blender/intern/cycles/render/shader.cpp
Kévin Dietrich 3bc44233c0 Cycles: use reference count to detect used shaders
Shaders are only compiled if they are used by some other Node (Geometry, Light, etc.).
This usage detection is done before updating the Scene, however it fails at detecting
Shaders used by Procedurals not known to Cycles (e.g. ones defined by third party
applications), as Procedurals are only updated after the shaders are compiled.

To remedy this, we now use the Node reference counting mechanism to detect whether a
Shader is used and therefore should be compiled.

This removes `ShaderManager::update_shaders_used` as it is not needed anymore, however,
since it would also update the Shader ids, this is now performed in
`ShaderManager::device_update`, and a new virtual `device_update_specific` method was
added to handle device updates for SVM and OSL.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:21:12 +02:00

879 lines
27 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.
*/
#include "device/device.h"
#include "render/background.h"
#include "render/camera.h"
#include "render/colorspace.h"
#include "render/graph.h"
#include "render/integrator.h"
#include "render/light.h"
#include "render/mesh.h"
#include "render/nodes.h"
#include "render/object.h"
#include "render/osl.h"
#include "render/procedural.h"
#include "render/scene.h"
#include "render/shader.h"
#include "render/svm.h"
#include "render/tables.h"
#include "util/util_foreach.h"
#include "util/util_murmurhash.h"
#include "util/util_task.h"
#include "util/util_transform.h"
#ifdef WITH_OCIO
# include <OpenColorIO/OpenColorIO.h>
namespace OCIO = OCIO_NAMESPACE;
#endif
CCL_NAMESPACE_BEGIN
thread_mutex ShaderManager::lookup_table_mutex;
vector<float> ShaderManager::beckmann_table;
bool ShaderManager::beckmann_table_ready = false;
/* Beckmann sampling precomputed table, see bsdf_microfacet.h */
/* 2D slope distribution (alpha = 1.0) */
static float beckmann_table_P22(const float slope_x, const float slope_y)
{
return expf(-(slope_x * slope_x + slope_y * slope_y));
}
/* maximal slope amplitude (range that contains 99.99% of the distribution) */
static float beckmann_table_slope_max()
{
return 6.0;
}
/* MSVC 2015 needs this ugly hack to prevent a codegen bug on x86
* see T50176 for details
*/
#if defined(_MSC_VER) && (_MSC_VER == 1900)
# define MSVC_VOLATILE volatile
#else
# define MSVC_VOLATILE
#endif
/* Paper used: Importance Sampling Microfacet-Based BSDFs with the
* Distribution of Visible Normals. Supplemental Material 2/2.
*
* http://hal.inria.fr/docs/01/00/66/20/ANNEX/supplemental2.pdf
*/
static void beckmann_table_rows(float *table, int row_from, int row_to)
{
/* allocate temporary data */
const int DATA_TMP_SIZE = 512;
vector<double> slope_x(DATA_TMP_SIZE);
vector<double> CDF_P22_omega_i(DATA_TMP_SIZE);
/* loop over incident directions */
for (int index_theta = row_from; index_theta < row_to; index_theta++) {
/* incident vector */
const float cos_theta = index_theta / (BECKMANN_TABLE_SIZE - 1.0f);
const float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta);
/* for a given incident vector
* integrate P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
slope_x[0] = (double)-beckmann_table_slope_max();
CDF_P22_omega_i[0] = 0;
