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/*
* 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.
*/
#include "device.h"
#include "graph.h"
#include "light.h"
#include "mesh.h"
#include "nodes.h"
#include "scene.h"
#include "shader.h"
#include "svm.h"
#include "util_debug.h"
#include "util_logging.h"
#include "util_foreach.h"
#include "util_progress.h"
CCL_NAMESPACE_BEGIN
/* Shader Manager */
SVMShaderManager::SVMShaderManager()
{
}
SVMShaderManager::~SVMShaderManager()
{
}
void SVMShaderManager::reset(Scene * /*scene*/)
{
}
void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
if(!need_update)
return;
/* test if we need to update */
device_free(device, dscene, scene);
/* determine which shaders are in use */
device_update_shaders_used(scene);
/* svm_nodes */
vector<int4> svm_nodes;
size_t i;
for(i = 0; i < scene->shaders.size(); i++) {
svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
}
for(i = 0; i < scene->shaders.size(); i++) {
Shader *shader = scene->shaders[i];
if(progress.get_cancel()) return;
assert(shader->graph);
if(shader->use_mis && shader->has_surface_emission)
scene->light_manager->need_update = true;
SVMCompiler compiler(scene->shader_manager, scene->image_manager);
compiler.background = ((int)i == scene->default_background);
compiler.compile(shader, svm_nodes, i);
}
dscene->svm_nodes.copy((uint4*)&svm_nodes[0], svm_nodes.size());
device->tex_alloc("__svm_nodes", dscene->svm_nodes);
for(i = 0; i < scene->shaders.size(); i++) {
Shader *shader = scene->shaders[i];
shader->need_update = false;
}
device_update_common(device, dscene, scene, progress);
need_update = false;
}
void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
{
device_free_common(device, dscene, scene);
device->tex_free(dscene->svm_nodes);
dscene->svm_nodes.clear();
}
/* Graph Compiler */
SVMCompiler::SVMCompiler(ShaderManager *shader_manager_, ImageManager *image_manager_)
{
shader_manager = shader_manager_;
image_manager = image_manager_;
max_stack_use = 0;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;
current_graph = NULL;
background = false;
mix_weight_offset = SVM_STACK_INVALID;
compile_failed = false;
}
int SVMCompiler::stack_size(ShaderSocketType type)
{
int size = 0;
switch(type) {
case SHADER_SOCKET_FLOAT:
case SHADER_SOCKET_INT:
size = 1;
break;
case SHADER_SOCKET_COLOR:
case SHADER_SOCKET_VECTOR:
case SHADER_SOCKET_NORMAL:
case SHADER_SOCKET_POINT:
size = 3;
break;
case SHADER_SOCKET_CLOSURE:
size = 0;
break;
default:
assert(0);
break;
}
return size;
}
int SVMCompiler::stack_find_offset(ShaderSocketType type)
{
int size = stack_size(type);
int offset = -1;
/* find free space in stack & mark as used */
for(int i = 0, num_unused = 0; i < SVM_STACK_SIZE; i++) {
if(active_stack.users[i]) num_unused = 0;
else num_unused++;
if(num_unused == size) {
offset = i+1 - size;
max_stack_use = max(i+1, max_stack_use);
while(i >= offset)
active_stack.users[i--] = 1;
return offset;
}
}
if(!compile_failed) {
compile_failed = true;
fprintf(stderr, "Cycles: out of SVM stack space, shader \"%s\" too big.\n", current_shader->name.c_str());
}
return 0;
}
void SVMCompiler::stack_clear_offset(ShaderSocketType type, int offset)
{
int size = stack_size(type);
for(int i = 0; i < size; i++)
active_stack.users[offset + i]--;
}
void SVMCompiler::stack_backup(StackBackup& backup, set<ShaderNode*>& done)
{
backup.done = done;
backup.stack = active_stack;
foreach(ShaderNode *node, current_graph->nodes) {
foreach(ShaderInput *input, node->inputs)
backup.offsets.push_back(input->stack_offset);
foreach(ShaderOutput *output, node->outputs)
backup.offsets.push_back(output->stack_offset);
}
}
void SVMCompiler::stack_restore(StackBackup& backup, set<ShaderNode*>& done)
{
int i = 0;
