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-rw-r--r--intern/cycles/render/graph.cpp112
-rw-r--r--intern/cycles/render/graph.h24
-rw-r--r--intern/cycles/render/nodes.h255
3 files changed, 381 insertions, 10 deletions
diff --git a/intern/cycles/render/graph.cpp b/intern/cycles/render/graph.cpp
index 7bffb29c77c..f0fb0a2c4f7 100644
--- a/intern/cycles/render/graph.cpp
+++ b/intern/cycles/render/graph.cpp
@@ -51,6 +51,42 @@ bool check_node_inputs_traversed(const ShaderNode *node,
return true;
}
+bool check_node_inputs_equals(const ShaderNode *node_a,
+ const ShaderNode *node_b)
+{
+ if(node_a->inputs.size() != node_b->inputs.size()) {
+ /* Happens with BSDF closure nodes which are currently sharing the same
+ * name for all the BSDF types, making it impossible to filter out
+ * incompatible nodes.
+ */
+ return false;
+ }
+ for(int i = 0; i < node_a->inputs.size(); ++i) {
+ ShaderInput *input_a = node_a->inputs[i],
+ *input_b = node_b->inputs[i];
+ assert(strcmp(input_a->name, input_b->name) == 0);
+ if(input_a->link == NULL && input_b->link == NULL) {
+ /* Unconnected inputs are expected to have the same value. */
+ if(input_a->value != input_b->value) {
+ return false;
+ }
+ }
+ else if(input_a->link != NULL && input_b->link != NULL) {
+ /* Expect links are to come from the same exact socket. */
+ if(input_a->link != input_b->link) {
+ return false;
+ }
+ }
+ else {
+ /* One socket has a link and another has not, inputs can't be
+ * considered equal.
+ */
+ return false;
+ }
+ }
+ return true;
+}
+
} /* namespace */
/* Input and Output */
@@ -365,6 +401,7 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
}
}
}
+
/* Graph simplification */
/* ******************** */
@@ -620,7 +657,7 @@ void ShaderGraph::constant_fold()
}
}
-/* Step 3: Simplification.*/
+/* Step 3: Simplification. */
void ShaderGraph::simplify_settings(Scene *scene)
{
foreach(ShaderNode *node, nodes) {
@@ -628,6 +665,77 @@ void ShaderGraph::simplify_settings(Scene *scene)
}
}
+/* Step 4: Deduplicate nodes with same settings. */
+void ShaderGraph::deduplicate_nodes()
+{
+ /* NOTES:
+ * - Deduplication happens for nodes which has same exact settings and same
+ * exact input links configuration (either connected to same output or has
+ * the same exact default value).
+ * - Deduplication happens in the bottom-top manner, so we know for fact that
+ * all traversed nodes are either can not be deduplicated at all or were
+ * already deduplicated.
+ */
+
+ ShaderNodeSet done, scheduled;
+ queue<ShaderNode*> traverse_queue;
+
+ /* Schedule nodes which doesn't have any dependencies. */
+ foreach(ShaderNode *node, nodes) {
+ if(!check_node_inputs_has_links(node)) {
+ traverse_queue.push(node);
+ scheduled.insert(node);
+ }
+ }
+
+ while(!traverse_queue.empty()) {
+ ShaderNode *node = traverse_queue.front();
+ traverse_queue.pop();
+ done.insert(node);
+ /* Schedule the nodes which were depending on the current node. */
+ foreach(ShaderOutput *output, node->outputs) {
+ foreach(ShaderInput *input, output->links) {
+ if(scheduled.find(input->parent) != scheduled.end()) {
+ /* Node might not be optimized yet but scheduled already
+ * by other dependencies. No need to re-schedule it.
