forked from bartvdbraak/blender
0ceded7bc9
The longer-term goal is to separate host-only scene update from device update: make it possible to make kernel features depend on actual scene state and flags. This change makes it so shaders are compiled before kernel load, making checks like "has_volume" available at the kernel features calculation state. No functional changes are expected at this point. Differential Revision: https://developer.blender.org/D12795
1000 lines
31 KiB
C++
1000 lines
31 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "device/device.h"
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#include "render/background.h"
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#include "render/graph.h"
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#include "render/light.h"
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#include "render/mesh.h"
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#include "render/nodes.h"
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#include "render/scene.h"
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#include "render/shader.h"
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#include "render/stats.h"
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#include "render/svm.h"
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#include "util/util_foreach.h"
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#include "util/util_logging.h"
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#include "util/util_progress.h"
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#include "util/util_task.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::reset(Scene * /*scene*/)
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{
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}
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static void host_compile_shader(Scene *scene,
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Shader *shader,
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Progress *progress,
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array<int4> *svm_nodes)
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{
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if (progress->get_cancel()) {
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return;
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}
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assert(shader->graph);
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svm_nodes->push_back_slow(make_int4(NODE_SHADER_JUMP, 0, 0, 0));
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SVMCompiler::Summary summary;
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SVMCompiler compiler(scene);
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compiler.background = (shader == scene->background->get_shader(scene));
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compiler.compile(shader, *svm_nodes, 0, &summary);
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VLOG(2) << "Compilation summary:\n"
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<< "Shader name: " << shader->name << "\n"
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<< summary.full_report();
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}
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void SVMShaderManager::host_update_specific(Device * /*device*/, Scene *scene, Progress &progress)
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{
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if (!need_update()) {
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return;
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}
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->svm.times.add_entry({"host_update", time});
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}
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});
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const int num_shaders = scene->shaders.size();
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VLOG(1) << "Total " << num_shaders << " shaders.";
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/* Build all shaders. */
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TaskPool task_pool;
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shader_svm_nodes_.resize(num_shaders);
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for (int i = 0; i < num_shaders; i++) {
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task_pool.push(function_bind(
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host_compile_shader, scene, scene->shaders[i], &progress, &shader_svm_nodes_[i]));
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}
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task_pool.wait_work();
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}
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void SVMShaderManager::device_update_specific(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress)
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{
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if (!need_update())
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return;
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scoped_callback_timer timer([scene](double time) {
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if (scene->update_stats) {
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scene->update_stats->svm.times.add_entry({"device_update", time});
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}
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});
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const int num_shaders = scene->shaders.size();
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VLOG(1) << "Total " << num_shaders << " shaders.";
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double start_time = time_dt();
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/* test if we need to update */
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device_free(device, dscene, scene);
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if (progress.get_cancel()) {
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return;
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}
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/* The global node list contains a jump table (one node per shader)
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* followed by the nodes of all shaders. */
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int svm_nodes_size = num_shaders;
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for (int i = 0; i < num_shaders; i++) {
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/* Since we're not copying the local jump node, the size ends up being one node lower. */
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svm_nodes_size += shader_svm_nodes_[i].size() - 1;
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}
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int4 *svm_nodes = dscene->svm_nodes.alloc(svm_nodes_size);
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int node_offset = num_shaders;
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for (int i = 0; i < num_shaders; i++) {
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Shader *shader = scene->shaders[i];
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shader->clear_modified();
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if (shader->get_use_mis() && shader->has_surface_emission) {
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scene->light_manager->tag_update(scene, LightManager::SHADER_COMPILED);
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}
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/* Update the global jump table.
