Code refactor: centralize OSL node creation in shader manager.

This commit is contained in:
Brecht Van Lommel 2016-05-29 15:10:34 +02:00
parent af073e149b
commit a70a435f28
6 changed files with 178 additions and 143 deletions

@ -31,6 +31,7 @@
#include "mesh.h"
#include "nodes.h"
#include "object.h"
#include "osl.h"
#include "shader.h"
#include "scene.h"
@ -250,35 +251,6 @@ static bool xml_read_enum_value(int *value, NodeEnum& enm, pugi::xml_node node,
return false;
}
static SocketType::Type xml_read_socket_type(pugi::xml_node node, const char *name)
{
pugi::xml_attribute attr = node.attribute(name);
if(attr) {
string value = attr.value();
if(string_iequals(value, "float"))
return SocketType::FLOAT;
else if(string_iequals(value, "int"))
return SocketType::INT;
else if(string_iequals(value, "color"))
return SocketType::COLOR;
else if(string_iequals(value, "vector"))
return SocketType::VECTOR;
else if(string_iequals(value, "point"))
return SocketType::POINT;
else if(string_iequals(value, "normal"))
return SocketType::NORMAL;
else if(string_iequals(value, "closure color"))
return SocketType::CLOSURE;
else if(string_iequals(value, "string"))
return SocketType::STRING;
else
fprintf(stderr, "Unknown shader socket type \"%s\" for attribute \"%s\".\n", value.c_str(), name);
}
return SocketType::UNDEFINED;
}
/* Camera */
static void xml_read_camera(XMLReadState& state, pugi::xml_node node)
@ -313,6 +285,7 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
{
xml_read_node(state, shader, graph_node);
ShaderManager *manager = state.scene->shader_manager;
ShaderGraph *graph = new ShaderGraph();
map<string, ShaderNode*> nodemap;
@ -352,45 +325,27 @@ static void xml_read_shader_graph(XMLReadState& state, Shader *shader, pugi::xml
snode = env;
}
else if(string_iequals(node.name(), "osl_shader")) {
OSLScriptNode *osl = new OSLScriptNode();
if(manager->use_osl()) {
std::string filepath;
/* Source */
xml_read_string(&osl->filepath, node, "src");
if(path_is_relative(osl->filepath)) {
osl->filepath = path_join(state.base, osl->filepath);
}
if(xml_read_string(&filepath, node, "src")) {
if(path_is_relative(filepath)) {
filepath = path_join(state.base, filepath);
}
/* Generate inputs/outputs from node sockets
*
* Note: ShaderInput/ShaderOutput store shallow string copies only!
* So we register them as ustring to ensure the pointer stays valid. */
/* read input values */
for(pugi::xml_node param = node.first_child(); param; param = param.next_sibling()) {
if(string_iequals(param.name(), "input")) {
string name;
if(!xml_read_string(&name, param, "name"))
continue;
SocketType::Type type = xml_read_socket_type(param, "type");
if(type == SocketType::UNDEFINED)
continue;
osl->add_input(ustring(name).c_str(), type);
snode = ((OSLShaderManager*)manager)->osl_node(filepath);
if(!snode) {
fprintf(stderr, "Failed to create OSL node from \"%s\".\n", filepath.c_str());
}
}
else if(string_iequals(param.name(), "output")) {
string name;
if(!xml_read_string(&name, param, "name"))
continue;
SocketType::Type type = xml_read_socket_type(param, "type");
if(type == SocketType::UNDEFINED)
continue;
osl->add_output(ustring(name).c_str(), type);
else {
fprintf(stderr, "OSL node missing \"src\" attribute.\n");
}
}
snode = osl;
else {
fprintf(stderr, "OSL node without using --shadingsys osl.\n");
}
}
else if(string_iequals(node.name(), "sky_texture")) {
SkyTextureNode *sky = new SkyTextureNode();

