Brecht Van Lommel
5e4bad2c00
We already detect this automatically based on shading nodes and per shader settings, and performance of this option is ok now all devices. Differential Revision: https://developer.blender.org/D2767
637 lines
19 KiB
C++
637 lines
19 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 "render/background.h"
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#include "render/camera.h"
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#include "device/device.h"
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#include "render/graph.h"
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#include "render/integrator.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/nodes.h"
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#include "render/object.h"
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#include "render/osl.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/svm.h"
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#include "render/tables.h"
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#include "util/util_foreach.h"
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CCL_NAMESPACE_BEGIN
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vector<float> ShaderManager::beckmann_table;
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/* Beckmann sampling precomputed table, see bsdf_microfacet.h */
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/* 2D slope distribution (alpha = 1.0) */
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static float beckmann_table_P22(const float slope_x, const float slope_y)
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{
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return expf(-(slope_x*slope_x + slope_y*slope_y));
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}
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/* maximal slope amplitude (range that contains 99.99% of the distribution) */
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static float beckmann_table_slope_max()
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{
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return 6.0;
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}
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/* MSVC 2015 needs this ugly hack to prevent a codegen bug on x86
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* see T50176 for details
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*/
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#if defined(_MSC_VER) && (_MSC_VER == 1900)
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# define MSVC_VOLATILE volatile
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#else
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# define MSVC_VOLATILE
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#endif
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/* Paper used: Importance Sampling Microfacet-Based BSDFs with the
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* Distribution of Visible Normals. Supplemental Material 2/2.
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*
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* http://hal.inria.fr/docs/01/00/66/20/ANNEX/supplemental2.pdf
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*/
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static void beckmann_table_rows(float *table, int row_from, int row_to)
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{
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/* allocate temporary data */
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const int DATA_TMP_SIZE = 512;
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vector<double> slope_x(DATA_TMP_SIZE);
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vector<double> CDF_P22_omega_i(DATA_TMP_SIZE);
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/* loop over incident directions */
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for(int index_theta = row_from; index_theta < row_to; index_theta++) {
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/* incident vector */
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const float cos_theta = index_theta / (BECKMANN_TABLE_SIZE - 1.0f);
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const float sin_theta = safe_sqrtf(1.0f - cos_theta*cos_theta);
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/* for a given incident vector
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* integrate P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
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slope_x[0] = (double)-beckmann_table_slope_max();
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CDF_P22_omega_i[0] = 0;
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for(MSVC_VOLATILE int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) {
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/* slope_x */
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slope_x[index_slope_x] = (double)(-beckmann_table_slope_max() + 2.0f * beckmann_table_slope_max() * index_slope_x/(DATA_TMP_SIZE - 1.0f));
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/* dot product with incident vector */
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float dot_product = fmaxf(0.0f, -(float)slope_x[index_slope_x]*sin_theta + cos_theta);
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/* marginalize P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
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float P22_omega_i = 0.0f;
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for(int j = 0; j < 100; ++j) {
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float slope_y = -beckmann_table_slope_max() + 2.0f * beckmann_table_slope_max() * j * (1.0f/99.0f);
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P22_omega_i += dot_product * beckmann_table_P22((float)slope_x[index_slope_x], slope_y);
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}
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/* CDF of P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
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CDF_P22_omega_i[index_slope_x] = CDF_P22_omega_i[index_slope_x - 1] + (double)P22_omega_i;
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}
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/* renormalize CDF_P22_omega_i */
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for(int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x)
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CDF_P22_omega_i[index_slope_x] /= CDF_P22_omega_i[DATA_TMP_SIZE - 1];
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/* loop over random number U1 */
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int index_slope_x = 0;
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for(int index_U = 0; index_U < BECKMANN_TABLE_SIZE; ++index_U) {
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const double U = 0.0000001 + 0.9999998 * index_U / (double)(BECKMANN_TABLE_SIZE - 1);
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/* inverse CDF_P22_omega_i, solve Eq.(11) */
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while(CDF_P22_omega_i[index_slope_x] <= U)
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++index_slope_x;
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const double interp =
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(CDF_P22_omega_i[index_slope_x] - U) /
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(CDF_P22_omega_i[index_slope_x] - CDF_P22_omega_i[index_slope_x - 1]);
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/* store value */
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table[index_U + index_theta*BECKMANN_TABLE_SIZE] = (float)(
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interp * slope_x[index_slope_x - 1] +
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(1.0 - interp) * slope_x[index_slope_x]);
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}
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}
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}
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#undef MSVC_VOLATILE
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static void beckmann_table_build(vector<float>& table)
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{
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table.resize(BECKMANN_TABLE_SIZE*BECKMANN_TABLE_SIZE);
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/* multithreaded build */
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TaskPool pool;
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for(int i = 0; i < BECKMANN_TABLE_SIZE; i+=8)
