Files
blender/intern/cycles/render/osl.cpp
Lukas Stockner 70e16b3c99 Fix T47181: Blender OSL script node crash (OSL 1.6.9)
Compiling OSL scripts with errors in them would cause Blender to crash since the OSL version
bump to 1.6.9 instead of printing the error to the console as it did before.

With version 1.6.2, OSL added a pointer to an OpenImageIO ErrorHandler as an argument to the
OSLCompiler constructor. However, since it defaults to the NULL pointer, Blender still compiled
fine after the OSL version bump.
It turns out, though, that this pointer is used without further checks inside the OSL code, which
makes it crash when it tries to report an error unless a valid ErrorHandler pointer is specified.
Therefore, this commit simply passes a pointer to the static default handler that OIIO offers,
which prints the error to the console just like OSL did before.

Using this feature for a more advanced error handling and displaying from the Blender side would
be possible and seems reasonable, but for now it's not really relevant for fixing this bug.
2016-01-16 01:32:22 +01:00

963 lines
26 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.h"
#include "graph.h"
#include "light.h"
#include "osl.h"
#include "scene.h"
#include "shader.h"
#include "nodes.h"
#ifdef WITH_OSL
#include "osl_globals.h"
#include "osl_services.h"
#include "osl_shader.h"
#include "util_foreach.h"
#include "util_logging.h"
#include "util_md5.h"
#include "util_path.h"
#include "util_progress.h"
#endif
CCL_NAMESPACE_BEGIN
#ifdef WITH_OSL
/* Shared Texture and Shading System */
OSL::TextureSystem *OSLShaderManager::ts_shared = NULL;
int OSLShaderManager::ts_shared_users = 0;
thread_mutex OSLShaderManager::ts_shared_mutex;
OSL::ShadingSystem *OSLShaderManager::ss_shared = NULL;
OSLRenderServices *OSLShaderManager::services_shared = NULL;
int OSLShaderManager::ss_shared_users = 0;
thread_mutex OSLShaderManager::ss_shared_mutex;
thread_mutex OSLShaderManager::ss_mutex;
/* Shader Manager */
OSLShaderManager::OSLShaderManager()
{
texture_system_init();
shading_system_init();
}
OSLShaderManager::~OSLShaderManager()
{
shading_system_free();
texture_system_free();
}
void OSLShaderManager::reset(Scene * /*scene*/)
{
shading_system_free();
shading_system_init();
}
void OSLShaderManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
VLOG(1) << "Total " << scene->shaders.size() << " shaders.";
if(!need_update)
return;
device_free(device, dscene, scene);
/* determine which shaders are in use */
device_update_shaders_used(scene);
/* create shaders */
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
foreach(Shader *shader, scene->shaders) {
assert(shader->graph);
if(progress.get_cancel()) return;
/* we can only compile one shader at the time as the OSL ShadingSytem
* has a single state, but we put the lock here so different renders can
* compile shaders alternating */
thread_scoped_lock lock(ss_mutex);
OSLCompiler compiler((void*)this, (void*)ss, scene->image_manager);
compiler.background = (shader == scene->shaders[scene->default_background]);
compiler.compile(scene, og, shader);
if(shader->use_mis && shader->has_surface_emission)
scene->light_manager->need_update = true;
}
/* setup shader engine */
og->ss = ss;
og->ts = ts;
og->services = services;
int background_id = scene->shader_manager->get_shader_id(scene->default_background);
og->background_state = og->surface_state[background_id & SHADER_MASK];
og->use = true;
foreach(Shader *shader, scene->shaders)
shader->need_update = false;
need_update = false;
/* set texture system */
scene->image_manager->set_osl_texture_system((void*)ts);
device_update_common(device, dscene, scene, progress);
{
/* Perform greedyjit optimization.
*
* This might waste time on optimizing gorups which are never actually
* used, but this prevents OSL from allocating data on TLS at render
* time.
*
* This is much better for us because this way we aren't required to
* stop task scheduler threads to make sure all TLS is clean and don't
* have issues with TLS data free accessing freed memory if task scheduler
* is being freed after the Session is freed.