@ -148,29 +148,6 @@ static SocketType::Type convert_socket_type(BL::NodeSocket& b_socket)
}
}
#ifdef WITH_OSL
static SocketType::Type convert_osl_socket_type(OSL::OSLQuery& query,
BL::NodeSocket& b_socket)
{
SocketType::Type socket_type = convert_socket_type(b_socket);
if(socket_type == SocketType::VECTOR) {
/* TODO(sergey): Do we need compatible_name() here? */
const OSL::OSLQuery::Parameter *param = query.getparam(b_socket.name());
assert(param != NULL);
if(param != NULL) {
if(param->type.vecsemantics == TypeDesc::POINT) {
socket_type = SocketType::POINT;
}
else if(param->type.vecsemantics == TypeDesc::NORMAL) {
socket_type = SocketType::NORMAL;
}
}
}
return socket_type;
}
#endif /* WITH_OSL */
static void set_default_value(ShaderInput *input,
BL::NodeSocket& b_sock,
BL::BlendData& b_data,
@ -582,62 +559,17 @@ static ShaderNode *add_node(Scene *scene,
if(scene->shader_manager->use_osl()) {
/* create script node */
BL::ShaderNodeScript b_script_node(b_node);
OSLScriptNode *script_node = new OSLScriptNode();
OSLShaderManager *manager = (OSLShaderManager*)scene->shader_manager;
string bytecode_hash = b_script_node.bytecode_hash();
/* Gather additional information from the shader, such as
* input/output type info needed for proper node construction.
*/
OSL::OSLQuery query;
string absolute_filepath;
if(!bytecode_hash.empty()) {
query.open_bytecode(b_script_node.bytecode());
node = manager->osl_node("", bytecode_hash, b_script_node.bytecode());
}
else {
absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
OSLShaderManager::osl_query(query, absolute_filepath);
string absolute_filepath = blender_absolute_path(b_data, b_ntree, b_script_node.filepath());
node = manager->osl_node(absolute_filepath, "");
}
/* TODO(sergey): Add proper query info error parsing. */
/* Generate inputs/outputs from node sockets
*
* Note: the node sockets are generated from OSL parameters,
* so the names match those of the corresponding parameters exactly.
*
* Note 2: ShaderInput/ShaderOutput store shallow string copies only!
* So we register them as ustring to ensure the pointer stays valid. */
BL::Node::inputs_iterator b_input;
for(b_script_node.inputs.begin(b_input); b_input != b_script_node.inputs.end(); ++b_input) {
ShaderInput *input = script_node->add_input(ustring(b_input->name()).c_str(),
convert_osl_socket_type(query, *b_input));
set_default_value(input, *b_input, b_data, b_ntree);
}
BL::Node::outputs_iterator b_output;
for(b_script_node.outputs.begin(b_output); b_output != b_script_node.outputs.end(); ++b_output) {
script_node->add_output(ustring(b_output->name()).c_str(),
convert_osl_socket_type(query, *b_output));
}
/* load bytecode or filepath */
if(!bytecode_hash.empty()) {
/* loaded bytecode if not already done */
if(!manager->shader_test_loaded(bytecode_hash))
manager->shader_load_bytecode(bytecode_hash, b_script_node.bytecode());
script_node->bytecode_hash = bytecode_hash;
}
else {
/* set filepath */
script_node->filepath = absolute_filepath;
}
node = script_node;
}
#else
(void)b_data;

@ -4516,20 +4516,29 @@ void SetNormalNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_set_normal");
}
/* OSLScriptNode */
/* OSLNode */
OSLScriptNode::OSLScriptNode()
: ShaderNode("osl_script")
OSLNode::OSLNode()
: ShaderNode("osl_shader")
{
special_type = SHADER_SPECIAL_TYPE_SCRIPT;
}
void OSLScriptNode::compile(SVMCompiler& /*compiler*/)
OSLNode::~OSLNode()
{
}
OSLNode* OSLNode::create(size_t)
{
return new OSLNode();
}
void OSLNode::compile(SVMCompiler&)
{
/* doesn't work for SVM, obviously ... */
}
void OSLScriptNode::compile(OSLCompiler& compiler)
void OSLNode::compile(OSLCompiler& compiler)
{
if(!filepath.empty())
compiler.add(this, filepath.c_str(), true);

@ -966,17 +966,22 @@ public:
SHADER_NODE_CLASS(SetNormalNode)
};
class OSLScriptNode : public ShaderNode {
class OSLNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OSLScriptNode)
static OSLNode *create(size_t num_inputs);
~OSLNode();
SHADER_NODE_BASE_CLASS(OSLNode)
/* ideally we could beter detect this, but we can't query this now */
bool has_spatial_varying() { return true; }
virtual bool equals(const ShaderNode * /*other*/) { return false; }
string filepath;
string bytecode_hash;
virtual bool equals(const ShaderNode * /*other*/) { return false; }
private:
OSLNode();
};
class NormalMapNode : public ShaderNode {