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pool.push(function_bind(&beckmann_table_rows, &table[0], i, i+8));
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pool.wait_work();
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}
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/* Shader */
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NODE_DEFINE(Shader)
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{
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NodeType* type = NodeType::add("shader", create);
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SOCKET_BOOLEAN(use_mis, "Use MIS", true);
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SOCKET_BOOLEAN(use_transparent_shadow, "Use Transparent Shadow", true);
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SOCKET_BOOLEAN(heterogeneous_volume, "Heterogeneous Volume", true);
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static NodeEnum volume_sampling_method_enum;
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volume_sampling_method_enum.insert("distance", VOLUME_SAMPLING_DISTANCE);
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volume_sampling_method_enum.insert("equiangular", VOLUME_SAMPLING_EQUIANGULAR);
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volume_sampling_method_enum.insert("multiple_importance", VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
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SOCKET_ENUM(volume_sampling_method, "Volume Sampling Method", volume_sampling_method_enum, VOLUME_SAMPLING_DISTANCE);
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static NodeEnum volume_interpolation_method_enum;
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volume_interpolation_method_enum.insert("linear", VOLUME_INTERPOLATION_LINEAR);
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volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC);
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SOCKET_ENUM(volume_interpolation_method, "Volume Interpolation Method", volume_interpolation_method_enum, VOLUME_INTERPOLATION_LINEAR);
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static NodeEnum displacement_method_enum;
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displacement_method_enum.insert("bump", DISPLACE_BUMP);
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displacement_method_enum.insert("true", DISPLACE_TRUE);
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displacement_method_enum.insert("both", DISPLACE_BOTH);
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SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP);
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return type;
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}
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Shader::Shader()
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: Node(node_type)
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{
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pass_id = 0;
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graph = NULL;
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graph_bump = NULL;
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has_surface = false;
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has_surface_transparent = false;
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has_surface_emission = false;
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has_surface_bssrdf = false;
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has_volume = false;
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has_displacement = false;
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has_bssrdf_bump = false;
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has_surface_spatial_varying = false;
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has_volume_spatial_varying = false;
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has_object_dependency = false;
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has_integrator_dependency = false;
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has_volume_connected = false;
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displacement_method = DISPLACE_BUMP;
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id = -1;
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used = false;
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need_update = true;
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need_update_attributes = true;
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}
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Shader::~Shader()
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{
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delete graph;
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delete graph_bump;
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}
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bool Shader::is_constant_emission(float3 *emission)
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{
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ShaderInput *surf = graph->output()->input("Surface");
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if(!surf->link || surf->link->parent->type != EmissionNode::node_type) {
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return false;
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}
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EmissionNode *node = (EmissionNode*) surf->link->parent;
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assert(node->input("Color"));
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assert(node->input("Strength"));
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if(node->input("Color")->link || node->input("Strength")->link) {
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return false;
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}
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*emission = node->color*node->strength;
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return true;
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}
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void Shader::set_graph(ShaderGraph *graph_)
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{
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/* do this here already so that we can detect if mesh or object attributes
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* are needed, since the node attribute callbacks check if their sockets
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* are connected but proxy nodes should not count */
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if(graph_)
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graph_->remove_proxy_nodes();
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/* assign graph */
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delete graph;
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delete graph_bump;
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graph = graph_;
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graph_bump = NULL;
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/* Store info here before graph optimization to make sure that
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* nodes that get optimized away still count. */
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has_volume_connected = (graph->output()->input("Volume")->link != NULL);
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}
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void Shader::tag_update(Scene *scene)
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{
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/* update tag */
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need_update = true;
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scene->shader_manager->need_update = true;
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/* if the shader previously was emissive, update light distribution,
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* if the new shader is emissive, a light manager update tag will be
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* done in the shader manager device update. */
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if(use_mis && has_surface_emission)
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scene->light_manager->need_update = true;
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/* Special handle of background MIS light for now: for some reason it
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* has use_mis set to false. We are quite close to release now, so
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* better to be safe.
