Add Chromium-only Blender WebEngine parity work
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292
blender-5.2.0/intern/cycles/scene/svm.h
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292
blender-5.2.0/intern/cycles/scene/svm.h
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#pragma once
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#include <atomic>
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#include "scene/shader.h"
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#include "scene/shader_graph.h"
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#include "util/array.h"
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#include "util/string.h"
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CCL_NAMESPACE_BEGIN
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class Device;
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class DeviceScene;
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class ImageManager;
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class Scene;
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class ShaderGraph;
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class ShaderInput;
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class ShaderNode;
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class ShaderOutput;
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struct SVMNodeClosureBsdf;
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/* Shader Manager */
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class SVMShaderManager : public ShaderManager {
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public:
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SVMShaderManager();
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~SVMShaderManager() override;
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void device_update_specific(Device *device,
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DeviceScene *dscene,
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Scene *scene,
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Progress &progress) override;
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void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
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protected:
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void device_update_shader(Scene *scene,
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Shader *shader,
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Progress &progress,
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array<int> *svm_nodes);
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};
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/* Graph Compiler */
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class SVMCompiler {
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public:
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struct Summary {
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Summary();
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/* Number of SVM nodes shader was compiled into. */
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int num_svm_nodes;
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/* Peak stack usage during shader evaluation. */
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int peak_stack_usage;
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/* Time spent on generating SVM nodes for surface shader. */
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double time_generate_surface;
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/* Time spent on generating SVM nodes for bump shader. */
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double time_generate_bump;
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/* Time spent on generating SVM nodes for volume shader. */
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double time_generate_volume;
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/* Time spent on generating SVM nodes for displacement shader. */
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double time_generate_displacement;
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/* Total time spent on all routines. */
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double time_total;
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/* A full multi-line description of the state of the compiler after compilation. */
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string full_report() const;
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};
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SVMCompiler(Scene *scene, Progress &progress);
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void compile(Shader *shader, array<int> &svm_nodes, const int index, Summary *summary = nullptr);
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/* Create input and output node parameters for struct T passed to add_node. */
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SVMInputInt input_int(const char *name);
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SVMInputFloat input_float(const char *name);
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SVMInputFloat3 input_float3(const char *name);
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SVMInputFloat3 input_float3_from_offset(SVMStackOffset offset);
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SVMStackOffset input_link(const char *name);
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SVMStackOffset output(const char *name);
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SVMStackOffset output(ShaderOutput *shader_output);
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/* Add simple SVM node without parameters. */
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void add_node(ShaderNodeType type);
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/* Add SVM node with parameters in struct T. */
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template<typename T>
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void add_node(ShaderNode *shader_node,
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const ShaderNodeType type,
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const T &node,
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const bool use_derivatives = false)
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requires(std::is_class_v<T> && sizeof(T) % sizeof(int) == 0 && alignof(T) <= sizeof(uint))
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{
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const ShaderNodeType resolved_type = node_type(shader_node, type, use_derivatives);
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current_svm_nodes.push_back_slow(resolved_type);
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const int *data = reinterpret_cast<const int *>(&node);
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svm_node_types_used[resolved_type] = true;
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for (size_t i = 0; i < sizeof(T) / sizeof(int); i++) {
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current_svm_nodes.push_back_slow(data[i]);
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}
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if (shader_node) {
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shader_node->added_to_svm = true;
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}
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}
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/* Add value node. */
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void add_value_node(ShaderNode *shader_node, const float value, const int stack_offset);
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void add_value_node(ShaderNode *shader_node, const float3 &value, const int stack_offset);
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/* Add BSDF node. */
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template<typename T> void add_bsdf_node(const SVMNodeClosureBsdf &node, const T &data)
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{
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assert(current_node->shader_node_type() == NODE_CLOSURE_BSDF);
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add_node(current_node, NODE_CLOSURE_BSDF, node);
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add_node_data(data);
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}
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/* Add extra node data following add_node. */
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template<typename T>
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void add_node_data(const T &data)
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requires(std::is_class_v<T> && sizeof(T) % sizeof(int) == 0 && alignof(T) <= sizeof(uint))
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{
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const int *ptr = reinterpret_cast<const int *>(&data);
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for (size_t i = 0; i < sizeof(T) / sizeof(int); i++) {
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current_svm_nodes.push_back_slow(ptr[i]);
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}
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}
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void add_node_data_float4(const float4 &f);
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void add_node_data_float(const float f);
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/* Low level input and output handling for some special nodes. Usually the functions
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* above should be used instead of these. */
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SVMStackOffset stack_assign(ShaderInput *input);
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SVMStackOffset stack_find_offset(const ShaderIO *io);
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void stack_clear_offset(const ShaderIO *io, const SVMStackOffset offset);
