diff options
Diffstat (limited to 'intern/cycles/render/constant_fold.cpp')
-rw-r--r-- | intern/cycles/render/constant_fold.cpp | 451 |
1 files changed, 0 insertions, 451 deletions
diff --git a/intern/cycles/render/constant_fold.cpp b/intern/cycles/render/constant_fold.cpp deleted file mode 100644 index a4d40ae8183..00000000000 --- a/intern/cycles/render/constant_fold.cpp +++ /dev/null @@ -1,451 +0,0 @@ -/* - * Copyright 2011-2013 Blender Foundation - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include "render/constant_fold.h" -#include "render/graph.h" - -#include "util/util_foreach.h" -#include "util/util_logging.h" - -CCL_NAMESPACE_BEGIN - -ConstantFolder::ConstantFolder(ShaderGraph *graph, - ShaderNode *node, - ShaderOutput *output, - Scene *scene) - : graph(graph), node(node), output(output), scene(scene) -{ -} - -bool ConstantFolder::all_inputs_constant() const -{ - foreach (ShaderInput *input, node->inputs) { - if (input->link) { - return false; - } - } - - return true; -} - -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); - sock->constant_folded_in = true; - } - - graph->disconnect(output); -} - -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); - sock->constant_folded_in = true; - } - - graph->disconnect(output); -} - -void ConstantFolder::make_constant_clamp(float value, bool clamp) const -{ - make_constant(clamp ? saturate(value) : value); -} - -void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const -{ - if (clamp) { - value.x = saturate(value.x); - value.y = saturate(value.y); - value.z = saturate(value.z); - } - - 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(zero_float3()); - } - else { - assert(0); - } -} - -void ConstantFolder::make_one() const -{ - if (output->type() == SocketType::FLOAT) { - make_constant(1.0f); - } - else if (SocketType::is_float3(output->type())) { - make_constant(one_float3()); - } - 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. */ - vector<ShaderInput *> outputs = output->links; - - graph->disconnect(output); - - foreach (ShaderInput *sock, outputs) { - graph->connect(new_output, sock); - } -} - -void ConstantFolder::discard() const -{ - assert(output->type() == SocketType::CLOSURE); - - VLOG(1) << "Discarding closure " << node->name << "."; - - graph->disconnect(output); -} - -void ConstantFolder::bypass_or_discard(ShaderInput *input) const -{ - assert(input->type() == SocketType::CLOSURE); - - if (input->link) { - bypass(input->link); - } - else { - discard(); - } -} - -bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const -{ - 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); - return true; - } - else { - /* disconnect other inputs if we can't fully bypass due to clamp */ - foreach (ShaderInput *other, node->inputs) { - if (other != input && other->link) { - graph->disconnect(other); - } - } - } - - 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) == zero_float3(); - } - } - - 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) == one_float3(); - } - } - - 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(NodeMathType type) 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); - } - else if (is_zero(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - break; - case NODE_MATH_SUBTRACT: - /* X - 0 == X */ - if (is_zero(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - break; - case NODE_MATH_MULTIPLY: - /* X * 1 == 1 * X == X */ - if (is_one(value1_in)) { - try_bypass_or_make_constant(value2_in); - } - else if (is_one(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - /* 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); - } - /* 0 / X == 0 */ - else if (is_zero(value1_in)) { - make_zero(); - } - break; - case NODE_MATH_POWER: - /* 1 ^ X == X ^ 0 == 1 */ - if (is_one(value1_in) || is_zero(value2_in)) { - make_one(); - } - /* X ^ 1 == X */ - else if (is_one(value2_in)) { - try_bypass_or_make_constant(value1_in); - } - default: - break; - } -} - -void ConstantFolder::fold_vector_math(NodeVectorMathType type) const -{ - ShaderInput *vector1_in = node->input("Vector1"); - ShaderInput *vector2_in = node->input("Vector2"); - ShaderInput *scale_in = node->input("Scale"); - - 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_MULTIPLY: - /* X * 0 == 0 * X == 0 */ - if (is_zero(vector1_in) || is_zero(vector2_in)) { - make_zero(); - } /* X * 1 == 1 * X == X */ - else if (is_one(vector1_in)) { - try_bypass_or_make_constant(vector2_in); - } - else if (is_one(vector2_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - case NODE_VECTOR_MATH_DIVIDE: - /* X / 0 == 0 / X == 0 */ - if (is_zero(vector1_in) || is_zero(vector2_in)) { - make_zero(); - } /* X / 1 == X */ - else if (is_one(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; - case NODE_VECTOR_MATH_LENGTH: - case NODE_VECTOR_MATH_ABSOLUTE: - if (is_zero(vector1_in)) { - make_zero(); - } - break; - case NODE_VECTOR_MATH_SCALE: - /* X * 0 == 0 * X == 0 */ - if (is_zero(vector1_in) || is_zero(scale_in)) { - make_zero(); - } /* X * 1 == X */ - else if (is_one(scale_in)) { - try_bypass_or_make_constant(vector1_in); - } - break; - default: - break; - } -} - -void ConstantFolder::fold_mapping(NodeMappingType type) const -{ - ShaderInput *vector_in = node->input("Vector"); - ShaderInput *location_in = node->input("Location"); - ShaderInput *rotation_in = node->input("Rotation"); - ShaderInput *scale_in = node->input("Scale"); - - if (is_zero(scale_in)) { - make_zero(); - } - else if ((is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR || - type == NODE_MAPPING_TYPE_NORMAL) && - is_zero(rotation_in) && is_one(scale_in)) { - try_bypass_or_make_constant(vector_in); - } -} - -CCL_NAMESPACE_END |