*/
thread_scoped_lock lock(ss_shared_mutex);
ss->optimize_all_groups();
}
}
void OSLShaderManager::device_free(Device *device, DeviceScene *dscene, Scene *scene)
{
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
device_free_common(device, dscene, scene);
/* clear shader engine */
og->use = false;
og->ss = NULL;
og->ts = NULL;
og->surface_state.clear();
og->volume_state.clear();
og->displacement_state.clear();
og->background_state.reset();
}
void OSLShaderManager::texture_system_init()
{
/* create texture system, shared between different renders to reduce memory usage */
thread_scoped_lock lock(ts_shared_mutex);
if(ts_shared_users == 0) {
ts_shared = TextureSystem::create(true);
ts_shared->attribute("automip", 1);
ts_shared->attribute("autotile", 64);
ts_shared->attribute("gray_to_rgb", 1);
/* effectively unlimited for now, until we support proper mipmap lookups */
ts_shared->attribute("max_memory_MB", 16384);
}
ts = ts_shared;
ts_shared_users++;
}
void OSLShaderManager::texture_system_free()
{
/* shared texture system decrease users and destroy if no longer used */
thread_scoped_lock lock(ts_shared_mutex);
ts_shared_users--;
if(ts_shared_users == 0) {
OSL::TextureSystem::destroy(ts_shared);
ts_shared = NULL;
}
ts = NULL;
}
void OSLShaderManager::shading_system_init()
{
/* create shading system, shared between different renders to reduce memory usage */
thread_scoped_lock lock(ss_shared_mutex);
if(ss_shared_users == 0) {
services_shared = new OSLRenderServices();
ss_shared = new OSL::ShadingSystem(services_shared, ts_shared, &errhandler);
ss_shared->attribute("lockgeom", 1);
ss_shared->attribute("commonspace", "world");
ss_shared->attribute("searchpath:shader", path_get("shader"));
ss_shared->attribute("greedyjit", 1);
VLOG(1) << "Using shader search path: " << path_get("shader");
/* our own ray types */
static const char *raytypes[] = {
"camera", /* PATH_RAY_CAMERA */
"reflection", /* PATH_RAY_REFLECT */
"refraction", /* PATH_RAY_TRANSMIT */
"diffuse", /* PATH_RAY_DIFFUSE */
"glossy", /* PATH_RAY_GLOSSY */
"singular", /* PATH_RAY_SINGULAR */
"transparent", /* PATH_RAY_TRANSPARENT */
"shadow", /* PATH_RAY_SHADOW_OPAQUE */
"shadow", /* PATH_RAY_SHADOW_TRANSPARENT */
"__unused__",
"__unused__",
"diffuse_ancestor", /* PATH_RAY_DIFFUSE_ANCESTOR */
"__unused__",
"__unused__",
"__unused__", /* PATH_RAY_SINGLE_PASS_DONE */
"volume_scatter", /* PATH_RAY_VOLUME_SCATTER */
};
const int nraytypes = sizeof(raytypes)/sizeof(raytypes[0]);
ss_shared->attribute("raytypes", TypeDesc(TypeDesc::STRING, nraytypes), raytypes);
OSLShader::register_closures((OSLShadingSystem*)ss_shared);
loaded_shaders.clear();
}
ss = ss_shared;
services = services_shared;
ss_shared_users++;
}
void OSLShaderManager::shading_system_free()
{
/* shared shading system decrease users and destroy if no longer used */
thread_scoped_lock lock(ss_shared_mutex);
ss_shared_users--;
if(ss_shared_users == 0) {
delete ss_shared;
ss_shared = NULL;
delete services_shared;
services_shared = NULL;
}
ss = NULL;
services = NULL;
}
bool OSLShaderManager::osl_compile(const string& inputfile, const string& outputfile)
{
#if OSL_LIBRARY_VERSION_CODE < 10602
vector<string_view> options;
#else
vector<string> options;
#endif
string stdosl_path;
string shader_path = path_get("shader");
/* specify output file name */
options.push_back("-o");
options.push_back(outputfile);
/* specify standard include path */
string include_path_arg = string("-I") + shader_path;
options.push_back(include_path_arg);
stdosl_path = path_get("shader/stdosl.h");
/* compile */
OSL::OSLCompiler *compiler = new OSL::OSLCompiler(&OSL::ErrorHandler::default_handler());
bool ok = compiler->compile(string_view(inputfile), options, string_view(stdosl_path));
delete compiler;
return ok;
}
bool OSLShaderManager::osl_query(OSL::OSLQuery& query, const string& filepath)
{
string searchpath = path_user_get("shaders");
return query.open(filepath, searchpath);
}
static string shader_filepath_hash(const string& filepath, uint64_t modified_time)
