Age | Commit message (Collapse) | Author |
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This commit adds a search menu when links are dragged above empty
space. When releasing the drag, a menu displays all compatible
sockets with the source link. The "main" sockets (usually the first)
are weighted above other sockets in the search, so they appear first
when you type the name of the node.
A few special operators for creating a reroute or a group input node
are also added to the search.
Translation is started after choosing a node so it can be placed
quickly, since users would likely adjust the position after anyway.
A small "+" is displayed next to the cursor to give a hint about this.
Further improvements are possible after this first iteration:
- Support custom node trees.
- Better drawing of items in the search menu.
- Potential tweaks to filtering of items, depending on user feedback.
Thanks to Juanfran Matheu for developing an initial patch.
Differential Revision: https://developer.blender.org/D8286
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This commit refactors the way the socket lists for group nodes,
and group input/output nodes are verified to match the group's
interface.
Previously the `bNodeSocket.new_sock` pointer was used to
temporarily mark the new sockets. This made the code confusing
and more complicated than necessary.
Now the old socket list is saved, and sockets are moved directly from
the old list to a new list if they match, or a new socket is created
directly in the new list.
This change is split from D13518, which aims to remove the `new_node`
and `new_sock` pointers. In the future this code might be removed
entirely in favor of using node socket declarations.
Differential Revision: https://developer.blender.org/D13543
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This ends up including the removed headers in many unnecessary places.
Also, remove unnecessary extern from function definitions.
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Also remove unnecessary function to set a node type's
label function that duplicated its definition, and make
another function static.
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Calling `foreach_field_input` on a highly nested field (we do that
often) has an exponential running time in the number of nodes.
That is because the same node may be visited many times.
This made Blender freeze on some setups that should work just fine.
Now every field keeps track of its inputs all the time. That replaces
the exponential algorithm with constant time access.
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The const argument makes sense because these are the "source"
sockets, even though a const cast is necessary at one point.
The name "interface_socket" is an improvement over "stemp"
because the latter sounds like "temporary", or it confuses
the old socket template system with a node group's interface.
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Ref T92709
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This commit adds the shader socket type to the new socket builder api.
Re commits part of rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
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The type conversions do not depend on other files in the nodes
module. Furthermore we want to use the conversions in the
geometry module without creating a dependency to the
nodes module there.
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This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0
The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.
We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.
Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
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This flag is currently only used for vector sockets
so the function is limited to the vector builder.
The flag is only used by two shader nodes at the moment
and this is needed to port them over to the new socket declaration API.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13490
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This commit adds the shader socket type to the new socket builder api.
As a test, this commit also converts the Add Shader node to the new API
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D13485
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This technique isn't really necessary anymore, because unity builds
avoid instantiating the same template too many times already.
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The crash happened because I was incorrectly and inconsistently assuming
that a socket is part of at most one internal link. However, this is not the case.
In geometry nodes, an input socket can be internally linked to multiple
output sockets. In the general case, an output could also be linked to multiple
input sockets, even though we don't have that in Blender yet.
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This was overlooked, as it seems there's no way for these strings to be
translated currently. Generally it's not that clear whether `N_` or
`TIP_` should be used in this case, but `TIP_` seems more consistent.
To avoid the cost of the translation lookup when the UI text isn't
necessary, we could allow the disabled hint argument to be optional.
Differential Revision: https://developer.blender.org/D13141
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Replace compare floats node with a generalized compare node. The node
allows for the comparison of float, int, string, color, and vector.
The datatypes support the following operators:
Float, Int: <, >, <=, >=, ==, !=
String: ==, !=
Color: ==, !=, lighter, darker
(using rgb_to_grayscale value as the brightness value)
Vector Supports 5 comparison modes for: ==, !=, <, >, <=, >=
Average: The average of the components of the vectors are compared.
Dot Product: The dot product of the vectors are compared.
Direction: The angle between the vectors is compared to an angle
Element-wise: The individual components of the vectors are compared.
Length: The lengths of the vectors are compared.
Differential Revision: https://developer.blender.org/D13228
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Currently, nodes with custom sockets do not get their internal links
populated. So operators like Delete And Reconnect don't work with such
nodes. This patch put custom sockets into consideration when computing
priorities for internal links such that sockets of the same idname get
connected. Additionally, the patch cleanup the function in the process
to avoid redundant code repetition.
Reviewed By: Jacques Lucke
Differential Revision: https://developer.blender.org/D13386
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Differential Revision: https://developer.blender.org/D13384
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This fixes a crash when muting the "Group Output" node.
It should not be possible to mute it so this patch
sets the `no_muting`-variable on it.
Differential Revision: https://developer.blender.org/D13364
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This is only meant to be used for development purposes for now,
not to show warnings to the user.
Differential Revision: https://developer.blender.org/D13348
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Adds a new overlay called "Timings" to the Geometry Node editor.
This shows the node execution time in milliseconds above the node.