done = backup.done;
active_stack = backup.stack;
foreach(ShaderNode *node, current_graph->nodes) {
foreach(ShaderInput *input, node->inputs)
input->stack_offset = backup.offsets[i++];
foreach(ShaderOutput *output, node->outputs)
output->stack_offset = backup.offsets[i++];
}
}
void SVMCompiler::stack_assign(ShaderInput *input)
{
/* stack offset assign? */
if(input->stack_offset == SVM_STACK_INVALID) {
if(input->link) {
/* linked to output -> use output offset */
input->stack_offset = input->link->stack_offset;
}
else {
/* not linked to output -> add nodes to load default value */
input->stack_offset = stack_find_offset(input->type);
if(input->type == SHADER_SOCKET_FLOAT) {
add_node(NODE_VALUE_F, __float_as_int(input->value.x), input->stack_offset);
}
else if(input->type == SHADER_SOCKET_INT) {
add_node(NODE_VALUE_F, (int)input->value.x, input->stack_offset);
}
else if(input->type == SHADER_SOCKET_VECTOR ||
input->type == SHADER_SOCKET_NORMAL ||
input->type == SHADER_SOCKET_POINT ||
input->type == SHADER_SOCKET_COLOR)
{
add_node(NODE_VALUE_V, input->stack_offset);
add_node(NODE_VALUE_V, input->value);
}
else /* should not get called for closure */
assert(0);
}
}
}
void SVMCompiler::stack_assign(ShaderOutput *output)
{
/* if no stack offset assigned yet, find one */
if(output->stack_offset == SVM_STACK_INVALID)
output->stack_offset = stack_find_offset(output->type);
}
void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output)
{
if(output->stack_offset == SVM_STACK_INVALID) {
assert(input->link);
assert(stack_size(output->type) == stack_size(input->link->type));
output->stack_offset = input->link->stack_offset;
int size = stack_size(output->type);
for(int i = 0; i < size; i++)
active_stack.users[output->stack_offset + i]++;
}
}
void SVMCompiler::stack_clear_users(ShaderNode *node, set<ShaderNode*>& done)
{
/* optimization we should add:
* find and lower user counts for outputs for which all inputs are done.
* this is done before the node is compiled, under the assumption that the
* node will first load all inputs from the stack and then writes its
* outputs. this used to work, but was disabled because it gave trouble
* with inputs getting stack positions assigned */
foreach(ShaderInput *input, node->inputs) {
ShaderOutput *output = input->link;
if(output && output->stack_offset != SVM_STACK_INVALID) {
bool all_done = true;
/* optimization we should add: verify if in->parent is actually used */
foreach(ShaderInput *in, output->links)
if(in->parent != node && done.find(in->parent) == done.end())
all_done = false;
if(all_done) {
stack_clear_offset(output->type, output->stack_offset);
output->stack_offset = SVM_STACK_INVALID;
foreach(ShaderInput *in, output->links)
in->stack_offset = SVM_STACK_INVALID;
}
}
}
}
void SVMCompiler::stack_clear_temporary(ShaderNode *node)
{
foreach(ShaderInput *input, node->inputs) {
if(!input->link && input->stack_offset != SVM_STACK_INVALID) {
stack_clear_offset(input->type, input->stack_offset);
input->stack_offset = SVM_STACK_INVALID;
}
}
}
uint SVMCompiler::encode_uchar4(uint x, uint y, uint z, uint w)
{
assert(x <= 255);
assert(y <= 255);
assert(z <= 255);
assert(w <= 255);
return (x) | (y << 8) | (z << 16) | (w << 24);
}
void SVMCompiler::add_node(int a, int b, int c, int d)
{
svm_nodes.push_back(make_int4(a, b, c, d));
}
void SVMCompiler::add_node(NodeType type, int a, int b, int c)
{
svm_nodes.push_back(make_int4(type, a, b, c));
}
void SVMCompiler::add_node(NodeType type, const float3& f)
{
svm_nodes.push_back(make_int4(type,
__float_as_int(f.x),
__float_as_int(f.y),
__float_as_int(f.z)));
}
void SVMCompiler::add_node(const float4& f)
{
svm_nodes.push_back(make_int4(
__float_as_int(f.x),
__float_as_int(f.y),
__float_as_int(f.z),
__float_as_int(f.w)));
}
