator/state.h"

#include "kernel/osl/globals.h"
#include "kernel/osl/services.h"
#include "kernel/osl/shader.h"

#include "kernel/osl/types.h"
#include "kernel/osl/closures_setup.h"

#include "kernel/util/differential.h"
// clang-format on

#define TO_VEC3(v) OSL::Vec3(v.x, v.y, v.z)
#define TO_FLOAT3(v) make_float3(v[0], v[1], v[2])

CCL_NAMESPACE_BEGIN

/* Threads */

void OSLShader::thread_init(KernelGlobalsCPU *kg, OSLGlobals *osl_globals)
{
  /* no osl used? */
  if (!osl_globals->use) {
    kg->osl = NULL;
    return;
  }

  /* Per thread kernel data init. */
  kg->osl = osl_globals;

  OSL::ShadingSystem *ss = kg->osl->ss;
  OSLThreadData *tdata = new OSLThreadData();

  memset((void *)&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
  tdata->globals.tracedata = &tdata->tracedata;
  tdata->globals.flipHandedness = false;
  tdata->osl_thread_info = ss->create_thread_info();
  tdata->context = ss->get_context(tdata->osl_thread_info);

  tdata->oiio_thread_info = osl_globals->ts->get_perthread_info();

  kg->osl_ss = (OSLShadingSystem *)ss;
  kg->osl_tdata = tdata;
}

void OSLShader::thread_free(KernelGlobalsCPU *kg)
{
  if (!kg->osl)
    return;

  OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss;
  OSLThreadData *tdata = kg->osl_tdata;
  ss->release_context(tdata->context);

  ss->destroy_thread_info(tdata->osl_thread_info);

  delete tdata;

  kg->osl = NULL;
  kg->osl_ss = NULL;
  kg->osl_tdata = NULL;
}

/* Globals */

static void shaderdata_to_shaderglobals(const KernelGlobalsCPU *kg,
                                        ShaderData *sd,
                                        const void *state,
                                        uint32_t path_flag,
                                        OSLThreadData *tdata)
{
  OSL::ShaderGlobals *globals = &tdata->globals;

  const differential3 dP = differential_from_compact(sd->Ng, sd->dP);
  const differential3 dI = differential_from_compact(sd->I, sd->dI);

  /* copy from shader data to shader globals */
  globals->P = TO_VEC3(sd->P);
  globals->dPdx = TO_VEC3(dP.dx);
  globals->dPdy = TO_VEC3(dP.dy);
  globals->I = TO_VEC3(sd->I);
  globals->dIdx = TO_VEC3(dI.dx);
  globals->dIdy = TO_VEC3(dI.dy);
  globals->N = TO_VEC3(sd->N);
  globals->Ng = TO_VEC3(sd->Ng);
  globals->u = sd->u;
  globals->dudx = sd->du.dx;
  globals->dudy = sd->du.dy;
  globals->v = sd->v;
  globals->dvdx = sd->dv.dx;
  globals->dvdy = sd->dv.dy;
  globals->dPdu = TO_VEC3(sd->dPdu);
  globals->dPdv = TO_VEC3(sd->dPdv);
  globals->surfacearea = 1.0f;
  globals->time = sd->time;

  /* booleans */
  globals->raytype = path_flag;
  globals->backfacing = (sd->flag & SD_BACKFACING);

  /* shader data to be used in services callbacks */
  globals->renderstate = sd;

  /* hacky, we leave it to services to fetch actual object matrix */
  globals->shader2common = sd;
  globals->object2common = sd;

  /* must be set to NULL before execute */
  globals->Ci = NULL;

  /* clear trace data */
  tdata->tracedata.init = false;

  /* Used by render-services. */
  sd->osl_globals = kg;
  if (path_flag & PATH_RAY_SHADOW) {
    sd->osl_path_state = nullptr;
    sd->osl_shadow_path_state = (const IntegratorShadowStateCPU *)state;
  }
  else {
    sd->osl_path_state = (const IntegratorStateCPU *)state;
    sd->osl_shadow_path_state = nullptr;
  }
}