for (MSVC_VOLATILE int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) {
/* slope_x */
slope_x[index_slope_x] = (double)(-beckmann_table_slope_max() +
2.0f * beckmann_table_slope_max() * index_slope_x /
(DATA_TMP_SIZE - 1.0f));
/* dot product with incident vector */
float dot_product = fmaxf(0.0f, -(float)slope_x[index_slope_x] * sin_theta + cos_theta);
/* marginalize P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
float P22_omega_i = 0.0f;
for (int j = 0; j < 100; ++j) {
float slope_y = -beckmann_table_slope_max() +
2.0f * beckmann_table_slope_max() * j * (1.0f / 99.0f);
P22_omega_i += dot_product * beckmann_table_P22((float)slope_x[index_slope_x], slope_y);
}
/* CDF of P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
CDF_P22_omega_i[index_slope_x] = CDF_P22_omega_i[index_slope_x - 1] + (double)P22_omega_i;
}
/* renormalize CDF_P22_omega_i */
for (int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x)
CDF_P22_omega_i[index_slope_x] /= CDF_P22_omega_i[DATA_TMP_SIZE - 1];
/* loop over random number U1 */
int index_slope_x = 0;
for (int index_U = 0; index_U < BECKMANN_TABLE_SIZE; ++index_U) {
const double U = 0.0000001 + 0.9999998 * index_U / (double)(BECKMANN_TABLE_SIZE - 1);
/* inverse CDF_P22_omega_i, solve Eq.(11) */
while (CDF_P22_omega_i[index_slope_x] <= U)
++index_slope_x;
const double interp = (CDF_P22_omega_i[index_slope_x] - U) /
(CDF_P22_omega_i[index_slope_x] - CDF_P22_omega_i[index_slope_x - 1]);
/* store value */
table[index_U + index_theta * BECKMANN_TABLE_SIZE] =
(float)(interp * slope_x[index_slope_x - 1] + (1.0 - interp) * slope_x[index_slope_x]);
}
}
}
#undef MSVC_VOLATILE
static void beckmann_table_build(vector<float> &table)
{
table.resize(BECKMANN_TABLE_SIZE * BECKMANN_TABLE_SIZE);
/* multithreaded build */
TaskPool pool;
for (int i = 0; i < BECKMANN_TABLE_SIZE; i += 8)
pool.push(function_bind(&beckmann_table_rows, &table[0], i, i + 8));
pool.wait_work();
}
/* Shader */
NODE_DEFINE(Shader)
{
NodeType *type = NodeType::add("shader", create);
SOCKET_BOOLEAN(use_mis, "Use MIS", true);
SOCKET_BOOLEAN(use_transparent_shadow, "Use Transparent Shadow", true);
SOCKET_BOOLEAN(heterogeneous_volume, "Heterogeneous Volume", true);
static NodeEnum volume_sampling_method_enum;
volume_sampling_method_enum.insert("distance", VOLUME_SAMPLING_DISTANCE);
volume_sampling_method_enum.insert("equiangular", VOLUME_SAMPLING_EQUIANGULAR);
volume_sampling_method_enum.insert("multiple_importance", VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
SOCKET_ENUM(volume_sampling_method,
"Volume Sampling Method",
volume_sampling_method_enum,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE);
static NodeEnum volume_interpolation_method_enum;
volume_interpolation_method_enum.insert("linear", VOLUME_INTERPOLATION_LINEAR);
volume_interpolation_method_enum.insert("cubic", VOLUME_INTERPOLATION_CUBIC);
SOCKET_ENUM(volume_interpolation_method,
"Volume Interpolation Method",
volume_interpolation_method_enum,
VOLUME_INTERPOLATION_LINEAR);
SOCKET_FLOAT(volume_step_rate, "Volume Step Rate", 1.0f);
static NodeEnum displacement_method_enum;
displacement_method_enum.insert("bump", DISPLACE_BUMP);
displacement_method_enum.insert("true", DISPLACE_TRUE);
displacement_method_enum.insert("both", DISPLACE_BOTH);
