blender/intern/cycles/scene/svm.cpp
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
  to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.

Ref D14069, T95597
2022-02-11 17:47:34 +01:00

972 lines
30 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "device/device.h"
#include "scene/background.h"
#include "scene/light.h"
#include "scene/mesh.h"
#include "scene/scene.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#include "scene/stats.h"
#include "scene/svm.h"
#include "util/foreach.h"
#include "util/log.h"
#include "util/progress.h"
#include "util/task.h"
CCL_NAMESPACE_BEGIN
/* Shader Manager */
SVMShaderManager::SVMShaderManager()
{
}
SVMShaderManager::~SVMShaderManager()
{
}
void SVMShaderManager::reset(Scene * /*scene*/)
{
}
void SVMShaderManager::device_update_shader(Scene *scene,
Shader *shader,
Progress *progress,
array<int4> *svm_nodes)
{
if (progress->get_cancel()) {
return;
}
assert(shader->graph);
svm_nodes->push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
SVMCompiler::Summary summary;
SVMCompiler compiler(scene);
compiler.background = (shader == scene->background->get_shader(scene));
compiler.compile(shader, *svm_nodes, 0, &summary);
VLOG(3) << "Compilation summary:\n"
<< "Shader name: " << shader->name << "\n"
<< summary.full_report();
}
void SVMShaderManager::device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update())
return;
scoped_callback_timer timer([scene](double time) {
if (scene->update_stats) {
scene->update_stats->svm.times.add_entry({"device_update", time});
}
});
const int num_shaders = scene->shaders.size();
VLOG(1) << "Total " << num_shaders << " shaders.";
double start_time = time_dt();
/* test if we need to update */
device_free(device, dscene, scene);
/* Build all shaders. */
TaskPool task_pool;
vector<array<int4>> shader_svm_nodes(num_shaders);
for (int i = 0; i < num_shaders; i++) {
task_pool.push(function_bind(&SVMShaderManager::device_update_shader,
this,
scene,
scene->shaders[i],
&progress,
&shader_svm_nodes[i]));
}
task_pool.wait_work();
if (progress.get_cancel()) {
return;
}
/* The global node list contains a jump table (one node per shader)
* followed by the nodes of all shaders. */
int svm_nodes_size = num_shaders;
for (int i = 0; i < num_shaders; i++) {
/* Since we're not copying the local jump node, the size ends up being one node lower. */
svm_nodes_size += shader_svm_nodes[i].size() - 1;
}
int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size);
int node_offset = num_shaders;
for (int i = 0; i < num_shaders; i++) {
Shader *shader = scene->shaders[i];
shader->clear_modified();
if (shader->get_use_mis() && shader->has_surface_emission) {
scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED);
}
/* Update the global jump table.
* Each compiled shader starts with a jump node that has offsets local
* to the shader, so copy those and add the offset into the global node list. */
int4 &global_jump_node = svm_nodes[shader->id];
int4 &local_jump_node = shader_svm_nodes[i][0];
global_jump_node.x = NODE_SHADER_JUMP;
global_jump_node.y = local_jump_node.y - 1 + node_offset;
global_jump_node.z = local_jump_node.z - 1 + node_offset;
global_jump_node.w = local_jump_node.w - 1 + node_offset;
node_offset += shader_svm_nodes[i].size() - 1;
}
/* Copy the nodes of each shader into the correct location. */
svm_nodes += num_shaders;
for (int i = 0; i < num_shaders; i++) {
int shader_size = shader_svm_nodes[i].size() - 1;
memcpy(svm_nodes, &shader_svm_nodes[i][1], sizeof(int4) * shader_size);
svm_nodes += shader_size;
}
if (progress.get_cancel()) {
return;
}
dscene->svm_nodes.copy_to_device();
device_update_common(device, dscene, scene, progress);
update_flags = UPDATE_NONE;
VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time
<< " seconds.";
