diff options
author | Jacques Lucke <jacques@blender.org> | 2021-12-21 17:18:56 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2021-12-21 17:18:56 +0300 |
commit | 7e712b2d6a0d257d272ed35622b41d06274af8df (patch) | |
tree | d33cfb610da7fa43351a282f9c9a9ba25c77d1f8 /source/blender/nodes/intern/node_util.c | |
parent | 1abf2f3c7c08051502ae0830ab5d4fa8d8d9f13a (diff) |
Nodes: refactor node tree update handling
Goals of this refactor:
* More unified approach to updating everything that needs to be updated
after a change in a node tree.
* The updates should happen in the correct order and quadratic or worse
algorithms should be avoided.
* Improve detection of changes to the output to avoid tagging the depsgraph
when it's not necessary.
* Move towards a more declarative style of defining nodes by having a
more centralized update procedure.
The refactor consists of two main parts:
* Node tree tagging and update refactor.
* Generally, when changes are done to a node tree, it is tagged dirty
until a global update function is called that updates everything in
the correct order.
* The tagging is more fine-grained compared to before, to allow for more
precise depsgraph update tagging.
* Depsgraph changes.
* The shading specific depsgraph node for node trees as been removed.
* Instead, there is a new `NTREE_OUTPUT` depsgrap node, which is only
tagged when the output of the node tree changed (e.g. the Group Output
or Material Output node).
* The copy-on-write relation from node trees to the data block they are
embedded in is now non-flushing. This avoids e.g. triggering a material
update after the shader node tree changed in unrelated ways. Instead
the material has a flushing relation to the new `NTREE_OUTPUT` node now.
* The depsgraph no longer reports data block changes through to cycles
through `Depsgraph.updates` when only the node tree changed in ways
that do not affect the output.
Avoiding unnecessary updates seems to work well for geometry nodes and cycles.
The situation is a bit worse when there are drivers on the node tree, but that
could potentially be improved separately in the future.
Avoiding updates in eevee and the compositor is more tricky, but also less urgent.
* Eevee updates are triggered by calling `DRW_notify_view_update` in
`ED_render_view3d_update` indirectly from `DEG_editors_update`.
* Compositor updates are triggered by `ED_node_composite_job` in `node_area_refresh`.
This is triggered by calling `ED_area_tag_refresh` in `node_area_listener`.
Removing updates always has the risk of breaking some dependency that no
one was aware of. It's not unlikely that this will happen here as well. Adding
back missing updates should be quite a bit easier than getting rid of
unnecessary updates though.
Differential Revision: https://developer.blender.org/D13246
Diffstat (limited to 'source/blender/nodes/intern/node_util.c')
-rw-r--r-- | source/blender/nodes/intern/node_util.c | 183 |
1 files changed, 1 insertions, 182 deletions
diff --git a/source/blender/nodes/intern/node_util.c b/source/blender/nodes/intern/node_util.c index 7620c8fa1a8..5c2d84cf605 100644 --- a/source/blender/nodes/intern/node_util.c +++ b/source/blender/nodes/intern/node_util.c @@ -35,6 +35,7 @@ #include "BKE_colortools.h" #include "BKE_node.h" +#include "BKE_node_tree_update.h" #include "RNA_access.h" #include "RNA_enum_types.h" @@ -340,188 +341,6 @@ void node_insert_link_default(bNodeTree *ntree, bNode *node, bNodeLink *link) /** \} */ /* -------------------------------------------------------------------- */ -/** \name Internal Links (mute and disconnect) - * \{ */ - -/** - * Common datatype priorities, works for compositor, shader and texture nodes alike - * defines priority of datatype connection based on output type (to): - * `< 0`: never connect these types. - * `>= 0`: priority of connection (higher values chosen first). - */ -static int node_datatype_priority(const bNodeSocketType *from, const bNodeSocketType *to) -{ - switch (to->type) { - case SOCK_RGBA: - switch (from->type) { - case SOCK_RGBA: - return 4; - case SOCK_FLOAT: - return 3; - case SOCK_INT: - return 2; - case SOCK_BOOLEAN: - return 1; - } - return -1; - case SOCK_VECTOR: - switch (from->type) { - case SOCK_VECTOR: - return 4; - case SOCK_FLOAT: - return 3; - case SOCK_INT: - return 2; - case SOCK_BOOLEAN: - return 1; - } - return -1; - case SOCK_FLOAT: - switch (from->type) { - case SOCK_FLOAT: - return 5; - case SOCK_INT: - return 4; - case SOCK_BOOLEAN: - return 3; - case SOCK_RGBA: - return 2; - case SOCK_VECTOR: - return 1; - } - return -1; - case SOCK_INT: - switch (from->type) { - case SOCK_INT: - return 5; - case SOCK_FLOAT: - return 4; - case SOCK_BOOLEAN: - return 3; - case SOCK_RGBA: - return 2; - case SOCK_VECTOR: - return 1; - } - return -1; - case SOCK_BOOLEAN: - switch (from->type) { - case SOCK_BOOLEAN: - return 5; - case SOCK_INT: - return 4; - case SOCK_FLOAT: - return 3; - case SOCK_RGBA: - return 2; - case SOCK_VECTOR: - return 1; - } - return -1; - } - - /* The rest of the socket types only allow an internal link if both the input and output socket - * have the same type. If the sockets are custom, we check the idname instead. */ - if (to->type == from->type && (to->type != SOCK_CUSTOM || STREQ(to->idname, from->idname))) { - return 1; - } - - return -1; -} - -/* select a suitable input socket for an output */ -static bNodeSocket *select_internal_link_input(bNode *node, bNodeSocket *output) -{ - if (node->type == NODE_REROUTE) { - return node->inputs.first; - } - - bNodeSocket *selected = NULL, *input; - int i; - int sel_priority = -1; - bool sel_is_linked = false; - - for (input = node->inputs.first, i = 0; input; input = input->next, i++) { - int priority = node_datatype_priority(input->typeinfo, output->typeinfo); - bool is_linked = (input->link != NULL); - bool preferred; - - if (nodeSocketIsHidden(input) || /* ignore hidden sockets */ - input->flag & - SOCK_NO_INTERNAL_LINK || /* ignore if input is not allowed for internal connections */ - priority < 0 || /* ignore incompatible types */ - priority < sel_priority) /* ignore if we already found a higher priority input */ - { - continue; - } - - /* determine if this input is preferred over the currently selected */ - preferred = (priority > sel_priority) || /* prefer higher datatype priority */ - (is_linked && !sel_is_linked); /* prefer linked over unlinked */ - - if (preferred) { - selected = input; - sel_is_linked = is_linked; - sel_priority = priority; - } - } - - return selected; -} - -void node_internal_links_create(bNodeTree *ntree, bNode *node) -{ - bNodeLink *link; - bNodeSocket *output, *input; - - /* sanity check */ - if (!ntree) { - return; - } - - /* use link pointer as a tag for handled sockets (for outputs is unused anyway) */ - for (output = node->outputs.first; output; output = output->next) { - output->link = NULL; - } - - for (link = ntree->links.first; link; link = link->next) { - if (nodeLinkIsHidden(link)) { - continue; - } - - output = link->fromsock; - if (link->fromnode != node || output->link) { - continue; - } - if (nodeSocketIsHidden(output) || output->flag & SOCK_NO_INTERNAL_LINK) { - continue; - } - output->link = link; /* not really used, just for tagging handled sockets */ - - /* look for suitable input */ - input = select_internal_link_input(node, output); - - if (input) { - bNodeLink *ilink = MEM_callocN(sizeof(bNodeLink), "internal node link"); - ilink->fromnode = node; - ilink->fromsock = input; - ilink->tonode = node; - ilink->tosock = output; - /* internal link is always valid */ - ilink->flag |= NODE_LINK_VALID; - BLI_addtail(&node->internal_links, ilink); - } - } - - /* clean up */ - for (output = node->outputs.first; output; output = output->next) { - output->link = NULL; - } -} - -/** \} */ - -/* -------------------------------------------------------------------- */ /** \name Default value RNA access * \{ */ |