SOCKET_ENUM(displacement_method, "Displacement Method", displacement_method_enum, DISPLACE_BUMP);
SOCKET_INT(pass_id, "Pass ID", 0);
return type;
}
Shader::Shader() : Node(get_node_type())
{
pass_id = 0;
graph = NULL;
has_surface = false;
has_surface_transparent = false;
has_surface_emission = false;
has_surface_bssrdf = false;
has_volume = false;
has_displacement = false;
has_bump = false;
has_bssrdf_bump = false;
has_surface_spatial_varying = false;
has_volume_spatial_varying = false;
has_volume_attribute_dependency = false;
has_integrator_dependency = false;
has_volume_connected = false;
prev_volume_step_rate = 0.0f;
displacement_method = DISPLACE_BUMP;
id = -1;
need_update_uvs = true;
need_update_attribute = true;
need_update_displacement = true;
}
Shader::~Shader()
{
delete graph;
}
bool Shader::is_constant_emission(float3 *emission)
{
/* If the shader has AOVs, they need to be evaluated, so we can't skip the shader. */
foreach (ShaderNode *node, graph->nodes) {
if (node->special_type == SHADER_SPECIAL_TYPE_OUTPUT_AOV) {
return false;
}
}
ShaderInput *surf = graph->output()->input("Surface");
if (surf->link == NULL) {
return false;
}
if (surf->link->parent->type == EmissionNode::get_node_type()) {
EmissionNode *node = (EmissionNode *)surf->link->parent;
assert(node->input("Color"));
assert(node->input("Strength"));
if (node->input("Color")->link || node->input("Strength")->link) {
return false;
}
*emission = node->get_color() * node->get_strength();
}
else if (surf->link->parent->type == BackgroundNode::get_node_type()) {
BackgroundNode *node = (BackgroundNode *)surf->link->parent;
assert(node->input("Color"));
assert(node->input("Strength"));
if (node->input("Color")->link || node->input("Strength")->link) {
return false;
}
*emission = node->get_color() * node->get_strength();
}
else {
return false;
}
return true;
}
void Shader::set_graph(ShaderGraph *graph_)
{
/* do this here already so that we can detect if mesh or object attributes
* are needed, since the node attribute callbacks check if their sockets
* are connected but proxy nodes should not count */
if (graph_) {
graph_->remove_proxy_nodes();
if (displacement_method != DISPLACE_BUMP) {
graph_->compute_displacement_hash();
}
}
/* update geometry if displacement changed */
if (displacement_method != DISPLACE_BUMP) {
const char *old_hash = (graph) ? graph->displacement_hash.c_str() : "";
const char *new_hash = (graph_) ? graph_->displacement_hash.c_str() : "";
if (strcmp(old_hash, new_hash) != 0) {
need_update_displacement = true;
}
}
/* assign graph */
delete graph;
graph = graph_;
/* Store info here before graph optimization to make sure that
* nodes that get optimized away still count. */
has_volume_connected = (graph->output()->input("Volume")->link != NULL);
}
void Shader::tag_update(Scene *scene)
{
/* update tag */
tag_modified();
scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
/* if the shader previously was emissive, update light distribution,
* if the new shader is emissive, a light manager update tag will be
* done in the shader manager device update. */
if (use_mis && has_surface_emission)
scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED);
/* Special handle of background MIS light for now: for some reason it
* has use_mis set to false. We are quite close to release now, so
* better to be safe.