+ */
+ continue;
+ }
+ /* Schedule node if its inputs are fully done. */
+ if(check_node_inputs_traversed(input->parent, done)) {
+ traverse_queue.push(input->parent);
+ scheduled.insert(input->parent);
+ }
+ }
+ }
+ /* Try to merge this node with another one. */
+ foreach(ShaderNode *other_node, done) {
+ if(node == other_node) {
+ /* Don't merge with self. */
+ continue;
+ }
+ if(node->name != other_node->name) {
+ /* Can only de-duplicate nodes of the same type. */
+ continue;
+ }
+ if(!check_node_inputs_equals(node, other_node)) {
+ /* Node inputs are different, can't merge them, */
+ continue;
+ }
+ if(!node->equals(other_node)) {
+ /* Node settings are different. */
+ continue;
+ }
+ /* TODO(sergey): Consider making it an utility function. */
+ for(int i = 0; i < node->outputs.size(); ++i) {
+ vector<ShaderInput*> inputs = node->outputs[i]->links;
+ relink(node->inputs, inputs, other_node->outputs[i]);
+ }
+ break;
+ }
+ }
+}
+
void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack)
{
visited[node->id] = true;
@@ -671,7 +779,7 @@ void ShaderGraph::clean(Scene *scene)
simplify_settings(scene);
/* 4: De-duplication. */
- /* TODO(dingto): Implement */
+ deduplicate_nodes();
/* we do two things here: find cycles and break them, and remove unused
* nodes that don't feed into the output. how cycles are broken is
diff --git a/intern/cycles/render/graph.h b/intern/cycles/render/graph.h
index 2f852d6b889..0382cbcfa18 100644
--- a/intern/cycles/render/graph.h
+++ b/intern/cycles/render/graph.h
@@ -238,6 +238,21 @@ public:
* nodes group.
*/
virtual int get_feature() { return bump == SHADER_BUMP_NONE ? 0 : NODE_FEATURE_BUMP; }
+
+ /* Check whether settings of the node equals to another one.
+ *
+ * This is mainly used to check whether two nodes can be merged
+ * together. Meaning, runtime stuff like node id and unbound slots
+ * will be ignored for comparison.
+ *
+ * NOTE: If some node can't be de-duplicated for whatever reason it
+ * is to be handled in the subclass.
+ */
+ virtual bool equals(const ShaderNode *other)
+ {
+ return name == other->name &&
+ bump == other->bump;
+ }
};
@@ -311,13 +326,16 @@ protected:
void copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap);
void break_cycles(ShaderNode *node, vector<bool>& visited, vector<bool>& on_stack);
- void clean(Scene *scene);
- void simplify_settings(Scene *scene);
- void constant_fold();
void bump_from_displacement();
void refine_bump_nodes();
void default_inputs(bool do_osl);
void transform_multi_closure(ShaderNode *node, ShaderOutput *weight_out, bool volume);
+
+ /* Graph simplification routines. */
+ void clean(Scene *scene);
+ void constant_fold();
+ void simplify_settings(Scene *scene);
+ void deduplicate_nodes();
};
CCL_NAMESPACE_END
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index b88227a8dfd..4eddc90be3f 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -52,6 +52,20 @@ public:
enum Projection { FLAT, CUBE, TUBE, SPHERE };
Projection projection;
+
+ bool equals(const TextureMapping& other) {
+ return translation == other.translation &&
+ rotation == other.rotation &&
+ scale == other.scale &&
+ use_minmax == other.use_minmax &&
+ min == other.min &&
+ max == other.max &&
+ type == other.type &&
+ x_mapping == other.x_mapping &&
+ y_mapping == other.y_mapping &&
+ z_mapping == other.z_mapping &&
+ projection == other.projection;
+ }
};
/* Nodes */
@@ -69,12 +83,22 @@ class TextureNode : public ShaderNode {
public:
TextureNode(const char *name_) : ShaderNode(name_) {}
TextureMapping tex_mapping;
+
+ virtual bool equals(const ShaderNode *other) {
+ return ShaderNode::equals(other) &&
+ tex_mapping.equals(((const TextureNode*)other)->tex_mapping);
+ }
};
class ImageSlotTextureNode : public ImageSlotNode {
public:
ImageSlotTextureNode(const char *name_) : ImageSlotNode(name_) {}
TextureMapping tex_mapping;
+
+ virtual bool equals(const ShaderNode *other) {
+ return ShaderNode::equals(other) &&
+ tex_mapping.equals(((const ImageSlotTextureNode*)other)->tex_mapping);
+ }
};
