Cleanup: refactor passing of OSL kernel globals for upcoming changes

This commit is contained in:
Brecht Van Lommel
2019-05-02 15:39:23 +02:00
parent 45ad6cd5a7
commit 08a44d2981
13 changed files with 106 additions and 95 deletions

View File

@@ -104,6 +104,11 @@ void OSLShaderManager::device_update(Device *device,
/* create shaders */
OSLGlobals *og = (OSLGlobals *)device->osl_memory();
/* Partial thread init of services, the OSL compiler can query data like
* constant texture handles. This will be done again right before rendering
* with full data available. */
services->thread_init(NULL, og, ts);
foreach (Shader *shader, scene->shaders) {
assert(shader->graph);
@@ -115,9 +120,9 @@ void OSLShaderManager::device_update(Device *device,
* compile shaders alternating */
thread_scoped_lock lock(ss_mutex);
OSLCompiler compiler((void *)this, (void *)ss, scene->image_manager, scene->light_manager);
OSLCompiler compiler((void *)this, (void *)ss, og, scene->image_manager, scene->light_manager);
compiler.background = (shader == scene->default_background);
compiler.compile(scene, og, shader);
compiler.compile(scene, shader);
if (shader->use_mis && shader->has_surface_emission)
scene->light_manager->need_update = true;
@@ -557,11 +562,13 @@ OSLNode *OSLShaderManager::osl_node(const std::string &filepath,
OSLCompiler::OSLCompiler(void *manager_,
void *shadingsys_,
OSLGlobals *osl_globals_,
ImageManager *image_manager_,
LightManager *light_manager_)
{
manager = manager_;
shadingsys = shadingsys_;
osl_globals = osl_globals_;
image_manager = image_manager_;
light_manager = light_manager_;
current_type = SHADER_TYPE_SURFACE;
@@ -1123,7 +1130,7 @@ OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph
return group;
}
void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
void OSLCompiler::compile(Scene *scene, Shader *shader)
{
if (shader->need_update) {
ShaderGraph *graph = shader->graph;
@@ -1188,10 +1195,10 @@ void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
}
/* push state to array for lookup */
og->surface_state.push_back(shader->osl_surface_ref);
og->volume_state.push_back(shader->osl_volume_ref);
og->displacement_state.push_back(shader->osl_displacement_ref);
og->bump_state.push_back(shader->osl_surface_bump_ref);
osl_globals->surface_state.push_back(shader->osl_surface_ref);
osl_globals->volume_state.push_back(shader->osl_volume_ref);
osl_globals->displacement_state.push_back(shader->osl_displacement_ref);
osl_globals->bump_state.push_back(shader->osl_surface_bump_ref);
}
#else