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* Each compiled shader starts with a jump node that has offsets local
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* to the shader, so copy those and add the offset into the global node list. */
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int4 &global_jump_node = svm_nodes[shader->id];
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int4 &local_jump_node = shader_svm_nodes_[i][0];
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global_jump_node.x = NODE_SHADER_JUMP;
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global_jump_node.y = local_jump_node.y - 1 + node_offset;
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global_jump_node.z = local_jump_node.z - 1 + node_offset;
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global_jump_node.w = local_jump_node.w - 1 + node_offset;
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node_offset += shader_svm_nodes_[i].size() - 1;
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}
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/* Copy the nodes of each shader into the correct location. */
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svm_nodes += num_shaders;
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for (int i = 0; i < num_shaders; i++) {
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int shader_size = shader_svm_nodes_[i].size() - 1;
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memcpy(svm_nodes, &shader_svm_nodes_[i][1], sizeof(int4) * shader_size);
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svm_nodes += shader_size;
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}
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if (progress.get_cancel()) {
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return;
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}
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dscene->svm_nodes.copy_to_device();
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device_update_common(device, dscene, scene, progress);
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update_flags = UPDATE_NONE;
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shader_svm_nodes_.clear();
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VLOG(1) << "Shader manager updated " << num_shaders << " shaders in " << time_dt() - start_time
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<< " seconds.";
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}
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void SVMShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
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{
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device_free_common(device, dscene, scene);
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dscene->svm_nodes.free();
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}
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/* Graph Compiler */
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SVMCompiler::SVMCompiler(Scene *scene) : scene(scene)
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{
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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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current_graph = NULL;
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background = false;
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mix_weight_offset = SVM_STACK_INVALID;
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compile_failed = false;
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}
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int SVMCompiler::stack_size(SocketType::Type type)
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{
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int size = 0;
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switch (type) {
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case SocketType::FLOAT:
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case SocketType::INT:
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size = 1;
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break;
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case SocketType::COLOR:
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case SocketType::VECTOR:
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case SocketType::NORMAL:
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case SocketType::POINT:
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size = 3;
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break;
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case SocketType::CLOSURE:
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size = 0;
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break;
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default:
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assert(0);
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break;
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}
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return size;
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}
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int SVMCompiler::stack_find_offset(int size)
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{
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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])