class ImageTextureNode : public ImageSlotTextureNode {
@@ -99,6 +123,20 @@ public:
static ShaderEnum color_space_enum;
static ShaderEnum projection_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const ImageTextureNode *image_node = (const ImageTextureNode*)other;
+ return ImageSlotTextureNode::equals(other) &&
+ use_alpha == image_node->use_alpha &&
+ filename == image_node->filename &&
+ builtin_data == image_node->builtin_data &&
+ color_space == image_node->color_space &&
+ projection == image_node->projection &&
+ interpolation == image_node->interpolation &&
+ extension == image_node->extension &&
+ projection_blend == image_node->projection_blend &&
+ animated == image_node->animated;
+ }
};
class EnvironmentTextureNode : public ImageSlotTextureNode {
@@ -122,6 +160,18 @@ public:
static ShaderEnum color_space_enum;
static ShaderEnum projection_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const EnvironmentTextureNode *env_node = (const EnvironmentTextureNode*)other;
+ return ImageSlotTextureNode::equals(other) &&
+ use_alpha == env_node->use_alpha &&
+ filename == env_node->filename &&
+ builtin_data == env_node->builtin_data &&
+ color_space == env_node->color_space &&
+ projection == env_node->projection &&
+ interpolation == env_node->interpolation &&
+ animated == env_node->animated;
+ }
};
class SkyTextureNode : public TextureNode {
@@ -133,14 +183,26 @@ public:
float3 sun_direction;
float turbidity;
float ground_albedo;
-
+
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const SkyTextureNode *sky_node = (const SkyTextureNode*)other;
+ return TextureNode::equals(other) &&
+ sun_direction == sky_node->sun_direction &&
+ turbidity == sky_node->turbidity &&
+ ground_albedo == sky_node->ground_albedo &&
+ type == sky_node->type;
+ }
};
class OutputNode : public ShaderNode {
public:
SHADER_NODE_CLASS(OutputNode)
+
+ /* Don't allow output node de-duplication. */
+ virtual bool equals(const ShaderNode * /*other*/) { return false; }
};
class GradientTextureNode : public TextureNode {
@@ -151,6 +213,12 @@ public:
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const GradientTextureNode *gradient_node = (const GradientTextureNode*)other;
+ return TextureNode::equals(other) &&
+ type == gradient_node->type;
+ }
};
class NoiseTextureNode : public TextureNode {
@@ -167,6 +235,12 @@ public:
ustring coloring;
static ShaderEnum coloring_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const VoronoiTextureNode *voronoi_node = (const VoronoiTextureNode*)other;
+ return TextureNode::equals(other) &&
+ coloring == voronoi_node->coloring;
+ }
};
class MusgraveTextureNode : public TextureNode {
@@ -178,6 +252,12 @@ public:
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const MusgraveTextureNode *musgrave_node = (const MusgraveTextureNode*)other;
+ return TextureNode::equals(other) &&
+ type == musgrave_node->type;
+ }
};
class WaveTextureNode : public TextureNode {
@@ -188,6 +268,12 @@ public:
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const WaveTextureNode *wave_node = (const WaveTextureNode*)other;
+ return TextureNode::equals(other) &&
+ type == wave_node->type;
+ }
};
class MagicTextureNode : public TextureNode {
@@ -197,6 +283,12 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
int depth;
+
+ virtual bool equals(const ShaderNode *other) {
+ const MagicTextureNode *magic_node = (const MagicTextureNode*)other;
+ return TextureNode::equals(other) &&
+ depth == magic_node->depth;
+ }
};
class CheckerTextureNode : public TextureNode {
@@ -209,11 +301,20 @@ public:
class BrickTextureNode : public TextureNode {
public:
SHADER_NODE_CLASS(BrickTextureNode)
-
+
float offset, squash;
int offset_frequency, squash_frequency;
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
+
+ virtual bool equals(const ShaderNode *other) {
+ const BrickTextureNode *brick_node = (const BrickTextureNode*)other;
+ return TextureNode::equals(other) &&
+ offset == brick_node->offset &&
+ squash == brick_node->squash &&
+ offset_frequency == brick_node->offset_frequency &&
