diff options
author | Jacques Lucke <jacques@blender.org> | 2022-08-31 13:15:57 +0300 |
---|---|---|
committer | Jacques Lucke <jacques@blender.org> | 2022-08-31 13:16:13 +0300 |
commit | 25e307d725d0b924fb0e87e4ffde84f915b74310 (patch) | |
tree | 016cf4a37ccbc2fbdf40c92cd16e96a9090bcd01 /source/blender/compositor/realtime_compositor/intern/shader_operation.cc | |
parent | 5a60535a20393a4215f7a03fe77d927bacb71438 (diff) |
Nodes: move NodeTreeRef functionality into node runtime data
The purpose of `NodeTreeRef` was to speed up various queries on a read-only
`bNodeTree`. Not that we have runtime data in nodes and sockets, we can also
store the result of some queries there. This has some benefits:
* No need for a read-only separate node tree data structure which increased
complexity.
* Makes it easier to reuse cached queries in more parts of Blender that can
benefit from it.
A downside is that we loose some type safety that we got by having different
types for input and output sockets, as well as internal and non-internal links.
This patch also refactors `DerivedNodeTree` so that it does not use
`NodeTreeRef` anymore, but uses `bNodeTree` directly instead.
To provide a convenient API (that is also close to what `NodeTreeRef` has), a
new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink`
now have C++ methods declared in `DNA_node_types.h` which are implemented in
`BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when
parsing dna header files.
No user visible changes are expected.
Differential Revision: https://developer.blender.org/D15491
Diffstat (limited to 'source/blender/compositor/realtime_compositor/intern/shader_operation.cc')
-rw-r--r-- | source/blender/compositor/realtime_compositor/intern/shader_operation.cc | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/compositor/realtime_compositor/intern/shader_operation.cc b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc index 5749d8c5f2e..8e52baf63ec 100644 --- a/source/blender/compositor/realtime_compositor/intern/shader_operation.cc +++ b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc @@ -128,7 +128,7 @@ void ShaderOperation::construct_material(void *thunk, GPUMaterial *material) { ShaderOperation *operation = static_cast<ShaderOperation *>(thunk); for (DNode node : operation->compile_unit_) { - ShaderNode *shader_node = node->typeinfo()->get_compositor_shader_node(node); + ShaderNode *shader_node = node->typeinfo->get_compositor_shader_node(node); operation->shader_nodes_.add_new(node, std::unique_ptr<ShaderNode>(shader_node)); operation->link_node_inputs(node, material); @@ -141,27 +141,27 @@ void ShaderOperation::construct_material(void *thunk, GPUMaterial *material) void ShaderOperation::link_node_inputs(DNode node, GPUMaterial *material) { - for (const InputSocketRef *input_ref : node->inputs()) { - const DInputSocket input{node.context(), input_ref}; + for (const bNodeSocket *input : node->input_sockets()) { + const DInputSocket dinput{node.context(), input}; /* Get the output linked to the input. If it is null, that means the input is unlinked. * Unlinked inputs are linked by the node compile method, so skip this here. */ - const DOutputSocket output = get_output_linked_to_input(input); - if (!output) { + const DOutputSocket doutput = get_output_linked_to_input(dinput); + if (!doutput) { continue; } /* If the origin node is part of the shader operation, then the link is internal to the GPU * material graph and is linked appropriately. */ - if (compile_unit_.contains(output.node())) { - link_node_input_internal(input, output); + if (compile_unit_.contains(doutput.node())) { + link_node_input_internal(dinput, doutput); continue; } /* Otherwise, the origin node is not part of the shader operation, then the link is external to * the GPU material graph and an input to the shader operation must be declared and linked to * the node input. */ - link_node_input_external(input, output, material); + link_node_input_external(dinput, doutput, material); } } @@ -169,10 +169,10 @@ void ShaderOperation::link_node_input_internal(DInputSocket input_socket, DOutputSocket output_socket) { ShaderNode &output_node = *shader_nodes_.lookup(output_socket.node()); - GPUNodeStack &output_stack = output_node.get_output(output_socket->identifier()); + GPUNodeStack &output_stack = output_node.get_output(output_socket->identifier); ShaderNode &input_node = *shader_nodes_.lookup(input_socket.node()); - GPUNodeStack &input_stack = input_node.get_input(input_socket->identifier()); + GPUNodeStack &input_stack = input_node.get_input(input_socket->identifier); input_stack.link = output_stack.link; } @@ -183,7 +183,7 @@ void ShaderOperation::link_node_input_external(DInputSocket input_socket, { ShaderNode &node = *shader_nodes_.lookup(input_socket.node()); - GPUNodeStack &stack = node.get_input(input_socket->identifier()); + GPUNodeStack &stack = node.get_input(input_socket->identifier); /* An input was already declared for that same output socket, so no need to declare it again. */ if (!output_to_material_attribute_map_.contains(output_socket)) { @@ -219,8 +219,8 @@ void ShaderOperation::declare_operation_input(DInputSocket input_socket, /* Declare the input descriptor for this input and prefer to declare its type to be the same as * the type of the output socket because doing type conversion in the shader is much cheaper. */ - InputDescriptor input_descriptor = input_descriptor_from_input_socket(input_socket.socket_ref()); - input_descriptor.type = get_node_socket_result_type(output_socket.socket_ref()); + InputDescriptor input_descriptor = input_descriptor_from_input_socket(input_socket.bsocket()); + input_descriptor.type = get_node_socket_result_type(output_socket.bsocket()); declare_input_descriptor(input_identifier, input_descriptor); /* Add a new GPU attribute representing an input to the GPU material. Instead of using the @@ -242,16 +242,16 @@ void ShaderOperation::declare_operation_input(DInputSocket input_socket, void ShaderOperation::populate_results_for_node(DNode node, GPUMaterial *material) { - for (const OutputSocketRef *output_ref : node->outputs()) { - const DOutputSocket output{node.context(), output_ref}; + for (const bNodeSocket *output : node->output_sockets()) { + const DOutputSocket doutput{node.context(), output}; /* If any of the nodes linked to the output are not part of the shader operation, then an * output result needs to be populated for it. */ const bool need_to_populate_result = is_output_linked_to_node_conditioned( - output, [&](DNode node) { return !compile_unit_.contains(node); }); + doutput, [&](DNode node) { return !compile_unit_.contains(node); }); if (need_to_populate_result) { - populate_operation_result(output, material); + populate_operation_result(doutput, material); } } } @@ -276,7 +276,7 @@ void ShaderOperation::populate_operation_result(DOutputSocket output_socket, GPU const unsigned int output_id = output_sockets_to_output_identifiers_map_.size(); std::string output_identifier = "output" + std::to_string(output_id); - const ResultType result_type = get_node_socket_result_type(output_socket.socket_ref()); + const ResultType result_type = get_node_socket_result_type(output_socket.bsocket()); const Result result = Result(result_type, texture_pool()); populate_result(output_identifier, result); @@ -284,7 +284,7 @@ void ShaderOperation::populate_operation_result(DOutputSocket output_socket, GPU output_sockets_to_output_identifiers_map_.add_new(output_socket, output_identifier); ShaderNode &node = *shader_nodes_.lookup(output_socket.node()); - GPUNodeLink *output_link = node.get_output(output_socket->identifier()).link; + GPUNodeLink *output_link = node.get_output(output_socket->identifier).link; /* Link the output node stack to an output storer storing in the appropriate result. The result * is identified by its index in the operation and the index is encoded as a float to be passed |