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Diffstat (limited to 'intern/cycles/render/constant_fold.cpp')
-rw-r--r--intern/cycles/render/constant_fold.cpp252
1 files changed, 246 insertions, 6 deletions
diff --git a/intern/cycles/render/constant_fold.cpp b/intern/cycles/render/constant_fold.cpp
index 1fee6b2c081..200a4c497cd 100644
--- a/intern/cycles/render/constant_fold.cpp
+++ b/intern/cycles/render/constant_fold.cpp
@@ -18,6 +18,7 @@
#include "graph.h"
#include "util_foreach.h"
+#include "util_logging.h"
CCL_NAMESPACE_BEGIN
@@ -39,6 +40,8 @@ bool ConstantFolder::all_inputs_constant() const
void ConstantFolder::make_constant(float value) const
{
+ VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value << ").";
+
foreach(ShaderInput *sock, output->links) {
sock->set(value);
}
@@ -48,6 +51,8 @@ void ConstantFolder::make_constant(float value) const
void ConstantFolder::make_constant(float3 value) const
{
+ VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
+
foreach(ShaderInput *sock, output->links) {
sock->set(value);
}
@@ -62,7 +67,7 @@ void ConstantFolder::make_constant_clamp(float value, bool clamp) const
void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
{
- if (clamp) {
+ if(clamp) {
value.x = saturate(value.x);
value.y = saturate(value.y);
value.z = saturate(value.z);
@@ -71,10 +76,25 @@ void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
make_constant(value);
}
+void ConstantFolder::make_zero() const
+{
+ if(output->type() == SocketType::FLOAT) {
+ make_constant(0.0f);
+ }
+ else if(SocketType::is_float3(output->type())) {
+ make_constant(make_float3(0.0f, 0.0f, 0.0f));
+ }
+ else {
+ assert(0);
+ }
+}
+
void ConstantFolder::bypass(ShaderOutput *new_output) const
{
assert(new_output);
+ VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket " << new_output->parent->name << "::" << new_output->name() << ".";
+
/* Remove all outgoing links from socket and connect them to new_output instead.
* The graph->relink method affects node inputs, so it's not safe to use in constant
* folding if the node has multiple outputs and will thus be folded multiple times. */
@@ -90,6 +110,9 @@ void ConstantFolder::bypass(ShaderOutput *new_output) const
void ConstantFolder::discard() const
{
assert(output->type() == SocketType::CLOSURE);
+
+ VLOG(1) << "Discarding closure " << node->name << ".";
+
graph->disconnect(output);
}
@@ -97,7 +120,7 @@ void ConstantFolder::bypass_or_discard(ShaderInput *input) const
{
assert(input->type() == SocketType::CLOSURE);
- if (input->link) {
+ if(input->link) {
bypass(input->link);
}
else {
@@ -105,11 +128,20 @@ void ConstantFolder::bypass_or_discard(ShaderInput *input) const
}
}
-bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, float3 input_value, bool clamp) const
+bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const
{
- if(!input->link) {
- make_constant_clamp(input_value, clamp);
- return true;
+ if(input->type() != output->type()) {
+ return false;
+ }
+ else if(!input->link) {
+ if(input->type() == SocketType::FLOAT) {
+ make_constant_clamp(node->get_float(input->socket_type), clamp);
+ return true;
+ }
+ else if(SocketType::is_float3(input->type())) {
+ make_constant_clamp(node->get_float3(input->socket_type), clamp);
+ return true;
+ }
}
else if(!clamp) {
bypass(input->link);
@@ -119,4 +151,212 @@ bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, float3 inpu
return false;
}
+bool ConstantFolder::is_zero(ShaderInput *input) const
+{
+ if(!input->link) {
+ if(input->type() == SocketType::FLOAT) {
+ return node->get_float(input->socket_type) == 0.0f;
+ }
+ else if(SocketType::is_float3(input->type())) {
+ return node->get_float3(input->socket_type) ==
+ make_float3(0.0f, 0.0f, 0.0f);
+ }
+ }
+
+ return false;
+}
+
+bool ConstantFolder::is_one(ShaderInput *input) const
+{
+ if(!input->link) {
+ if(input->type() == SocketType::FLOAT) {
+ return node->get_float(input->socket_type) == 1.0f;
+ }
+ else if(SocketType::is_float3(input->type())) {
+ return node->get_float3(input->socket_type) ==
+ make_float3(1.0f, 1.0f, 1.0f);
+ }
+ }
+
+ return false;
+}
+
+/* Specific nodes */
+
+void ConstantFolder::fold_mix(NodeMix type, bool clamp) const
+{
+ ShaderInput *fac_in = node->input("Fac");
