7201f6d14c
Now we calculate color in range 800..12000 using an approximation a/x+bx+c for R and G and ((at + b)t + c)t + d) for B. Max absolute error for RGB for non-lut function is less than 0.0001, which is enough to get the same 8 bit/channel color as for OSL with a noticeable performance difference. However there is a slight visible difference between previous non-OSL implementation because of lookup table interpolation and offset-by-one mistake. The previous implementation gave black color outside of soft range (t > 12000), now it gives the same color as for 12000. Also blackbody node without input connected is being converted to value input at shader compile time. Reviewers: dingto, sergey Reviewed By: dingto Subscribers: nutel, brecht, juicyfruit Differential Revision: https://developer.blender.org/D1280
747 lines
21 KiB
C++
747 lines
21 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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#include "device.h"
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "scene.h"
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#include "shader.h"
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#include "svm.h"
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#include "util_debug.h"
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#include "util_logging.h"
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#include "util_foreach.h"
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#include "util_progress.h"
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CCL_NAMESPACE_BEGIN
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/* Shader Manager */
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SVMShaderManager::SVMShaderManager()
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{
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}
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SVMShaderManager::~SVMShaderManager()
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{
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}
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void SVMShaderManager::reset(Scene * /*scene*/)
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{
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}
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void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
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if(!need_update)
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return;
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/* test if we need to update */
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device_free(device, dscene, scene);
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/* determine which shaders are in use */
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device_update_shaders_used(scene);
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/* svm_nodes */
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vector<int4> svm_nodes;
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size_t i;
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for(i = 0; i < scene->shaders.size(); i++) {
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svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
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svm_nodes.push_back(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
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}
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for(i = 0; i < scene->shaders.size(); i++) {
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Shader *shader = scene->shaders[i];
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if(progress.get_cancel()) return;
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assert(shader->graph);
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if(shader->use_mis && shader->has_surface_emission)
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scene->light_manager->need_update = true;
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SVMCompiler compiler(scene->shader_manager, scene->image_manager);
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compiler.background = ((int)i == scene->default_background);
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compiler.compile(shader, svm_nodes, i);
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}
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dscene->svm_nodes.copy((uint4*)&svm_nodes[0], svm_nodes.size());
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device->tex_alloc("__svm_nodes", dscene->svm_nodes);
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for(i = 0; i < scene->shaders.size(); i++) {
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Shader *shader = scene->shaders[i];
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shader->need_update = false;
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}
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device_update_common(device, dscene, scene, progress);
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need_update = false;
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}
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void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
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{
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device_free_common(device, dscene, scene);
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device->tex_free(dscene->svm_nodes);
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dscene->svm_nodes.clear();
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}
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/* Graph Compiler */
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SVMCompiler::SVMCompiler(ShaderManager *shader_manager_, ImageManager *image_manager_)
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{
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shader_manager = shader_manager_;
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image_manager = image_manager_;
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max_stack_use = 0;
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current_type = SHADER_TYPE_SURFACE;
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current_shader = NULL;
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current_graph = NULL;
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background = false;
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mix_weight_offset = SVM_STACK_INVALID;
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compile_failed = false;
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}
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int SVMCompiler::stack_size(ShaderSocketType type)
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{
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int size = 0;
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switch (type) {
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case SHADER_SOCKET_FLOAT:
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case SHADER_SOCKET_INT:
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size = 1;
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break;
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case SHADER_SOCKET_COLOR:
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case SHADER_SOCKET_VECTOR:
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case SHADER_SOCKET_NORMAL:
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case SHADER_SOCKET_POINT:
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size = 3;
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break;
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case SHADER_SOCKET_CLOSURE:
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size = 0;
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break;
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default:
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assert(0);
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break;
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}
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return size;
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}
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int SVMCompiler::stack_find_offset(ShaderSocketType type)
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{
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int size = stack_size(type);
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int offset = -1;
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/* find free space in stack & mark as used */
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for(int i = 0, num_unused = 0; i < SVM_STACK_SIZE; i++) {
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if(active_stack.users[i]) num_unused = 0;
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else num_unused++;
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if(num_unused == size) {
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offset = i+1 - size;
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max_stack_use = max(i+1, max_stack_use);
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while(i >= offset)
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active_stack.users[i--] = 1;
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return offset;
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}
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}
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if(!compile_failed) {
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compile_failed = true;
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fprintf(stderr, "Cycles: out of SVM stack space, shader \"%s\" too big.\n", current_shader->name.c_str());
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}
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return 0;
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}
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void SVMCompiler::stack_clear_offset(ShaderSocketType type, int offset)
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{
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int size = stack_size(type);
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for(int i = 0; i < size; i++)
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active_stack.users[offset + i]--;
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}
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void SVMCompiler::stack_backup(StackBackup& backup, set<ShaderNode*>& done)
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{
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backup.done = done;
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backup.stack = active_stack;
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foreach(ShaderNode *node, current_graph->nodes) {
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foreach(ShaderInput *input, node->inputs)
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backup.offsets.push_back(input->stack_offset);
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foreach(ShaderOutput *output, node->outputs)
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backup.offsets.push_back(output->stack_offset);
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}