*/
if (this == scene->background->get_shader(scene)) {
scene->light_manager->need_update_background = true;
if (scene->light_manager->has_background_light(scene)) {
scene->light_manager->tag_update(scene, LightManager::SHADER_MODIFIED);
}
}
/* quick detection of which kind of shaders we have to avoid loading
* e.g. surface attributes when there is only a volume shader. this could
* be more fine grained but it's better than nothing */
OutputNode *output = graph->output();
bool prev_has_volume = has_volume;
has_surface = has_surface || output->input("Surface")->link;
has_volume = has_volume || output->input("Volume")->link;
has_displacement = has_displacement || output->input("Displacement")->link;
/* get requested attributes. this could be optimized by pruning unused
* nodes here already, but that's the job of the shader manager currently,
* and may not be so great for interactive rendering where you temporarily
* disconnect a node */
AttributeRequestSet prev_attributes = attributes;
attributes.clear();
foreach (ShaderNode *node, graph->nodes)
node->attributes(this, &attributes);
if (has_displacement) {
if (displacement_method == DISPLACE_BOTH) {
attributes.add(ATTR_STD_POSITION_UNDISPLACED);
}
if (displacement_method_is_modified()) {
need_update_displacement = true;
scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_DISPLACEMENT_MODIFIED);
scene->object_manager->need_flags_update = true;
}
}
/* compare if the attributes changed, mesh manager will check
* need_update_attribute, update the relevant meshes and clear it. */
if (attributes.modified(prev_attributes)) {
need_update_attribute = true;
scene->geometry_manager->tag_update(scene, GeometryManager::SHADER_ATTRIBUTE_MODIFIED);
scene->procedural_manager->tag_update();
}
if (has_volume != prev_has_volume || volume_step_rate != prev_volume_step_rate) {
scene->geometry_manager->need_flags_update = true;
scene->object_manager->need_flags_update = true;
prev_volume_step_rate = volume_step_rate;
}
}
void Shader::tag_used(Scene *scene)
{
/* if an unused shader suddenly gets used somewhere, it needs to be
* recompiled because it was skipped for compilation before */
if (!reference_count()) {
tag_modified();
/* We do not reference here as the shader will be referenced when added to a socket. */
scene->shader_manager->tag_update(scene, ShaderManager::SHADER_MODIFIED);
}
}
bool Shader::need_update_geometry() const
{
return need_update_uvs || need_update_attribute || need_update_displacement;
}
/* Shader Manager */
ShaderManager::ShaderManager()
{
update_flags = UPDATE_ALL;
beckmann_table_offset = TABLE_OFFSET_INVALID;
init_xyz_transforms();
}
ShaderManager::~ShaderManager()
{
}
ShaderManager *ShaderManager::create(int shadingsystem)
{
ShaderManager *manager;
(void)shadingsystem; /* Ignored when built without OSL. */
#ifdef WITH_OSL
if (shadingsystem == SHADINGSYSTEM_OSL) {
manager = new OSLShaderManager();
}
else
#endif
{
manager = new SVMShaderManager();
}
return manager;
}
uint ShaderManager::get_attribute_id(ustring name)
{
thread_scoped_spin_lock lock(attribute_lock_);
/* get a unique id for each name, for SVM attribute lookup */
AttributeIDMap::iterator it = unique_attribute_id.find(name);
if (it != unique_attribute_id.end())
return it->second;
uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size();
unique_attribute_id[name] = id;
return id;
}
uint ShaderManager::get_attribute_id(AttributeStandard std)
{
return (uint)std;
}
int ShaderManager::get_shader_id(Shader *shader, bool smooth)
{
/* get a shader id to pass to the kernel */
int id = shader->id;
/* smooth flag */
if (smooth)
id |= SHADER_SMOOTH_NORMAL;
/* default flags */
id |= SHADER_CAST_SHADOW | SHADER_AREA_LIGHT;
return id;
}
void ShaderManager::device_update(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress)
{
if (!need_update()) {
return;
}
uint id = 0;
foreach (Shader *shader, scene->shaders) {
shader->id = id++;
}
/* Those shaders should always be compiled as they are used as fallback if a shader cannot be
* found, e.g. bad shader index for the triangle shaders on a Mesh. */
assert(scene->default_surface->reference_count() != 0);
assert(scene->default_light->reference_count() != 0);
assert(scene->default_background->reference_count() != 0);
assert(scene->default_empty->reference_count() != 0);
device_update_specific(device, dscene, scene, progress);
}
void ShaderManager::device_update_common(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress & /*progress*/)
{
dscene->shaders.free();
if (scene->shaders.size() == 0)
return;
KernelShader *kshader = dscene->shaders.alloc(scene->shaders.size());
bool has_volumes = false;
bool has_transparent_shadow = false;
foreach (Shader *shader, scene->shaders) {
uint flag = 0;
if (shader->get_use_mis())
flag |= SD_USE_MIS;
if (shader->has_surface_emission)
flag |= SD_HAS_EMISSION;
if (shader->has_surface_transparent && shader->get_use_transparent_shadow())
flag |= SD_HAS_TRANSPARENT_SHADOW;
if (shader->has_volume) {
flag |= SD_HAS_VOLUME;
has_volumes = true;
/* todo: this could check more fine grained, to skip useless volumes
* enclosed inside an opaque bsdf.