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num_unused = 0;
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else
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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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if (!compile_failed) {
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compile_failed = true;
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fprintf(stderr,
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"Cycles: out of SVM stack space, shader \"%s\" too big.\n",
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current_shader->name.c_str());
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}
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return 0;
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}
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int SVMCompiler::stack_find_offset(SocketType::Type type)
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{
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return stack_find_offset(stack_size(type));
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}
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void SVMCompiler::stack_clear_offset(SocketType::Type 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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int 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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assert(input->link->stack_offset != SVM_STACK_INVALID);
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input->stack_offset = input->link->stack_offset;
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}
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else {
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Node *node = input->parent;
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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() == SocketType::FLOAT) {
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add_node(NODE_VALUE_F,
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__float_as_int(node->get_float(input->socket_type)),
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input->stack_offset);
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}
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else if (input->type() == SocketType::INT) {
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add_node(NODE_VALUE_F, node->get_int(input->socket_type), input->stack_offset);
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}
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else if (input->type() == SocketType::VECTOR || input->type() == SocketType::NORMAL ||
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input->type() == SocketType::POINT || input->type() == SocketType::COLOR) {
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add_node(NODE_VALUE_V, input->stack_offset);
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add_node(NODE_VALUE_V, node->get_float3(input->socket_type));
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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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return input->stack_offset;
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}
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int 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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return output->stack_offset;
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}
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int SVMCompiler::stack_assign_if_linked(ShaderInput *input)
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{
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if (input->link || input->constant_folded_in)
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return stack_assign(input);
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return SVM_STACK_INVALID;
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}
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int SVMCompiler::stack_assign_if_linked(ShaderOutput *output)
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{
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if (!output->links.empty())
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return stack_assign(output);
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return SVM_STACK_INVALID;
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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, ShaderNodeSet &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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current_svm_nodes.push_back_slow(make_int4(a, b, c, d));
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}
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void SVMCompiler::add_node(ShaderNodeType type, int a, int b, int c)
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{
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current_svm_nodes.push_back_slow(make_int4(type, a, b, c));
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}
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void SVMCompiler::add_node(ShaderNodeType type, const float3 &f)
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{
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current_svm_nodes.push_back_slow(
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make_int4(type, __float_as_int(f.x), __float_as_int(f.y), __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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current_svm_nodes.push_back_slow(make_int4(
