Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/compositor/realtime_compositor/COM_compile_state.hh')
-rw-r--r--source/blender/compositor/realtime_compositor/COM_compile_state.hh170
1 files changed, 170 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/COM_compile_state.hh b/source/blender/compositor/realtime_compositor/COM_compile_state.hh
new file mode 100644
index 00000000000..924919bbef6
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_compile_state.hh
@@ -0,0 +1,170 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_map.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_domain.hh"
+#include "COM_node_operation.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_operation.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* ------------------------------------------------------------------------------------------------
+ * Compile State
+ *
+ * The compile state is a utility class used to track the state of compilation when compiling the
+ * node tree. In particular, it tracks two important pieces of information, each of which is
+ * described in one of the following sections.
+ *
+ * First, it stores a mapping between all nodes and the operations they were compiled into. The
+ * mapping are stored independently depending on the type of the operation in the node_operations_
+ * and shader_operations_ maps. So those two maps are mutually exclusive. The compiler should call
+ * the map_node_to_node_operation and map_node_to_shader_operation methods to populate those maps
+ * as soon as it compiles a node or multiple nodes into an operation. Those maps are used to
+ * retrieve the results of outputs linked to the inputs of operations. For more details, see the
+ * get_result_from_output_socket method. For the node tree shown below, nodes 1, 2, and 6 are
+ * mapped to their compiled operations in the node_operation_ map. While nodes 3 and 4 are both
+ * mapped to the first shader operation, and node 5 is mapped to the second shader operation in the
+ * shader_operations_ map.
+ *
+ * Shader Operation 1 Shader Operation 2
+ * +-----------------------------------+ +------------------+
+ * .------------. | .------------. .------------. | | .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |---|-----|--| |--|--| |
+ * | | .-|--| | | | | .--|--| | | | |
+ * '------------' | | '------------' '------------' | | | '------------' | '------------'
+ * | +-----------------------------------+ | +------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'----------------------------------------'
+ * | |
+ * '------------'
+ *
+ * Second, it stores the shader compile unit as well as its domain. One should first go over the
+ * discussion in COM_evaluator.hh for a high level description of the mechanism of the compile
+ * unit. The one important detail in this class is the should_compile_shader_compile_unit method,
+ * which implements the criteria of whether the compile unit should be compiled given the node
+ * currently being processed as an argument. Those criteria are described as follows. If the
+ * compile unit is empty as is the case when processing nodes 1, 2, and 3, then it plainly
+ * shouldn't be compiled. If the given node is not a shader node, then it can't be added to the
+ * compile unit and the unit is considered complete and should be compiled, as is the case when
+ * processing node 6. If the computed domain of the given node is not compatible with the domain of
+ * the compiled unit, then it can't be added to the unit and the unit is considered complete and
+ * should be compiled, as is the case when processing node 5, more on this in the next section.
+ * Otherwise, the given node is compatible with the compile unit and can be added to it, so the
+ * unit shouldn't be compiled just yet, as is the case when processing node 4.
+ *
+ * Special attention should be given to the aforementioned domain compatibility criterion. One
+ * should first go over the discussion in COM_domain.hh for more information on domains. When a
+ * compile unit gets eventually compiled to a shader operation, that operation will have a certain
+ * operation domain, and any node that gets added to the compile unit should itself have a computed
+ * node domain that is compatible with that operation domain, otherwise, had the node been compiled
+ * into its own operation separately, the result would have been be different. For instance,
+ * consider the above node tree where node 1 outputs a 100x100 result, node 2 outputs a 50x50
+ * result, the first input in node 3 has the highest domain priority, and the second input in node
+ * 5 has the highest domain priority. In this case, shader operation 1 will output a 100x100
+ * result, and shader operation 2 will output a 50x50 result, because that's the computed operation
+ * domain for each of them. So node 6 will get a 50x50 result. Now consider the same node tree, but
+ * where all three nodes 3, 4, and 5 were compiled into a single shader operation as shown the node
+ * tree below. In that case, shader operation 1 will output a 100x100 result, because that's its
+ * computed operation domain. So node 6 will get a 100x100 result. As can be seen, the final result
+ * is different even though the node tree is the same. That's why the compiler can decide to
+ * compile the compile unit early even though further nodes can still be technically added to it.