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void stack_link(ShaderInput *input, ShaderOutput *output);
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uint attribute(ustring name);
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uint attribute(AttributeStandard std);
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uint attribute_standard(ustring name);
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SVMStackOffset closure_mix_weight_offset()
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{
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return mix_weight_offset;
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}
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SVMStackOffset get_bump_state_offset()
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{
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return bump_state_offset;
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}
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ShaderType output_type()
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{
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return current_type;
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}
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Scene *scene;
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Progress &progress;
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ShaderGraph *current_graph;
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ShaderNode *current_node;
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bool background;
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protected:
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/* stack */
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struct Stack {
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Stack()
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{
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memset(users, 0, sizeof(users));
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}
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Stack(const Stack &other)
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{
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memcpy(users, other.users, sizeof(users));
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}
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Stack &operator=(const Stack &other)
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{
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memcpy(users, other.users, sizeof(users));
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return *this;
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}
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bool empty()
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{
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for (int i = 0; i < SVM_STACK_SIZE; i++) {
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if (users[i]) {
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return false;
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}
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}
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return true;
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}
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void print()
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{
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printf("stack <");
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for (int i = 0; i < SVM_STACK_SIZE; i++) {
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printf((users[i]) ? "*" : " ");
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}
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printf(">\n");
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}
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int users[SVM_STACK_SIZE];
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};
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/* Global state of the compiler accessible from the compilation routines. */
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struct CompilerState {
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explicit CompilerState(ShaderGraph *graph);
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/* ** Global state, used by various compilation steps. ** */
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/* Set of nodes which were already compiled. */
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ShaderNodeSet nodes_done;
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/* Set of closures which were already compiled. */
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ShaderNodeSet closure_done;
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/* Set of nodes used for writing AOVs. */
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ShaderNodeSet aov_nodes;
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/* ** SVM nodes generation state ** */
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/* Flag whether the node with corresponding ID was already compiled or
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* not. Array element with index i corresponds to a node with such if.
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*
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* TODO(sergey): This is actually a copy of nodes_done just in another
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* notation. We can de-duplicate this storage actually after switching
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* all areas to use this flags array.
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*/
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vector<bool> nodes_done_flag;
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/* Node features that can be compiled. */
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uint node_feature_mask;
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};
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ShaderNodeType node_type(const ShaderNode *shader_node,
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const ShaderNodeType type,
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const bool use_derivatives);
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SVMStackOffset stack_assign(ShaderOutput *output);
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SVMStackOffset stack_find_offset(const int size);
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void stack_clear_temporary(ShaderNode *node);
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int stack_size(SocketType::Type type);
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int stack_size(const ShaderIO *io);
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void stack_clear_users(ShaderNode *node, ShaderNodeSet &done);
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bool is_sole_user(const ShaderNode *node, const ShaderOutput *output, const ShaderNodeSet &done);
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void stack_zero_incomplete_derivatives(const ShaderNode *node);
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/* Stack size that will be allocated for the outputs of this node. */
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int stack_node_output_size(const ShaderNode *node);
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/* single closure */
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void find_dependencies(ShaderNodeSet &dependencies,
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const ShaderNodeSet &done,
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ShaderInput *input,
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ShaderNode *skip_node = nullptr);
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void find_aov_nodes_and_dependencies(ShaderNodeSet &aov_nodes,
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ShaderGraph *graph,
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CompilerState *state);
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void generate_node(ShaderNode *node, ShaderNodeSet &done);
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void generate_aov_node(ShaderNode *node, CompilerState *state);
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void generate_closure_node(ShaderNode *node, CompilerState *state);
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void generated_shared_closure_nodes(ShaderNode *root_node,
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ShaderNode *node,
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CompilerState *state,
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const ShaderNodeSet &shared);
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void generate_svm_nodes(const ShaderNodeSet &nodes, CompilerState *state);
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/* multi closure */
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void generate_multi_closure(ShaderNode *root_node, ShaderNode *node, CompilerState *state);
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/* compile */
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void compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
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std::atomic_int *svm_node_types_used;
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array<int> current_svm_nodes;
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ShaderType current_type;
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Shader *current_shader;
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Stack active_stack;
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int max_stack_use;
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SVMStackOffset mix_weight_offset;
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SVMStackOffset bump_state_offset;
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bool compile_failed;
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};
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CCL_NAMESPACE_END
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