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authorLukas Tönne <lukas.toenne@gmail.com>2014-04-15 18:06:12 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2014-04-15 18:28:10 +0400
commit09874df135888b89f51d7becaa369ebb1d1623c6 (patch)
treebccf5950d42963992adff95dbc3f00ed7db1cf16 /source/blender/compositor/intern/COM_ExecutionSystem.cpp
parent28a829893c702918afc5ac1945a06eaefa611594 (diff)
Structural cleanup and improvements for the compositor.
Many parts of the compositor are unnecessarily complicated. This patch aims at reducing the complexity of writing nodes and making the code more transparent. == Separating Nodes and Operations == Currently these are both mixed in the same graph, even though they have very different purposes and are used at distinct stages in the compositing process. The patch introduces dedicated graph classes for nodes and for operations. This removes the need for a lot of special case checks (isOperation etc.) and explicit type casts. It simplifies the code since it becomes clear at every stage what type of node we are dealing with. The compiler can use static typing to avoid common bugs from mixing up these types and fewer runtime sanity checks are needed. == Simplified Node Conversion == Converting nodes to operations was previously based on "relinking", i.e. nodes would start with by mirroring links in the Blender DNA node trees, then add operations and redirect these links to them. This was very hard to follow in many cases and required a lot of attention to avoid invalid states. Now there is a helper class called the NodeConverter, which is passed to nodes and implements a much simpler API for this process. Nodes can add operations and explicit connections as before, but defining "external" links to the inputs/outputs of the original node now uses mapping instead of directly modifying link data. Input data (node graph) and result (operations graph) are cleanly separated. == Removed Redundant Data Structures == A few redundant data structures have been removed, notably the SocketConnection. These are only needed temporarily during graph construction. For executing the compositor operations it is perfectly sufficient to store only the direct input link pointers. A common pointer indirection is avoided this way (which might also give a little performance improvement). == Avoid virtual recursive functions == Recursive virtual functions are evil. They are very hard to follow during debugging. At least in the parts this patch is concerned with these functions have been replaced by a non-virtual recursive core function (which might then call virtual non-recursive functions if needed). See for example NodeOperationBuilder::group_operations.
Diffstat (limited to 'source/blender/compositor/intern/COM_ExecutionSystem.cpp')
-rw-r--r--source/blender/compositor/intern/COM_ExecutionSystem.cpp230
1 files changed, 13 insertions, 217 deletions
diff --git a/source/blender/compositor/intern/COM_ExecutionSystem.cpp b/source/blender/compositor/intern/COM_ExecutionSystem.cpp
index 088232481d0..7c08188db90 100644
--- a/source/blender/compositor/intern/COM_ExecutionSystem.cpp
+++ b/source/blender/compositor/intern/COM_ExecutionSystem.cpp
@@ -29,15 +29,11 @@ extern "C" {
}
#include "COM_Converter.h"
+#include "COM_NodeOperationBuilder.h"
#include "COM_NodeOperation.h"
#include "COM_ExecutionGroup.h"
-#include "COM_NodeBase.h"
#include "COM_WorkScheduler.h"
#include "COM_ReadBufferOperation.h"
-#include "COM_GroupNode.h"
-#include "COM_WriteBufferOperation.h"
-#include "COM_ReadBufferOperation.h"
-#include "COM_ExecutionSystemHelper.h"
#include "COM_Debug.h"
#include "BKE_global.h"
@@ -63,14 +59,15 @@ ExecutionSystem::ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editin
this->m_context.setRendering(rendering);
this->m_context.setHasActiveOpenCLDevices(WorkScheduler::hasGPUDevices() && (editingtree->flag & NTREE_COM_OPENCL));
- ExecutionSystemHelper::addbNodeTree(*this, 0, editingtree, NODE_INSTANCE_KEY_BASE);
-
this->m_context.setRenderData(rd);
this->m_context.setViewSettings(viewSettings);
this->m_context.setDisplaySettings(displaySettings);
- this->convertToOperations();
- this->groupOperations(); /* group operations in ExecutionGroups */
+ {
+ NodeOperationBuilder builder(&m_context, editingtree);
+ builder.convertToOperations(this);
+ }
+
unsigned int index;
unsigned int resolution[2];
@@ -107,16 +104,6 @@ ExecutionSystem::ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editin
ExecutionSystem::~ExecutionSystem()
{
unsigned int index;
- for (index = 0; index < this->m_connections.size(); index++) {
- SocketConnection *connection = this->m_connections[index];
- delete connection;
- }
- this->m_connections.clear();
