blender/intern/cycles/render/svm.h
Sergey Sharybin 0b4abd08b3 Cycles: Experiment with use of runtime tag instead of set for SVM generation
This gives about 2x speedup (3.2sec vs. 11.9sec with 32716 handled nodes) when
updating shader for the shader tree.

Reviewers: brecht, juicyfruit, dingto, lukasstockner97

Differential Revision: https://developer.blender.org/D1700
2015-12-31 15:58:18 +05:00

224 lines
6.1 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#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;
class Scene;
class ShaderGraph;
class ShaderInput;
class ShaderNode;
class ShaderOutput;
/* Shader Manager */
class SVMShaderManager : public ShaderManager {
public:
SVMShaderManager();
~SVMShaderManager();
void reset(Scene *scene);
void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
};
/* Graph Compiler */
class SVMCompiler {
public:
struct Summary {
Summary();
/* Number of SVM nodes shader was compiled into. */
int num_svm_nodes;
/* Peak stack usage during shader evaluation. */
int peak_stack_usage;
/* Time spent on surface graph finalization. */
double time_finalize;
/* Time spent on bump graph finalization. */
double time_finalize_bump;
/* Time spent on generating SVM nodes for surface shader. */
double time_generate_surface;
/* Time spent on generating SVM nodes for bump shader. */
double time_generate_bump;
/* Time spent on generating SVM nodes for volume shader. */
double time_generate_volume;
/* Time spent on generating SVM nodes for displacement shader. */
double time_generate_displacement;
/* Total time spent on all routines. */
double time_total;
/* A full multiline description of the state of the compiler after
* compilation.
*/
string full_report() const;
};
SVMCompiler(ShaderManager *shader_manager, ImageManager *image_manager);
void compile(Scene *scene,
Shader *shader,
vector<int4>& svm_nodes,
int index,
Summary *summary = NULL);
void stack_assign(ShaderOutput *output);
void stack_assign(ShaderInput *input);
int stack_find_offset(ShaderSocketType type);
void stack_clear_offset(ShaderSocketType type, int offset);
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);
void add_array(float4 *f, int num);
uint attribute(ustring name);
uint attribute(AttributeStandard 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;
bool background;
protected:
/* stack */
struct Stack {
Stack() { memset(users, 0, sizeof(users)); }
Stack(const Stack& other) { memcpy(users, other.users, sizeof(users)); }
Stack& operator=(const Stack& other) { memcpy(users, other.users, sizeof(users)); return *this; }
bool empty()
{
for(int i = 0; i < SVM_STACK_SIZE; i++)
if(users[i])
return false;
return true;
}
void print()
{
printf("stack <");
for(int i = 0; i < SVM_STACK_SIZE; i++)
printf((users[i])? "*": " ");
printf(">\n");
}
int users[SVM_STACK_SIZE];
};
struct StackBackup {
Stack stack;
vector<int> offsets;
ShaderNodeSet done;
};
/* Global state of the compiler accessible from the compilation routines. */
struct CompilerState {
CompilerState(ShaderGraph *graph);
/* ** Global state, used by various compilation steps. ** */
/* Set of nodes which were already compiled. */
ShaderNodeSet nodes_done;
/* Set of closures which were already compiled. */
ShaderNodeSet closure_done;
/* ** SVM nodes generation state ** */
/* Flag whether the node with corresponding ID was already compiled or
* not. Array element with index i corresponds to a node with such if.
*
* TODO(sergey): This is actually a copy of nodes_done just in another
* notation. We can de-duplicate this storage actually after switching
* all areas to use this flags array.
*/
vector<bool> nodes_done_flag;
};
void stack_backup(StackBackup& backup, ShaderNodeSet& done);
void stack_restore(StackBackup& backup, ShaderNodeSet& done);
void stack_clear_temporary(ShaderNode *node);
int stack_size(ShaderSocketType type);
void stack_clear_users(ShaderNode *node, ShaderNodeSet& done);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
/* single closure */
void find_dependencies(ShaderNodeSet& dependencies,
const ShaderNodeSet& done,
ShaderInput *input,
ShaderNode *skip_node = NULL);
void generate_node(ShaderNode *node, ShaderNodeSet& done);
void generate_closure_node(ShaderNode *node, CompilerState *state);
void generated_shared_closure_nodes(ShaderNode *root_node,
ShaderNode *node,
CompilerState *state,
const ShaderNodeSet& shared);
void generate_svm_nodes(const ShaderNodeSet& nodes,
CompilerState *state);
/* multi closure */
void generate_multi_closure(ShaderNode *root_node,
ShaderNode *node,
CompilerState *state);
/* compile */
void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
vector<int4> svm_nodes;
ShaderType current_type;
Shader *current_shader;
ShaderGraph *current_graph;
Stack active_stack;
int max_stack_use;
uint mix_weight_offset;
bool compile_failed;
};
CCL_NAMESPACE_END
#endif /* __SVM_H__ */