*/
flag |= SD_HAS_TRANSPARENT_SHADOW;
}
/* in this case we can assume transparent surface */
if (shader->has_volume_connected && !shader->has_surface)
flag |= SD_HAS_ONLY_VOLUME;
if (shader->has_volume) {
if (shader->get_heterogeneous_volume() && shader->has_volume_spatial_varying)
flag |= SD_HETEROGENEOUS_VOLUME;
}
if (shader->has_volume_attribute_dependency)
flag |= SD_NEED_VOLUME_ATTRIBUTES;
if (shader->has_bssrdf_bump)
flag |= SD_HAS_BSSRDF_BUMP;
if (device->info.has_volume_decoupled) {
if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_EQUIANGULAR)
flag |= SD_VOLUME_EQUIANGULAR;
if (shader->get_volume_sampling_method() == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
flag |= SD_VOLUME_MIS;
}
if (shader->get_volume_interpolation_method() == VOLUME_INTERPOLATION_CUBIC)
flag |= SD_VOLUME_CUBIC;
if (shader->has_bump)
flag |= SD_HAS_BUMP;
if (shader->get_displacement_method() != DISPLACE_BUMP)
flag |= SD_HAS_DISPLACEMENT;
/* constant emission check */
float3 constant_emission = zero_float3();
if (shader->is_constant_emission(&constant_emission))
flag |= SD_HAS_CONSTANT_EMISSION;
uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0);
/* regular shader */
kshader->flags = flag;
kshader->pass_id = shader->get_pass_id();
kshader->constant_emission[0] = constant_emission.x;
kshader->constant_emission[1] = constant_emission.y;
kshader->constant_emission[2] = constant_emission.z;
kshader->cryptomatte_id = util_hash_to_float(cryptomatte_id);
kshader++;
has_transparent_shadow |= (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}
dscene->shaders.copy_to_device();
/* lookup tables */
KernelTables *ktables = &dscene->data.tables;
/* beckmann lookup table */
if (beckmann_table_offset == TABLE_OFFSET_INVALID) {
if (!beckmann_table_ready) {
thread_scoped_lock lock(lookup_table_mutex);
if (!beckmann_table_ready) {
beckmann_table_build(beckmann_table);
beckmann_table_ready = true;
}
}
beckmann_table_offset = scene->lookup_tables->add_table(dscene, beckmann_table);
}
ktables->beckmann_offset = (int)beckmann_table_offset;
/* integrator */
KernelIntegrator *kintegrator = &dscene->data.integrator;
kintegrator->use_volumes = has_volumes;
/* TODO(sergey): De-duplicate with flags set in integrator.cpp. */
kintegrator->transparent_shadows = has_transparent_shadow;
/* film */
KernelFilm *kfilm = &dscene->data.film;
/* color space, needs to be here because e.g. displacement shaders could depend on it */
kfilm->xyz_to_r = float3_to_float4(xyz_to_r);
kfilm->xyz_to_g = float3_to_float4(xyz_to_g);
kfilm->xyz_to_b = float3_to_float4(xyz_to_b);
kfilm->rgb_to_y = float3_to_float4(rgb_to_y);
}
void ShaderManager::device_free_common(Device *, DeviceScene *dscene, Scene *scene)
{
scene->lookup_tables->remove_table(&beckmann_table_offset);
dscene->shaders.free();
}
void ShaderManager::add_default(Scene *scene)
{
/* default surface */
{
ShaderGraph *graph = new ShaderGraph();
DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
diffuse->set_color(make_float3(0.8f, 0.8f, 0.8f));
graph->add(diffuse);
graph->connect(diffuse->output("BSDF"), graph->output()->input("Surface"));
Shader *shader = scene->create_node<Shader>();
shader->name = "default_surface";
shader->set_graph(graph);
shader->reference();
scene->default_surface = shader;
shader->tag_update(scene);
}
/* default volume */
{
ShaderGraph *graph = new ShaderGraph();
