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/*
 * 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"

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);
	void compile(Shader *shader, vector<int4>& svm_nodes, int index);

	void stack_assign(ShaderOutput *output);
	void stack_assign(ShaderInput *input);
	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);
	uint attribute(ustring name);
	uint attribute(Attribute::Standard std);
	uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0);

	ShaderType output_type() { return current_type; }

	ImageManager *image_manager;
	ShaderManager *shader_manager;
	KernelSunSky *sunsky;
	bool background;

protected:
	struct Stack {
		int users[SVM_STACK_SIZE];
	};

	void stack_clear_temporary(ShaderNode *node);
	int stack_size(ShaderSocketType type);
	int stack_find_offset(ShaderSocketType type);
	void stack_clear_users(ShaderNode *node, set<ShaderNode*>& done);

	bool node_skip_input(ShaderNode *node, ShaderInput *input);

	void find_dependencies(set<ShaderNode*>& dependencies, const set<ShaderNode*>& done, ShaderInput *input);
	void generate_svm_nodes(const set<ShaderNode*>& nodes, set<ShaderNode*>& done);
	void generate_closure(ShaderNode *node, set<ShaderNode*> done, Stack stack);

	void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);

	vector<int4> svm_nodes;
	ShaderType current_type;
	Shader *current_shader;
	Stack active_stack;
	int max_stack_use;
};

CCL_NAMESPACE_END

#endif /* __SVM_H__ */