}
void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
{
device_free_common(device, dscene, scene);
dscene->svm_nodes.free();
}
/* Graph Compiler */
SVMCompiler::SVMCompiler(Scene *scene) : scene(scene)
{
max_stack_use = 0;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;
current_graph = NULL;
background = false;
mix_weight_offset = SVM_STACK_INVALID;
compile_failed = false;
}
int SVMCompiler::stack_size(SocketType::Type type)
{
int size = 0;
switch (type) {
case SocketType::FLOAT:
case SocketType::INT:
size = 1;
break;
case SocketType::COLOR:
case SocketType::VECTOR:
case SocketType::NORMAL:
case SocketType::POINT:
size = 3;
break;
case SocketType::CLOSURE:
size = 0;
break;
default:
assert(0);
break;
}
return size;
}
int SVMCompiler::stack_find_offset(int size)
{
int offset = -1;
/* find free space in stack & mark as used */
for (int i = 0, num_unused = 0; i < SVM_STACK_SIZE; i++) {
if (active_stack.users[i])
num_unused = 0;
else
num_unused++;
if (num_unused == size) {
offset = i + 1 - size;
max_stack_use = max(i + 1, max_stack_use);
while (i >= offset)
active_stack.users[i--] = 1;
return offset;
}
}
if (!compile_failed) {
compile_failed = true;
fprintf(stderr,
"Cycles: out of SVM stack space, shader \"%s\" too big.\n",
current_shader->name.c_str());
}
return 0;
}
int SVMCompiler::stack_find_offset(SocketType::Type type)
{
return stack_find_offset(stack_size(type));
}
void SVMCompiler::stack_clear_offset(SocketType::Type type, int offset)
{
int size = stack_size(type);
for (int i = 0; i < size; i++)
active_stack.users[offset + i]--;
}
int SVMCompiler::stack_assign(ShaderInput *input)
{
/* stack offset assign? */
if (input->stack_offset == SVM_STACK_INVALID) {
if (input->link) {
/* linked to output -> use output offset */
assert(input->link->stack_offset != SVM_STACK_INVALID);
input->stack_offset = input->link->stack_offset;
}
else {
Node *node = input->parent;
/* not linked to output -> add nodes to load default value */
input->stack_offset = stack_find_offset(input->type());
if (input->type() == SocketType::FLOAT) {
add_node(NODE_VALUE_F,
__float_as_int(node->get_float(input->socket_type)),
input->stack_offset);
}
else if (input->type() == SocketType::INT) {
add_node(NODE_VALUE_F, node->get_int(input->socket_type), input->stack_offset);
}
else if (input->type() == SocketType::VECTOR || input->type() == SocketType::NORMAL ||
input->type() == SocketType::POINT || input->type() == SocketType::COLOR) {
add_node(NODE_VALUE_V, input->stack_offset);
add_node(NODE_VALUE_V, node->get_float3(input->socket_type));
}
else /* should not get called for closure */
assert(0);
}
}
return input->stack_offset;
}
int SVMCompiler::stack_assign(ShaderOutput *output)
{
/* if no stack offset assigned yet, find one */
if (output->stack_offset == SVM_STACK_INVALID)
output->stack_offset = stack_find_offset(output->type());
return output->stack_offset;
}
int SVMCompiler::stack_assign_if_linked(ShaderInput *input)
{
if (input->link || input->constant_folded_in)
return stack_assign(input);
return SVM_STACK_INVALID;
}
int SVMCompiler::stack_assign_if_linked(ShaderOutput *output)
{
if (!output->links.empty())
return stack_assign(output);
return SVM_STACK_INVALID;
}
void SVMCompiler::stack_link(ShaderInput *input, ShaderOutput *output)
{
if (output->stack_offset == SVM_STACK_INVALID) {
assert(input->link);
assert(stack_size(output->type()) == stack_size(input->link->type()));
output->stack_offset = input->link->stack_offset;
int size = stack_size(output->type());
for (int i = 0; i < size; i++)
active_stack.users[output->stack_offset + i]++;
}
}
void SVMCompiler::stack_clear_users(ShaderNode *node, ShaderNodeSet &done)
{
/* optimization we should add:
* find and lower user counts for outputs for which all inputs are done.
