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authorJacques Lucke <jacques@blender.org>2021-11-16 12:15:51 +0300
committerJacques Lucke <jacques@blender.org>2021-11-16 12:16:30 +0300
commitd4c868da9f97a06c3457b8eafd344a23ed704874 (patch)
treedc09e69c29ef308260f40f413067d53a2247feb7 /source/blender/nodes/shader
parent6d35972b061149fda1adce105731d338c471ba87 (diff)
Geometry Nodes: refactor virtual array system
Goals of this refactor: * Simplify creating virtual arrays. * Simplify passing virtual arrays around. * Simplify converting between typed and generic virtual arrays. * Reduce memory allocations. As a quick reminder, a virtual arrays is a data structure that behaves like an array (i.e. it can be accessed using an index). However, it may not actually be stored as array internally. The two most important implementations of virtual arrays are those that correspond to an actual plain array and those that have the same value for every index. However, many more implementations exist for various reasons (interfacing with legacy attributes, unified iterator over all points in multiple splines, ...). With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and `GVMutableArray`) can be used like "normal values". They typically live on the stack. Before, they were usually inside a `std::unique_ptr`. This makes passing them around much easier. Creation of new virtual arrays is also much simpler now due to some constructors. Memory allocations are reduced by making use of small object optimization inside the core types. Previously, `VArray` was a class with virtual methods that had to be overridden to change the behavior of a the virtual array. Now,`VArray` has a fixed size and has no virtual methods. Instead it contains a `VArrayImpl` that is similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly, unless a new virtual array implementation is added. To support the small object optimization for many `VArrayImpl` classes, a new `blender::Any` type is added. It is similar to `std::any` with two additional features. It has an adjustable inline buffer size and alignment. The inline buffer size of `std::any` can't be relied on and is usually too small for our use case here. Furthermore, `blender::Any` can store additional user-defined type information without increasing the stack size. Differential Revision: https://developer.blender.org/D12986
Diffstat (limited to 'source/blender/nodes/shader')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc16
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc30
2 files changed, 23 insertions, 23 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
index 81f9cd735eb..c290c4d2a82 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_musgrave.cc
@@ -199,28 +199,28 @@ class MusgraveFunction : public fn::MultiFunction {
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
- auto get_vector = [&](int param_index) -> const VArray<float3> & {
+ auto get_vector = [&](int param_index) -> VArray<float3> {
return params.readonly_single_input<float3>(param_index, "Vector");
};
- auto get_w = [&](int param_index) -> const VArray<float> & {
+ auto get_w = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "W");
};
- auto get_scale = [&](int param_index) -> const VArray<float> & {
+ auto get_scale = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Scale");
};
- auto get_detail = [&](int param_index) -> const VArray<float> & {
+ auto get_detail = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Detail");
};
- auto get_dimension = [&](int param_index) -> const VArray<float> & {
+ auto get_dimension = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Dimension");
};
- auto get_lacunarity = [&](int param_index) -> const VArray<float> & {
+ auto get_lacunarity = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Lacunarity");
};
- auto get_offset = [&](int param_index) -> const VArray<float> & {
+ auto get_offset = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Offset");
};
- auto get_gain = [&](int param_index) -> const VArray<float> & {
+ auto get_gain = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Gain");
};
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc
index 422268b98c3..9a483120709 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_voronoi.cc
@@ -220,22 +220,22 @@ class VoronoiMinowskiFunction : public fn::MultiFunction {
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
- auto get_vector = [&](int param_index) -> const VArray<float3> & {
+ auto get_vector = [&](int param_index) -> VArray<float3> {
return params.readonly_single_input<float3>(param_index, "Vector");
};
- auto get_w = [&](int param_index) -> const VArray<float> & {
+ auto get_w = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "W");
};
- auto get_scale = [&](int param_index) -> const VArray<float> & {
+ auto get_scale = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Scale");
};
- auto get_smoothness = [&](int param_index) -> const VArray<float> & {
+ auto get_smoothness = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Smoothness");
};
- auto get_exponent = [&](int param_index) -> const VArray<float> & {
+ auto get_exponent = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Exponent");
};
- auto get_randomness = [&](int param_index) -> const VArray<float> & {
+ auto get_randomness = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Randomness");
};
auto get_r_distance = [&](int param_index) -> MutableSpan<float> {
@@ -651,19 +651,19 @@ class VoronoiMetricFunction : public fn::MultiFunction {
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
- auto get_vector = [&](int param_index) -> const VArray<float3> & {
+ auto get_vector = [&](int param_index) -> VArray<float3> {
return params.readonly_single_input<float3>(param_index, "Vector");
};
- auto get_w = [&](int param_index) -> const VArray<float> & {
+ auto get_w = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "W");
};
- auto get_scale = [&](int param_index) -> const VArray<float> & {
+ auto get_scale = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Scale");
};
- auto get_smoothness = [&](int param_index) -> const VArray<float> & {
+ auto get_smoothness = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Smoothness");
};
- auto get_randomness = [&](int param_index) -> const VArray<float> & {
+ auto get_randomness = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Randomness");
};
auto get_r_distance = [&](int param_index) -> MutableSpan<float> {
@@ -1153,16 +1153,16 @@ class VoronoiEdgeFunction : public fn::MultiFunction {
void call(IndexMask mask, fn::MFParams params, fn::MFContext UNUSED(context)) const override
{
- auto get_vector = [&](int param_index) -> const VArray<float3> & {
+ auto get_vector = [&](int param_index) -> VArray<float3> {
return params.readonly_single_input<float3>(param_index, "Vector");
};
- auto get_w = [&](int param_index) -> const VArray<float> & {
+ auto get_w = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "W");
};
- auto get_scale = [&](int param_index) -> const VArray<float> & {
+ auto get_scale = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Scale");
};
- auto get_randomness = [&](int param_index) -> const VArray<float> & {
+ auto get_randomness = [&](int param_index) -> VArray<float> {
return params.readonly_single_input<float>(param_index, "Randomness");
};
auto get_r_distance = [&](int param_index) -> MutableSpan<float> {