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}
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void SVMCompiler::stack_restore(StackBackup& backup, set<ShaderNode*>& done)
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{
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int i = 0;
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done = backup.done;
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active_stack = backup.stack;
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foreach(ShaderNode *node, current_graph->nodes) {
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foreach(ShaderInput *input, node->inputs)
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input->stack_offset = backup.offsets[i++];
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foreach(ShaderOutput *output, node->outputs)
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output->stack_offset = backup.offsets[i++];
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}
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}
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void SVMCompiler::stack_assign(ShaderInput *input)
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{
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/* stack offset assign? */
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if(input->stack_offset == SVM_STACK_INVALID) {
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if(input->link) {
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/* linked to output -> use output offset */
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input->stack_offset = input->link->stack_offset;
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}
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else {
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/* not linked to output -> add nodes to load default value */
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input->stack_offset = stack_find_offset(input->type);
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if(input->type == SHADER_SOCKET_FLOAT) {
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add_node(NODE_VALUE_F, __float_as_int(input->value.x), input->stack_offset);
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}
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else if(input->type == SHADER_SOCKET_INT) {
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add_node(NODE_VALUE_F, (int)input->value.x, input->stack_offset);
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}
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else if(input->type == SHADER_SOCKET_VECTOR ||
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input->type == SHADER_SOCKET_NORMAL ||
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input->type == SHADER_SOCKET_POINT ||
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input->type == SHADER_SOCKET_COLOR)
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{
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add_node(NODE_VALUE_V, input->stack_offset);
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add_node(NODE_VALUE_V, input->value);
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}
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else /* should not get called for closure */
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assert(0);
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}
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}
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}
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void SVMCompiler::stack_assign(ShaderOutput *output)
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{
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/* if no stack offset assigned yet, find one */
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if(output->stack_offset == SVM_STACK_INVALID)
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output->stack_offset = stack_find_offset(output->type);
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}
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void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output)
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{
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if(output->stack_offset == SVM_STACK_INVALID) {
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assert(input->link);
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assert(stack_size(output->type) == stack_size(input->link->type));
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output->stack_offset = input->link->stack_offset;
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int size = stack_size(output->type);
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for(int i = 0; i < size; i++)
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active_stack.users[output->stack_offset + i]++;
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}
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}
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void SVMCompiler::stack_clear_users(ShaderNode *node, set<ShaderNode*>& done)
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{
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/* optimization we should add:
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* find and lower user counts for outputs for which all inputs are done.
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* this is done before the node is compiled, under the assumption that the
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* node will first load all inputs from the stack and then writes its
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* outputs. this used to work, but was disabled because it gave trouble
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* with inputs getting stack positions assigned */
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foreach(ShaderInput *input, node->inputs) {
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ShaderOutput *output = input->link;
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if(output && output->stack_offset != SVM_STACK_INVALID) {
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bool all_done = true;
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/* optimization we should add: verify if in->parent is actually used */
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foreach(ShaderInput *in, output->links)
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if(in->parent != node && done.find(in->parent) == done.end())
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all_done = false;
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if(all_done) {
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stack_clear_offset(output->type, output->stack_offset);
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output->stack_offset = SVM_STACK_INVALID;
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foreach(ShaderInput *in, output->links)
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in->stack_offset = SVM_STACK_INVALID;
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}
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}
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}
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}
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void SVMCompiler::stack_clear_temporary(ShaderNode *node)
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{
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foreach(ShaderInput *input, node->inputs) {
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if(!input->link && input->stack_offset != SVM_STACK_INVALID) {
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stack_clear_offset(input->type, input->stack_offset);
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input->stack_offset = SVM_STACK_INVALID;
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}
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}
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}
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uint SVMCompiler::encode_uchar4(uint x, uint y, uint z, uint w)
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{
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assert(x <= 255);
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assert(y <= 255);
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assert(z <= 255);
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assert(w <= 255);
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return (x) | (y << 8) | (z << 16) | (w << 24);
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}
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void SVMCompiler::add_node(int a, int b, int c, int d)
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{
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svm_nodes.push_back(make_int4(a, b, c, d));
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}
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void SVMCompiler::add_node(NodeType type, int a, int b, int c)
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{
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svm_nodes.push_back(make_int4(type, a, b, c));
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}
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void SVMCompiler::add_node(NodeType type, const float3& f)
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{
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svm_nodes.push_back(make_int4(type,
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__float_as_int(f.x),
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__float_as_int(f.y),
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__float_as_int(f.z)));
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}
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void SVMCompiler::add_node(const float4& f)
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{
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svm_nodes.push_back(make_int4(
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__float_as_int(f.x),
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__float_as_int(f.y),
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__float_as_int(f.z),
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__float_as_int(f.w)));
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}
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void SVMCompiler::add_array(float4 *f, int num)
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{
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for(int i = 0; i < num; i++)
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add_node(f[i]);
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}
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uint SVMCompiler::attribute(ustring name)
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{
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return shader_manager->get_attribute_id(name);
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}
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uint SVMCompiler::attribute(AttributeStandard std)
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{
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return shader_manager->get_attribute_id(std);