void SVMCompiler::add_array(float4 *f, int num)
{
for(int i = 0; i < num; i++)
add_node(f[i]);
}
uint SVMCompiler::attribute(ustring name)
{
return shader_manager->get_attribute_id(name);
}
uint SVMCompiler::attribute(AttributeStandard std)
{
return shader_manager->get_attribute_id(std);
}
bool SVMCompiler::node_skip_input(ShaderNode * /*node*/, ShaderInput *input)
{
/* nasty exception .. */
if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
return true;
return false;
}
void SVMCompiler::find_dependencies(set<ShaderNode*>& dependencies,
const set<ShaderNode*>& done,
ShaderInput *input,
ShaderNode *skip_node)
{
ShaderNode *node = (input->link)? input->link->parent: NULL;
if(node && done.find(node) == done.end() && node != skip_node) {
foreach(ShaderInput *in, node->inputs)
if(!node_skip_input(node, in))
find_dependencies(dependencies, done, in, skip_node);
dependencies.insert(node);
}
}
void SVMCompiler::generate_node(ShaderNode *node, set<ShaderNode*>& done)
{
node->compile(*this);
stack_clear_users(node, done);
stack_clear_temporary(node);
if(current_type == SHADER_TYPE_VOLUME) {
if(node->has_spatial_varying())
current_shader->has_heterogeneous_volume = true;
}
if(node->has_object_dependency()) {
current_shader->has_object_dependency = true;
}
}
void SVMCompiler::generate_svm_nodes(const set<ShaderNode*>& nodes, set<ShaderNode*>& done)
{
bool nodes_done;
do {
nodes_done = true;
foreach(ShaderNode *node, nodes) {
if(done.find(node) == done.end()) {
bool inputs_done = true;
foreach(ShaderInput *input, node->inputs)
if(!node_skip_input(node, input))
if(input->link && done.find(input->link->parent) == done.end())
inputs_done = false;
if(inputs_done) {
generate_node(node, done);
done.insert(node);
}
else
nodes_done = false;
}
}
} while(!nodes_done);
}
void SVMCompiler::generate_closure_node(ShaderNode *node, set<ShaderNode*>& done)
{
/* execute dependencies for closure */
foreach(ShaderInput *in, node->inputs) {
if(!node_skip_input(node, in) && in->link) {
set<ShaderNode*> dependencies;
find_dependencies(dependencies, done, in);
generate_svm_nodes(dependencies, done);
}
}
/* closure mix weight */
const char *weight_name = (current_type == SHADER_TYPE_VOLUME)? "VolumeMixWeight": "SurfaceMixWeight";
ShaderInput *weight_in = node->input(weight_name);
if(weight_in && (weight_in->link || weight_in->value.x != 1.0f)) {
stack_assign(weight_in);
mix_weight_offset = weight_in->stack_offset;
}
else
mix_weight_offset = SVM_STACK_INVALID;
/* compile closure itself */
generate_node(node, done);
mix_weight_offset = SVM_STACK_INVALID;
if(current_type == SHADER_TYPE_SURFACE) {
if(node->has_surface_emission())
current_shader->has_surface_emission = true;
if(node->has_surface_transparent())
current_shader->has_surface_transparent = true;
if(node->has_surface_bssrdf()) {
current_shader->has_surface_bssrdf = true;
if(node->has_bssrdf_bump())
current_shader->has_bssrdf_bump = true;
}
}
}
void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node,
ShaderNode *node,
set<ShaderNode*>& done,
set<ShaderNode*>& closure_done,
const set<ShaderNode*>& shared)
{
if(shared.find(node) != shared.end()) {
generate_multi_closure(root_node, node, done, closure_done);
}
else {
foreach(ShaderInput *in, node->inputs) {
if(in->type == SHADER_SOCKET_CLOSURE && in->link)
generated_shared_closure_nodes(root_node, in->link->parent,
done, closure_done, shared);
}
}
}
void SVMCompiler::generate_multi_closure(ShaderNode *root_node,
ShaderNode *node,
set<ShaderNode*>& done,
set<ShaderNode*>& closure_done)
{
/* only generate once */
if(closure_done.find(node) != closure_done.end())
return;
closure_done.insert(node);
if(node->name == ustring("mix_closure") || node->name == ustring("add_closure")) {
