blender/intern/cycles/render/shader.h
Sergey Sharybin 2dfe5e30ac Cycles: Don't re-generate blackbody/beckmann tables on every shaders update
This commit makes it so blackbody and beckmann lookup tables are stored on CPU
after being generated and then only being copied to the device if needed.

This solves lag of viewport update when tweaking shader tree by using 266KB of
CPU memory.
2015-01-23 14:00:48 +05:00

184 lines
4.6 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __SHADER_H__
#define __SHADER_H__
#ifdef WITH_OSL
# if defined(_MSC_VER)
/* Prevent OSL from polluting the context with weird macros from windows.h.
* TODO(sergey): Ideally it's only enough to have class/struct declarations in
* the header and skip header include here.
*/
# define NOGDI
# define NOMINMAX
# define WIN32_LEAN_AND_MEAN
# endif
# include <OSL/oslexec.h>
#endif
#include "attribute.h"
#include "kernel_types.h"
#include "util_map.h"
#include "util_param.h"
#include "util_string.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Mesh;
class Progress;
class Scene;
class ShaderGraph;
struct float3;
enum ShadingSystem {
SHADINGSYSTEM_OSL,
SHADINGSYSTEM_SVM
};
/* Keep those in sync with the python-defined enum. */
enum VolumeSampling {
VOLUME_SAMPLING_DISTANCE = 0,
VOLUME_SAMPLING_EQUIANGULAR = 1,
VOLUME_SAMPLING_MULTIPLE_IMPORTANCE = 2,
};
enum VolumeInterpolation {
VOLUME_INTERPOLATION_LINEAR = 0,
VOLUME_INTERPOLATION_CUBIC = 1,
};
/* Shader describing the appearance of a Mesh, Light or Background.
*
* While there is only a single shader graph, it has three outputs: surface,
* volume and displacement, that the shader manager will compile and execute
* separately. */
class Shader {
public:
/* name */
string name;
int pass_id;
/* shader graph */
ShaderGraph *graph;
/* shader graph with auto bump mapping included, we compile two shaders,
* with and without bump, because the displacement method is a mesh
* level setting, so we need to handle both */
ShaderGraph *graph_bump;
/* sampling */
bool use_mis;
bool use_transparent_shadow;
bool heterogeneous_volume;
VolumeSampling volume_sampling_method;
int volume_interpolation_method;
/* synchronization */
bool need_update;
bool need_update_attributes;
/* information about shader after compiling */
bool has_surface;
bool has_surface_emission;
bool has_surface_transparent;
bool has_volume;
bool has_displacement;
bool has_surface_bssrdf;
bool has_converter_blackbody;
bool has_bssrdf_bump;
bool has_heterogeneous_volume;
/* requested mesh attributes */
AttributeRequestSet attributes;
/* determined before compiling */
bool used;
#ifdef WITH_OSL
/* osl shading state references */
OSL::ShadingAttribStateRef osl_surface_ref;
OSL::ShadingAttribStateRef osl_surface_bump_ref;
OSL::ShadingAttribStateRef osl_volume_ref;
OSL::ShadingAttribStateRef osl_displacement_ref;
#endif
Shader();
~Shader();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
void tag_used(Scene *scene);
};
/* Shader Manager virtual base class
*
* From this the SVM and OSL shader managers are derived, that do the actual
* shader compiling and device updating. */
class ShaderManager {
public:
bool need_update;
static ShaderManager *create(Scene *scene, int shadingsystem);
virtual ~ShaderManager();
virtual void reset(Scene *scene) = 0;
virtual bool use_osl() { return false; }
/* device update */
virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene, Scene *scene) = 0;
void device_update_shaders_used(Scene *scene);
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free_common(Device *device, DeviceScene *dscene, Scene *scene);
/* get globally unique id for a type of attribute */
uint get_attribute_id(ustring name);
uint get_attribute_id(AttributeStandard std);
/* get shader id for mesh faces */
int get_shader_id(uint shader, Mesh *mesh = NULL, bool smooth = false);
/* add default shaders to scene, to use as default for things that don't
* have any shader assigned explicitly */
static void add_default(Scene *scene);
protected:
ShaderManager();
typedef unordered_map<ustring, uint, ustringHash> AttributeIDMap;
AttributeIDMap unique_attribute_id;
vector<float> blackbody_table;
vector<float> beckmann_table;
size_t blackbody_table_offset;
size_t beckmann_table_offset;
};
CCL_NAMESPACE_END
#endif /* __SHADER_H__ */