0b4abd08b3
This gives about 2x speedup (3.2sec vs. 11.9sec with 32716 handled nodes) when updating shader for the shader tree. Reviewers: brecht, juicyfruit, dingto, lukasstockner97 Differential Revision: https://developer.blender.org/D1700
224 lines
6.1 KiB
C++
224 lines
6.1 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __SVM_H__
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#define __SVM_H__
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#include "attribute.h"
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#include "graph.h"
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#include "shader.h"
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#include "util_set.h"
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#include "util_string.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class ImageManager;
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class Scene;
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class ShaderGraph;
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class ShaderInput;
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class ShaderNode;
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class ShaderOutput;
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/* Shader Manager */
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class SVMShaderManager : public ShaderManager {
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public:
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SVMShaderManager();
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~SVMShaderManager();
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void reset(Scene *scene);
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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};
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/* Graph Compiler */
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class SVMCompiler {
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public:
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struct Summary {
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Summary();
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/* Number of SVM nodes shader was compiled into. */
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int num_svm_nodes;
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/* Peak stack usage during shader evaluation. */
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int peak_stack_usage;
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/* Time spent on surface graph finalization. */
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double time_finalize;
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/* Time spent on bump graph finalization. */
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double time_finalize_bump;
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/* Time spent on generating SVM nodes for surface shader. */
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double time_generate_surface;
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/* Time spent on generating SVM nodes for bump shader. */
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double time_generate_bump;
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/* Time spent on generating SVM nodes for volume shader. */
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double time_generate_volume;
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/* Time spent on generating SVM nodes for displacement shader. */
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double time_generate_displacement;
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/* Total time spent on all routines. */
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double time_total;
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/* A full multiline description of the state of the compiler after
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* compilation.
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*/
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string full_report() const;
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};
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SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager);
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void compile(Scene *scene,
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Shader *shader,
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vector<int4>& svm_nodes,
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int index,
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Summary *summary = NULL);
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void stack_assign(ShaderOutput *output);
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void stack_assign(ShaderInput *input);
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int stack_find_offset(ShaderSocketType type);
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void stack_clear_offset(ShaderSocketType type, int offset);
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void stack_link(ShaderInput *input, ShaderOutput *output);
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void add_node(NodeType type, int a = 0, int b = 0, int c = 0);
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void add_node(int a = 0, int b = 0, int c = 0, int d = 0);
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void add_node(NodeType type, const float3& f);
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void add_node(const float4& f);
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void add_array(float4 *f, int num);
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uint attribute(ustring name);
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uint attribute(AttributeStandard std);
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uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0);
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uint closure_mix_weight_offset() { return mix_weight_offset; }
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ShaderType output_type() { return current_type; }
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ImageManager *image_manager;
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ShaderManager *shader_manager;
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bool background;
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protected:
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/* stack */
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struct Stack {
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Stack() { memset(users, 0, sizeof(users)); }
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Stack(const Stack& other) { memcpy(users, other.users, sizeof(users)); }
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Stack& operator=(const Stack& other) { memcpy(users, other.users, sizeof(users)); return *this; }
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bool empty()
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{
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for(int i = 0; i < SVM_STACK_SIZE; i++)
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if(users[i])
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return false;
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return true;
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}
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void print()
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{
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printf("stack <");
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for(int i = 0; i < SVM_STACK_SIZE; i++)
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printf((users[i])? "*": " ");
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printf(">\n");
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}
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int users[SVM_STACK_SIZE];
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};
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struct StackBackup {
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Stack stack;
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vector<int> offsets;
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ShaderNodeSet done;
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};
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/* Global state of the compiler accessible from the compilation routines. */
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struct CompilerState {
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CompilerState(ShaderGraph *graph);
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/* ** Global state, used by various compilation steps. ** */
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/* Set of nodes which were already compiled. */
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ShaderNodeSet nodes_done;
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/* Set of closures which were already compiled. */
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ShaderNodeSet closure_done;
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/* ** SVM nodes generation state ** */
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/* Flag whether the node with corresponding ID was already compiled or
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* not. Array element with index i corresponds to a node with such if.
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*
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* TODO(sergey): This is actually a copy of nodes_done just in another
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* notation. We can de-duplicate this storage actually after switching
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* all areas to use this flags array.
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*/
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vector<bool> nodes_done_flag;
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};
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void stack_backup(StackBackup& backup, ShaderNodeSet& done);
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void stack_restore(StackBackup& backup, ShaderNodeSet& done);
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void stack_clear_temporary(ShaderNode *node);
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int stack_size(ShaderSocketType type);
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void stack_clear_users(ShaderNode *node, ShaderNodeSet& done);
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bool node_skip_input(ShaderNode *node, ShaderInput *input);
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/* single closure */
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void find_dependencies(ShaderNodeSet& dependencies,
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const ShaderNodeSet& done,
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ShaderInput *input,
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ShaderNode *skip_node = NULL);
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void generate_node(ShaderNode *node, ShaderNodeSet& done);
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void generate_closure_node(ShaderNode *node, CompilerState *state);
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void generated_shared_closure_nodes(ShaderNode *root_node,
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ShaderNode *node,
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CompilerState *state,
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const ShaderNodeSet& shared);
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void generate_svm_nodes(const ShaderNodeSet& nodes,
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CompilerState *state);
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/* multi closure */
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void generate_multi_closure(ShaderNode *root_node,
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ShaderNode *node,
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CompilerState *state);
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/* compile */
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void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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vector<int4> svm_nodes;
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ShaderType current_type;
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Shader *current_shader;
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ShaderGraph *current_graph;
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Stack active_stack;
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int max_stack_use;
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uint mix_weight_offset;
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bool compile_failed;
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};
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CCL_NAMESPACE_END
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#endif /* __SVM_H__ */
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