/* Surface */

static void flatten_surface_closure_tree(const KernelGlobalsCPU *kg,
                                         ShaderData *sd,
                                         uint32_t path_flag,
                                         const OSL::ClosureColor *closure,
                                         float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
  /* OSL gives us a closure tree, we flatten it into arrays per
   * closure type, for evaluation, sampling, etc later on. */

  switch (closure->id) {
    case OSL::ClosureColor::MUL: {
      OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
      flatten_surface_closure_tree(
          kg, sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight);
      break;
    }
    case OSL::ClosureColor::ADD: {
      OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
      flatten_surface_closure_tree(kg, sd, path_flag, add->closureA, weight);
      flatten_surface_closure_tree(kg, sd, path_flag, add->closureB, weight);
      break;
    }
#define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \
  case OSL_CLOSURE_##Upper##_ID: { \
    const OSL::ClosureComponent *comp = reinterpret_cast<const OSL::ClosureComponent *>(closure); \
    weight *= TO_FLOAT3(comp->w); \
    osl_closure_##lower##_setup( \
        kg, sd, path_flag, weight, reinterpret_cast<const Upper##Closure *>(comp + 1)); \
    break; \
  }
#include "closures_template.h"
    default:
      break;
  }
}

void OSLShader::eval_surface(const KernelGlobalsCPU *kg,
                             const void *state,
                             ShaderData *sd,
                             uint32_t path_flag)
{
  /* setup shader globals from shader data */
  OSLThreadData *tdata = kg->osl_tdata;
  shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

  /* execute shader for this point */
  OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss;
  OSL::ShaderGlobals *globals = &tdata->globals;
  OSL::ShadingContext *octx = tdata->context;
  int shader = sd->shader & SHADER_MASK;

  /* automatic bump shader */
  if (kg->osl->bump_state[shader]) {
    /* save state */
    const float3 P = sd->P;
    const float dP = sd->dP;
    const OSL::Vec3 dPdx = globals->dPdx;
    const OSL::Vec3 dPdy = globals->dPdy;

    /* set state as if undisplaced */
    if (sd->flag & SD_HAS_DISPLACEMENT) {
      float data[9];
      bool found = kg->osl->services->get_attribute(sd,
                                                    true,
                                                    OSLRenderServices::u_empty,
                                                    TypeDesc::TypeVector,
                                                    OSLRenderServices::u_geom_undisplaced,
                                                    data);
      (void)found;
      assert(found);

      differential3 tmp_dP;
      memcpy(&sd->P, data, sizeof(float) * 3);
      memcpy(&tmp_dP.dx, data + 3, sizeof(float) * 3);
      memcpy(&tmp_dP.dy, data + 6, sizeof(float) * 3);

      object_position_transform(kg, sd, &sd->P);
      object_dir_transform(kg, sd, &tmp_dP.dx);
      object_dir_transform(kg, sd, &tmp_dP.dy);

      sd->dP = differential_make_compact(tmp_dP);

      globals->P = TO_VEC3(sd->P);
      globals->dPdx = TO_VEC3(tmp_dP.dx);
      globals->dPdy = TO_VEC3(tmp_dP.dy);
    }

    /* execute bump shader */
    ss->execute(octx, *(kg->osl->bump_state[shader]), *globals);

    /* reset state */
    sd->P = P;
    sd->dP = dP;

    globals->P = TO_VEC3(P);
    globals->dPdx = TO_VEC3(dPdx);
    globals->dPdy = TO_VEC3(dPdy);
  }

  /* surface shader */
  if (kg->osl->surface_state[shader]) {
    ss->execute(octx, *(kg->osl->surface_state[shader]), *globals);
  }

  /* flatten closure tree */
  if (globals->Ci)
    flatten_surface_closure_tree(kg, sd, path_flag, globals->Ci);
}

