Enable compilation of the SVM backend for Cycles even when OSL is enabled. The switch between SVM/OSL is decided at runtime, so the SVM code cannot simply be ignored when OSL is enabled.

Currently all shader functions check the OSL/SVM flag to dispatch to the appropriate backend. If this turns out to be a significant overhead (unlikely) this test should be moved out of the inner loop.
This commit is contained in:
Lukas Toenne 2012-09-03 13:56:40 +00:00
parent 264975b89c
commit ad551c1ec6
2 changed files with 105 additions and 59 deletions

@ -30,7 +30,7 @@
#include "osl_shader.h"
#else
#endif
#include "svm/bsdf.h"
#include "svm/emissive.h"
@ -38,7 +38,6 @@
#include "svm/svm_bsdf.h"
#include "svm/svm.h"
#endif
CCL_NAMESPACE_BEGIN
@ -294,7 +293,8 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
#ifdef __MULTI_CLOSURE__
__device_inline void _shader_bsdf_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
#ifdef __OSL__
__device_inline void _shader_bsdf_multi_eval_osl(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
{
for(int i = 0; i< sd->num_closure; i++) {
@ -305,12 +305,36 @@ __device_inline void _shader_bsdf_multi_eval(const ShaderData *sd, const float3
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
#ifdef __OSL__
float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
#else
float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
if(bsdf_pdf != 0.0f) {
bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
sum_pdf += bsdf_pdf*sc->sample_weight;
}
sum_sample_weight += sc->sample_weight;
}
}
*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
}
#endif
__device_inline void _shader_bsdf_multi_eval_svm(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
{
for(int i = 0; i< sd->num_closure; i++) {
if(i == skip_bsdf)
continue;
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
if(bsdf_pdf != 0.0f) {
bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
sum_pdf += bsdf_pdf*sc->sample_weight;
@ -331,7 +355,12 @@ __device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
#ifdef __MULTI_CLOSURE__
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
return _shader_bsdf_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
#ifdef __OSL__
if (kernel_osl_use(kg))
return _shader_bsdf_multi_eval_osl(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
else
#endif
return _shader_bsdf_multi_eval_svm(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
#else
const ShaderClosure *sc = &sd->closure;
@ -384,16 +413,23 @@ __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
*pdf = 0.0f;
#ifdef __OSL__
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
#else
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (kernel_osl_use(kg))
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
else
#endif
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if(*pdf != 0.0f) {
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
if(sd->num_closure > 1) {
float sweight = sc->sample_weight;
_shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
#ifdef __OSL__
if (kernel_osl_use(kg))
_shader_bsdf_multi_eval_osl(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
else
#endif
_shader_bsdf_multi_eval_svm(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
}
}
@ -416,10 +452,12 @@ __device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd,
*pdf = 0.0f;
#ifdef __OSL__
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
#else
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (kernel_osl_use(kg))
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
else
#endif
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if(*pdf != 0.0f)
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
@ -539,10 +577,12 @@ __device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
if(CLOSURE_IS_EMISSION(sc->type)) {
#ifdef __OSL__
eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
#else
eval += svm_emissive_eval(sd, sc)*sc->weight;
if (kernel_osl_use(kg))
eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
else
#endif
eval += svm_emissive_eval(sd, sc)*sc->weight;
}
}
#else
@ -581,17 +621,18 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
{
#ifdef __OSL__
OSLShader::eval_surface(kg, sd, randb, path_flag);
#else
if (kernel_osl_use(kg))
OSLShader::eval_surface(kg, sd, randb, path_flag);
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
#else
bsdf_diffuse_setup(sd, &sd->closure);
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
#endif
bsdf_diffuse_setup(sd, &sd->closure);
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
#endif
}
}
/* Background Evaluation */
@ -599,35 +640,37 @@ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
{
#ifdef __OSL__
return OSLShader::eval_background(kg, sd, path_flag);
#else
if (kernel_osl_use(kg))
return OSLShader::eval_background(kg, sd, path_flag);
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BACKGROUND(sc->type))
eval += sc->weight;
if(CLOSURE_IS_BACKGROUND(sc->type))
eval += sc->weight;
}
return eval;
#else
if(sd->closure.type == CLOSURE_BACKGROUND_ID)
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
}
return eval;
#else
if(sd->closure.type == CLOSURE_BACKGROUND_ID)
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
#endif
}
/* Volume */
@ -643,10 +686,11 @@ __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
if(CLOSURE_IS_VOLUME(sc->type)) {
#ifdef __OSL__
eval += OSLShader::volume_eval_phase(sd, sc, omega_in, omega_out);
#else
eval += volume_eval_phase(sd, sc, omega_in, omega_out);
if (kernel_osl_use(kg))
eval += OSLShader::volume_eval_phase(sd, sc, omega_in, omega_out);
else
#endif
eval += volume_eval_phase(sd, sc, omega_in, omega_out);
}
}
@ -663,10 +707,11 @@ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
{
#ifdef __SVM__
#ifdef __OSL__
OSLShader::eval_volume(kg, sd, randb, path_flag);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
if (kernel_osl_use(kg))
OSLShader::eval_volume(kg, sd, randb, path_flag);
else
#endif
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
#endif
}
@ -677,10 +722,11 @@ __device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
/* this will modify sd->P */
#ifdef __SVM__
#ifdef __OSL__
OSLShader::eval_displacement(kg, sd);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
if (kernel_osl_use(kg))
OSLShader::eval_displacement(kg, sd);
else
#endif
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
#endif
}
@ -732,7 +778,8 @@ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __OSL__
OSLShader::release(kg, sd);
if (kernel_osl_use(kg))
OSLShader::release(kg, sd);
#endif
}

@ -382,10 +382,9 @@ typedef struct ShaderClosure {
#ifdef __OSL__
void *prim;
#else
#endif
float data0;
float data1;
#endif
} ShaderClosure;