* this is done before the node is compiled, under the assumption that the
* node will first load all inputs from the stack and then writes its
* outputs. this used to work, but was disabled because it gave trouble
* with inputs getting stack positions assigned */
foreach (ShaderInput *input, node->inputs) {
ShaderOutput *output = input->link;
if (output && output->stack_offset != SVM_STACK_INVALID) {
bool all_done = true;
/* optimization we should add: verify if in->parent is actually used */
foreach (ShaderInput *in, output->links)
if (in->parent != node && done.find(in->parent) == done.end())
all_done = false;
if (all_done) {
stack_clear_offset(output->type(), output->stack_offset);
output->stack_offset = SVM_STACK_INVALID;
foreach (ShaderInput *in, output->links)
in->stack_offset = SVM_STACK_INVALID;
}
}
}
}
void SVMCompiler::stack_clear_temporary(ShaderNode *node)
{
foreach (ShaderInput *input, node->inputs) {
if (!input->link && input->stack_offset != SVM_STACK_INVALID) {
stack_clear_offset(input->type(), input->stack_offset);
input->stack_offset = SVM_STACK_INVALID;
}
}
}
uint SVMCompiler::encode_uchar4(uint x, uint y, uint z, uint w)
{
assert(x <= 255);
assert(y <= 255);
assert(z <= 255);
assert(w <= 255);
return (x) | (y << 8) | (z << 16) | (w << 24);
}
void SVMCompiler::add_node(int a, int b, int c, int d)
{
current_svm_nodes.push_back_slow(make_int4(a, b, c, d));
}
void SVMCompiler::add_node(ShaderNodeType type, int a, int b, int c)
{
current_svm_nodes.push_back_slow(make_int4(type, a, b, c));
}
void SVMCompiler::add_node(ShaderNodeType type, const float3 &f)
{
current_svm_nodes.push_back_slow(
make_int4(type, __float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z)));
}
void SVMCompiler::add_node(const float4 &f)
{
current_svm_nodes.push_back_slow(make_int4(
__float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z), __float_as_int(f.w)));
}
uint SVMCompiler::attribute(ustring name)
{
return scene->shader_manager->get_attribute_id(name);
}
uint SVMCompiler::attribute(AttributeStandard std)
{
return scene->shader_manager->get_attribute_id(std);
}
uint SVMCompiler::attribute_standard(ustring name)
{
AttributeStandard std = Attribute::name_standard(name.c_str());
return (std) ? attribute(std) : attribute(name);
}
void SVMCompiler::find_dependencies(ShaderNodeSet &dependencies,
const ShaderNodeSet &done,
ShaderInput *input,
ShaderNode *skip_node)
{
ShaderNode *node = (input->link) ? input->link->parent : NULL;
if (node != NULL && done.find(node) == done.end() && node != skip_node &&
dependencies.find(node) == dependencies.end()) {
foreach (ShaderInput *in, node->inputs) {
find_dependencies(dependencies, done, in, skip_node);
}
dependencies.insert(node);
}
}
void SVMCompiler::generate_node(ShaderNode *node, ShaderNodeSet &done)
{
node->compile(*this);
stack_clear_users(node, done);
stack_clear_temporary(node);
if (current_type == SHADER_TYPE_SURFACE) {
if (node->has_spatial_varying())
current_shader->has_surface_spatial_varying = true;
if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE)
current_shader->has_surface_raytrace = true;
}
else if (current_type == SHADER_TYPE_VOLUME) {
if (node->has_spatial_varying())
current_shader->has_volume_spatial_varying = true;
if (node->has_attribute_dependency())
current_shader->has_volume_attribute_dependency = true;
}
if (node->has_integrator_dependency()) {
current_shader->has_integrator_dependency = true;
}
}
void SVMCompiler::generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state)
{
ShaderNodeSet &done = state->nodes_done;
vector<bool> &done_flag = state->nodes_done_flag;
bool nodes_done;
do {
nodes_done = true;
foreach (ShaderNode *node, nodes) {
if (!done_flag[node->id]) {
bool inputs_done = true;
foreach (ShaderInput *input, node->inputs) {
if (input->link && !done_flag[input->link->parent->id]) {
inputs_done = false;
}
}
if (inputs_done) {
generate_node(node, done);
done.insert(node);
done_flag[node->id] = true;
}
else {
nodes_done = false;
}
}
}
} while (!nodes_done);
}
void SVMCompiler::generate_closure_node(ShaderNode *node, CompilerState *state)
{
/* Skip generating closure that are not supported or needed for a particular
* type of shader. For example a BSDF in a volume shader. */
const int node_feature = node->get_feature();
if ((state->node_feature_mask & node_feature) != node_feature) {
return;
}
/* execute dependencies for closure */
foreach (ShaderInput *in, node->inputs) {
if (in->link != NULL) {
ShaderNodeSet dependencies;
find_dependencies(dependencies, state->nodes_done, in);