{
/* compute a hash from filepath and modified time to detect changes */
MD5Hash md5;
md5.append((const uint8_t*)filepath.c_str(), filepath.size());
md5.append((const uint8_t*)&modified_time, sizeof(modified_time));
return md5.get_hex();
}
const char *OSLShaderManager::shader_test_loaded(const string& hash)
{
map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
return (it == loaded_shaders.end())? NULL: it->first.c_str();
}
OSLShaderInfo *OSLShaderManager::shader_loaded_info(const string& hash)
{
map<string, OSLShaderInfo>::iterator it = loaded_shaders.find(hash);
return (it == loaded_shaders.end())? NULL: &it->second;
}
const char *OSLShaderManager::shader_load_filepath(string filepath)
{
size_t len = filepath.size();
string extension = filepath.substr(len - 4);
uint64_t modified_time = path_modified_time(filepath);
if(extension == ".osl") {
/* .OSL File */
string osopath = filepath.substr(0, len - 4) + ".oso";
uint64_t oso_modified_time = path_modified_time(osopath);
/* test if we have loaded the corresponding .OSO already */
if(oso_modified_time != 0) {
const char *hash = shader_test_loaded(shader_filepath_hash(osopath, oso_modified_time));
if(hash)
return hash;
}
/* autocompile .OSL to .OSO if needed */
if(oso_modified_time == 0 || (oso_modified_time < modified_time)) {
OSLShaderManager::osl_compile(filepath, osopath);
modified_time = path_modified_time(osopath);
}
else
modified_time = oso_modified_time;
filepath = osopath;
}
else {
if(extension == ".oso") {
/* .OSO File, nothing to do */
}
else if(path_dirname(filepath) == "") {
/* .OSO File in search path */
filepath = path_join(path_user_get("shaders"), filepath + ".oso");
}
else {
/* unknown file */
return NULL;
}
/* test if we have loaded this .OSO already */
const char *hash = shader_test_loaded(shader_filepath_hash(filepath, modified_time));
if(hash)
return hash;
}
/* read oso bytecode from file */
string bytecode_hash = shader_filepath_hash(filepath, modified_time);
string bytecode;
if(!path_read_text(filepath, bytecode)) {
fprintf(stderr, "Cycles shader graph: failed to read file %s\n", filepath.c_str());
OSLShaderInfo info;
loaded_shaders[bytecode_hash] = info; /* to avoid repeat tries */
return NULL;
}
return shader_load_bytecode(bytecode_hash, bytecode);
}
const char *OSLShaderManager::shader_load_bytecode(const string& hash, const string& bytecode)
{
ss->LoadMemoryCompiledShader(hash.c_str(), bytecode.c_str());
/* this is a bit weak, but works */
OSLShaderInfo info;
info.has_surface_emission = (bytecode.find("\"emission\"") != string::npos);
info.has_surface_transparent = (bytecode.find("\"transparent\"") != string::npos);
info.has_surface_bssrdf = (bytecode.find("\"bssrdf\"") != string::npos);
loaded_shaders[hash] = info;
return loaded_shaders.find(hash)->first.c_str();
}
/* Graph Compiler */
OSLCompiler::OSLCompiler(void *manager_, void *shadingsys_, ImageManager *image_manager_)
{
manager = manager_;
shadingsys = shadingsys_;
image_manager = image_manager_;
current_type = SHADER_TYPE_SURFACE;
current_shader = NULL;
background = false;
}
string OSLCompiler::id(ShaderNode *node)
{
/* assign layer unique name based on pointer address + bump mode */
stringstream stream;
stream << "node_" << node->name << "_" << node;
return stream.str();
}
string OSLCompiler::compatible_name(ShaderNode *node, ShaderInput *input)
{
string sname(input->name);
size_t i;
/* strip whitespace */
while((i = sname.find(" ")) != string::npos)
sname.replace(i, 1, "");
/* if output exists with the same name, add "In" suffix */
foreach(ShaderOutput *output, node->outputs) {
if(strcmp(input->name, output->name)==0) {
sname += "In";
break;
}
}
return sname;
}
string OSLCompiler::compatible_name(ShaderNode *node, ShaderOutput *output)
{
string sname(output->name);
size_t i;
/* strip whitespace */
while((i = sname.find(" ")) != string::npos)
sname.replace(i, 1, "");
/* if input exists with the same name, add "Out" suffix */
foreach(ShaderInput *input, node->inputs) {
if(strcmp(input->name, output->name)==0) {