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}
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bool SVMCompiler::node_skip_input(ShaderNode * /*node*/, ShaderInput *input)
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{
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/* nasty exception .. */
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if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
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return true;
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return false;
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}
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void SVMCompiler::find_dependencies(set<ShaderNode*>& dependencies,
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const set<ShaderNode*>& done,
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ShaderInput *input,
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ShaderNode *skip_node)
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{
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ShaderNode *node = (input->link)? input->link->parent: NULL;
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if(node && done.find(node) == done.end() && node != skip_node) {
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foreach(ShaderInput *in, node->inputs)
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if(!node_skip_input(node, in))
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find_dependencies(dependencies, done, in, skip_node);
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dependencies.insert(node);
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}
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}
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void SVMCompiler::generate_node(ShaderNode *node, set<ShaderNode*>& done)
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{
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node->compile(*this);
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stack_clear_users(node, done);
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stack_clear_temporary(node);
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if(current_type == SHADER_TYPE_VOLUME) {
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if(node->has_spatial_varying())
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current_shader->has_heterogeneous_volume = true;
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}
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if(node->has_object_dependency()) {
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current_shader->has_object_dependency = true;
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}
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}
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void SVMCompiler::generate_svm_nodes(const set<ShaderNode*>& nodes, set<ShaderNode*>& done)
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{
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bool nodes_done;
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do {
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nodes_done = true;
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foreach(ShaderNode *node, nodes) {
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if(done.find(node) == done.end()) {
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bool inputs_done = true;
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foreach(ShaderInput *input, node->inputs)
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if(!node_skip_input(node, input))
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if(input->link && done.find(input->link->parent) == done.end())
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inputs_done = false;
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if(inputs_done) {
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generate_node(node, done);
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done.insert(node);
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}
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else
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nodes_done = false;
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}
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}
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} while(!nodes_done);
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}
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void SVMCompiler::generate_closure_node(ShaderNode *node, set<ShaderNode*>& done)
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{
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/* execute dependencies for closure */
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foreach(ShaderInput *in, node->inputs) {
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if(!node_skip_input(node, in) && in->link) {
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set<ShaderNode*> dependencies;
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find_dependencies(dependencies, done, in);
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generate_svm_nodes(dependencies, done);
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}
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}
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/* closure mix weight */
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const char *weight_name = (current_type == SHADER_TYPE_VOLUME)? "VolumeMixWeight": "SurfaceMixWeight";
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ShaderInput *weight_in = node->input(weight_name);
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if(weight_in && (weight_in->link || weight_in->value.x != 1.0f)) {
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stack_assign(weight_in);
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mix_weight_offset = weight_in->stack_offset;
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}
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else
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mix_weight_offset = SVM_STACK_INVALID;
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/* compile closure itself */
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generate_node(node, done);
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mix_weight_offset = SVM_STACK_INVALID;
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if(current_type == SHADER_TYPE_SURFACE) {
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if(node->has_surface_emission())
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current_shader->has_surface_emission = true;
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if(node->has_surface_transparent())
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current_shader->has_surface_transparent = true;
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if(node->has_surface_bssrdf()) {
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current_shader->has_surface_bssrdf = true;
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if(node->has_bssrdf_bump())
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current_shader->has_bssrdf_bump = true;
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}
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}
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}
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void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node,
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ShaderNode *node,
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set<ShaderNode*>& done,
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set<ShaderNode*>& closure_done,
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const set<ShaderNode*>& shared)
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{
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if(shared.find(node) != shared.end()) {
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generate_multi_closure(root_node, node, done, closure_done);
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}
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else {
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foreach(ShaderInput *in, node->inputs) {
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if(in->type == SHADER_SOCKET_CLOSURE && in->link)
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generated_shared_closure_nodes(root_node, in->link->parent,
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done, closure_done, shared);
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}
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}
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}
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void SVMCompiler::generate_multi_closure(ShaderNode *root_node,
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ShaderNode *node,
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set<ShaderNode*>& done,
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set<ShaderNode*>& closure_done)
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{
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/* only generate once */
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if(closure_done.find(node) != closure_done.end())
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return;
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closure_done.insert(node);
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if(node->name == ustring("mix_closure") || node->name == ustring("add_closure")) {
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/* weighting is already taken care of in ShaderGraph::transform_multi_closure */
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ShaderInput *cl1in = node->input("Closure1");
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ShaderInput *cl2in = node->input("Closure2");
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ShaderInput *facin = node->input("Fac");
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/* skip empty mix/add closure nodes */
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if(!cl1in->link && !cl2in->link)
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return;
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if(facin && facin->link) {
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/* mix closure: generate instructions to compute mix weight */
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set<ShaderNode*> dependencies;
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find_dependencies(dependencies, done, facin);
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generate_svm_nodes(dependencies, done);
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stack_assign(facin);
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/* execute shared dependencies. this is needed to allow skipping
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* of zero weight closures and their dependencies later, so we
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* ensure that they only skip dependencies that are unique to them */
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set<ShaderNode*> cl1deps, cl2deps, shareddeps;
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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
|
|
|