generate_svm_nodes(dependencies, state);
}
}
/* closure mix weight */
const char *weight_name = (current_type == SHADER_TYPE_VOLUME) ? "VolumeMixWeight" :
"SurfaceMixWeight";
ShaderInput *weight_in = node->input(weight_name);
if (weight_in && (weight_in->link || node->get_float(weight_in->socket_type) != 1.0f))
mix_weight_offset = stack_assign(weight_in);
else
mix_weight_offset = SVM_STACK_INVALID;
/* compile closure itself */
generate_node(node, state->nodes_done);
mix_weight_offset = SVM_STACK_INVALID;
if (current_type == SHADER_TYPE_SURFACE) {
if (node->has_surface_emission())
current_shader->has_surface_emission = true;
if (node->has_surface_transparent())
current_shader->has_surface_transparent = true;
if (node->has_surface_bssrdf()) {
current_shader->has_surface_bssrdf = true;
if (node->has_bssrdf_bump())
current_shader->has_bssrdf_bump = true;
}
if (node->has_bump()) {
current_shader->has_bump = true;
}
}
}
void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node,
ShaderNode *node,
CompilerState *state,
const ShaderNodeSet &shared)
{
if (shared.find(node) != shared.end()) {
generate_multi_closure(root_node, node, state);
}
else {
foreach (ShaderInput *in, node->inputs) {
if (in->type() == SocketType::CLOSURE && in->link)
generated_shared_closure_nodes(root_node, in->link->parent, state, shared);
}
}
}
void SVMCompiler::find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes,
ShaderGraph *graph,
CompilerState *state)
{
foreach (ShaderNode *node, graph->nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
OutputAOVNode *aov_node = static_cast<OutputAOVNode *>(node);
if (aov_node->offset >= 0) {
aov_nodes.insert(aov_node);
foreach (ShaderInput *in, node->inputs) {
if (in->link != NULL) {
find_dependencies(aov_nodes, state->nodes_done, in);
}
}
}
}
}
}
void SVMCompiler::generate_multi_closure(ShaderNode *root_node,
ShaderNode *node,
CompilerState *state)
{
/* only generate once */
if (state->closure_done.find(node) != state->closure_done.end())
return;
state->closure_done.insert(node);
if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) {
/* weighting is already taken care of in ShaderGraph::transform_multi_closure */
ShaderInput *cl1in = node->input("Closure1");
ShaderInput *cl2in = node->input("Closure2");
ShaderInput *facin = node->input("Fac");
/* skip empty mix/add closure nodes */
if (!cl1in->link && !cl2in->link)
return;
if (facin && facin->link) {
/* mix closure: generate instructions to compute mix weight */
ShaderNodeSet dependencies;
find_dependencies(dependencies, state->nodes_done, facin);
generate_svm_nodes(dependencies, state);
/* execute shared dependencies. this is needed to allow skipping
* of zero weight closures and their dependencies later, so we
* ensure that they only skip dependencies that are unique to them */
ShaderNodeSet cl1deps, cl2deps, shareddeps;
find_dependencies(cl1deps, state->nodes_done, cl1in);
find_dependencies(cl2deps, state->nodes_done, cl2in);
ShaderNodeIDComparator node_id_comp;
set_intersection(cl1deps.begin(),
cl1deps.end(),
cl2deps.begin(),
cl2deps.end(),
std::inserter(shareddeps, shareddeps.begin()),
node_id_comp);
/* 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) {
ShaderNodeSet rootdeps;
find_dependencies(rootdeps, state->nodes_done, in, node);
set_intersection(rootdeps.begin(),
rootdeps.end(),
cl1deps.begin(),
cl1deps.end(),
std::inserter(shareddeps, shareddeps.begin()),
node_id_comp);
set_intersection(rootdeps.begin(),
rootdeps.end(),
cl2deps.begin(),
cl2deps.end(),
std::inserter(shareddeps, shareddeps.begin()),
node_id_comp);
}
}
/* For dependencies AOV nodes, prevent them from being categorized
* as exclusive deps of one or the other closure, since the need to
* execute them for AOV writing is not dependent on the closure
* weights. */
if (state->aov_nodes.size()) {
set_intersection(state->aov_nodes.begin(),
state->aov_nodes.end(),
cl1deps.begin(),
cl1deps.end(),
std::inserter(shareddeps, shareddeps.begin()),
node_id_comp);
set_intersection(state->aov_nodes.begin(),
state->aov_nodes.end(),
cl2deps.begin(),
cl2deps.end(),
std::inserter(shareddeps, shareddeps.begin()),
node_id_comp);
}
if (!shareddeps.empty()) {
if (cl1in->link) {
generated_shared_closure_nodes(root_node, cl1in->link->parent, state, shareddeps);
}
if (cl2in->link) {
generated_shared_closure_nodes(root_node, cl2in->link->parent, state, shareddeps);
}
generate_svm_nodes(shareddeps, state);
}
/* generate instructions for input closure 1 */
if (cl1in->link) {
/* Add instruction to skip closure and its dependencies if mix
* weight is zero.