sname += "Out";
break;
}
}
return sname;
}
bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
{
/* exception for output node, only one input is actually used
* depending on the current shader type */
if(!(input->usage & ShaderInput::USE_OSL))
return true;
if(node->name == ustring("output")) {
if(strcmp(input->name, "Surface") == 0 && current_type != SHADER_TYPE_SURFACE)
return true;
if(strcmp(input->name, "Volume") == 0 && current_type != SHADER_TYPE_VOLUME)
return true;
if(strcmp(input->name, "Displacement") == 0 && current_type != SHADER_TYPE_DISPLACEMENT)
return true;
if(strcmp(input->name, "Normal") == 0)
return true;
}
else if(node->name == ustring("bump")) {
if(strcmp(input->name, "Height") == 0)
return true;
}
else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
return true;
return false;
}
void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
/* load filepath */
if(isfilepath) {
name = ((OSLShaderManager*)manager)->shader_load_filepath(name);
if(name == NULL)
return;
}
/* pass in fixed parameter values */
foreach(ShaderInput *input, node->inputs) {
if(!input->link) {
/* checks to untangle graphs */
if(node_skip_input(node, input))
continue;
/* already has default value assigned */
else if(input->default_value != ShaderInput::NONE)
continue;
string param_name = compatible_name(node, input);
switch(input->type) {
case SHADER_SOCKET_COLOR:
parameter_color(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_POINT:
parameter_point(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_VECTOR:
parameter_vector(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_NORMAL:
parameter_normal(param_name.c_str(), input->value);
break;
case SHADER_SOCKET_FLOAT:
parameter(param_name.c_str(), input->value.x);
break;
case SHADER_SOCKET_INT:
parameter(param_name.c_str(), (int)input->value.x);
break;
case SHADER_SOCKET_STRING:
parameter(param_name.c_str(), input->value_string);
break;
case SHADER_SOCKET_CLOSURE:
case SHADER_SOCKET_UNDEFINED:
break;
}
}
}
/* create shader of the appropriate type. OSL only distinguishes between "surface"
* and "displacement" atm */
if(current_type == SHADER_TYPE_SURFACE)
ss->Shader("surface", name, id(node).c_str());
else if(current_type == SHADER_TYPE_VOLUME)
ss->Shader("surface", name, id(node).c_str());
else if(current_type == SHADER_TYPE_DISPLACEMENT)
ss->Shader("displacement", name, id(node).c_str());
else
assert(0);
/* link inputs to other nodes */
foreach(ShaderInput *input, node->inputs) {
if(input->link) {
if(node_skip_input(node, input))
continue;
/* connect shaders */
string id_from = id(input->link->parent);
string id_to = id(node);
string param_from = compatible_name(input->link->parent, input->link);
string param_to = compatible_name(node, input);
ss->ConnectShaders(id_from.c_str(), param_from.c_str(), id_to.c_str(), param_to.c_str());
}
}
/* test if we shader contains specific closures */
OSLShaderInfo *info = ((OSLShaderManager*)manager)->shader_loaded_info(name);
if(info && current_type == SHADER_TYPE_SURFACE) {
if(info->has_surface_emission)
current_shader->has_surface_emission = true;
if(info->has_surface_transparent)
current_shader->has_surface_transparent = true;
if(info->has_surface_bssrdf) {
current_shader->has_surface_bssrdf = true;
current_shader->has_bssrdf_bump = true; /* can't detect yet */
}
}
else if(current_type == SHADER_TYPE_VOLUME) {
if(node->has_spatial_varying())
current_shader->has_heterogeneous_volume = true;
}
if(node->has_object_dependency()) {
current_shader->has_object_dependency = true;
}
if(node->has_integrator_dependency()) {
current_shader->has_integrator_dependency = true;
}
}
void OSLCompiler::parameter(const char *name, float f)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeFloat, &f);
}
void OSLCompiler::parameter_color(const char *name, float3 f)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeColor, &f);
}
void OSLCompiler::parameter_point(const char *name, float3 f)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypePoint, &f);