- for (index = 0; index < this->m_nodes.size(); index++) {
- Node *node = this->m_nodes[index];
- delete node;
- }
- this->m_nodes.clear();
for (index = 0; index < this->m_operations.size(); index++) {
NodeOperation *operation = this->m_operations[index];
delete operation;
@@ -129,14 +116,19 @@ ExecutionSystem::~ExecutionSystem()
this->m_groups.clear();
}
+void ExecutionSystem::set_operations(const Operations &operations, const Groups &groups)
+{
+ m_operations = operations;
+ m_groups = groups;
+}
+
void ExecutionSystem::execute()
{
DebugInfo::execute_started(this);
unsigned int order = 0;
for (vector<NodeOperation *>::iterator iter = this->m_operations.begin(); iter != this->m_operations.end(); ++iter) {
- NodeBase *node = *iter;
- NodeOperation *operation = (NodeOperation *) node;
+ NodeOperation *operation = *iter;
if (operation->isReadBufferOperation()) {
ReadBufferOperation *readOperation = (ReadBufferOperation *)operation;
readOperation->setOffset(order);
@@ -196,202 +188,6 @@ void ExecutionSystem::executeGroups(CompositorPriority priority)
}
}
-void ExecutionSystem::addOperation(NodeOperation *operation)
-{
- ExecutionSystemHelper::addOperation(this->m_operations, operation);
- DebugInfo::operation_added(operation);
-}
-
-void ExecutionSystem::addReadWriteBufferOperations(NodeOperation *operation)
-{
- DebugInfo::operation_read_write_buffer(operation);
-
- // for every input add write and read operation if input is not a read operation
- // only add read operation to other links when they are attached to buffered operations.
- unsigned int index;
- for (index = 0; index < operation->getNumberOfInputSockets(); index++) {
- InputSocket *inputsocket = operation->getInputSocket(index);
- if (inputsocket->isConnected()) {
- SocketConnection *connection = inputsocket->getConnection();
- NodeOperation *otherEnd = (NodeOperation *)connection->getFromNode();
- if (!otherEnd->isReadBufferOperation()) {
- // check of other end already has write operation
- OutputSocket *fromsocket = connection->getFromSocket();
- WriteBufferOperation *writeoperation = fromsocket->findAttachedWriteBufferOperation();
- if (writeoperation == NULL) {
- writeoperation = new WriteBufferOperation();
- writeoperation->setbNodeTree(this->getContext().getbNodeTree());
- this->addOperation(writeoperation);
- ExecutionSystemHelper::addLink(this->getConnections(), fromsocket, writeoperation->getInputSocket(0));
- writeoperation->readResolutionFromInputSocket();
- }
- ReadBufferOperation *readoperation = new ReadBufferOperation();
- readoperation->setMemoryProxy(writeoperation->getMemoryProxy());
- connection->setFromSocket(readoperation->getOutputSocket());
- readoperation->getOutputSocket()->addConnection(connection);
- readoperation->readResolutionFromWriteBuffer();
- this->addOperation(readoperation);
- }
- }
- }
- /*
- * link the outputsocket to a write operation
- * link the writeoperation to a read operation
- * link the read operation to the next node.
- */
- OutputSocket *outputsocket = operation->getOutputSocket();
- if (outputsocket->isConnected()) {
- WriteBufferOperation *writeOperation = NULL;
- /* try to find existing write buffer operation first */
- for (index = 0; index < outputsocket->getNumberOfConnections(); index++) {
- SocketConnection *connection = outputsocket->getConnection(index);
- NodeBase *otherEnd = connection->getToNode();
- if (otherEnd->isOperation()) {
- NodeOperation *otherEndOp = (NodeOperation *)otherEnd;
- if (otherEndOp->isWriteBufferOperation()) {
- writeOperation = (WriteBufferOperation *)otherEndOp;
- break;
- }
- }
- }
- /* if no write buffer operation exists yet, create a new one */
- if (!writeOperation) {
- writeOperation = new WriteBufferOperation();
- writeOperation->setbNodeTree(this->getContext().getbNodeTree());
- this->addOperation(writeOperation);
- ExecutionSystemHelper::addLink(this->getConnections(), outputsocket, writeOperation->getInputSocket(0));
- }
- writeOperation->readResolutionFromInputSocket();
-
- for (index = 0; index < outputsocket->getNumberOfConnections(); index++) {
- SocketConnection *connection = outputsocket->getConnection(index);
- /* skip existing connections to write buffer operation */
- if (connection->getToNode() == writeOperation)
- continue;
-
- ReadBufferOperation *readoperation = new ReadBufferOperation();
- readoperation->setMemoryProxy(writeOperation->getMemoryProxy());
- connection->setFromSocket(readoperation->getOutputSocket());
- readoperation->getOutputSocket()->addConnection(connection);
- readoperation->readResolutionFromWriteBuffer();
- this->addOperation(readoperation);
- }
- }
-}
-
-#ifndef NDEBUG
-/* if this fails, there are still connection to/from this node,
- * which have not been properly relinked to operations!
