blender/intern/cycles/kernel/osl/osl_shader.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
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
2017-03-29 13:41:11 +02:00

71 lines
2.1 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 __OSL_SHADER_H__
#define __OSL_SHADER_H__
#ifdef WITH_OSL
/* OSL Shader Engine
*
* Holds all variables to execute and use OSL shaders from the kernel. These
* are initialized externally by OSLShaderManager before rendering starts.
*
* Before/after a thread starts rendering, thread_init/thread_free must be
* called, which will store any per thread OSL state in thread local storage.
* This means no thread state must be passed along in the kernel itself.
*/
#include "kernel/kernel_types.h"
CCL_NAMESPACE_BEGIN
class Scene;
struct ShaderClosure;
struct ShaderData;
struct differential3;
struct KernelGlobals;
struct OSLGlobals;
struct OSLShadingSystem;
class OSLShader {
public:
/* init */
static void register_closures(OSLShadingSystem *ss);
/* per thread data */
static void thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals);
static void thread_free(KernelGlobals *kg);
/* eval */
static void eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
static void eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag, ShaderContext ctx);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx);
/* attributes */
static int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeDescriptor *desc);
};
CCL_NAMESPACE_END
#endif
#endif /* __OSL_SHADER_H__ */