}
void OSLCompiler::parameter_normal(const char *name, float3 f)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeNormal, &f);
}
void OSLCompiler::parameter_vector(const char *name, float3 f)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeVector, &f);
}
void OSLCompiler::parameter(const char *name, int f)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeInt, &f);
}
void OSLCompiler::parameter(const char *name, const char *s)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeString, &s);
}
void OSLCompiler::parameter(const char *name, ustring s)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
const char *str = s.c_str();
ss->Parameter(name, TypeDesc::TypeString, &str);
}
void OSLCompiler::parameter(const char *name, const Transform& tfm)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
ss->Parameter(name, TypeDesc::TypeMatrix, (float*)&tfm);
}
void OSLCompiler::parameter_array(const char *name, const float f[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeFloat;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_color_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeColor;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_vector_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeVector;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_normal_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeNormal;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_point_array(const char *name, const float f[][3], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypePoint;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_array(const char *name, const int f[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeInt;
type.arraylen = arraylen;
ss->Parameter(name, type, f);
}
void OSLCompiler::parameter_array(const char *name, const char * const s[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeString;
type.arraylen = arraylen;
ss->Parameter(name, type, s);
}
void OSLCompiler::parameter_array(const char *name, const Transform tfm[], int arraylen)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
TypeDesc type = TypeDesc::TypeMatrix;
type.arraylen = arraylen;
ss->Parameter(name, type, (const float *)tfm);
}
void OSLCompiler::find_dependencies(ShaderNodeSet& dependencies, ShaderInput *input)
{
ShaderNode *node = (input->link)? input->link->parent: NULL;
if(node != NULL && dependencies.find(node) == dependencies.end()) {
foreach(ShaderInput *in, node->inputs)
if(!node_skip_input(node, in))
find_dependencies(dependencies, in);
dependencies.insert(node);
}
}
void OSLCompiler::generate_nodes(const ShaderNodeSet& nodes)
{
ShaderNodeSet done;
bool nodes_done;
do {
nodes_done = true;
foreach(ShaderNode *node, nodes) {
if(done.find(node) == done.end()) {
bool inputs_done = true;
foreach(ShaderInput *input, node->inputs)
if(!node_skip_input(node, input))
if(input->link && done.find(input->link->parent) == done.end())
inputs_done = false;
if(inputs_done) {
node->compile(*this);
done.insert(node);
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;
}
}
else if(current_type == SHADER_TYPE_VOLUME) {
if(node->has_spatial_varying())
current_shader->has_heterogeneous_volume = true;
}
}
else
nodes_done = false;
}
}
} while(!nodes_done);
}
OSL::ShaderGroupRef OSLCompiler::compile_type(Shader *shader, ShaderGraph *graph, ShaderType type)
{
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)shadingsys;
current_type = type;
OSL::ShaderGroupRef group = ss->ShaderGroupBegin(shader->name.c_str());
ShaderNode *output = graph->output();
ShaderNodeSet dependencies;
if(type == SHADER_TYPE_SURFACE) {
/* generate surface shader */
find_dependencies(dependencies, output->input("Surface"));
generate_nodes(dependencies);
output->compile(*this);
}
else if(type == SHADER_TYPE_VOLUME) {
/* generate volume shader */
find_dependencies(dependencies, output->input("Volume"));
generate_nodes(dependencies);
output->compile(*this);
}
else if(type == SHADER_TYPE_DISPLACEMENT) {
/* generate displacement shader */
