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

293 lines
8.8 KiB
C++

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