0579eaae1f
The idea is to make include statements more explicit and obvious where the file is coming from, additionally reducing chance of wrong header being picked up. For example, it was not obvious whether bvh.h was refferring to builder or traversal, whenter node.h is a generic graph node or a shader node and cases like that. Surely this might look obvious for the active developers, but after some time of not touching the code it becomes less obvious where file is coming from. This was briefly mentioned in T50824 and seems @brecht is fine with such explicitness, but need to agree with all active developers before committing this. Please note that this patch is lacking changes related on GPU/OpenCL support. This will be solved if/when we all agree this is a good idea to move forward. Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner Reviewed By: lukasstockner97, maiself, nirved, dingto Subscribers: brecht Differential Revision: https://developer.blender.org/D2586
170 lines
4.6 KiB
C++
170 lines
4.6 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OSL_H__
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#define __OSL_H__
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#include "util/util_set.h"
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#include "util/util_string.h"
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#include "util/util_thread.h"
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#include "render/graph.h"
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#include "render/nodes.h"
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#include "render/shader.h"
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#ifdef WITH_OSL
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#include <OSL/oslcomp.h>
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#include <OSL/oslexec.h>
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#include <OSL/oslquery.h>
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#endif
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class ImageManager;
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class OSLRenderServices;
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struct OSLGlobals;
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class Scene;
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class ShaderGraph;
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class ShaderNode;
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class ShaderInput;
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class ShaderOutput;
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#ifdef WITH_OSL
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/* OSL Shader Info
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* to auto detect closures in the shader for MIS and transparent shadows */
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struct OSLShaderInfo {
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OSLShaderInfo()
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: has_surface_emission(false), has_surface_transparent(false),
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has_surface_bssrdf(false)
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{}
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OSL::OSLQuery query;
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bool has_surface_emission;
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bool has_surface_transparent;
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bool has_surface_bssrdf;
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};
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/* Shader Manage */
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class OSLShaderManager : public ShaderManager {
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public:
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OSLShaderManager();
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~OSLShaderManager();
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void reset(Scene *scene);
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bool use_osl() { return true; }
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void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene, Scene *scene);
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/* osl compile and query */
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static bool osl_compile(const string& inputfile, const string& outputfile);
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static bool osl_query(OSL::OSLQuery& query, const string& filepath);
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/* shader file loading, all functions return pointer to hash string if found */
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const char *shader_test_loaded(const string& hash);
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const char *shader_load_bytecode(const string& hash, const string& bytecode);
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const char *shader_load_filepath(string filepath);
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OSLShaderInfo *shader_loaded_info(const string& hash);
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/* create OSL node using OSLQuery */
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OSLNode *osl_node(const std::string& filepath,
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const std::string& bytecode_hash = "",
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const std::string& bytecode = "");
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protected:
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void texture_system_init();
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void texture_system_free();
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void shading_system_init();
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void shading_system_free();
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OSL::ShadingSystem *ss;
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OSL::TextureSystem *ts;
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OSLRenderServices *services;
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OSL::ErrorHandler errhandler;
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map<string, OSLShaderInfo> loaded_shaders;
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static OSL::TextureSystem *ts_shared;
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static thread_mutex ts_shared_mutex;
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static int ts_shared_users;
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static OSL::ShadingSystem *ss_shared;
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static OSLRenderServices *services_shared;
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static thread_mutex ss_shared_mutex;
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static thread_mutex ss_mutex;
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static int ss_shared_users;
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};
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#endif
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/* Graph Compiler */
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class OSLCompiler {
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public:
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OSLCompiler(void *manager, void *shadingsys, ImageManager *image_manager);
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void compile(Scene *scene, OSLGlobals *og, Shader *shader);
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void add(ShaderNode *node, const char *name, bool isfilepath = false);
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void parameter(ShaderNode *node, const char *name);
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void parameter(const char *name, float f);
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void parameter_color(const char *name, float3 f);
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void parameter_vector(const char *name, float3 f);
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void parameter_normal(const char *name, float3 f);
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void parameter_point(const char *name, float3 f);
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void parameter(const char *name, int f);
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void parameter(const char *name, const char *s);
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void parameter(const char *name, ustring str);
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void parameter(const char *name, const Transform& tfm);
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void parameter_array(const char *name, const float f[], int arraylen);
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void parameter_color_array(const char *name, const array<float3>& f);
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ShaderType output_type() { return current_type; }
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bool background;
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ImageManager *image_manager;
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private:
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#ifdef WITH_OSL
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string id(ShaderNode *node);
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OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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bool node_skip_input(ShaderNode *node, ShaderInput *input);
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string compatible_name(ShaderNode *node, ShaderInput *input);
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string compatible_name(ShaderNode *node, ShaderOutput *output);
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void find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input);
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void generate_nodes(const ShaderNodeSet& nodes);
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#endif
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void *shadingsys;
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void *manager;
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ShaderType current_type;
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Shader *current_shader;
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};
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CCL_NAMESPACE_END
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#endif /* __OSL_H__ */
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