forked from bartvdbraak/blender
690 lines
18 KiB
C++
690 lines
18 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 "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_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::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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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);
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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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bool sunsky_done = false;
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bool use_multi_closure = device->info.advanced_shading;
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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->sample_as_light && 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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use_multi_closure);
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compiler.sunsky = (sunsky_done)? NULL: &dscene->data.sunsky;
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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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if(!compiler.sunsky)
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sunsky_done = true;
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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)
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{
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device_free_common(device, dscene);
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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_, bool use_multi_closure_)
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{
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shader_manager = shader_manager_;
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image_manager = image_manager_;
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sunsky = NULL;
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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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background = false;
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mix_weight_offset = SVM_STACK_INVALID;
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use_multi_closure = use_multi_closure_;
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}
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int SVMCompiler::stack_size(ShaderSocketType type)
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{
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if(type == SHADER_SOCKET_FLOAT)
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return 1;
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else if(type == SHADER_SOCKET_COLOR)
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return 3;
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else if(type == SHADER_SOCKET_VECTOR)
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return 3;
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else if(type == SHADER_SOCKET_NORMAL)
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return 3;
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else if(type == SHADER_SOCKET_POINT)
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return 3;
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else if(type == SHADER_SOCKET_CLOSURE)
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return 0;
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assert(0);
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return 0;
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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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fprintf(stderr, "Out of SVM stack space.\n");
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assert(0);
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return offset;
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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_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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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(Attribute::Standard 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, const set<ShaderNode*>& done, ShaderInput *input)
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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()) {
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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);
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dependencies.insert(node);
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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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node->compile(*this);
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stack_clear_users(node, done);
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stack_clear_temporary(node);
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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(ShaderNode *node, set<ShaderNode*>& done)
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{
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if(node->name == ustring("mix_closure") || node->name == ustring("add_closure")) {
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ShaderInput *fin = node->input("Fac");
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ShaderInput *cl1in = node->input("Closure1");
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ShaderInput *cl2in = node->input("Closure2");
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/* execute dependencies for mix weight */
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if(fin) {
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set<ShaderNode*> dependencies;
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find_dependencies(dependencies, done, fin);
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generate_svm_nodes(dependencies, done);
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/* add mix node */
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stack_assign(fin);
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}
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int mix_offset = svm_nodes.size();
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if(fin)
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add_node(NODE_MIX_CLOSURE, fin->stack_offset, 0, 0);
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else
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add_node(NODE_ADD_CLOSURE, 0, 0, 0);
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/* generate code for closure 1
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note we backup all compiler state and restore it afterwards, so one
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closure choice doesn't influence the other*/
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if(cl1in->link) {
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StackBackup backup;
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stack_backup(backup, done);
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generate_closure(cl1in->link->parent, done);
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add_node(NODE_END, 0, 0, 0);
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stack_restore(backup, done);
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}
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else
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add_node(NODE_END, 0, 0, 0);
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/* generate code for closure 2 */
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int cl2_offset = svm_nodes.size();
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if(cl2in->link) {