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__float_as_int(f.x), __float_as_int(f.y), __float_as_int(f.z), __float_as_int(f.w)));
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}
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uint SVMCompiler::attribute(ustring name)
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{
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return scene->shader_manager->get_attribute_id(name);
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}
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uint SVMCompiler::attribute(AttributeStandard std)
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{
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return scene->shader_manager->get_attribute_id(std);
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}
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uint SVMCompiler::attribute_standard(ustring name)
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{
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AttributeStandard std = Attribute::name_standard(name.c_str());
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return (std) ? attribute(std) : attribute(name);
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}
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void SVMCompiler::find_dependencies(ShaderNodeSet &dependencies,
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const ShaderNodeSet &done,
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ShaderInput *input,
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ShaderNode *skip_node)
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{
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ShaderNode *node = (input->link) ? input->link->parent : NULL;
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if (node != NULL && done.find(node) == done.end() && node != skip_node &&
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dependencies.find(node) == dependencies.end()) {
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foreach (ShaderInput *in, node->inputs) {
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find_dependencies(dependencies, done, in, skip_node);
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}
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dependencies.insert(node);
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}
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}
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void SVMCompiler::generate_node(ShaderNode *node, ShaderNodeSet &done)
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{
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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 (current_type == SHADER_TYPE_SURFACE) {
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if (node->has_spatial_varying())
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current_shader->has_surface_spatial_varying = true;
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if (node->get_feature() & KERNEL_FEATURE_NODE_RAYTRACE)
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current_shader->has_surface_raytrace = true;
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}
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else if (current_type == SHADER_TYPE_VOLUME) {
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if (node->has_spatial_varying())
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current_shader->has_volume_spatial_varying = true;
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if (node->has_attribute_dependency())
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current_shader->has_volume_attribute_dependency = true;
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}
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if (node->has_integrator_dependency()) {
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current_shader->has_integrator_dependency = true;
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}
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}
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void SVMCompiler::generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state)
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{
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ShaderNodeSet &done = state->nodes_done;
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vector<bool> &done_flag = state->nodes_done_flag;
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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_flag[node->id]) {
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bool inputs_done = true;
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foreach (ShaderInput *input, node->inputs) {
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if (input->link && !done_flag[input->link->parent->id]) {
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inputs_done = false;
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}
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}
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if (inputs_done) {
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generate_node(node, done);
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done.insert(node);
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done_flag[node->id] = true;