/* weighting is already taken care of in ShaderGraph::transform_multi_closure */
ShaderInput *cl1in = node->input("Closure1");
ShaderInput *cl2in = node->input("Closure2");
ShaderInput *facin = node->input("Fac");
/* skip empty mix/add closure nodes */
if(!cl1in->link && !cl2in->link)
return;
if(facin && facin->link) {
/* mix closure: generate instructions to compute mix weight */
set<ShaderNode*> dependencies;
find_dependencies(dependencies, done, facin);
generate_svm_nodes(dependencies, done);
stack_assign(facin);
/* execute shared dependencies. this is needed to allow skipping
* of zero weight closures and their dependencies later, so we
* ensure that they only skip dependencies that are unique to them */
set<ShaderNode*> cl1deps, cl2deps, shareddeps;
find_dependencies(cl1deps, done, cl1in);
find_dependencies(cl2deps, done, cl2in);
set_intersection(cl1deps.begin(), cl1deps.end(),
cl2deps.begin(), cl2deps.end(),
std::inserter(shareddeps, shareddeps.begin()));
/* it's possible some nodes are not shared between this mix node
* inputs, but still needed to be always executed, this mainly
* happens when a node of current subbranch is used by a parent
* node or so */
if(root_node != node) {
foreach(ShaderInput *in, root_node->inputs) {
set<ShaderNode*> rootdeps;
find_dependencies(rootdeps, done, in, node);
set_intersection(rootdeps.begin(), rootdeps.end(),
cl1deps.begin(), cl1deps.end(),
std::inserter(shareddeps, shareddeps.begin()));
set_intersection(rootdeps.begin(), rootdeps.end(),
cl2deps.begin(), cl2deps.end(),
std::inserter(shareddeps, shareddeps.begin()));
}
}
if(!shareddeps.empty()) {
if(cl1in->link) {
generated_shared_closure_nodes(root_node, cl1in->link->parent,
done, closure_done, shareddeps);
}
if(cl2in->link) {
generated_shared_closure_nodes(root_node, cl2in->link->parent,
done, closure_done, shareddeps);
}
generate_svm_nodes(shareddeps, done);
}
/* generate instructions for input closure 1 */
if(cl1in->link) {
/* add instruction to skip closure and its dependencies if mix weight is zero */
svm_nodes.push_back(make_int4(NODE_JUMP_IF_ONE, 0, facin->stack_offset, 0));
int node_jump_skip_index = svm_nodes.size() - 1;
generate_multi_closure(root_node, cl1in->link->parent, done, closure_done);
/* fill in jump instruction location to be after closure */
svm_nodes[node_jump_skip_index].y = svm_nodes.size() - node_jump_skip_index - 1;
}
/* generate instructions for input closure 2 */
if(cl2in->link) {
/* add instruction to skip closure and its dependencies if mix weight is zero */
svm_nodes.push_back(make_int4(NODE_JUMP_IF_ZERO, 0, facin->stack_offset, 0));
int node_jump_skip_index = svm_nodes.size() - 1;
generate_multi_closure(root_node, cl2in->link->parent, done, closure_done);
/* fill in jump instruction location to be after closure */
svm_nodes[node_jump_skip_index].y = svm_nodes.size() - node_jump_skip_index - 1;
}
/* unassign */
facin->stack_offset = SVM_STACK_INVALID;
}
else {
/* execute closures and their dependencies, no runtime checks
* to skip closures here because was already optimized due to
* fixed weight or add closure that always needs both */
if(cl1in->link)
generate_multi_closure(root_node, cl1in->link->parent, done, closure_done);
if(cl2in->link)
generate_multi_closure(root_node, cl2in->link->parent, done, closure_done);
}
}
else {
generate_closure_node(node, done);
}
done.insert(node);
}
void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
{
/* Converting a shader graph into svm_nodes that can be executed
* sequentially on the virtual machine is fairly simple. We can keep
* looping over nodes and each time all the inputs of a node are
* ready, we add svm_nodes for it that read the inputs from the
* stack and write outputs back to the stack.
