Files
blender/intern/cycles/kernel/osl/osl_shader.cpp
Brecht Van Lommel b85d36d811 Code cleanup: remove shader context.
This was needed when we accessed OSL closure memory after shader evaluation,
which could get overwritten by another shader evaluation. But all closures
are immediatley converted to ShaderClosure now, so no longer needed.
2017-08-24 03:43:02 +02:00

411 lines
12 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 <OSL/oslexec.h>
#include "kernel/kernel_compat_cpu.h"
#include "kernel/kernel_montecarlo.h"
#include "kernel/kernel_types.h"
#include "kernel/split/kernel_split_data_types.h"
#include "kernel/kernel_globals.h"
#include "kernel/geom/geom_object.h"
#include "kernel/osl/osl_closures.h"
#include "kernel/osl/osl_globals.h"
#include "kernel/osl/osl_services.h"
#include "kernel/osl/osl_shader.h"
#include "util/util_foreach.h"
#include "render/attribute.h"
CCL_NAMESPACE_BEGIN
/* Threads */
void OSLShader::thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals)
{
/* no osl used? */
if(!osl_globals->use) {
kg->osl = NULL;
return;
}
/* per thread kernel data init*/
kg->osl = osl_globals;
kg->osl->services->thread_init(kernel_globals, osl_globals->ts);
OSL::ShadingSystem *ss = kg->osl->ss;
OSLThreadData *tdata = new OSLThreadData();
memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
tdata->globals.tracedata = &tdata->tracedata;
tdata->globals.flipHandedness = false;
tdata->osl_thread_info = ss->create_thread_info();
tdata->context = ss->get_context(tdata->osl_thread_info);
tdata->oiio_thread_info = osl_globals->ts->get_perthread_info();
kg->osl_ss = (OSLShadingSystem*)ss;
kg->osl_tdata = tdata;
}
void OSLShader::thread_free(KernelGlobals *kg)
{
if(!kg->osl)
return;
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
ss->release_context(tdata->context);
ss->destroy_thread_info(tdata->osl_thread_info);
delete tdata;
kg->osl = NULL;
kg->osl_ss = NULL;
kg->osl_tdata = NULL;
}
/* Globals */
static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd, PathState *state,
int path_flag, OSLThreadData *tdata)
{
OSL::ShaderGlobals *globals = &tdata->globals;
/* copy from shader data to shader globals */
globals->P = TO_VEC3(sd->P);
globals->dPdx = TO_VEC3(sd->dP.dx);
globals->dPdy = TO_VEC3(sd->dP.dy);
globals->I = TO_VEC3(sd->I);
globals->dIdx = TO_VEC3(sd->dI.dx);
globals->dIdy = TO_VEC3(sd->dI.dy);
globals->N = TO_VEC3(sd->N);
globals->Ng = TO_VEC3(sd->Ng);
globals->u = sd->u;
globals->dudx = sd->du.dx;
globals->dudy = sd->du.dy;
globals->v = sd->v;
globals->dvdx = sd->dv.dx;
globals->dvdy = sd->dv.dy;
globals->dPdu = TO_VEC3(sd->dPdu);
globals->dPdv = TO_VEC3(sd->dPdv);
globals->surfacearea = (sd->object == OBJECT_NONE) ? 1.0f : object_surface_area(kg, sd->object);
globals->time = sd->time;
/* booleans */
globals->raytype = path_flag;
globals->backfacing = (sd->flag & SD_BACKFACING);
/* shader data to be used in services callbacks */
globals->renderstate = sd;
/* hacky, we leave it to services to fetch actual object matrix */
globals->shader2common = sd;
globals->object2common = sd;
/* must be set to NULL before execute */
globals->Ci = NULL;
/* clear trace data */
tdata->tracedata.init = false;
/* used by renderservices */
sd->osl_globals = kg;
sd->osl_path_state = state;
}
/* Surface */
static void flatten_surface_closure_tree(ShaderData *sd,
int path_flag,
const OSL::ClosureColor *closure,
float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives us a closure tree, we flatten it into arrays per
* closure type, for evaluation, sampling, etc later on. */
switch(closure->id) {
case OSL::ClosureColor::MUL: {
OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
flatten_surface_closure_tree(sd, path_flag, mul->closure, TO_FLOAT3(mul->weight) * weight);
break;
}
case OSL::ClosureColor::ADD: {
OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
flatten_surface_closure_tree(sd, path_flag, add->closureA, weight);
flatten_surface_closure_tree(sd, path_flag, add->closureB, weight);
break;
}
default: {
OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();
if(prim) {
#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
weight = weight*TO_FLOAT3(comp->w);
#endif
prim->setup(sd, path_flag, weight);
}
break;
}
}
}
void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);
/* execute shader for this point */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context;
int shader = sd->shader & SHADER_MASK;
/* automatic bump shader */
if(kg->osl->bump_state[shader]) {
/* save state */
float3 P = sd->P;
float3 dPdx = sd->dP.dx;
float3 dPdy = sd->dP.dy;
/* set state as if undisplaced */
if(sd->flag & SD_HAS_DISPLACEMENT) {
float data[9];
bool found = kg->osl->services->get_attribute(sd, true, OSLRenderServices::u_empty, TypeDesc::TypeVector,
OSLRenderServices::u_geom_undisplaced, data);
(void)found;
assert(found);
memcpy(&sd->P, data, sizeof(float)*3);
memcpy(&sd->dP.dx, data+3, sizeof(float)*3);
