diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:36:39 +0300 |
commit | d7d40745fa09061a3117bd3669c5a46bbf611eae (patch) | |
tree | 8dbaca086ecbb09aad62c25e9ece66332fe79af3 /intern/cycles/scene/constant_fold.cpp | |
parent | b698fe1e047e56e8ed67ba47464c0017d9c50eea (diff) |
Cycles: changes to source code folders structure
* Split render/ into scene/ and session/. The scene/ folder now contains the
scene and its nodes. The session/ folder contains the render session and
associated data structures like drivers and render buffers.
* Move top level kernel headers into new folders kernel/camera/, kernel/film/,
kernel/light/, kernel/sample/, kernel/util/
* Move integrator related kernel headers into kernel/integrator/
* Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/scene/constant_fold.cpp')
-rw-r--r-- | intern/cycles/scene/constant_fold.cpp | 451 |
1 files changed, 451 insertions, 0 deletions
diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp new file mode 100644 index 00000000000..b2a17198c93 --- /dev/null +++ b/intern/cycles/scene/constant_fold.cpp @@ -0,0 +1,451 @@ +/* + * 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 "scene/constant_fold.h" +#include "scene/shader_graph.h" + +#include "util/util_foreach.h" +#include "util/util_logging.h" + +CCL_NAMESPACE_BEGIN + +ConstantFolder::ConstantFolder(ShaderGraph *graph, + ShaderNode *node, + ShaderOutput *output, + Scene *scene) + : graph(graph), node(node), output(output), scene(scene) +{ +} + +bool ConstantFolder::all_inputs_constant() const +{ + foreach (ShaderInput *input, node->inputs) { + if (input->link) { + return false; + } + } + + return true; +} + +void ConstantFolder::make_constant(float value) const +{ + VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value + << ")."; + + foreach (ShaderInput *sock, output->links) { + sock->set(value); + sock->constant_folded_in = true; + } + + graph->disconnect(output); +} + +void ConstantFolder::make_constant(float3 value) const +{ + VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << "."; + + foreach (ShaderInput *sock, output->links) { + sock->set(value); + sock->constant_folded_in = true; + } + + graph->disconnect(output); +} + +void ConstantFolder::make_constant_clamp(float value, bool clamp) const +{ + make_constant(clamp ? saturate(value) : value); +} + +void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const +{ + if (clamp) { + value.x = saturate(value.x); + value.y = saturate(value.y); + value.z = saturate(value.z); + } + + make_constant(value); +} + +void ConstantFolder::make_zero() const +{ + if (output->type() == SocketType::FLOAT) { + make_constant(0.0f); + } + else if (SocketType::is_float3(output->type())) { + make_constant(zero_float3()); + } + else { + assert(0); + } +} + +void ConstantFolder::make_one() const +{ + if (output->type() == SocketType::FLOAT) { + make_constant(1.0f); + } + else if (SocketType::is_float3(output->type())) { + make_constant(one_float3()); + } + else { + assert(0); + } +} + +void ConstantFolder::bypass(ShaderOutput *new_output) const +{ + assert(new_output); + + VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket " + << new_output->parent->name << "::" << new_output->name() << "."; + + /* Remove all outgoing links from socket and connect them to new_output instead. + * The graph->relink method affects node inputs, so it's not safe to use in constant + * folding if the node has multiple outputs and will thus be folded multiple times. */ + vector<ShaderInput *> outputs = output->links; + + graph->disconnect(output); + + foreach (ShaderInput *sock, outputs) { + graph->connect(new_output, sock); + } +} + +void ConstantFolder::discard() const +{ + assert(output->type() == SocketType::CLOSURE); + + VLOG(1) << "Discarding closure " << node->name << "."; + + graph->disconnect(output); +} + +void ConstantFolder::bypass_or_discard(ShaderInput *input) const +{ + assert(input->type() == SocketType::CLOSURE); + + if (input->link) { + bypass(input->link); + } + else { + discard(); + } +} + +bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const +{ + if (input->type() != output->type()) { + return false; + } + else if (!input->link) { + if (input->type() == SocketType::FLOAT) { + make_constant_clamp(node->get_float(input->socket_type), clamp); + return true; + } + else if (SocketType::is_float3(input->type())) { + make_constant_clamp(node->get_float3(input->socket_type), clamp); + return true; + } + } + else if (!clamp) { + bypass(input->link); + return true; + } + else { + /* disconnect other inputs if we can't fully bypass due to clamp */ + foreach (ShaderInput *other, node->inputs) { + if (other != input && other->link) { + graph->disconnect(other); + } + } + } + + return false; +} + +bool ConstantFolder::is_zero(ShaderInput *input) const +{ + if (!input->link) { + if (input->type() == SocketType::FLOAT) { + return node->get_float(input->socket_type) == 0.0f; + } + else if (SocketType::is_float3(input->type())) { + return node->get_float3(input->socket_type) == zero_float3(); + } + } + + return false; +} + +bool ConstantFolder::is_one(ShaderInput *input) const +{ + if (!input->link) { + if (input->type() == SocketType::FLOAT) { + return node->get_float(input->socket_type) == 1.0f; + } + else if (SocketType::is_float3(input->type())) { + return node->get_float3(input->socket_type) == one_float3(); + } + } + + return false; +} + +/* Specific nodes */ + +void ConstantFolder::fold_mix(NodeMix type, bool clamp) const +{ + ShaderInput *fac_in = node->input("Fac"); + ShaderInput *color1_in = node->input("Color1"); + ShaderInput *color2_in = node->input("Color2"); + + float fac = saturate(node->get_float(fac_in->socket_type)); + bool fac_is_zero = !fac_in->link && fac == 0.0f; + bool fac_is_one = !fac_in->link && fac == 1.0f; + + /* remove no-op node when factor is 0.0 */ + if (fac_is_zero) { + /* note that some of the modes will clamp out of bounds values even without use_clamp */ + if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) { + if (try_bypass_or_make_constant(color1_in, clamp)) { + return; + } + } + } + + switch (type) { + case NODE_MIX_BLEND: + /* remove useless mix colors nodes */ + if (color1_in->link && color2_in->link) { + if (color1_in->link == color2_in->link) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + else if (!color1_in->link && !color2_in->link) { + float3 color1 = node->get_float3(color1_in->socket_type); + float3 color2 = node->get_float3(color2_in->socket_type); + if (color1 == color2) { + try_bypass_or_make_constant(color1_in, clamp); + break; + } + } + /* remove no-op mix color node when factor is 1.0 */ + if (fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + break; + } + break; + case NODE_MIX_ADD: + /* 0 + X (fac 1) == X */ + if (is_zero(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + /* X + 0 (fac ?) == X */ + else if (is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + break; + case NODE_MIX_SUB: + /* X - 0 (fac ?) == X */ + if (is_zero(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* X - X (fac 1) == 0 */ + else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_MUL: + /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */ + if (is_one(color1_in) && fac_is_one) { + try_bypass_or_make_constant(color2_in, clamp); + } + else if (is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */ + else if (is_zero(color1_in)) { + make_zero(); + } + else if (is_zero(color2_in) && fac_is_one) { + make_zero(); + } + break; + case NODE_MIX_DIV: + /* X / 1 (fac ?) == X */ + if (is_one(color2_in)) { + try_bypass_or_make_constant(color1_in, clamp); + } + /* 0 / ? (fac ?) == 0 */ + else if (is_zero(color1_in)) { + make_zero(); + } + break; + default: + break; + } +} + +void ConstantFolder::fold_math(NodeMathType type) const +{ + ShaderInput *value1_in = node->input("Value1"); + ShaderInput *value2_in = node->input("Value2"); + + switch (type) { + case NODE_MATH_ADD: + /* X + 0 == 0 + X == X */ + if (is_zero(value1_in)) { + try_bypass_or_make_constant(value2_in); + } + else if (is_zero(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + break; + case NODE_MATH_SUBTRACT: + /* X - 0 == X */ + if (is_zero(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + break; + case NODE_MATH_MULTIPLY: + /* X * 1 == 1 * X == X */ + if (is_one(value1_in)) { + try_bypass_or_make_constant(value2_in); + } + else if (is_one(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + /* X * 0 == 0 * X == 0 */ + else if (is_zero(value1_in) || is_zero(value2_in)) { + make_zero(); + } + break; + case NODE_MATH_DIVIDE: + /* X / 1 == X */ + if (is_one(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + /* 0 / X == 0 */ + else if (is_zero(value1_in)) { + make_zero(); + } + break; + case NODE_MATH_POWER: + /* 1 ^ X == X ^ 0 == 1 */ + if (is_one(value1_in) || is_zero(value2_in)) { + make_one(); + } + /* X ^ 1 == X */ + else if (is_one(value2_in)) { + try_bypass_or_make_constant(value1_in); + } + default: + break; + } +} + +void ConstantFolder::fold_vector_math(NodeVectorMathType type) const +{ + ShaderInput *vector1_in = node->input("Vector1"); + ShaderInput *vector2_in = node->input("Vector2"); + ShaderInput *scale_in = node->input("Scale"); + + switch (type) { + case NODE_VECTOR_MATH_ADD: + /* X + 0 == 0 + X == X */ + if (is_zero(vector1_in)) { + try_bypass_or_make_constant(vector2_in); + } + else if (is_zero(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_SUBTRACT: + /* X - 0 == X */ + if (is_zero(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_MULTIPLY: + /* X * 0 == 0 * X == 0 */ + if (is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } /* X * 1 == 1 * X == X */ + else if (is_one(vector1_in)) { + try_bypass_or_make_constant(vector2_in); + } + else if (is_one(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_DIVIDE: + /* X / 0 == 0 / X == 0 */ + if (is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } /* X / 1 == X */ + else if (is_one(vector2_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + case NODE_VECTOR_MATH_DOT_PRODUCT: + case NODE_VECTOR_MATH_CROSS_PRODUCT: + /* X * 0 == 0 * X == 0 */ + if (is_zero(vector1_in) || is_zero(vector2_in)) { + make_zero(); + } + break; + case NODE_VECTOR_MATH_LENGTH: + case NODE_VECTOR_MATH_ABSOLUTE: + if (is_zero(vector1_in)) { + make_zero(); + } + break; + case NODE_VECTOR_MATH_SCALE: + /* X * 0 == 0 * X == 0 */ + if (is_zero(vector1_in) || is_zero(scale_in)) { + make_zero(); + } /* X * 1 == X */ + else if (is_one(scale_in)) { + try_bypass_or_make_constant(vector1_in); + } + break; + default: + break; + } +} + +void ConstantFolder::fold_mapping(NodeMappingType type) const +{ + ShaderInput *vector_in = node->input("Vector"); + ShaderInput *location_in = node->input("Location"); + ShaderInput *rotation_in = node->input("Rotation"); + ShaderInput *scale_in = node->input("Scale"); + + if (is_zero(scale_in)) { + make_zero(); + } + else if ((is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR || + type == NODE_MAPPING_TYPE_NORMAL) && + is_zero(rotation_in) && is_one(scale_in)) { + try_bypass_or_make_constant(vector_in); + } +} + +CCL_NAMESPACE_END |