*/
current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ONE, 0, stack_assign(facin), 0));
int node_jump_skip_index = current_svm_nodes.size() - 1;
generate_multi_closure(root_node, cl1in->link->parent, state);
/* Fill in jump instruction location to be after closure. */
current_svm_nodes[node_jump_skip_index].y = current_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.
*/
current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ZERO, 0, stack_assign(facin), 0));
int node_jump_skip_index = current_svm_nodes.size() - 1;
generate_multi_closure(root_node, cl2in->link->parent, state);
/* Fill in jump instruction location to be after closure. */
current_svm_nodes[node_jump_skip_index].y = current_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, state);
if (cl2in->link)
generate_multi_closure(root_node, cl2in->link->parent, state);
}
}
else {
generate_closure_node(node, state);
}
state->nodes_done.insert(node);
state->nodes_done_flag[node->id] = true;
}
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 *output = graph->output();
ShaderInput *clin = NULL;
switch (type) {
case SHADER_TYPE_SURFACE:
clin = output->input("Surface");
break;
case SHADER_TYPE_VOLUME:
clin = output->input("Volume");
break;
case SHADER_TYPE_DISPLACEMENT:
clin = output->input("Displacement");
break;
case SHADER_TYPE_BUMP:
clin = output->input("Normal");
break;
default:
assert(0);
break;
}
/* clear all compiler state */
memset((void *)&active_stack, 0, sizeof(active_stack));
current_svm_nodes.clear();
foreach (ShaderNode *node, graph->nodes) {
foreach (ShaderInput *input, node->inputs)
input->stack_offset = SVM_STACK_INVALID;
foreach (ShaderOutput *output, node->outputs)
output->stack_offset = SVM_STACK_INVALID;
}
/* for the bump shader we need add a node to store the shader state */
bool need_bump_state = (type == SHADER_TYPE_BUMP) &&
(shader->get_displacement_method() == DISPLACE_BOTH);
int bump_state_offset = SVM_STACK_INVALID;
if (need_bump_state) {
bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE);
add_node(NODE_ENTER_BUMP_EVAL, bump_state_offset);
}
if (shader->reference_count()) {
CompilerState state(graph);
if (clin->link) {
bool generate = false;
switch (type) {
case SHADER_TYPE_SURFACE: /* generate surface shader */
generate = true;
shader->has_surface = true;
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE;
break;
case SHADER_TYPE_VOLUME: /* generate volume shader */
generate = true;
shader->has_volume = true;
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_VOLUME;
break;
case SHADER_TYPE_DISPLACEMENT: /* generate displacement shader */
generate = true;
shader->has_displacement = true;
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_DISPLACEMENT;
break;
case SHADER_TYPE_BUMP: /* generate bump shader */
generate = true;
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_BUMP;
break;
default:
break;
}
if (generate) {
if (type == SHADER_TYPE_SURFACE) {
find_aov_nodes_and_dependencies(state.aov_nodes, graph, &state);
}
generate_multi_closure(clin->link->parent, clin->link->parent, &state);
}
}
/* compile output node */
output->compile(*this);
if (!state.aov_nodes.empty()) {
/* AOV passes are only written if the object is directly visible, so
* there is no point in evaluating all the nodes generated only for the
* AOV outputs if that's not the case. Therefore, we insert
* NODE_AOV_START into the shader before the AOV-only nodes are
* generated which tells the kernel that it can stop evaluation
* early if AOVs will not be written. */
add_node(NODE_AOV_START, 0, 0, 0);
generate_svm_nodes(state.aov_nodes, &state);
}
}
/* add node to restore state after bump shader has finished */
if (need_bump_state) {
add_node(NODE_LEAVE_BUMP_EVAL, bump_state_offset);
}
/* if compile failed, generate empty shader */
if (compile_failed) {
current_svm_nodes.clear();
compile_failed = false;
}
/* for bump shaders we fall thru to the surface shader, but if this is any other kind of shader
