used by any mesh/lamp/world.
for(size_t i = 0; i < scene->shaders.size(); i++) {
if(scene->shaders[i] == shader) {
used_shaders.push_back(i);
+ scene->shaders[i]->tag_used(scene);
break;
}
}
device_free(device, dscene);
+ /* determine which shaders are in use */
+ device_update_shaders_used(scene);
+
/* create shaders */
OSLGlobals *og = (OSLGlobals*)device->osl_memory();
shader->has_displacement = false;
/* generate surface shader */
- if(graph && output->input("Surface")->link) {
+ if(shader->used && graph && output->input("Surface")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_SURFACE);
og->surface_state.push_back(ss->state());
}
/* generate volume shader */
- if(graph && output->input("Volume")->link) {
+ if(shader->used && graph && output->input("Volume")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_VOLUME);
shader->has_volume = true;
}
/* generate displacement shader */
- if(graph && output->input("Displacement")->link) {
+ if(shader->used && graph && output->input("Displacement")->link) {
compile_type(shader, shader->graph, SHADER_TYPE_DISPLACEMENT);
shader->has_displacement = true;
has_volume = false;
has_displacement = false;
+ used = false;
+
need_update = true;
need_update_attributes = true;
}
}
}
+void Shader::tag_used(Scene *scene)
+{
+ /* if an unused shader suddenly gets used somewhere, it needs to be
+ * recompiled because it was skipped for compilation before */
+ if(!used) {
+ need_update = true;
+ scene->shader_manager->need_update = true;
+ }
+}
+
/* Shader Manager */
ShaderManager::ShaderManager()
return id;
}
+void ShaderManager::device_update_shaders_used(Scene *scene)
+{
+ /* figure out which shaders are in use, so SVM/OSL can skip compiling them
+ * for speed and avoid loading image textures into memory */
+ foreach(Shader *shader, scene->shaders)
+ shader->used = false;
+
+ scene->shaders[scene->default_surface]->used = true;
+ scene->shaders[scene->default_light]->used = true;
+ scene->shaders[scene->default_background]->used = true;
+ scene->shaders[scene->default_holdout]->used = true;
+ scene->shaders[scene->default_empty]->used = true;
+
+ foreach(Mesh *mesh, scene->meshes)
+ foreach(uint shader, mesh->used_shaders)
+ scene->shaders[shader]->used = true;
+
+ foreach(Light *light, scene->lights)
+ scene->shaders[light->shader]->used = true;
+}
+
void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
{
device_free_common(device, dscene);
/* requested mesh attributes */
AttributeRequestSet attributes;
+ /* determined before compiling */
+ bool used;
+
Shader();
~Shader();
void set_graph(ShaderGraph *graph);
void tag_update(Scene *scene);
+ void tag_used(Scene *scene);
};
/* Shader Manager virtual base class
virtual void device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress) = 0;
virtual void device_free(Device *device, DeviceScene *dscene) = 0;
+ void device_update_shaders_used(Scene *scene);
void device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress);
void device_free_common(Device *device, DeviceScene *dscene);
/* test if we need to update */
device_free(device, dscene);
+ /* determine which shaders are in use */
+ device_update_shaders_used(scene);
+
/* svm_nodes */
vector<int4> svm_nodes;
size_t i;
output->stack_offset = SVM_STACK_INVALID;
}
- if(clin->link) {
- bool generate = false;
- if(type == SHADER_TYPE_SURFACE) {
- /* generate surface shader */
- generate = true;
- shader->has_surface = true;
- }
- else if(type == SHADER_TYPE_VOLUME) {
- /* generate volume shader */
- generate = true;
- shader->has_volume = true;
- }
- else if(type == SHADER_TYPE_DISPLACEMENT) {
- /* generate displacement shader */
- generate = true;
- shader->has_displacement = true;
- }
+ if(shader->used) {
+ if(clin->link) {
+ bool generate = false;
+ if(type == SHADER_TYPE_SURFACE) {
+ /* generate surface shader */
+ generate = true;
+ shader->has_surface = true;
+ }
+ else if(type == SHADER_TYPE_VOLUME) {
+ /* generate volume shader */
+ generate = true;
+ shader->has_volume = true;
+ }
+ else if(type == SHADER_TYPE_DISPLACEMENT) {
+ /* generate displacement shader */
+ generate = true;
+ shader->has_displacement = true;
+ }
- if(generate) {
- set<ShaderNode*> done;
+ if(generate) {
+ set<ShaderNode*> done;
- if(use_multi_closure)
- generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
- else
- generate_closure(clin->link->parent, done);
+ if(use_multi_closure)
+ generate_multi_closure(clin->link->parent, done, SVM_STACK_INVALID);
+ else
+ generate_closure(clin->link->parent, done);
+ }
}
- }
- /* compile output node */
- node->compile(*this);
+ /* compile output node */
+ node->compile(*this);
+ }
add_node(NODE_END, 0, 0, 0);
}