@ -394,16 +394,143 @@ const char *OSLShaderManager::shader_load_bytecode(const string& hash, const str
{
ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
/* this is a bit weak, but works */
OSLShaderInfo info;
if(!info.query.open_bytecode(bytecode)) {
fprintf(stderr, "OSL query error: %s\n", info.query.geterror().c_str());
}
/* this is a bit weak, but works */
info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
loaded_shaders[hash] = info;
return loaded_shaders.find(hash)->first.c_str();
}
OSLNode *OSLShaderManager::osl_node(const std::string& filepath,
const std::string& bytecode_hash,
const std::string& bytecode)
{
/* create query */
const char *hash;
if(!filepath.empty()) {
hash = shader_load_filepath(filepath);
}
else {
hash = shader_test_loaded(bytecode_hash);
if(!hash)
hash = shader_load_bytecode(bytecode_hash, bytecode);
}
if(!hash) {
return NULL;
}
OSLShaderInfo *info = shader_loaded_info(hash);
/* count number of inputs */
size_t num_inputs = 0;
for(int i = 0; i < info->query.nparams(); i++) {
const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
/* skip unsupported types */
if(param->varlenarray || param->isstruct || param->type.arraylen > 1)
continue;
if(!param->isoutput)
num_inputs++;
}
/* create node */
OSLNode *node = OSLNode::create(num_inputs);
/* add new sockets from parameters */
set<void*> used_sockets;
for(int i = 0; i < info->query.nparams(); i++) {
const OSL::OSLQuery::Parameter *param = info->query.getparam(i);
/* skip unsupported types */
if(param->varlenarray || param->isstruct || param->type.arraylen > 1)
continue;
SocketType::Type socket_type;
if(param->isclosure) {
socket_type = SocketType::CLOSURE;
}
else if(param->type.vecsemantics != TypeDesc::NOSEMANTICS) {
if(param->type.vecsemantics == TypeDesc::COLOR)
socket_type = SocketType::COLOR;
else if(param->type.vecsemantics == TypeDesc::POINT)
socket_type = SocketType::POINT;
else if(param->type.vecsemantics == TypeDesc::VECTOR)
socket_type = SocketType::VECTOR;
else if(param->type.vecsemantics == TypeDesc::NORMAL)
socket_type = SocketType::NORMAL;
else
continue;
if(!param->isoutput && param->validdefault) {
node->add_input(param->name.c_str(), socket_type, make_float3(param->fdefault[0], param->fdefault[1], param->fdefault[2]));
continue;
}
}
else if(param->type.aggregate == TypeDesc::SCALAR) {
if(param->type.basetype == TypeDesc::INT) {
socket_type = SocketType::INT;
if(!param->isoutput && param->validdefault) {
node->add_input(param->name.c_str(), socket_type, (float)param->idefault[0]);
continue;
}
}
else if(param->type.basetype == TypeDesc::FLOAT) {
socket_type = SocketType::FLOAT;
if(!param->isoutput && param->validdefault) {
node->add_input(param->name.c_str(), socket_type, param->fdefault[0]);
continue;
}
}
else if(param->type.basetype == TypeDesc::STRING) {
socket_type = SocketType::STRING;
if(!param->isoutput && param->validdefault) {
node->add_input(param->name.c_str(), socket_type);
continue;
}
}
else
continue;
}
else
continue;
if(param->isoutput) {
node->add_output(param->name.c_str(), socket_type);
}
else {
node->add_input(param->name.c_str(), socket_type);
}
}
/* set bytcode hash or filepath */
if(!bytecode_hash.empty()) {
node->bytecode_hash = bytecode_hash;
}
else {
node->filepath = filepath;
}
return node;
}
/* Graph Compiler */
OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_, ImageManager *image_manager_)

@ -22,6 +22,7 @@
#include "util_thread.h"
#include "graph.h"
#include "nodes.h"
#include "shader.h"
#ifdef WITH_OSL
@ -54,6 +55,7 @@ struct OSLShaderInfo {
has_surface_bssrdf(false)
{}
OSL::OSLQuery query;
bool has_surface_emission;
bool has_surface_transparent;
bool has_surface_bssrdf;
@ -83,6 +85,11 @@ public:
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string& hash);
/* create OSL node using OSLQuery */
OSLNode *osl_node(const std::string& filepath,
const std::string& bytecode_hash = "",
const std::string& bytecode = "");
protected:
void texture_system_init();
void texture_system_free();