blender/intern/cycles/render/svm.h
Brecht Van Lommel ebc653463d Cycles:
* Fix missing update when editing objects with emission materials.
* Fix preview pass rendering set to 1 not showing full resolution.
* Fix CUDA runtime compiling failing due to missing cache directory.
* Use settings from first render layer for visibility and material override.

And a bunch of incomplete and still disabled code mostly related to closure
sampling.
2011-09-12 13:13:56 +00:00

111 lines
3.2 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __SVM_H__
#define __SVM_H__
#include "attribute.h"
#include "graph.h"
#include "shader.h"
#include "util_set.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageManager;
struct KernelSunSky;
class Scene;
class ShaderGraph;
class ShaderInput;
class ShaderNode;
class ShaderOutput;
/* Shader Manager */
class SVMShaderManager : public ShaderManager {
public:
SVMShaderManager();
~SVMShaderManager();
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene);
};
/* Graph Compiler */
class SVMCompiler {
public:
SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager);
void compile(Shader *shader, vector<int4>& svm_nodes, int index);
void stack_assign(ShaderOutput *output);
void stack_assign(ShaderInput *input);
void stack_link(ShaderInput *input, ShaderOutput *output);
void add_node(NodeType type, int a = 0, int b = 0, int c = 0);
void add_node(int a = 0, int b = 0, int c = 0, int d = 0);
void add_node(NodeType type, const float3& f);
void add_node(const float4& f);
uint attribute(ustring name);
uint attribute(Attribute::Standard std);
uint encode_uchar4(uint x, uint y = 0, uint z = 0, uint w = 0);
uint closure_mix_weight_offset() { return mix_weight_offset; }
ShaderType output_type() { return current_type; }
ImageManager *image_manager;
ShaderManager *shader_manager;
KernelSunSky *sunsky;
bool background;
protected:
struct Stack {
Stack() { memset(users, 0, sizeof(users)); }
int users[SVM_STACK_SIZE];
};
void stack_clear_temporary(ShaderNode *node);
int stack_size(ShaderSocketType type);
int stack_find_offset(ShaderSocketType type);
void stack_clear_users(ShaderNode *node, set<ShaderNode*>& done);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
void find_dependencies(set<ShaderNode*>& dependencies, const set<ShaderNode*>& done, ShaderInput *input);
void generate_svm_nodes(const set<ShaderNode*>& nodes, set<ShaderNode*>& done);
void generate_closure(ShaderNode *node, set<ShaderNode*> done, Stack stack);
void generate_multi_closure(ShaderNode *node, set<ShaderNode*>& done, uint in_offset);
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
vector<int4> svm_nodes;
ShaderType current_type;
Shader *current_shader;
Stack active_stack;
int max_stack_use;
uint mix_weight_offset;
};
CCL_NAMESPACE_END
#endif /* __SVM_H__ */