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StackBackup backup;
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stack_backup(backup, done);
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generate_closure(cl2in->link->parent, done);
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add_node(NODE_END, 0, 0, 0);
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stack_restore(backup, done);
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}
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else
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add_node(NODE_END, 0, 0, 0);
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/* set jump for mix node, -1 because offset is already
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incremented when this jump is added to it */
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svm_nodes[mix_offset].z = cl2_offset - mix_offset - 1;
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done.insert(node);
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stack_clear_users(node, done);
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stack_clear_temporary(node);
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}
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else {
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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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/* compile closure itself */
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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(node->name == ustring("emission"))
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current_shader->has_surface_emission = true;
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if(node->name == ustring("transparent"))
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current_shader->has_surface_transparent = true;
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/* end node is added outside of this */
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}
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}
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void SVMCompiler::generate_multi_closure(ShaderNode *node, set<ShaderNode*>& done, uint in_offset)
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{
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/* todo: the weaks point here is that unlike the single closure sampling
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we will evaluate all nodes even if they are used as input for closures
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that are unused. it's not clear what would be the best way to skip such
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nodes at runtime, especially if they are tangled up */
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if(node->name == ustring("mix_closure") || node->name == ustring("add_closure")) {
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ShaderInput *fin = node->input("Fac");
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ShaderInput *cl1in = node->input("Closure1");
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ShaderInput *cl2in = node->input("Closure2");
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uint out1_offset = SVM_STACK_INVALID;
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uint out2_offset = SVM_STACK_INVALID;
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if(fin) {
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/* mix closure */
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set<ShaderNode*> dependencies;
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find_dependencies(dependencies, done, fin);
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generate_svm_nodes(dependencies, done);
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stack_assign(fin);
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if(cl1in->link)
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out1_offset = stack_find_offset(SHADER_SOCKET_FLOAT);
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if(cl2in->link)
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out2_offset = stack_find_offset(SHADER_SOCKET_FLOAT);
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add_node(NODE_MIX_CLOSURE,
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encode_uchar4(fin->stack_offset, in_offset, out1_offset, out2_offset));
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}
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else {
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/* add closure */
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out1_offset = in_offset;
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out2_offset = in_offset;
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}
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if(cl1in->link) {
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generate_multi_closure(cl1in->link->parent, done, out1_offset);
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if(fin)
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stack_clear_offset(SHADER_SOCKET_FLOAT, out1_offset);
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}
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if(cl2in->link) {
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generate_multi_closure(cl2in->link->parent, done, out2_offset);
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if(fin)
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stack_clear_offset(SHADER_SOCKET_FLOAT, out2_offset);
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}
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}
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else {
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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) {
|
|
set<ShaderNode*> dependencies;
|
|
find_dependencies(dependencies, done, in);
|
|
generate_svm_nodes(dependencies, done);
|
|
}
|
|
}
|
|
|
|
mix_weight_offset = in_offset;
|
|
|
|
/* compile closure itself */
|
|
node->compile(*this);
|
|
stack_clear_users(node, done);
|
|
stack_clear_temporary(node);
|
|
|
|
mix_weight_offset = SVM_STACK_INVALID;
|
|
|
|
if(node->name == ustring("emission"))
|
|
current_shader->has_surface_emission = true;
|
|
if(node->name == ustring("transparent"))
|
|
current_shader->has_surface_transparent = true;
|
|
|
|
/* end node is added outside of this */
|
|
}
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
if(type == SHADER_TYPE_SURFACE)
|
|
clin = node->input("Surface");
|
|
else if(type == SHADER_TYPE_VOLUME)
|
|
clin = node->input("Volume");
|
|
else if(type == SHADER_TYPE_DISPLACEMENT)
|
|
clin = node->input("Displacement");
|
|
else
|
|
assert(0);
|
|
|
|
/* clear all compiler state */
|
|
memset(&active_stack, 0, sizeof(active_stack));
|
|
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;
|
|
}
|
|
|
|
if(clin->link) {
|
|
bool generate = false;
|
|
if(type == SHADER_TYPE_SURFACE) {
|
|
/* generate surface shader */
|
|
generate = true;
|
|
shader->has_surface = true;
|
|
}
|
|
else if(type == SHADER_TYPE_VOLUME) {
|
|
/* generate volume shader */
|
|
generate = true;
|
|
shader->has_volume = true;
|
|
}
|
|
else if(type == SHADER_TYPE_DISPLACEMENT) {
|
|
/* generate displacement shader */
|
|
generate = true;
|
|
shader->has_displacement = true;
|
|
}
|
|
|
|
if(generate) {
|
|
set<ShaderNode*> done;
|
|
|
|
if(use_multi_closure)
|
|
generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
|
|
else
|
|
generate_closure(clin->link->parent, done);
|
|
}
|
|
}
|
|
|
|
/* compile output node */
|
|
node->compile(*this);
|
|
|
|
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_volume = false;
|
|
shader->has_displacement = 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
|
|
|