+ *
+ * Shader Operation 1
+ * +------------------------------------------------------+
+ * .------------. | .------------. .------------. .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |------| |--|--| |
+ * | | .-|--| | | | .---| | | | |
+ * '------------' | | '------------' '------------' | '------------' | '------------'
+ * | +----------------------------------|-------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'------------------------------------'
+ * | |
+ * '------------'
+ *
+ * To check for the domain compatibility between the compile unit and the node being processed,
+ * the domain of the compile unit is assumed to be the domain of the first node whose computed
+ * domain is not an identity domain. Identity domains corresponds to single value results, so those
+ * are always compatible with any domain. The domain of the compile unit is computed and set in
+ * the add_node_to_shader_compile_unit method. When processing a node, the computed domain of node
+ * is compared to the compile unit domain in the should_compile_shader_compile_unit method, noting
+ * that identity domains are always compatible. Node domains are computed in the
+ * compute_shader_node_domain method, which is analogous to Operation::compute_domain for nodes
+ * that are not yet compiled. */
+class CompileState {
+ private:
+ /* A reference to the node execution schedule that is being compiled. */
+ const Schedule &schedule_;
+ /* Those two maps associate each node with the operation it was compiled into. Each node is
+ * either compiled into a node operation and added to node_operations, or compiled into a shader
+ * operation and added to shader_operations. Those maps are used to retrieve the results of
+ * outputs linked to the inputs of operations. See the get_result_from_output_socket method for
+ * more information. */
+ Map<DNode, NodeOperation *> node_operations_;
+ Map<DNode, ShaderOperation *> shader_operations_;
+ /* A contiguous subset of the node execution schedule that contains the group of nodes that will
+ * be compiled together into a Shader Operation. See the discussion in COM_evaluator.hh for
+ * more information. */
+ ShaderCompileUnit shader_compile_unit_;
+ /* The domain of the shader compile unit. */
+ Domain shader_compile_unit_domain_ = Domain::identity();
+
+ public:
+ /* Construct a compile state from the node execution schedule being compiled. */
+ CompileState(const Schedule &schedule);
+
+ /* Get a reference to the node execution schedule being compiled. */
+ const Schedule &get_schedule();
+
+ /* Add an association between the given node and the give node operation that the node was
+ * compiled into in the node_operations_ map. */
+ void map_node_to_node_operation(DNode node, NodeOperation *operation);
+
+ /* Add an association between the given node and the give shader operation that the node was
+ * compiled into in the shader_operations_ map. */
+ void map_node_to_shader_operation(DNode node, ShaderOperation *operation);
+
+ /* Returns a reference to the result of the operation corresponding to the given output that the
+ * given output's node was compiled to. */
+ Result &get_result_from_output_socket(DOutputSocket output);
+
+ /* Add the given node to the compile unit. And if the domain of the compile unit is not yet
+ * determined or was determined to be an identity domain, update it to the computed domain for
+ * the give node. */
+ void add_node_to_shader_compile_unit(DNode node);
+
+ /* Get a reference to the shader compile unit. */
+ ShaderCompileUnit &get_shader_compile_unit();
+
+ /* Clear the compile unit. This should be called once the compile unit is compiled to ready it to
+ * track the next potential compile unit. */
+ void reset_shader_compile_unit();
+
+ /* Determines if the compile unit should be compiled based on a number of criteria give the node
+ * currently being processed. Those criteria are as follows:
+ * - If compile unit is empty, then it can't and shouldn't be compiled.
+ * - If the given node is not a shader node, then it can't be added to the compile unit
+ * and the unit is considered complete and should be compiled.
+ * - If the computed domain of the given node is not compatible with the domain of the compile
+ * unit, then it can't be added to it and the unit is considered complete and should be
+ * compiled. */
+ bool should_compile_shader_compile_unit(DNode node);
+
+ private:
+ /* Compute the node domain of the given shader node. This is analogous to the
+ * Operation::compute_domain method, except it is computed from the node itself as opposed to a
+ * compiled operation. See the discussion in COM_domain.hh for more information. */
+ Domain compute_shader_node_domain(DNode node);
+};
+
+} // namespace blender::realtime_compositor