Files
blender/intern/cycles/kernel/osl/osl_shader.h
Lukas Toenne 95b85a8c37 Revert "Use one context per OSL thread. Not sure if this actually works, but the simple renderer example in OSL does it this way."
This does not actually work: The context must not be shared between threads, but using the same context between different samples actually seems to prevent OSL from switching between shaders. The proper solution would be to ensure memory pooling works correctly.

This reverts commit 69f87e69258d6266dcb20f09f7e3d4021e663432.
2012-09-04 17:28:36 +00:00

91 lines
2.8 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __OSL_SHADER_H__
#define __OSL_SHADER_H__
#ifdef WITH_OSL
/* OSL Shader Engine
*
* Holds all variables to execute and use OSL shaders from the kernel. These
* are initialized externally by OSLShaderManager before rendering starts.
*
* Before/after a thread starts rendering, thread_init/thread_free must be
* called, which will store any per thread OSL state in thread local storage.
* This means no thread state must be passed along in the kernel itself.
*/
#include <OSL/oslexec.h>
#include <OSL/oslclosure.h>
#include "kernel_types.h"
#include "util_map.h"
#include "util_param.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
namespace OSL = ::OSL;
class OSLRenderServices;
class Scene;
class ShaderClosure;
class ShaderData;
class differential3;
class KernelGlobals;
class OSLShader {
public:
/* init */
static void register_closures(OSL::ShadingSystem *ss);
/* per thread data */
static void thread_init(KernelGlobals *kg);
static void thread_free(KernelGlobals *kg);
/* eval */
static void eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static float3 eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag);
static void eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag);
static void eval_displacement(KernelGlobals *kg, ShaderData *sd);
/* sample & eval */
static int bsdf_sample(const ShaderData *sd, const ShaderClosure *sc,
float randu, float randv,
float3& eval, float3& omega_in, differential3& domega_in, float& pdf);
static float3 bsdf_eval(const ShaderData *sd, const ShaderClosure *sc,
const float3& omega_in, float& pdf);
static float3 emissive_eval(const ShaderData *sd, const ShaderClosure *sc);
static float3 volume_eval_phase(const ShaderData *sd, const ShaderClosure *sc,
const float3 omega_in, const float3 omega_out);
/* release */
static void release(KernelGlobals *kg, const ShaderData *sd);
};
CCL_NAMESPACE_END
#endif
#endif /* __OSL_SHADER_H__ */