+ ShaderInput *color1_in = node->input("Color1");
+ ShaderInput *color2_in = node->input("Color2");
+
+ float fac = saturate(node->get_float(fac_in->socket_type));
+ bool fac_is_zero = !fac_in->link && fac == 0.0f;
+ bool fac_is_one = !fac_in->link && fac == 1.0f;
+
+ /* remove no-op node when factor is 0.0 */
+ if(fac_is_zero) {
+ /* note that some of the modes will clamp out of bounds values even without use_clamp */
+ if(!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) {
+ if(try_bypass_or_make_constant(color1_in, clamp)) {
+ return;
+ }
+ }
+ }
+
+ switch(type) {
+ case NODE_MIX_BLEND:
+ /* remove useless mix colors nodes */
+ if(color1_in->link && color2_in->link) {
+ if(color1_in->link == color2_in->link) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ break;
+ }
+ }
+ else if(!color1_in->link && !color2_in->link) {
+ float3 color1 = node->get_float3(color1_in->socket_type);
+ float3 color2 = node->get_float3(color2_in->socket_type);
+ if(color1 == color2) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ break;
+ }
+ }
+ /* remove no-op mix color node when factor is 1.0 */
+ if(fac_is_one) {
+ try_bypass_or_make_constant(color2_in, clamp);
+ break;
+ }
+ break;
+ case NODE_MIX_ADD:
+ /* 0 + X (fac 1) == X */
+ if(is_zero(color1_in) && fac_is_one) {
+ try_bypass_or_make_constant(color2_in, clamp);
+ }
+ /* X + 0 (fac ?) == X */
+ else if(is_zero(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ break;
+ case NODE_MIX_SUB:
+ /* X - 0 (fac ?) == X */
+ if(is_zero(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ /* X - X (fac 1) == 0 */
+ else if(color1_in->link && color1_in->link == color2_in->link && fac_is_one) {
+ make_zero();
+ }
+ break;
+ case NODE_MIX_MUL:
+ /* X * 1 (fac ?) == X, 1 * X (fac 1) == X */
+ if(is_one(color1_in) && fac_is_one) {
+ try_bypass_or_make_constant(color2_in, clamp);
+ }
+ else if(is_one(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ /* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */
+ else if(is_zero(color1_in)) {
+ make_zero();
+ }
+ else if(is_zero(color2_in) && fac_is_one) {
+ make_zero();
+ }
+ break;
+ case NODE_MIX_DIV:
+ /* X / 1 (fac ?) == X */
+ if(is_one(color2_in)) {
+ try_bypass_or_make_constant(color1_in, clamp);
+ }
+ /* 0 / ? (fac ?) == 0 */
+ else if(is_zero(color1_in)) {
+ make_zero();
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void ConstantFolder::fold_math(NodeMath type, bool clamp) const
+{
+ ShaderInput *value1_in = node->input("Value1");
+ ShaderInput *value2_in = node->input("Value2");
+
+ switch(type) {
+ case NODE_MATH_ADD:
+ /* X + 0 == 0 + X == X */
+ if(is_zero(value1_in)) {
+ try_bypass_or_make_constant(value2_in, clamp);
+ }
+ else if(is_zero(value2_in)) {
+ try_bypass_or_make_constant(value1_in, clamp);
+ }
+ break;
+ case NODE_MATH_SUBTRACT:
+ /* X - 0 == X */
+ if(is_zero(value2_in)) {
+ try_bypass_or_make_constant(value1_in, clamp);
+ }
+ break;
+ case NODE_MATH_MULTIPLY:
+ /* X * 1 == 1 * X == X */
+ if(is_one(value1_in)) {
+ try_bypass_or_make_constant(value2_in, clamp);
+ }
+ else if(is_one(value2_in)) {
+ try_bypass_or_make_constant(value1_in, clamp);
+ }
+ /* X * 0 == 0 * X == 0 */
+ else if(is_zero(value1_in) || is_zero(value2_in)) {
+ make_zero();
+ }
+ break;
+ case NODE_MATH_DIVIDE:
+ /* X / 1 == X */
+ if(is_one(value2_in)) {
+ try_bypass_or_make_constant(value1_in, clamp);
+ }
+ /* 0 / X == 0 */
+ else if(is_zero(value1_in)) {
+ make_zero();
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void ConstantFolder::fold_vector_math(NodeVectorMath type) const
+{
+ ShaderInput *vector1_in = node->input("Vector1");
+ ShaderInput *vector2_in = node->input("Vector2");
+
+ switch(type) {
+ case NODE_VECTOR_MATH_ADD:
+ /* X + 0 == 0 + X == X */
+ if(is_zero(vector1_in)) {
+ try_bypass_or_make_constant(vector2_in);
+ }
+ else if(is_zero(vector2_in)) {
+ try_bypass_or_make_constant(vector1_in);
+ }
+ break;
+ case NODE_VECTOR_MATH_SUBTRACT:
+ /* X - 0 == X */
+ if(is_zero(vector2_in)) {
+ try_bypass_or_make_constant(vector1_in);
+ }
+ break;
+ case NODE_VECTOR_MATH_DOT_PRODUCT:
+ case NODE_VECTOR_MATH_CROSS_PRODUCT:
+ /* X * 0 == 0 * X == 0 */
+ if(is_zero(vector1_in) || is_zero(vector2_in)) {
+ make_zero();
+ }
+ break;
+ default:
+ break;
+ }
+}
+
CCL_NAMESPACE_END