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workinf_Blender_Wasm/blender-5.2.0/intern/cycles/scene/osl.h
2026-08-12 04:47:48 -04:00

239 lines
7.0 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include <atomic>
#include "device/device.h"
#include "util/array.h"
#include "util/map.h"
#include "util/set.h"
#include "util/string.h"
#include "scene/shader.h"
#include "scene/shader_graph.h"
#include "scene/shader_nodes.h"
#ifdef WITH_OSL
# include <OSL/llvm_util.h>
# include <OSL/oslcomp.h>
# include <OSL/oslexec.h>
# include <OSL/oslquery.h>
#endif
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class ImageHandle;
class ImageManager;
class ImageSingle;
class OSLRenderServices;
struct OSLGlobals;
class Scene;
class ShaderGraph;
class ShaderNode;
class ShaderInput;
class ShaderOutput;
#ifdef WITH_OSL
/* OSL Shader Info
* to auto detect closures in the shader for MIS and transparent shadows */
struct OSLShaderInfo {
OSLShaderInfo() = default;
OSL::OSLQuery query;
bool has_surface_emission = false;
bool has_surface_transparent = false;
bool has_surface_bssrdf = false;
};
#endif
class OSLManager {
public:
OSLManager(Device *device);
~OSLManager();
static void free_memory();
void reset(Scene *scene);
void device_update_pre(Device *device, Scene *scene);
void device_update_post(Device *device,
Scene *scene,
Progress &progress,
const bool reload_kernels);
void device_free(Device *device, DeviceScene *dscene, Scene *scene);
#ifdef WITH_OSL
/* osl compile and query */
static bool osl_compile(const string &inputfile, const string &outputfile);
static bool osl_query(OSL::OSLQuery &query, const string &filepath);
/* shader file loading, all functions return pointer to hash string if found */
const char *shader_test_loaded(const string &hash);
const char *shader_load_bytecode(const string &hash, const string &bytecode);
const char *shader_load_filepath(string filepath);
OSLShaderInfo *shader_loaded_info(const string &hash);
void shading_system_init(const string &colorspace_interop_id);
OSL::ShadingSystem *get_shading_system(Device *sub_device);
OSL::TextureSystem *get_texture_system();
static void foreach_osl_device(Device *device,
const std::function<void(Device *, OSLGlobals *)> &callback);
#endif
void tag_update();
bool need_update() const;
private:
#ifdef WITH_OSL
void shading_system_free();
void foreach_shading_system(const std::function<void(OSL::ShadingSystem *)> &callback);
void foreach_render_services(const std::function<void(OSLRenderServices *)> &callback);
Device *device_;
map<string, OSLShaderInfo> loaded_shaders;
map<DeviceType, std::shared_ptr<OSL::ShadingSystem>> ss_map;
bool need_update_;
#endif
};
#ifdef WITH_OSL
/* Shader Manage */
class OSLShaderManager : public ShaderManager {
public:
OSLShaderManager() = default;
~OSLShaderManager() override = default;
bool use_osl() override
{
return true;
}
uint64_t get_attribute_id(ustring name) override;
uint64_t get_attribute_id(AttributeStandard std) override;
void device_update_specific(Device *device,
DeviceScene *dscene,
Scene *scene,
Progress &progress) override;
void device_free(Device *device, DeviceScene *dscene, Scene *scene) override;
/* create OSL node using OSLQuery */
static OSLNode *osl_node(ShaderGraph *graph,
Scene *scene,
const std::string &filepath,
const std::string &bytecode_hash = "",
const std::string &bytecode = "");
/* Get image handles used by OSL services on device. */
static void osl_image_handles(Device *device,
ImageManager *image_manager,
set<const ImageSingle *> &image_handles);
};
#endif
/* Graph Compiler */
class OSLCompiler {
public:
#ifdef WITH_OSL
OSLCompiler(OSL::ShadingSystem *ss, Scene *scene, Progress &progress, Device *device);
#endif
void compile(Shader *shader);
void add(ShaderNode *node, const char *name, bool isfilepath = false);
/* Add a converter between the "main" node OSL implementation and the shader node output socket.
*
* The converter uses the `converter_name` shader, and its `converter_input_parameter` is
* connected to the "main" node's `node_output_parameter`. The shader's output parameter
* `shader_output_parameter` is connected to the converter's `converter_output_parameter`. */
void add_output_converter(const ShaderNode *node,
string_view converter_name,
string_view node_output_parameter,
string_view converter_input_parameter,
string_view converter_output_parameter,
string_view shader_output_parameter);
void parameter(ShaderNode *node, const char *name);
void parameter(const char *name, const float f);
void parameter_color(const char *name, const float3 f);
void parameter_vector(const char *name, const float3 f);
void parameter_normal(const char *name, const float3 f);
void parameter_point(const char *name, const float3 f);
void parameter(const char *name, const int f);
void parameter(const char *name, const char *s);
void parameter(const char *name, ustring str);
void parameter(const char *name, const Transform &tfm);
void parameter_array(const char *name, const float f[], int arraylen);
void parameter_color_array(const char *name, const array<packed_float3> &f);
void parameter_string_array(const char *name, const array<ustring> &a);
void parameter_attribute(const char *name, ustring s);
void parameter_texture(const char *name, const ImageHandle &handle);
void parameter_texture_ies(const char *name, const int svm_slot);
ShaderType output_type()
{
return current_type;
}
bool background;
Scene *scene;
Progress *progress = nullptr;
ShaderGraph *current_graph = nullptr;
private:
#ifdef WITH_OSL
struct LayerParam {
string layer;
string param;
friend auto operator<=>(const LayerParam &lhs, const LayerParam &rhs) = default;
};
string id(const ShaderNode *node);
string_view get_shader_usage() const;
LayerParam get_output_layer_param(string_view layer, string_view param) const;
OSL::ShaderGroupRef compile_type(Shader *shader, ShaderGraph *graph, ShaderType type);
bool node_skip_input(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderInput *input);
string compatible_name(ShaderNode *node, ShaderOutput *output);
void find_dependencies(ShaderNodeSet &dependencies, ShaderInput *input);
void generate_nodes(const ShaderNodeSet &nodes);
OSLRenderServices *services;
OSL::ShadingSystem *ss;
OSL::ShaderGroupRef current_group;
map<LayerParam, LayerParam> remapped_outputs_;
#endif
Device *device;
ShaderType current_type;
Shader *current_shader;
static std::atomic<int> texture_shared_unique_id;
};
CCL_NAMESPACE_END