memcpy(&sd->dP.dy, data+6, sizeof(float)*3);
object_position_transform(kg, sd, &sd->P);
object_dir_transform(kg, sd, &sd->dP.dx);
object_dir_transform(kg, sd, &sd->dP.dy);
globals->P = TO_VEC3(sd->P);
globals->dPdx = TO_VEC3(sd->dP.dx);
globals->dPdy = TO_VEC3(sd->dP.dy);
}
/* execute bump shader */
ss->execute(octx, *(kg->osl->bump_state[shader]), *globals);
/* reset state */
sd->P = P;
sd->dP.dx = dPdx;
sd->dP.dy = dPdy;
globals->P = TO_VEC3(P);
globals->dPdx = TO_VEC3(dPdx);
globals->dPdy = TO_VEC3(dPdy);
}
/* surface shader */
if(kg->osl->surface_state[shader]) {
ss->execute(octx, *(kg->osl->surface_state[shader]), *globals);
}
/* flatten closure tree */
if(globals->Ci)
flatten_surface_closure_tree(sd, path_flag, globals->Ci);
}
/* Background */
static void flatten_background_closure_tree(ShaderData *sd,
const OSL::ClosureColor *closure,
float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives us a closure tree, if we are shading for background there
* is only one supported closure type at the moment, which has no evaluation
* functions, so we just sum the weights */
switch(closure->id) {
case OSL::ClosureColor::MUL: {
OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
flatten_background_closure_tree(sd, mul->closure, weight * TO_FLOAT3(mul->weight));
break;
}
case OSL::ClosureColor::ADD: {
OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
flatten_background_closure_tree(sd, add->closureA, weight);
flatten_background_closure_tree(sd, add->closureB, weight);
break;
}
default: {
OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();
if(prim) {
#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
weight = weight*TO_FLOAT3(comp->w);
#endif
prim->setup(sd, 0, weight);
}
break;
}
}
}
void OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);
/* execute shader for this point */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context;
if(kg->osl->background_state) {
ss->execute(octx, *(kg->osl->background_state), *globals);
}
/* return background color immediately */
if(globals->Ci)
flatten_background_closure_tree(sd, globals->Ci);
}
/* Volume */
static void flatten_volume_closure_tree(ShaderData *sd,
const OSL::ClosureColor *closure,
float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives us a closure tree, we flatten it into arrays per
* closure type, for evaluation, sampling, etc later on. */
switch(closure->id) {
case OSL::ClosureColor::MUL: {
OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
break;
}
case OSL::ClosureColor::ADD: {
OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
flatten_volume_closure_tree(sd, add->closureA, weight);
flatten_volume_closure_tree(sd, add->closureB, weight);
break;
}
default: {
OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
CClosurePrimitive *prim = (CClosurePrimitive *)comp->data();
if(prim) {
#ifdef OSL_SUPPORTS_WEIGHTED_CLOSURE_COMPONENTS
weight = weight*TO_FLOAT3(comp->w);
#endif
prim->setup(sd, 0, weight);
}
}
}
}
void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, PathState *state, int path_flag)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, state, path_flag, tdata);
/* execute shader */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context;
int shader = sd->shader & SHADER_MASK;
if(kg->osl->volume_state[shader]) {
ss->execute(octx, *(kg->osl->volume_state[shader]), *globals);
}
/* flatten closure tree */
if(globals->Ci)
flatten_volume_closure_tree(sd, globals->Ci);
}
/* Displacement */
void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
PathState state = {0};
shaderdata_to_shaderglobals(kg, sd, &state, 0, tdata);
/* execute shader */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context;
int shader = sd->shader & SHADER_MASK;
if(kg->osl->displacement_state[shader]) {
ss->execute(octx, *(kg->osl->displacement_state[shader]), *globals);
}
/* get back position */
sd->P = TO_FLOAT3(globals->P);
}
/* Attributes */
int OSLShader::find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeDescriptor *desc)
{
/* for OSL, a hash map is used to lookup the attribute by name. */
int object = sd->object*ATTR_PRIM_TYPES;
#ifdef __HAIR__
if(sd->type & PRIMITIVE_ALL_CURVE) object += ATTR_PRIM_CURVE;
#endif
OSLGlobals::AttributeMap &attr_map = kg->osl->attribute_map[object];
ustring stdname(std::string("geom:") + std::string(Attribute::standard_name((AttributeStandard)id)));
OSLGlobals::AttributeMap::const_iterator it = attr_map.find(stdname);
if(it != attr_map.end()) {
const OSLGlobals::Attribute &osl_attr = it->second;
*desc = osl_attr.desc;
if(sd->prim == PRIM_NONE && (AttributeElement)osl_attr.desc.element != ATTR_ELEMENT_MESH) {
desc->offset = ATTR_STD_NOT_FOUND;
return ATTR_STD_NOT_FOUND;
}
/* return result */
if(osl_attr.desc.element == ATTR_ELEMENT_NONE) {
desc->offset = ATTR_STD_NOT_FOUND;
}
return desc->offset;
}
else {
desc->offset = ATTR_STD_NOT_FOUND;
return (int)ATTR_STD_NOT_FOUND;
}
}
CCL_NAMESPACE_END