*
* With the SVM, we always sample only a single closure. We can think
* of all closures nodes as a binary tree with mix closures as inner
* nodes and other closures as leafs. The SVM will traverse that tree,
* each time deciding to go left or right depending on the mix weights,
* until a closure is found.
*
* We only execute nodes that are needed for the mix weights and chosen
* closure.
*/
current_type = type;
current_graph = graph;
/* get input in output node */
ShaderNode *node = graph->output();
ShaderInput *clin = NULL;
switch(type) {
case SHADER_TYPE_SURFACE:
clin = node->input("Surface");
break;
case SHADER_TYPE_VOLUME:
clin = node->input("Volume");
break;
case SHADER_TYPE_DISPLACEMENT:
clin = node->input("Displacement");
break;
default:
assert(0);
break;
}
/* clear all compiler state */
memset(&active_stack, 0, sizeof(active_stack));
svm_nodes.clear();
foreach(ShaderNode *node_iter, graph->nodes) {
foreach(ShaderInput *input, node_iter->inputs)
input->stack_offset = SVM_STACK_INVALID;
foreach(ShaderOutput *output, node_iter->outputs)
output->stack_offset = SVM_STACK_INVALID;
}
if(shader->used) {
if(clin->link) {
bool generate = false;
switch(type) {
case SHADER_TYPE_SURFACE: /* generate surface shader */
generate = true;
shader->has_surface = true;
break;
case SHADER_TYPE_VOLUME: /* generate volume shader */
generate = true;
shader->has_volume = true;
break;
case SHADER_TYPE_DISPLACEMENT: /* generate displacement shader */
generate = true;
shader->has_displacement = true;
break;
default:
break;
}
if(generate) {
set<ShaderNode*> done, closure_done;
generate_multi_closure(clin->link->parent, clin->link->parent,
done, closure_done);
}
}
/* compile output node */
node->compile(*this);
}
/* if compile failed, generate empty shader */
if(compile_failed) {
svm_nodes.clear();
compile_failed = false;
}
add_node(NODE_END, 0, 0, 0);
}
void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int index)
{
/* copy graph for shader with bump mapping */
ShaderNode *node = shader->graph->output();
if(node->input("Surface")->link && node->input("Displacement")->link)
if(!shader->graph_bump)
shader->graph_bump = shader->graph->copy();
/* finalize */
shader->graph->finalize(false, false);
if(shader->graph_bump)
shader->graph_bump->finalize(true, false);
current_shader = shader;
shader->has_surface = false;
shader->has_surface_emission = false;
shader->has_surface_transparent = false;
shader->has_surface_bssrdf = false;
shader->has_bssrdf_bump = false;
shader->has_volume = false;
shader->has_displacement = false;
shader->has_heterogeneous_volume = false;
shader->has_object_dependency = false;
/* generate surface shader */
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
global_svm_nodes[index*2 + 0].y = global_svm_nodes.size();
global_svm_nodes[index*2 + 1].y = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
if(shader->graph_bump) {
compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
global_svm_nodes[index*2 + 1].y = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
}
/* generate volume shader */
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
global_svm_nodes[index*2 + 0].z = global_svm_nodes.size();
global_svm_nodes[index*2 + 1].z = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
/* generate displacement shader */
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
global_svm_nodes[index*2 + 0].w = global_svm_nodes.size();
global_svm_nodes[index*2 + 1].w = global_svm_nodes.size();
global_svm_nodes.insert(global_svm_nodes.end(), svm_nodes.begin(), svm_nodes.end());
}
CCL_NAMESPACE_END
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