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*/
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if(this == scene->default_background &&
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scene->light_manager->has_background_light(scene))
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{
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scene->light_manager->need_update = true;
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}
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/* quick detection of which kind of shaders we have to avoid loading
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* e.g. surface attributes when there is only a volume shader. this could
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* be more fine grained but it's better than nothing */
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OutputNode *output = graph->output();
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bool prev_has_volume = has_volume;
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has_surface = has_surface || output->input("Surface")->link;
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has_volume = has_volume || output->input("Volume")->link;
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has_displacement = has_displacement || output->input("Displacement")->link;
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/* get requested attributes. this could be optimized by pruning unused
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* nodes here already, but that's the job of the shader manager currently,
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* and may not be so great for interactive rendering where you temporarily
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* disconnect a node */
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AttributeRequestSet prev_attributes = attributes;
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attributes.clear();
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foreach(ShaderNode *node, graph->nodes)
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node->attributes(this, &attributes);
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if(has_displacement && displacement_method == DISPLACE_BOTH) {
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attributes.add(ATTR_STD_POSITION_UNDISPLACED);
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}
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/* compare if the attributes changed, mesh manager will check
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* need_update_attributes, update the relevant meshes and clear it. */
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if(attributes.modified(prev_attributes)) {
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need_update_attributes = true;
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scene->mesh_manager->need_update = true;
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}
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if(has_volume != prev_has_volume) {
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scene->mesh_manager->need_flags_update = true;
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scene->object_manager->need_flags_update = true;
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}
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}
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void Shader::tag_used(Scene *scene)
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{
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/* if an unused shader suddenly gets used somewhere, it needs to be
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* recompiled because it was skipped for compilation before */
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if(!used) {
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need_update = true;
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scene->shader_manager->need_update = true;
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}
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}
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/* Shader Manager */
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ShaderManager::ShaderManager()
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{
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need_update = true;
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beckmann_table_offset = TABLE_OFFSET_INVALID;
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}
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ShaderManager::~ShaderManager()
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{
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}
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ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
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{
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ShaderManager *manager;
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(void)shadingsystem; /* Ignored when built without OSL. */
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#ifdef WITH_OSL
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if(shadingsystem == SHADINGSYSTEM_OSL) {
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manager = new OSLShaderManager();
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}
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else
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#endif
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{
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manager = new SVMShaderManager();
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}
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add_default(scene);
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return manager;
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}
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uint ShaderManager::get_attribute_id(ustring name)
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{
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thread_scoped_spin_lock lock(attribute_lock_);
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/* get a unique id for each name, for SVM attribute lookup */
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AttributeIDMap::iterator it = unique_attribute_id.find(name);
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if(it != unique_attribute_id.end())
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return it->second;
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uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size();
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unique_attribute_id[name] = id;
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return id;
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}
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uint ShaderManager::get_attribute_id(AttributeStandard std)
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{
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return (uint)std;
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}
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int ShaderManager::get_shader_id(Shader *shader, bool smooth)
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{
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/* get a shader id to pass to the kernel */
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int id = shader->id;
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/* smooth flag */
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if(smooth)
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id |= SHADER_SMOOTH_NORMAL;
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/* default flags */
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id |= SHADER_CAST_SHADOW|SHADER_AREA_LIGHT;
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return id;
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}
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void ShaderManager::device_update_shaders_used(Scene *scene)
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{
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/* figure out which shaders are in use, so SVM/OSL can skip compiling them
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* for speed and avoid loading image textures into memory */
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uint id = 0;
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foreach(Shader *shader, scene->shaders) {
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shader->used = false;
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shader->id = id++;
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}
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scene->default_surface->used = true;
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scene->default_light->used = true;
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scene->default_background->used = true;
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scene->default_empty->used = true;
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if(scene->background->shader)
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scene->background->shader->used = true;
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foreach(Mesh *mesh, scene->meshes)
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foreach(Shader *shader, mesh->used_shaders)
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shader->used = true;
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foreach(Light *light, scene->lights)
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if(light->shader)
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light->shader->used = true;
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}
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void ShaderManager::device_update_common(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress& /*progress*/)
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{
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device->tex_free(dscene->shader_flag);
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dscene->shader_flag.clear();
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if(scene->shaders.size() == 0)
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return;
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uint shader_flag_size = scene->shaders.size()*SHADER_SIZE;
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uint *shader_flag = dscene->shader_flag.resize(shader_flag_size);
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uint i = 0;
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bool has_volumes = false;
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bool has_transparent_shadow = false;
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foreach(Shader *shader, scene->shaders) {
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uint flag = 0;
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if(shader->use_mis)
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flag |= SD_USE_MIS;
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if(shader->has_surface_transparent && shader->use_transparent_shadow)
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flag |= SD_HAS_TRANSPARENT_SHADOW;
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if(shader->has_volume) {
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flag |= SD_HAS_VOLUME;
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has_volumes = true;
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/* todo: this could check more fine grained, to skip useless volumes
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* enclosed inside an opaque bsdf.