+ squash_frequency == brick_node->squash_frequency;
+ }
};
class PointDensityTextureNode : public ShaderNode {
@@ -237,6 +338,16 @@ public:
Transform tfm;
static ShaderEnum space_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const PointDensityTextureNode *point_dendity_node = (const PointDensityTextureNode*)other;
+ return ShaderNode::equals(other) &&
+ filename == point_dendity_node->filename &&
+ space == point_dendity_node->space &&
+ builtin_data == point_dendity_node->builtin_data &&
+ interpolation == point_dendity_node->interpolation &&
+ tfm == point_dendity_node->tfm;
+ }
};
class MappingNode : public ShaderNode {
@@ -245,6 +356,12 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
TextureMapping tex_mapping;
+
+ virtual bool equals(const ShaderNode *other) {
+ const MappingNode *mapping_node = (const MappingNode*)other;
+ return ShaderNode::equals(other) &&
+ tex_mapping.equals(mapping_node->tex_mapping);
+ }
};
class ConvertNode : public ShaderNode {
@@ -255,6 +372,14 @@ public:
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
ShaderSocketType from, to;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const ConvertNode *convert_node = (const ConvertNode*)other;
+ return ShaderNode::equals(other) &&
+ from == convert_node->from &&
+ to == convert_node->to;
+ }
};
class ProxyNode : public ShaderNode {
@@ -263,6 +388,15 @@ public:
SHADER_NODE_BASE_CLASS(ProxyNode)
ShaderSocketType type;
+
+ virtual bool equals(const ShaderNode * /*other*/)
+ {
+ /* Proxy nodes are created for node groups and can't be duplicated
+ * actually. So in order to make code a bit more robust in obscure cases
+ * lets explicitly forbid de-duplication of proxy nodes for now.
+ */
+ return false;
+ }
};
class BsdfNode : public ShaderNode {
@@ -275,6 +409,12 @@ public:
ClosureType closure;
bool scattering;
+
+ virtual bool equals(const ShaderNode * /*other*/)
+ {
+ /* TODO(sergey): With some care BSDF nodes can be de-duplicated. */
+ return false;
+ }
};
class AnisotropicBsdfNode : public BsdfNode {
@@ -394,6 +534,12 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
ClosureType closure;
+
+ virtual bool equals(const ShaderNode * /*other*/)
+ {
+ /* TODO(sergey): With some care Volume nodes can be de-duplicated. */
+ return false;
+ }
};
class AbsorptionVolumeNode : public VolumeNode {
@@ -432,6 +578,14 @@ public:
bool from_dupli;
bool use_transform;
Transform ob_tfm;
+
+ virtual bool equals(const ShaderNode *other) {
+ const TextureCoordinateNode *texco_node = (const TextureCoordinateNode*)other;
+ return ShaderNode::equals(other) &&
+ from_dupli == texco_node->from_dupli &&
+ use_transform == texco_node->use_transform &&
+ ob_tfm == texco_node->ob_tfm;
+ }
};
class UVMapNode : public ShaderNode {
@@ -443,6 +597,13 @@ public:
ustring attribute;
bool from_dupli;
+
+ virtual bool equals(const ShaderNode *other) {
+ const UVMapNode *uv_map_node = (const UVMapNode*)other;
+ return ShaderNode::equals(other) &&
+ attribute == uv_map_node->attribute &&
+ from_dupli == uv_map_node->from_dupli;
+ }
};
class LightPathNode : public ShaderNode {
@@ -489,6 +650,12 @@ public:
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
float value;
+
+ virtual bool equals(const ShaderNode *other) {
+ const ValueNode *value_node = (const ValueNode*)other;
+ return ShaderNode::equals(other) &&
+ value == value_node->value;
+ }
};
class ColorNode : public ShaderNode {
@@ -498,6 +665,12 @@ public:
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
float3 value;
+
+ virtual bool equals(const ShaderNode *other) {
+ const ColorNode *color_node = (const ColorNode*)other;
+ return ShaderNode::equals(other) &&
+ value == color_node->value;
+ }
};
class AddClosureNode : public ShaderNode {
@@ -532,6 +705,14 @@ public:
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const MixNode *mix_node = (const MixNode*)other;
+ return ShaderNode::equals(other) &&
+ use_clamp == mix_node->use_clamp &&
+ type == mix_node->type;
+ }
};
class CombineRGBNode : public ShaderNode {
@@ -603,6 +784,12 @@ public:
bool has_spatial_varying() { return true; }
ustring attribute;
+
+ virtual bool equals(const ShaderNode *other) {
+ const AttributeNode *color_node = (const AttributeNode*)other;
+ return ShaderNode::equals(other) &&
+ attribute == color_node->attribute;
+ }
};
class CameraNode : public ShaderNode {
@@ -630,7 +817,7 @@ public:
SHADER_NODE_CLASS(WireframeNode)
bool has_spatial_varying() { return true; }
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
-
+
bool use_pixel_size;
};
@@ -659,6 +846,14 @@ public:
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const MathNode *math_node = (const MathNode*)other;
+ return ShaderNode::equals(other) &&
+ use_clamp == math_node->use_clamp &&
+ type == math_node->type;
+ }
};
class NormalNode : public ShaderNode {
@@ -667,6 +862,13 @@ public:
virtual int get_group() { return NODE_GROUP_LEVEL_2; }
float3 direction;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const NormalNode *normal_node = (const NormalNode*)other;
+ return ShaderNode::equals(other) &&
+ direction == normal_node->direction;
+ }
};
class VectorMathNode : public ShaderNode {
@@ -677,6 +879,13 @@ public:
ustring type;
static ShaderEnum type_enum;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const MathNode *math_node = (const MathNode*)other;
+ return ShaderNode::equals(other) &&
+ type == math_node->type;
+ }
};
class VectorTransformNode : public ShaderNode {
@@ -688,9 +897,17 @@ public:
ustring type;
ustring convert_from;
ustring convert_to;
-
+
static ShaderEnum type_enum;
static ShaderEnum convert_space_enum;
+
+ virtual bool equals(const ShaderNode *other) {
+ const VectorTransformNode *vector_transform_node = (const VectorTransformNode*)other;
+ return ShaderNode::equals(other) &&
+ type == vector_transform_node->type &&
+ convert_from == vector_transform_node->convert_from &&
+ convert_to == vector_transform_node->convert_to;
+ }
};
class BumpNode : public ShaderNode {
@@ -702,6 +919,12 @@ public:
}
bool invert;
+
+ virtual bool equals(const ShaderNode *other) {
+ const BumpNode *bump_node = (const BumpNode*)other;
+ return ShaderNode::equals(other) &&
+ invert == bump_node->invert;
+ }
};
class RGBCurvesNode : public ShaderNode {
@@ -709,6 +932,7 @@ public:
SHADER_NODE_CLASS(RGBCurvesNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
+ virtual bool equals(const ShaderNode * /*other*/) { return false; }
float4 curves[RAMP_TABLE_SIZE];
float min_x, max_x;
@@ -719,6 +943,7 @@ public:
SHADER_NODE_CLASS(VectorCurvesNode)
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
+ virtual bool equals(const ShaderNode * /*other*/) { return false; }
float4 curves[RAMP_TABLE_SIZE];
};
@@ -729,6 +954,7 @@ public:
float4 ramp[RAMP_TABLE_SIZE];
bool interpolate;
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
+ virtual bool equals(const ShaderNode * /*other*/) { return false; }
};
class SetNormalNode : public ShaderNode {
@@ -745,11 +971,13 @@ public:
string filepath;
string bytecode_hash;
-
+
/* ShaderInput/ShaderOutput only stores a shallow string copy (const char *)!
* The actual socket names have to be stored externally to avoid memory errors. */
vector<ustring> input_names;
vector<ustring> output_names;
+
+ virtual bool equals(const ShaderNode * /*other*/) { return false; }
};
class NormalMapNode : public ShaderNode {
@@ -763,6 +991,14 @@ public:
static ShaderEnum space_enum;
ustring attribute;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const NormalMapNode *normal_map_node = (const NormalMapNode*)other;
+ return ShaderNode::equals(other) &&
+ space == normal_map_node->space &&
+ attribute == normal_map_node->attribute;
+ }
};
class TangentNode : public ShaderNode {
@@ -779,6 +1015,15 @@ public:
static ShaderEnum axis_enum;
ustring attribute;
+
+ virtual bool equals(const ShaderNode *other)
+ {
+ const TangentNode *tangent_node = (const TangentNode*)other;
+ return ShaderNode::equals(other) &&
+ direction_type == tangent_node->direction_type &&
+ axis == tangent_node->axis &&
+ attribute == tangent_node->attribute;
+ }
};
CCL_NAMESPACE_END