PrincipledVolumeNode *principled = graph->create_node<PrincipledVolumeNode>();
graph->add(principled);
graph->connect(principled->output("Volume"), graph->output()->input("Volume"));
Shader *shader = scene->create_node<Shader>();
shader->name = "default_volume";
shader->set_graph(graph);
scene->default_volume = shader;
shader->tag_update(scene);
/* No default reference for the volume to avoid compiling volume kernels if there are no actual
* volumes in the scene */
}
/* default light */
{
ShaderGraph *graph = new ShaderGraph();
EmissionNode *emission = graph->create_node<EmissionNode>();
emission->set_color(make_float3(0.8f, 0.8f, 0.8f));
emission->set_strength(0.0f);
graph->add(emission);
graph->connect(emission->output("Emission"), graph->output()->input("Surface"));
Shader *shader = scene->create_node<Shader>();
shader->name = "default_light";
shader->set_graph(graph);
shader->reference();
scene->default_light = shader;
shader->tag_update(scene);
}
/* default background */
{
ShaderGraph *graph = new ShaderGraph();
Shader *shader = scene->create_node<Shader>();
shader->name = "default_background";
shader->set_graph(graph);
shader->reference();
scene->default_background = shader;
shader->tag_update(scene);
}
/* default empty */
{
ShaderGraph *graph = new ShaderGraph();
Shader *shader = scene->create_node<Shader>();
shader->name = "default_empty";
shader->set_graph(graph);
shader->reference();
scene->default_empty = shader;
shader->tag_update(scene);
}
}
void ShaderManager::get_requested_graph_features(ShaderGraph *graph,
DeviceRequestedFeatures *requested_features)
{
foreach (ShaderNode *node, graph->nodes) {
requested_features->max_nodes_group = max(requested_features->max_nodes_group,
node->get_group());
requested_features->nodes_features |= node->get_feature();
if (node->special_type == SHADER_SPECIAL_TYPE_CLOSURE) {
BsdfBaseNode *bsdf_node = static_cast<BsdfBaseNode *>(node);
if (CLOSURE_IS_VOLUME(bsdf_node->get_closure_type())) {
requested_features->nodes_features |= NODE_FEATURE_VOLUME;
}
else if (CLOSURE_IS_PRINCIPLED(bsdf_node->get_closure_type())) {
requested_features->use_principled = true;
}
}
if (node->has_surface_bssrdf()) {
requested_features->use_subsurface = true;
}
if (node->has_surface_transparent()) {
requested_features->use_transparent = true;
}
if (node->has_raytrace()) {
requested_features->use_shader_raytrace = true;
}
}
}
void ShaderManager::get_requested_features(Scene *scene,
DeviceRequestedFeatures *requested_features)
{
requested_features->max_nodes_group = NODE_GROUP_LEVEL_0;
requested_features->nodes_features = 0;
for (int i = 0; i < scene->shaders.size(); i++) {
Shader *shader = scene->shaders[i];
if (!shader->reference_count()) {
continue;
}
/* Gather requested features from all the nodes from the graph nodes. */
get_requested_graph_features(shader->graph, requested_features);
ShaderNode *output_node = shader->graph->output();
if (output_node->input("Displacement")->link != NULL) {
requested_features->nodes_features |= NODE_FEATURE_BUMP;
if (shader->get_displacement_method() == DISPLACE_BOTH) {
requested_features->nodes_features |= NODE_FEATURE_BUMP_STATE;
requested_features->max_nodes_group = max(requested_features->max_nodes_group,
NODE_GROUP_LEVEL_1);
}
}
/* On top of volume nodes, also check if we need volume sampling because
* e.g. an Emission node would slip through the NODE_FEATURE_VOLUME check */
if (shader->has_volume)