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*/
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flag |= SD_HAS_TRANSPARENT_SHADOW;
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}
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/* in this case we can assume transparent surface */
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if(shader->has_volume_connected && !shader->has_surface)
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flag |= SD_HAS_ONLY_VOLUME;
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if(shader->heterogeneous_volume && shader->has_volume_spatial_varying)
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flag |= SD_HETEROGENEOUS_VOLUME;
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if(shader->has_bssrdf_bump)
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flag |= SD_HAS_BSSRDF_BUMP;
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if(shader->volume_sampling_method == VOLUME_SAMPLING_EQUIANGULAR)
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flag |= SD_VOLUME_EQUIANGULAR;
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if(shader->volume_sampling_method == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
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flag |= SD_VOLUME_MIS;
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if(shader->volume_interpolation_method == VOLUME_INTERPOLATION_CUBIC)
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flag |= SD_VOLUME_CUBIC;
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if(shader->graph_bump)
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flag |= SD_HAS_BUMP;
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if(shader->displacement_method != DISPLACE_BUMP)
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flag |= SD_HAS_DISPLACEMENT;
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/* shader with bump mapping */
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if(shader->displacement_method != DISPLACE_TRUE && shader->graph_bump)
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flag |= SD_HAS_BSSRDF_BUMP;
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/* constant emission check */
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float3 constant_emission = make_float3(0.0f, 0.0f, 0.0f);
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if(shader->is_constant_emission(&constant_emission))
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flag |= SD_HAS_CONSTANT_EMISSION;
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/* regular shader */
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shader_flag[i++] = flag;
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shader_flag[i++] = shader->pass_id;
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shader_flag[i++] = __float_as_int(constant_emission.x);
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shader_flag[i++] = __float_as_int(constant_emission.y);
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shader_flag[i++] = __float_as_int(constant_emission.z);
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has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
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}
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device->tex_alloc("__shader_flag", dscene->shader_flag);
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/* lookup tables */
|
|
KernelTables *ktables = &dscene->data.tables;
|
|
|
|
/* beckmann lookup table */
|
|
if(beckmann_table_offset == TABLE_OFFSET_INVALID) {
|
|
if(beckmann_table.size() == 0) {
|
|
thread_scoped_lock lock(lookup_table_mutex);
|
|
if(beckmann_table.size() == 0) {
|
|
beckmann_table_build(beckmann_table);
|
|
}
|
|
}
|
|
beckmann_table_offset = scene->lookup_tables->add_table(dscene, beckmann_table);
|
|
}
|
|
ktables->beckmann_offset = (int)beckmann_table_offset;
|
|
|
|
/* integrator */
|
|
KernelIntegrator *kintegrator = &dscene->data.integrator;
|
|
kintegrator->use_volumes = has_volumes;
|
|
/* TODO(sergey): De-duplicate with flags set in integrator.cpp. */
|
|