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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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}
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} while (!nodes_done);
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}
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void SVMCompiler::generate_closure_node(ShaderNode *node, CompilerState *state)
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{
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/* Skip generating closure that are not supported or needed for a particular
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* type of shader. For example a BSDF in a volume shader. */
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const int node_feature = node->get_feature();
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if ((state->node_feature_mask & node_feature) != node_feature) {
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return;
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}
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/* execute dependencies for closure */
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foreach (ShaderInput *in, node->inputs) {
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if (in->link != NULL) {
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ShaderNodeSet dependencies;
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find_dependencies(dependencies, state->nodes_done, in);
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generate_svm_nodes(dependencies, state);
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}
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}
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/* closure mix weight */
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const char *weight_name = (current_type == SHADER_TYPE_VOLUME) ? "VolumeMixWeight" :
|
|
"SurfaceMixWeight";
|
|
ShaderInput *weight_in = node->input(weight_name);
|
|
|
|
if (weight_in && (weight_in->link || node->get_float(weight_in->socket_type) != 1.0f))
|
|
mix_weight_offset = stack_assign(weight_in);
|
|
else
|
|
mix_weight_offset = SVM_STACK_INVALID;
|
|
|
|
/* compile closure itself */
|
|
generate_node(node, state->nodes_done);
|
|
|
|
mix_weight_offset = SVM_STACK_INVALID;
|
|
|
|
if (current_type == SHADER_TYPE_SURFACE) {
|
|
if (node->has_surface_emission())
|
|
current_shader->has_surface_emission = true;
|
|
if (node->has_surface_transparent())
|
|
current_shader->has_surface_transparent = true;
|
|
if (node->has_surface_bssrdf()) {
|
|
current_shader->has_surface_bssrdf = true;
|
|
if (node->has_bssrdf_bump())
|
|
current_shader->has_bssrdf_bump = true;
|
|
}
|
|
if (node->has_bump()) {
|
|
current_shader->has_bump = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SVMCompiler::generated_shared_closure_nodes(ShaderNode *root_node,
|
|
ShaderNode *node,
|
|
CompilerState *state,
|
|
const ShaderNodeSet &shared)
|
|
{
|
|
if (shared.find(node) != shared.end()) {
|
|
generate_multi_closure(root_node, node, state);
|
|
}
|
|
else {
|
|
foreach (ShaderInput *in, node->inputs) {
|
|
if (in->type() == SocketType::CLOSURE && in->link)
|
|
generated_shared_closure_nodes(root_node, in->link->parent, state, shared);
|
|
}
|
|
}
|
|
}
|
|
|
|
void SVMCompiler::find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes,
|
|
ShaderGraph *graph,
|
|
CompilerState *state)
|
|
{
|
|
foreach (ShaderNode *node, graph->nodes) {
|
|
if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
|
|
OutputAOVNode *aov_node = static_cast<OutputAOVNode *>(node);
|
|
if (aov_node->offset >= 0) {
|
|
aov_nodes.insert(aov_node);
|
|
foreach (ShaderInput *in, node->inputs) {
|
|
if (in->link != NULL) {
|
|
find_dependencies(aov_nodes, state->nodes_done, in);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SVMCompiler::generate_multi_closure(ShaderNode *root_node,
|
|
ShaderNode *node,
|
|
CompilerState *state)
|
|
{
|
|
/* only generate once */
|
|
if (state->closure_done.find(node) != state->closure_done.end())
|
|
return;
|
|
|
|
state->closure_done.insert(node);
|
|
|
|
if (node->special_type == SHADER_SPECIAL_TYPE_COMBINE_CLOSURE) {
|
|
/* weighting is already taken care of in ShaderGraph::transform_multi_closure */
|
|
ShaderInput *cl1in = node->input("Closure1");
|
|
ShaderInput *cl2in = node->input("Closure2");
|
|
ShaderInput *facin = node->input("Fac");
|
|
|
|
/* skip empty mix/add closure nodes */
|
|
if (!cl1in->link && !cl2in->link)
|
|
return;
|
|
|
|
if (facin && facin->link) {
|
|
/* mix closure: generate instructions to compute mix weight */
|
|
ShaderNodeSet dependencies;
|
|
find_dependencies(dependencies, state->nodes_done, facin);
|
|
generate_svm_nodes(dependencies, state);
|
|
|
|
/* execute shared dependencies. this is needed to allow skipping
|
|
* of zero weight closures and their dependencies later, so we
|
|
* ensure that they only skip dependencies that are unique to them */
|
|
ShaderNodeSet cl1deps, cl2deps, shareddeps;
|
|
|
|
find_dependencies(cl1deps, state->nodes_done, cl1in);
|
|
find_dependencies(cl2deps, state->nodes_done, cl2in);
|
|
|
|
ShaderNodeIDComparator node_id_comp;
|
|
set_intersection(cl1deps.begin(),
|
|
cl1deps.end(),
|
|
cl2deps.begin(),
|
|
cl2deps.end(),
|
|
std::inserter(shareddeps, shareddeps.begin()),
|
|
node_id_comp);
|
|
|
|
/* it's possible some nodes are not shared between this mix node
|
|
* inputs, but still needed to be always executed, this mainly
|
|