requested_features->use_volume |= true;
}
}
void ShaderManager::free_memory()
{
beckmann_table.free_memory();
#ifdef WITH_OSL
OSLShaderManager::free_memory();
#endif
ColorSpaceManager::free_memory();
}
float ShaderManager::linear_rgb_to_gray(float3 c)
{
return dot(c, rgb_to_y);
}
string ShaderManager::get_cryptomatte_materials(Scene *scene)
{
string manifest = "{";
unordered_set<ustring, ustringHash> materials;
foreach (Shader *shader, scene->shaders) {
if (materials.count(shader->name)) {
continue;
}
materials.insert(shader->name);
uint32_t cryptomatte_id = util_murmur_hash3(shader->name.c_str(), shader->name.length(), 0);
manifest += string_printf("\"%s\":\"%08x\",", shader->name.c_str(), cryptomatte_id);
}
manifest[manifest.size() - 1] = '}';
return manifest;
}
void ShaderManager::tag_update(Scene * /*scene*/, uint32_t /*flag*/)
{
/* update everything for now */
update_flags = ShaderManager::UPDATE_ALL;
}
bool ShaderManager::need_update() const
{
return update_flags != UPDATE_NONE;
}
#ifdef WITH_OCIO
static bool to_scene_linear_transform(OCIO::ConstConfigRcPtr &config,
const char *colorspace,
Transform &to_scene_linear)
{
OCIO::ConstProcessorRcPtr processor;
try {
processor = config->getProcessor(OCIO::ROLE_SCENE_LINEAR, colorspace);
}
catch (OCIO::Exception &) {
return false;
}
if (!processor) {
return false;
}
OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor();
if (!device_processor) {
return false;
}
to_scene_linear = transform_identity();
device_processor->applyRGB(&to_scene_linear.x.x);
device_processor->applyRGB(&to_scene_linear.y.x);
device_processor->applyRGB(&to_scene_linear.z.x);
to_scene_linear = transform_transposed_inverse(to_scene_linear);
return true;
}
#endif
void ShaderManager::init_xyz_transforms()
{
/* Default to ITU-BT.709 in case no appropriate transform found.
* Note XYZ here is defined as having a D65 white point. */
xyz_to_r = make_float3(3.2404542f, -1.5371385f, -0.4985314f);
xyz_to_g = make_float3(-0.9692660f, 1.8760108f, 0.0415560f);
xyz_to_b = make_float3(0.0556434f, -0.2040259f, 1.0572252f);
rgb_to_y = make_float3(0.2126729f, 0.7151522f, 0.0721750f);
#ifdef WITH_OCIO
/* Get from OpenColorO config if it has the required roles. */
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
if (!(config && config->hasRole(OCIO::ROLE_SCENE_LINEAR))) {
return;
}
Transform xyz_to_rgb;
if (config->hasRole("aces_interchange")) {
/* Standard OpenColorIO role, defined as ACES2065-1. */
const Transform xyz_E_to_aces = make_transform(1.0498110175f,
0.0f,
-0.0000974845f,
0.0f,
-0.4959030231f,
1.3733130458f,
0.0982400361f,
0.0f,
0.0f,
0.0f,
0.9912520182f,
0.0f);
const Transform xyz_D65_to_E = make_transform(
1.0521111f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.9184170f, 0.0f);
Transform aces_to_rgb;
if (!to_scene_linear_transform(config, "aces_interchange", aces_to_rgb)) {
return;
}
xyz_to_rgb = aces_to_rgb * xyz_E_to_aces * xyz_D65_to_E;
}
else if (config->hasRole("XYZ")) {
/* Custom role used before the standard existed. */
if (!to_scene_linear_transform(config, "XYZ", xyz_to_rgb)) {
return;
}
}
else {
/* No reference role found to determine XYZ. */
return;
}
xyz_to_r = float4_to_float3(xyz_to_rgb.x);
xyz_to_g = float4_to_float3(xyz_to_rgb.y);
xyz_to_b = float4_to_float3(xyz_to_rgb.z);
const Transform rgb_to_xyz = transform_inverse(xyz_to_rgb);
rgb_to_y = float4_to_float3(rgb_to_xyz.y);
#endif
}
CCL_NAMESPACE_END