find_dependencies(dependencies, output->input("Displacement"));
generate_nodes(dependencies);
output->compile(*this);
}
else
assert(0);
ss->ShaderGroupEnd();
return group;
}
void OSLCompiler::compile(Scene *scene, OSLGlobals *og, Shader *shader)
{
if(shader->need_update) {
ShaderGraph *graph = shader->graph;
ShaderNode *output = (graph)? graph->output(): NULL;
/* copy graph for shader with bump mapping */
if(output->input("Surface")->link && output->input("Displacement")->link)
if(!shader->graph_bump)
shader->graph_bump = shader->graph->copy();
/* finalize */
shader->graph->finalize(scene,
false,
true,
shader->has_integrator_dependency);
if(shader->graph_bump) {
shader->graph_bump->finalize(scene,
true,
true,
shader->has_integrator_dependency);
}
current_shader = shader;
shader->has_surface = false;
shader->has_surface_emission = false;
shader->has_surface_transparent = false;
shader->has_surface_bssrdf = false;
shader->has_bssrdf_bump = false;
shader->has_volume = false;
shader->has_displacement = false;
shader->has_heterogeneous_volume = false;
shader->has_object_dependency = false;
shader->has_integrator_dependency = false;
/* generate surface shader */
if(shader->used && graph && output->input("Surface")->link) {
shader->osl_surface_ref = compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
if(shader->graph_bump)
shader->osl_surface_bump_ref = compile_type(shader, shader->graph_bump, SHADER_TYPE_SURFACE);
else
shader->osl_surface_bump_ref = shader->osl_surface_ref;
shader->has_surface = true;
}
else {
shader->osl_surface_ref = OSL::ShaderGroupRef();
shader->osl_surface_bump_ref = OSL::ShaderGroupRef();
}
/* generate volume shader */
if(shader->used && graph && output->input("Volume")->link) {
shader->osl_volume_ref = compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
shader->has_volume = true;
}
else
shader->osl_volume_ref = OSL::ShaderGroupRef();
/* generate displacement shader */
if(shader->used && graph && output->input("Displacement")->link) {
shader->osl_displacement_ref = compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
shader->has_displacement = true;
}
else
shader->osl_displacement_ref = OSL::ShaderGroupRef();
}
/* push state to array for lookup */
og->surface_state.push_back(shader->osl_surface_ref);
og->surface_state.push_back(shader->osl_surface_bump_ref);
og->volume_state.push_back(shader->osl_volume_ref);
og->volume_state.push_back(shader->osl_volume_ref);
og->displacement_state.push_back(shader->osl_displacement_ref);
og->displacement_state.push_back(shader->osl_displacement_ref);
}
#else
void OSLCompiler::add(ShaderNode * /*node*/, const char * /*name*/, bool /*isfilepath*/)
{
}
void OSLCompiler::parameter(const char * /*name*/, float /*f*/)
{
}
void OSLCompiler::parameter_color(const char * /*name*/, float3 /*f*/)
{
}
void OSLCompiler::parameter_vector(const char * /*name*/, float3 /*f*/)
{
}
void OSLCompiler::parameter_point(const char * /*name*/, float3 /*f*/)
{
}
void OSLCompiler::parameter_normal(const char * /*name*/, float3 /*f*/)
{
}
void OSLCompiler::parameter(const char * /*name*/, int /*f*/)
{
}
void OSLCompiler::parameter(const char * /*name*/, const char * /*s*/)
{
}
void OSLCompiler::parameter(const char * /*name*/, ustring /*s*/)
{
}
void OSLCompiler::parameter(const char * /*name*/, const Transform& /*tfm*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const float /*f*/[], int /*arraylen*/)
{
}
void OSLCompiler::parameter_color_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_vector_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_normal_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_point_array(const char * /*name*/, const float /*f*/[][3], int /*arraylen*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const int /*f*/[], int /*arraylen*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const char * const /*s*/[], int /*arraylen*/)
{
}
void OSLCompiler::parameter_array(const char * /*name*/, const Transform /*tfm*/[], int /*arraylen*/)
{
}
#endif /* WITH_OSL */
CCL_NAMESPACE_END