* happens when a node of current subbranch is used by a parent
|
|
* node or so */
|
|
if (root_node != node) {
|
|
foreach (ShaderInput *in, root_node->inputs) {
|
|
ShaderNodeSet rootdeps;
|
|
find_dependencies(rootdeps, state->nodes_done, in, node);
|
|
set_intersection(rootdeps.begin(),
|
|
rootdeps.end(),
|
|
cl1deps.begin(),
|
|
cl1deps.end(),
|
|
std::inserter(shareddeps, shareddeps.begin()),
|
|
node_id_comp);
|
|
set_intersection(rootdeps.begin(),
|
|
rootdeps.end(),
|
|
cl2deps.begin(),
|
|
cl2deps.end(),
|
|
std::inserter(shareddeps, shareddeps.begin()),
|
|
node_id_comp);
|
|
}
|
|
}
|
|
|
|
/* For dependencies AOV nodes, prevent them from being categorized
|
|
* as exclusive deps of one or the other closure, since the need to
|
|
* execute them for AOV writing is not dependent on the closure
|
|
* weights. */
|
|
if (state->aov_nodes.size()) {
|
|
set_intersection(state->aov_nodes.begin(),
|
|
state->aov_nodes.end(),
|
|
cl1deps.begin(),
|
|
cl1deps.end(),
|
|
std::inserter(shareddeps, shareddeps.begin()),
|
|
node_id_comp);
|
|
set_intersection(state->aov_nodes.begin(),
|
|
state->aov_nodes.end(),
|
|
cl2deps.begin(),
|
|
cl2deps.end(),
|
|
std::inserter(shareddeps, shareddeps.begin()),
|
|
node_id_comp);
|
|
}
|
|
|
|
if (!shareddeps.empty()) {
|
|
if (cl1in->link) {
|
|
generated_shared_closure_nodes(root_node, cl1in->link->parent, state, shareddeps);
|
|
}
|
|
if (cl2in->link) {
|
|
generated_shared_closure_nodes(root_node, cl2in->link->parent, state, shareddeps);
|
|
}
|
|
|
|
generate_svm_nodes(shareddeps, state);
|
|
}
|
|
|
|
/* generate instructions for input closure 1 */
|
|
if (cl1in->link) {
|
|
/* Add instruction to skip closure and its dependencies if mix
|
|
* weight is zero.
|
|
*/
|
|
current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ONE, 0, stack_assign(facin), 0));
|
|
int node_jump_skip_index = current_svm_nodes.size() - 1;
|
|
|
|
generate_multi_closure(root_node, cl1in->link->parent, state);
|
|
|
|
/* Fill in jump instruction location to be after closure. */
|
|
current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() -
|
|
node_jump_skip_index - 1;
|
|
}
|
|
|
|
/* generate instructions for input closure 2 */
|
|
if (cl2in->link) {
|
|
/* Add instruction to skip closure and its dependencies if mix
|
|
* weight is zero.
|
|
*/
|
|
current_svm_nodes.push_back_slow(make_int4(NODE_JUMP_IF_ZERO, 0, stack_assign(facin), 0));
|
|
int node_jump_skip_index = current_svm_nodes.size() - 1;
|
|
|
|
generate_multi_closure(root_node, cl2in->link->parent, state);
|
|
|
|
/* Fill in jump instruction location to be after closure. */
|
|
current_svm_nodes[node_jump_skip_index].y = current_svm_nodes.size() -
|
|
node_jump_skip_index - 1;
|
|
}
|
|
|
|
/* unassign */
|
|
facin->stack_offset = SVM_STACK_INVALID;
|
|
}
|
|
else {
|
|
/* execute closures and their dependencies, no runtime checks
|
|
* to skip closures here because was already optimized due to
|
|
* fixed weight or add closure that always needs both */
|
|
if (cl1in->link)
|
|
generate_multi_closure(root_node, cl1in->link->parent, state);
|
|
if (cl2in->link)
|
|
generate_multi_closure(root_node, cl2in->link->parent, state);
|
|
}
|
|
}
|
|
else {
|
|
generate_closure_node(node, state);
|
|
}
|
|
|
|
state->nodes_done.insert(node);
|
|
state->nodes_done_flag[node->id] = true;
|
|
}
|
|
|
|
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 *output = graph->output();
|
|
ShaderInput *clin = NULL;
|
|
|
|
switch (type) {
|
|
case SHADER_TYPE_SURFACE:
|
|
clin = output->input("Surface");
|
|
break;
|
|
case SHADER_TYPE_VOLUME:
|
|
clin = output->input("Volume");
|
|
break;
|
|
case SHADER_TYPE_DISPLACEMENT:
|
|
clin = output->input("Displacement");
|
|
break;
|
|
case SHADER_TYPE_BUMP:
|
|
clin = output->input("Normal");
|
|
break;
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
|
|
/* clear all compiler state */
|
|
memset((void *)&active_stack, 0, sizeof(active_stack));
|
|
current_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;
|
|
}
|
|
|
|
/* for the bump shader we need add a node to store the shader state */
|
|
bool need_bump_state = (type == SHADER_TYPE_BUMP) &&
|
|
(shader->get_displacement_method() == DISPLACE_BOTH);
|
|
int bump_state_offset = SVM_STACK_INVALID;
|
|
if (need_bump_state) {
|
|
bump_state_offset = stack_find_offset(SVM_BUMP_EVAL_STATE_SIZE);
|
|
add_node(NODE_ENTER_BUMP_EVAL, bump_state_offset);
|
|
}
|
|
|
|
if (shader->reference_count()) {
|
|
CompilerState state(graph);
|
|
if (clin->link) {
|
|
bool generate = false;
|
|
|
|
switch (type) {
|
|
case SHADER_TYPE_SURFACE: /* generate surface shader */
|
|
generate = true;
|
|
shader->has_surface = true;
|
|
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_SURFACE;
|
|
break;
|
|
case SHADER_TYPE_VOLUME: /* generate volume shader */
|
|
generate = true;
|
|
shader->has_volume = true;
|
|
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_VOLUME;
|
|
break;
|
|
case SHADER_TYPE_DISPLACEMENT: /* generate displacement shader */
|
|
generate = true;
|
|
shader->has_displacement = true;
|
|
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_DISPLACEMENT;
|
|
break;
|
|
case SHADER_TYPE_BUMP: /* generate bump shader */
|
|
generate = true;
|
|
state.node_feature_mask = KERNEL_FEATURE_NODE_MASK_BUMP;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (generate) {
|
|
if (type == SHADER_TYPE_SURFACE) {
|
|
find_aov_nodes_and_dependencies(state.aov_nodes, graph, &state);
|
|
}
|
|
generate_multi_closure(clin->link->parent, clin->link->parent, &state);
