
This has the advantage of being able to use information about the existing OSL closures in various places without code duplication. In addition, the setup code for all closures was moved to standalone functions to avoid usage of virtual function calls in preparation for GPU support. This patch was split from D15902. Differential Revision: https://developer.blender.org/D15917
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#ifndef __OSL_SHADER_H__
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#define __OSL_SHADER_H__
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#ifdef WITH_OSL
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/* OSL Shader Engine
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*
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* Holds all variables to execute and use OSL shaders from the kernel. These
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* are initialized externally by OSLShaderManager before rendering starts.
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*
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* Before/after a thread starts rendering, thread_init/thread_free must be
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* called, which will store any per thread OSL state in thread local storage.
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* This means no thread state must be passed along in the kernel itself.
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*/
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# include "kernel/types.h"
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CCL_NAMESPACE_BEGIN
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class Scene;
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struct ShaderClosure;
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struct ShaderData;
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struct IntegratorStateCPU;
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struct differential3;
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struct KernelGlobalsCPU;
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struct OSLGlobals;
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struct OSLShadingSystem;
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class OSLShader {
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public:
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/* per thread data */
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static void thread_init(KernelGlobalsCPU *kg, OSLGlobals *osl_globals);
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static void thread_free(KernelGlobalsCPU *kg);
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/* eval */
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static void eval_surface(const KernelGlobalsCPU *kg,
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const void *state,
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ShaderData *sd,
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uint32_t path_flag);
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static void eval_background(const KernelGlobalsCPU *kg,
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const void *state,
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ShaderData *sd,
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uint32_t path_flag);
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static void eval_volume(const KernelGlobalsCPU *kg,
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const void *state,
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ShaderData *sd,
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uint32_t path_flag);
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static void eval_displacement(const KernelGlobalsCPU *kg, const void *state, ShaderData *sd);
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};
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CCL_NAMESPACE_END
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#endif
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#endif /* __OSL_SHADER_H__ */
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