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Diffstat (limited to 'intern/cycles/scene/constant_fold.cpp')
-rw-r--r--intern/cycles/scene/constant_fold.cpp451
1 files changed, 451 insertions, 0 deletions
diff --git a/intern/cycles/scene/constant_fold.cpp b/intern/cycles/scene/constant_fold.cpp
new file mode 100644
index 00000000000..a1fa34e7628
--- /dev/null
+++ b/intern/cycles/scene/constant_fold.cpp
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+/*
+ * 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 "scene/constant_fold.h"
+#include "scene/shader_graph.h"
+
+#include "util/foreach.h"
+#include "util/log.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 ? saturatef(value) : value);
+}
+
+void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
+{
+ if (clamp) {
+ value.x = saturatef(value.x);
+ value.y = saturatef(value.y);
+ value.z = saturatef(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 = saturatef(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