|
|
}
|
|
}
|
|
|
|
/* compile output node */
|
|
output->compile(*this);
|
|
|
|
if (!state.aov_nodes.empty()) {
|
|
/* AOV passes are only written if the object is directly visible, so
|
|
* there is no point in evaluating all the nodes generated only for the
|
|
* AOV outputs if that's not the case. Therefore, we insert
|
|
* NODE_AOV_START into the shader before the AOV-only nodes are
|
|
* generated which tells the kernel that it can stop evaluation
|
|
* early if AOVs will not be written. */
|
|
add_node(NODE_AOV_START, 0, 0, 0);
|
|
generate_svm_nodes(state.aov_nodes, &state);
|
|
}
|
|
}
|
|
|
|
/* add node to restore state after bump shader has finished */
|
|
if (need_bump_state) {
|
|
add_node(NODE_LEAVE_BUMP_EVAL, bump_state_offset);
|
|
}
|
|
|
|
/* if compile failed, generate empty shader */
|
|
if (compile_failed) {
|
|
current_svm_nodes.clear();
|
|
compile_failed = false;
|
|
}
|
|
|
|
/* for bump shaders we fall thru to the surface shader, but if this is any other kind of shader
|
|
* it ends here */
|
|
if (type != SHADER_TYPE_BUMP) {
|
|
add_node(NODE_END, 0, 0, 0);
|
|
}
|
|
}
|
|
|
|
void SVMCompiler::compile(Shader *shader, array<int4> &svm_nodes, int index, Summary *summary)
|
|
{
|
|
/* copy graph for shader with bump mapping */
|
|
ShaderNode *output = shader->graph->output();
|
|
int start_num_svm_nodes = svm_nodes.size();
|
|
|
|
const double time_start = time_dt();
|
|
|
|
bool has_bump = (shader->get_displacement_method() != DISPLACE_TRUE) &&
|
|
output->input("Surface")->link && output->input("Displacement")->link;
|
|
|
|
/* finalize */
|
|
{
|
|
scoped_timer timer((summary != NULL) ? &summary->time_finalize : NULL);
|
|
shader->graph->finalize(scene,
|
|
has_bump,
|
|
shader->has_integrator_dependency,
|
|
shader->get_displacement_method() == DISPLACE_BOTH);
|
|
}
|
|
|
|
current_shader = shader;
|
|
|
|
shader->has_surface = false;
|
|
shader->has_surface_emission = false;
|
|
shader->has_surface_transparent = false;
|
|
shader->has_surface_raytrace = false;
|
|
shader->has_surface_bssrdf = false;
|
|
shader->has_bump = has_bump;
|
|
shader->has_bssrdf_bump = has_bump;
|
|
shader->has_volume = false;
|
|
shader->has_displacement = false;
|
|
shader->has_surface_spatial_varying = false;
|
|
shader->has_volume_spatial_varying = false;
|
|
shader->has_volume_attribute_dependency = false;
|
|
shader->has_integrator_dependency = false;
|
|
|
|
/* generate bump shader */
|
|
if (has_bump) {
|
|
scoped_timer timer((summary != NULL) ? &summary->time_generate_bump : NULL);
|
|
compile_type(shader, shader->graph, SHADER_TYPE_BUMP);
|
|
svm_nodes[index].y = svm_nodes.size();
|
|
svm_nodes.append(current_svm_nodes);
|
|
}
|
|
|
|
/* generate surface shader */
|
|
{
|
|
scoped_timer timer((summary != NULL) ? &summary->time_generate_surface : NULL);
|
|
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
|
|
/* only set jump offset if there's no bump shader, as the bump shader will fall thru to this
|
|
* one if it exists */
|
|
if (!has_bump) {
|
|
svm_nodes[index].y = svm_nodes.size();
|
|
}
|
|
svm_nodes.append(current_svm_nodes);
|
|
}
|
|
|
|
/* generate volume shader */
|
|
{
|
|
scoped_timer timer((summary != NULL) ? &summary->time_generate_volume : NULL);
|
|
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
|
|
svm_nodes[index].z = svm_nodes.size();
|
|
svm_nodes.append(current_svm_nodes);
|
|
}
|
|
|
|
/* generate displacement shader */
|
|
{
|
|
scoped_timer timer((summary != NULL) ? &summary->time_generate_displacement : NULL);
|
|
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
|
|
svm_nodes[index].w = svm_nodes.size();
|
|
svm_nodes.append(current_svm_nodes);
|
|
}
|
|
|
|
/* Fill in summary information. */
|
|
if (summary != NULL) {
|
|
summary->time_total = time_dt() - time_start;
|
|
summary->peak_stack_usage = max_stack_use;
|
|
summary->num_svm_nodes = svm_nodes.size() - start_num_svm_nodes;
|
|
}
|
|
}
|
|
|
|
/* Compiler summary implementation. */
|
|
|
|
SVMCompiler::Summary::Summary()
|
|
: num_svm_nodes(0),
|
|
peak_stack_usage(0),
|
|
time_finalize(0.0),
|
|
time_generate_surface(0.0),
|
|
time_generate_bump(0.0),
|
|
time_generate_volume(0.0),
|
|
time_generate_displacement(0.0),
|
|
time_total(0.0)
|
|
{
|
|
}
|
|
|
|
string SVMCompiler::Summary::full_report() const
|
|
{
|
|
string report = "";
|
|
report += string_printf("Number of SVM nodes: %d\n", num_svm_nodes);
|
|
report += string_printf("Peak stack usage: %d\n", peak_stack_usage);
|
|
|
|
report += string_printf("Time (in seconds):\n");
|
|
report += string_printf("Finalize: %f\n", time_finalize);
|
|
report += string_printf(" Surface: %f\n", time_generate_surface);
|
|
report += string_printf(" Bump: %f\n", time_generate_bump);
|
|
report += string_printf(" Volume: %f\n", time_generate_volume);
|
|
report += string_printf(" Displacement: %f\n", time_generate_displacement);
|
|
report += string_printf("Generate: %f\n",
|
|
time_generate_surface + time_generate_bump + time_generate_volume +
|
|
time_generate_displacement);
|
|
report += string_printf("Total: %f\n", time_total);
|
|
|
|
return report;
|
|
}
|
|
|
|
/* Global state of the compiler. */
|
|
|
|
SVMCompiler::CompilerState::CompilerState(ShaderGraph *graph)
|
|
{
|
|
int max_id = 0;
|
|
foreach (ShaderNode *node, graph->nodes) {
|
|
max_id = max(node->id, max_id);
|
|
}
|
|
nodes_done_flag.resize(max_id + 1, false);
|
|
node_feature_mask = 0;
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|