Cycles: optimization to not compile shaders and load images that are not
used by any mesh/lamp/world.
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@@ -43,6 +43,7 @@ void BlenderSync::find_shader(BL::ID id, vector<uint>& used_shaders, int default
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for(size_t i = 0; i < scene->shaders.size(); i++) {
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if(scene->shaders[i] == shader) {
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used_shaders.push_back(i);
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scene->shaders[i]->tag_used(scene);
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break;
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}
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}
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@@ -99,6 +99,9 @@ void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
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device_free(device, dscene);
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/* determine which shaders are in use */
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device_update_shaders_used(scene);
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/* create shaders */
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OSLGlobals *og = (OSLGlobals*)device->osl_memory();
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@@ -530,7 +533,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
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shader->has_displacement = false;
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/* generate surface shader */
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if(graph && output->input("Surface")->link) {
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if(shader->used && graph && output->input("Surface")->link) {
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compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
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og->surface_state.push_back(ss->state());
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@@ -552,7 +555,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
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}
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/* generate volume shader */
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if(graph && output->input("Volume")->link) {
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if(shader->used && graph && output->input("Volume")->link) {
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compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
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shader->has_volume = true;
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@@ -566,7 +569,7 @@ void OSLCompiler::compile(OSLGlobals *og, Shader *shader)
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}
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/* generate displacement shader */
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if(graph && output->input("Displacement")->link) {
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if(shader->used && graph && output->input("Displacement")->link) {
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compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
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shader->has_displacement = true;
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@@ -49,6 +49,8 @@ Shader::Shader()
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has_volume = false;
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has_displacement = false;
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used = false;
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need_update = true;
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need_update_attributes = true;
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}
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@@ -98,6 +100,16 @@ void Shader::tag_update(Scene *scene)
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}
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}
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void Shader::tag_used(Scene *scene)
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{
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/* if an unused shader suddenly gets used somewhere, it needs to be
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* recompiled because it was skipped for compilation before */
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if(!used) {
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need_update = true;
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scene->shader_manager->need_update = true;
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}
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}
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/* Shader Manager */
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ShaderManager::ShaderManager()
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@@ -161,6 +173,27 @@ int ShaderManager::get_shader_id(uint shader, Mesh *mesh, bool smooth)
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return id;
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}
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void ShaderManager::device_update_shaders_used(Scene *scene)
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{
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/* figure out which shaders are in use, so SVM/OSL can skip compiling them
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* for speed and avoid loading image textures into memory */
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foreach(Shader *shader, scene->shaders)
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shader->used = false;
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scene->shaders[scene->default_surface]->used = true;
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scene->shaders[scene->default_light]->used = true;
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scene->shaders[scene->default_background]->used = true;
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scene->shaders[scene->default_holdout]->used = true;
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scene->shaders[scene->default_empty]->used = true;
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foreach(Mesh *mesh, scene->meshes)
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foreach(uint shader, mesh->used_shaders)
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scene->shaders[shader]->used = true;
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foreach(Light *light, scene->lights)
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scene->shaders[light->shader]->used = true;
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}
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void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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device_free_common(device, dscene);
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@@ -75,11 +75,15 @@ public:
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/* requested mesh attributes */
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AttributeRequestSet attributes;
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/* determined before compiling */
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bool used;
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Shader();
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~Shader();
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void set_graph(ShaderGraph *graph);
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void tag_update(Scene *scene);
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void tag_used(Scene *scene);
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};
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/* Shader Manager virtual base class
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@@ -98,6 +102,7 @@ public:
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virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
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virtual void device_free(Device *device, DeviceScene *dscene) = 0;
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void device_update_shaders_used(Scene *scene);
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void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
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void device_free_common(Device *device, DeviceScene *dscene);
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@@ -48,6 +48,9 @@ void SVMShaderManager::device_update(Device *device, DeviceScene *dscene, Scene
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/* test if we need to update */
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device_free(device, dscene);
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/* determine which shaders are in use */
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device_update_shaders_used(scene);
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/* svm_nodes */
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vector<int4> svm_nodes;
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size_t i;
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@@ -609,37 +612,39 @@ void SVMCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType ty
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output->stack_offset = SVM_STACK_INVALID;
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}
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if(clin->link) {
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bool generate = false;
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if(type == SHADER_TYPE_SURFACE) {
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/* generate surface shader */
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generate = true;
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shader->has_surface = true;
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}
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else if(type == SHADER_TYPE_VOLUME) {
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/* generate volume shader */
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generate = true;
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shader->has_volume = true;
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}
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else if(type == SHADER_TYPE_DISPLACEMENT) {
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/* generate displacement shader */
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generate = true;
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shader->has_displacement = true;
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if(shader->used) {
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if(clin->link) {
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bool generate = false;
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if(type == SHADER_TYPE_SURFACE) {
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/* generate surface shader */
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generate = true;
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shader->has_surface = true;
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}
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else if(type == SHADER_TYPE_VOLUME) {
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/* generate volume shader */
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generate = true;
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shader->has_volume = true;
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}
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else if(type == SHADER_TYPE_DISPLACEMENT) {
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/* generate displacement shader */
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generate = true;
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shader->has_displacement = true;
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}
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if(generate) {
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set<ShaderNode*> done;
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if(use_multi_closure)
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generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
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else
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generate_closure(clin->link->parent, done);
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}
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}
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if(generate) {
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set<ShaderNode*> done;
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if(use_multi_closure)
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generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
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else
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generate_closure(clin->link->parent, done);
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}
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/* compile output node */
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node->compile(*this);
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}
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/* compile output node */
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node->compile(*this);
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add_node(NODE_END, 0, 0, 0);
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}
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