blender/intern/cycles/render/svm.h

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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
*/
#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 reset(Scene *scene);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
};
/* Graph Compiler */
class SVMCompiler {
public:
SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager,
bool use_multi_closure_);
void compile(Shader *shader, vector<int4>& 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);
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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:
/* stack */
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<int> offsets;
set<ShaderNode*> done;
};
void stack_backup(StackBackup& backup, set<ShaderNode*>& done);
void stack_restore(StackBackup& backup, set<ShaderNode*>& done);
void stack_clear_temporary(ShaderNode *node);
int stack_size(ShaderSocketType type);
void stack_clear_users(ShaderNode *node, set<ShaderNode*>& done);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
/* single closure */
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);
/* multi closure */
void generate_multi_closure(ShaderNode *node, set<ShaderNode*>& done, set<ShaderNode*>& closure_done);
/* compile */
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
vector<int4> 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__ */