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-rw-r--r--source/blender/compositor/realtime_compositor/intern/evaluator.cc170
1 files changed, 170 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/intern/evaluator.cc b/source/blender/compositor/realtime_compositor/intern/evaluator.cc
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+++ b/source/blender/compositor/realtime_compositor/intern/evaluator.cc
@@ -0,0 +1,170 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <string>
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_compile_state.hh"
+#include "COM_context.hh"
+#include "COM_evaluator.hh"
+#include "COM_input_single_value_operation.hh"
+#include "COM_node_operation.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_operation.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+Evaluator::Evaluator(Context &context, bNodeTree &node_tree)
+ : context_(context), node_tree_(node_tree)
+{
+}
+
+void Evaluator::evaluate()
+{
+ context_.texture_pool().reset();
+
+ if (!is_compiled_) {
+ compile_and_evaluate();
+ is_compiled_ = true;
+ return;
+ }
+
+ for (const std::unique_ptr<Operation> &operation : operations_stream_) {
+ operation->evaluate();
+ }
+}
+
+void Evaluator::reset()
+{
+ operations_stream_.clear();
+ derived_node_tree_.reset();
+
+ is_compiled_ = false;
+}
+
+bool Evaluator::validate_node_tree()
+{
+ if (derived_node_tree_->has_link_cycles()) {
+ context_.set_info_message("Compositor node tree has cyclic links!");
+ return false;
+ }
+
+ if (derived_node_tree_->has_undefined_nodes_or_sockets()) {
+ context_.set_info_message("Compositor node tree has undefined nodes or sockets!");
+ return false;
+ }
+
+ return true;
+}
+
+void Evaluator::compile_and_evaluate()
+{
+ derived_node_tree_ = std::make_unique<DerivedNodeTree>(node_tree_);
+
+ if (!validate_node_tree()) {
+ return;
+ }
+
+ const Schedule schedule = compute_schedule(*derived_node_tree_);
+
+ CompileState compile_state(schedule);
+
+ for (const DNode &node : schedule) {
+ if (compile_state.should_compile_shader_compile_unit(node)) {
+ compile_and_evaluate_shader_compile_unit(compile_state);
+ }
+
+ if (is_shader_node(node)) {
+ compile_state.add_node_to_shader_compile_unit(node);
+ }
+ else {
+ compile_and_evaluate_node(node, compile_state);
+ }
+ }
+}
+
+void Evaluator::compile_and_evaluate_node(DNode node, CompileState &compile_state)
+{
+ NodeOperation *operation = node->typeinfo->get_compositor_operation(context_, node);
+
+ compile_state.map_node_to_node_operation(node, operation);
+
+ map_node_operation_inputs_to_their_results(node, operation, compile_state);
+
+ /* This has to be done after input mapping because the method may add Input Single Value
+ * Operations to the operations stream, which needs to be evaluated before the operation itself
+ * is evaluated. */
+ operations_stream_.append(std::unique_ptr<Operation>(operation));
+
+ operation->compute_results_reference_counts(compile_state.get_schedule());
+
+ operation->evaluate();
+}
+
+void Evaluator::map_node_operation_inputs_to_their_results(DNode node,
+ NodeOperation *operation,
+ CompileState &compile_state)
+{
+ for (const bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ DSocket dorigin = get_input_origin_socket(dinput);
+
+ /* The origin socket is an output, which means the input is linked. So map the input to the
+ * result we get from the output. */
+ if (dorigin->is_output()) {
+ Result &result = compile_state.get_result_from_output_socket(DOutputSocket(dorigin));
+ operation->map_input_to_result(input->identifier, &result);
+ continue;
+ }
+
+ /* Otherwise, the origin socket is an input, which either means the input is unlinked and the
+ * origin is the input socket itself or the input is connected to an unlinked input of a group
+ * input node and the origin is the input of the group input node. So map the input to the
+ * result of a newly created Input Single Value Operation. */
+ auto *input_operation = new InputSingleValueOperation(context_, DInputSocket(dorigin));
+ operation->map_input_to_result(input->identifier, &input_operation->get_result());
+
+ operations_stream_.append(std::unique_ptr<InputSingleValueOperation>(input_operation));
+
+ input_operation->evaluate();
+ }
+}
+
+void Evaluator::compile_and_evaluate_shader_compile_unit(CompileState &compile_state)
+{
+ ShaderCompileUnit &compile_unit = compile_state.get_shader_compile_unit();
+ ShaderOperation *operation = new ShaderOperation(context_, compile_unit);
+
+ for (DNode node : compile_unit) {
+ compile_state.map_node_to_shader_operation(node, operation);
+ }
+
+ map_shader_operation_inputs_to_their_results(operation, compile_state);
+
+ operations_stream_.append(std::unique_ptr<Operation>(operation));
+
+ operation->compute_results_reference_counts(compile_state.get_schedule());
+
+ operation->evaluate();
+
+ compile_state.reset_shader_compile_unit();
+}
+
+void Evaluator::map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
+ CompileState &compile_state)
+{
+ for (const auto &item : operation->get_inputs_to_linked_outputs_map().items()) {
+ Result &result = compile_state.get_result_from_output_socket(item.value);
+ operation->map_input_to_result(item.key, &result);
+ }
+}
+
+} // namespace blender::realtime_compositor