- */
-static void debug_check_node_connections(Node *node)
-{
- /* note: connected inputs are not checked here,
- * it would break quite a lot and such inputs are ignored later anyway
- */
-#if 0
- for (int i = 0; i < node->getNumberOfInputSockets(); ++i) {
- BLI_assert(!node->getInputSocket(i)->isConnected());
- }
-#endif
- for (int i = 0; i < node->getNumberOfOutputSockets(); ++i) {
- BLI_assert(!node->getOutputSocket(i)->isConnected());
- }
-}
-#else
-/* stub */
-#define debug_check_node_connections(node)
-#endif
-
-void ExecutionSystem::convertToOperations()
-{
- unsigned int index;
-
- for (index = 0; index < this->m_nodes.size(); index++) {
- Node *node = (Node *)this->m_nodes[index];
- DebugInfo::node_to_operations(node);
- node->convertToOperations(this, &this->m_context);
-
- debug_check_node_connections(node);
- }
-
- for (index = 0; index < this->m_connections.size(); index++) {
- SocketConnection *connection = this->m_connections[index];
- if (connection->isValid()) {
- if (connection->getFromSocket()->getDataType() != connection->getToSocket()->getDataType()) {
- Converter::convertDataType(connection, this);
- }
- }
- }
-
- // determine all resolutions of the operations (Width/Height)
- for (index = 0; index < this->m_operations.size(); index++) {
- NodeOperation *operation = this->m_operations[index];
- if (operation->isOutputOperation(this->m_context.isRendering()) && !operation->isPreviewOperation()) {
- unsigned int resolution[2] = {0, 0};
- unsigned int preferredResolution[2] = {0, 0};
- operation->determineResolution(resolution, preferredResolution);
- operation->setResolution(resolution);
- }
- }
- for (index = 0; index < this->m_operations.size(); index++) {
- NodeOperation *operation = this->m_operations[index];
- if (operation->isOutputOperation(this->m_context.isRendering()) && operation->isPreviewOperation()) {
- unsigned int resolution[2] = {0, 0};
- unsigned int preferredResolution[2] = {0, 0};
- operation->determineResolution(resolution, preferredResolution);
- operation->setResolution(resolution);
- }
- }
-
- // add convert resolution operations when needed.
- for (index = 0; index < this->m_connections.size(); index++) {
- SocketConnection *connection = this->m_connections[index];
- if (connection->isValid()) {
- if (connection->needsResolutionConversion()) {
- Converter::convertResolution(connection, this);
- }
- }
- }
-}
-
-void ExecutionSystem::groupOperations()
-{
- vector<NodeOperation *> outputOperations;
- NodeOperation *operation;
- unsigned int index;
- // surround complex operations with ReadBufferOperation and WriteBufferOperation
- for (index = 0; index < this->m_operations.size(); index++) {
- operation = this->m_operations[index];
- if (operation->isComplex()) {
- this->addReadWriteBufferOperations(operation);
- }
- }
- ExecutionSystemHelper::findOutputNodeOperations(&outputOperations, this->getOperations(), this->m_context.isRendering());
- for (vector<NodeOperation *>::iterator iter = outputOperations.begin(); iter != outputOperations.end(); ++iter) {
- operation = *iter;
- ExecutionGroup *group = new ExecutionGroup();
- group->addOperation(this, operation);
- group->setOutputExecutionGroup(true);
- ExecutionSystemHelper::addExecutionGroup(this->getExecutionGroups(), group);
- }
-}
-
-void ExecutionSystem::addSocketConnection(SocketConnection *connection)
-{
- this->m_connections.push_back(connection);
-}
-
-void ExecutionSystem::removeSocketConnection(SocketConnection *connection)
-{
- for (vector<SocketConnection *>::iterator it = m_connections.begin(); it != m_connections.end(); ++it) {
- if (*it == connection) {
- this->m_connections.erase(it);
- return;
- }
- }
-}
-
-
void ExecutionSystem::findOutputExecutionGroup(vector<ExecutionGroup *> *result, CompositorPriority priority) const
{
unsigned int index;