* it ends here */
if (type != SHADER_TYPE_BUMP) {
add_node(NODE_END, 0, 0, 0);
}
}
void SVMCompiler::compile(Shader *shader, array<int4> &svm_nodes, int index, Summary *summary)
{
/* copy graph for shader with bump mapping */
ShaderNode *output = shader->graph->output();
int start_num_svm_nodes = svm_nodes.size();
const double time_start = time_dt();
bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) &&
output->input("Surface")->link && output->input("Displacement")->link;
/* finalize */
{
scoped_timer timer((summary != NULL) ? &summary->time_finalize : NULL);
shader->graph->finalize(scene,
has_bump,
shader->has_integrator_dependency,
shader->get_displacement_method() == DISPLACE_BOTH);
}
current_shader = shader;
shader->has_surface = false;
shader->has_surface_emission = false;
shader->has_surface_transparent = false;
shader->has_surface_raytrace = false;
shader->has_surface_bssrdf = false;
shader->has_bump = has_bump;
shader->has_bssrdf_bump = has_bump;
shader->has_volume = false;
shader->has_displacement = false;
shader->has_surface_spatial_varying = false;
shader->has_volume_spatial_varying = false;
shader->has_volume_attribute_dependency = false;
shader->has_integrator_dependency = false;
/* generate bump shader */
if (has_bump) {
scoped_timer timer((summary != NULL) ? &summary->time_generate_bump : NULL);
compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
svm_nodes[index].y = svm_nodes.size();
svm_nodes.append(current_svm_nodes);
}
/* generate surface shader */
{
scoped_timer timer((summary != NULL) ? &summary->time_generate_surface : NULL);
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
/* only set jump offset if there's no bump shader, as the bump shader will fall thru to this
* one if it exists */
if (!has_bump) {
svm_nodes[index].y = svm_nodes.size();
}
svm_nodes.append(current_svm_nodes);
}
/* generate volume shader */
{
scoped_timer timer((summary != NULL) ? &summary->time_generate_volume : NULL);
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
svm_nodes[index].z = svm_nodes.size();
svm_nodes.append(current_svm_nodes);
}
/* generate displacement shader */
{
scoped_timer timer((summary != NULL) ? &summary->time_generate_displacement : NULL);
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
svm_nodes[index].w = svm_nodes.size();
svm_nodes.append(current_svm_nodes);
}
/* Fill in summary information. */
if (summary != NULL) {
summary->time_total = time_dt() - time_start;
summary->peak_stack_usage = max_stack_use;
summary->num_svm_nodes = svm_nodes.size() - start_num_svm_nodes;
}
}
/* Compiler summary implementation. */
SVMCompiler::Summary::Summary()
: num_svm_nodes(0),
peak_stack_usage(0),
time_finalize(0.0),
time_generate_surface(0.0),
time_generate_bump(0.0),
time_generate_volume(0.0),
time_generate_displacement(0.0),
time_total(0.0)
{
}
string SVMCompiler::Summary::full_report() const
{
string report = "";
report += string_printf("Number of SVM nodes: %d\n", num_svm_nodes);
report += string_printf("Peak stack usage: %d\n", peak_stack_usage);
report += string_printf("Time (in seconds):\n");
report += string_printf("Finalize: %f\n", time_finalize);
report += string_printf(" Surface: %f\n", time_generate_surface);
report += string_printf(" Bump: %f\n", time_generate_bump);
report += string_printf(" Volume: %f\n", time_generate_volume);
report += string_printf(" Displacement: %f\n", time_generate_displacement);
report += string_printf("Generate: %f\n",
time_generate_surface + time_generate_bump + time_generate_volume +
time_generate_displacement);
report += string_printf("Total: %f\n", time_total);
return report;
}
/* Global state of the compiler. */
SVMCompiler::CompilerState::CompilerState(ShaderGraph *graph)
{
int max_id = 0;
foreach (ShaderNode *node, graph->nodes) {
max_id = max(node->id, max_id);
}
nodes_done_flag.resize(max_id + 1, false);
node_feature_mask = 0;
}
CCL_NAMESPACE_END