kintegrator->transparent_shadows = has_transparent_shadow;
|
|
}
|
|
|
|
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
|
|
{
|
|
scene->lookup_tables->remove_table(&beckmann_table_offset);
|
|
|
|
device->tex_free(dscene->shader_flag);
|
|
dscene->shader_flag.clear();
|
|
}
|
|
|
|
void ShaderManager::add_default(Scene *scene)
|
|
{
|
|
/* default surface */
|
|
{
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
DiffuseBsdfNode *diffuse = new DiffuseBsdfNode();
|
|
diffuse->color = make_float3(0.8f, 0.8f, 0.8f);
|
|
graph->add(diffuse);
|
|
|
|
graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface"));
|
|
|
|
Shader *shader = new Shader();
|
|
shader->name = "default_surface";
|
|
shader->graph = graph;
|
|
scene->shaders.push_back(shader);
|
|
scene->default_surface = shader;
|
|
}
|
|
|
|
/* default light */
|
|
{
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
EmissionNode *emission = new EmissionNode();
|
|
emission->color = make_float3(0.8f, 0.8f, 0.8f);
|
|
emission->strength = 0.0f;
|
|
graph->add(emission);
|
|
|
|
graph->connect(emission->output("Emission"), graph->output()->input("Surface"));
|
|
|
|
Shader *shader = new Shader();
|
|
shader->name = "default_light";
|
|
shader->graph = graph;
|
|
scene->shaders.push_back(shader);
|
|
scene->default_light = shader;
|
|
}
|
|
|
|
/* default background */
|
|
{
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
Shader *shader = new Shader();
|
|
shader->name = "default_background";
|
|
shader->graph = graph;
|
|
scene->shaders.push_back(shader);
|
|
scene->default_background = shader;
|
|
}
|
|
|
|
/* default empty */
|
|
{
|
|
ShaderGraph *graph = new ShaderGraph();
|
|
|
|
Shader *shader = new Shader();
|
|
shader->name = "default_empty";
|
|
shader->graph = graph;
|
|
scene->shaders.push_back(shader);
|
|
scene->default_empty = shader;
|
|
}
|
|
}
|
|
|
|
void ShaderManager::get_requested_graph_features(ShaderGraph *graph,
|
|
DeviceRequestedFeatures *requested_features)
|
|
{
|
|
foreach(ShaderNode *node, graph->nodes) {
|
|
requested_features->max_nodes_group = max(requested_features->max_nodes_group,
|
|
node->get_group());
|
|
requested_features->nodes_features |= node->get_feature();
|
|
if(node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) {
|
|
BsdfNode *bsdf_node = static_cast<BsdfNode*>(node);
|
|
if(CLOSURE_IS_VOLUME(bsdf_node->closure)) {
|
|
requested_features->nodes_features |= NODE_FEATURE_VOLUME;
|
|
}
|
|
else if(CLOSURE_IS_PRINCIPLED(bsdf_node->closure)) {
|
|
requested_features->use_principled = true;
|
|
}
|
|
}
|
|
if(node->has_surface_bssrdf()) {
|
|
requested_features->use_subsurface = true;
|
|
}
|
|
if(node->has_surface_transparent()) {
|
|
requested_features->use_transparent = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ShaderManager::get_requested_features(Scene *scene,
|
|
DeviceRequestedFeatures *requested_features)
|
|
{
|
|
requested_features->max_nodes_group = NODE_GROUP_LEVEL_0;
|
|
requested_features->nodes_features = 0;
|
|
for(int i = 0; i < scene->shaders.size(); i++) {
|
|
Shader *shader = scene->shaders[i];
|
|
/* Gather requested features from all the nodes from the graph nodes. */
|
|
get_requested_graph_features(shader->graph, requested_features);
|
|
/* Gather requested features from the graph itself. */
|
|
if(shader->graph_bump) {
|
|
get_requested_graph_features(shader->graph_bump,
|
|
requested_features);
|
|
}
|
|
ShaderNode *output_node = shader->graph->output();
|
|
if(output_node->input("Displacement")->link != NULL) {
|
|
requested_features->nodes_features |= NODE_FEATURE_BUMP;
|
|
if(shader->displacement_method == DISPLACE_BOTH && requested_features->experimental) {
|
|
requested_features->nodes_features |= NODE_FEATURE_BUMP_STATE;
|
|
}
|
|
}
|
|
/* On top of volume nodes, also check if we need volume sampling because
|
|
* e.g. an Emission node would slip through the NODE_FEATURE_VOLUME check */
|
|
if(shader->has_volume)
|
|
requested_features->use_volume |= true;
|
|
}
|
|
}
|
|
|
|
void ShaderManager::free_memory()
|
|
{
|
|
beckmann_table.free_memory();
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|