/* Background */

static void flatten_background_closure_tree(const KernelGlobalsCPU *kg,
                                            ShaderData *sd,
                                            const OSL::ClosureColor *closure,
                                            float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
  /* OSL gives us a closure tree, if we are shading for background there
   * is only one supported closure type at the moment, which has no evaluation
   * functions, so we just sum the weights */

  switch (closure->id) {
    case OSL::ClosureColor::MUL: {
      OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
      flatten_background_closure_tree(kg, sd, mul->closure, weight * TO_FLOAT3(mul->weight));
      break;
    }
    case OSL::ClosureColor::ADD: {
      OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;

      flatten_background_closure_tree(kg, sd, add->closureA, weight);
      flatten_background_closure_tree(kg, sd, add->closureB, weight);
      break;
    }
#define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \
  case OSL_CLOSURE_##Upper##_ID: { \
    const OSL::ClosureComponent *comp = reinterpret_cast<const OSL::ClosureComponent *>(closure); \
    weight *= TO_FLOAT3(comp->w); \
    osl_closure_##lower##_setup( \
        kg, sd, 0, weight, reinterpret_cast<const Upper##Closure *>(comp + 1)); \
    break; \
  }
#include "closures_template.h"
    default:
      break;
  }
}

void OSLShader::eval_background(const KernelGlobalsCPU *kg,
                                const void *state,
                                ShaderData *sd,
                                uint32_t path_flag)
{
  /* setup shader globals from shader data */
  OSLThreadData *tdata = kg->osl_tdata;
  shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

  /* execute shader for this point */
  OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss;
  OSL::ShaderGlobals *globals = &tdata->globals;
  OSL::ShadingContext *octx = tdata->context;

  if (kg->osl->background_state) {
    ss->execute(octx, *(kg->osl->background_state), *globals);
  }

  /* return background color immediately */
  if (globals->Ci)
    flatten_background_closure_tree(kg, sd, globals->Ci);
}

/* Volume */

static void flatten_volume_closure_tree(const KernelGlobalsCPU *kg,
                                        ShaderData *sd,
                                        const OSL::ClosureColor *closure,
                                        float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
  /* OSL gives us a closure tree, we flatten it into arrays per
   * closure type, for evaluation, sampling, etc later on. */

  switch (closure->id) {
    case OSL::ClosureColor::MUL: {
      OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
      flatten_volume_closure_tree(kg, sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
      break;
    }
    case OSL::ClosureColor::ADD: {
      OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
      flatten_volume_closure_tree(kg, sd, add->closureA, weight);
      flatten_volume_closure_tree(kg, sd, add->closureB, weight);
      break;
    }
#define OSL_CLOSURE_STRUCT_BEGIN(Upper, lower) \
  case OSL_CLOSURE_##Upper##_ID: { \
    const OSL::ClosureComponent *comp = reinterpret_cast<const OSL::ClosureComponent *>(closure); \
    weight *= TO_FLOAT3(comp->w); \
    osl_closure_##lower##_setup( \
        kg, sd, 0, weight, reinterpret_cast<const Upper##Closure *>(comp + 1)); \
    break; \
  }
#include "closures_template.h"
    default:
      break;
  }
}

void OSLShader::eval_volume(const KernelGlobalsCPU *kg,
                            const void *state,
                            ShaderData *sd,
                            uint32_t path_flag)
{
  /* setup shader globals from shader data */
  OSLThreadData *tdata = kg->osl_tdata;
  shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);

  /* execute shader */
  OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss;
  OSL::ShaderGlobals *globals = &tdata->globals;
  OSL::ShadingContext *octx = tdata->context;
  int shader = sd->shader & SHADER_MASK;

  if (kg->osl->volume_state[shader]) {
    ss->execute(octx, *(kg->osl->volume_state[shader]), *globals);
  }

  /* flatten closure tree */
  if (globals->Ci)
    flatten_volume_closure_tree(kg, sd, globals->Ci);
}

/* Displacement */

void OSLShader::eval_displacement(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd)
{
  /* setup shader globals from shader data */
  OSLThreadData *tdata = kg->osl_tdata;

  shaderdata_to_shaderglobals(kg, sd, state, 0, tdata);

  /* execute shader */
  OSL::ShadingSystem *ss = (OSL::ShadingSystem *)kg->osl_ss;
  OSL::ShaderGlobals *globals = &tdata->globals;
  OSL::ShadingContext *octx = tdata->context;
  int shader = sd->shader & SHADER_MASK;

  if (kg->osl->displacement_state[shader]) {
    ss->execute(octx, *(kg->osl->displacement_state[shader]), *globals);
  }

  /* get back position */
  sd->P = TO_FLOAT3(globals->P);
}

CCL_NAMESPACE_END