For group nodes and frames, the total time for all nodes inside
(recursively) is shown. Group output node shows the node tree total.
The code is prepared for easily adding new rows of information
to the box above the node in the future.
Differential Revision: https://developer.blender.org/D13256
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Currently the geometry nodes evaluator always stores a field for every
type that supports it, even if it is just a single value. This results in a lot
of overhead when there are many sockets that just contain a single
value, which is often the case.
This introduces a new `ValueOrField<T>` type that is used by the geometry
nodes evaluator. Now a field will only be created when it is actually
necessary. See D13307 for more details. In extrem cases this can speed
up the evaluation 2-3x (those cases are probably never hit in practice
though, but it's good to get rid of unnecessary overhead nevertheless).
Differential Revision: https://developer.blender.org/D13307
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This really doesn't have to be a callback currently, since it is always
the same `CPPType` for a socket type.
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Previously, the function names were stored in `std::string` and were often
created dynamically (especially when the function just output a constant).
This resulted in a lot of overhead.
Now the function name is just a `const char *` that should be statically
allocated. This is good enough for the majority of cases. If a multi-function
needs a more dynamic name, it can override the `MultiFunction::debug_name`
method.
In my test file with >400,000 simple math nodes, the execution time improves from
3s to 1s.
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This is a bit similar to rBb7260ca4c9f4b7618c9c214f1270e31d6ed9886b.
Sometimes a group node may not reference a node group
because it was linked and can't be found.
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Previously, node types had a callback that creates internal links. Pretty
much all nodes used the same callback though. The exceptions are the
reroute node (which probably shouldn't be mutable anyway) and some
input/output nodes that are not mutable.
Removing the callback helps with D13246, because it makes it easier
to reason about which internal links are created and when they change.
In the future, the internal links should be part of the node declaration.
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This cleans up part of the code that still set the flag manually. Also, this
change helps with D13246 because it makes it easier to tag the node
tree as changed when the availability of a socket changed.
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Goals of this refactor:
* Simplify creating virtual arrays.
* Simplify passing virtual arrays around.
* Simplify converting between typed and generic virtual arrays.
* Reduce memory allocations.
As a quick reminder, a virtual arrays is a data structure that behaves like an
array (i.e. it can be accessed using an index). However, it may not actually
be stored as array internally. The two most important implementations
of virtual arrays are those that correspond to an actual plain array and those
that have the same value for every index. However, many more
implementations exist for various reasons (interfacing with legacy attributes,
unified iterator over all points in multiple splines, ...).
With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and
`GVMutableArray`) can be used like "normal values". They typically live
on the stack. Before, they were usually inside a `std::unique_ptr`. This makes
passing them around much easier. Creation of new virtual arrays is also
much simpler now due to some constructors. Memory allocations are
reduced by making use of small object optimization inside the core types.
Previously, `VArray` was a class with virtual methods that had to be overridden
to change the behavior of a the virtual array. Now,`VArray` has a fixed size
and has no virtual methods. Instead it contains a `VArrayImpl` that is
similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly,
unless a new virtual array implementation is added.
To support the small object optimization for many `VArrayImpl` classes,
a new `blender::Any` type is added. It is similar to `std::any` with two
additional features. It has an adjustable inline buffer size and alignment.
The inline buffer size of `std::any` can't be relied on and is usually too
small for our use case here. Furthermore, `blender::Any` can store
additional user-defined type information without increasing the
stack size.
Differential Revision: https://developer.blender.org/D12986
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Previously, to get the declaration of a socket, one had to go
through `node->declaration`. Now this indirection is not necessary
anymore. This makes it easier to add more per-socket information
into the declaration and accessing it in various places.
Currently, this system is used by socket descriptions and node warnings
for unsupported geometry component types.
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This was an error in rBb55bddde40db3eda3531d98caa99be9a8e88a8ee.
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The geometry node evaluator now has access to the entire socket path
from the node that produces a value to the node that uses it. This allows
the evaluator to make decisions about at which points in the path the
value should be converted. Multiple conversions may be necessary under
some circumstances with nested node groups.
Differential Revision: https://developer.blender.org/D13034
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The toposort did not handle link cycles which it should.
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Previously, every node had to create warnings for unsupported input
geometry manually. Now this is automated. Nodes just have to specify
the geometry types they support in the node declaration.
Differential Revision: https://developer.blender.org/D12899
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This changes socket inspection for fields according to T91881.
Differential Revision: https://developer.blender.org/D13006
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Previously, the field on every socket was logged for later use. This had
two main negative consequences:
* Increased memory usage, because the fields may contain a lot of data
under some circumstances (e.g. a Ray Cast field contains the target geometry).
* Decreased performance, because anonymous attributes could not be
removed from geometry automatically, because there were still fields that
referenced them.
Now most fields are not logged anymore. Only those that are viewed by a
spreadsheet and constant fields. The required inputs of a field are still
logged in string form to keep socket inspection working.
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This commit makes sure that each attribute name is only added once
when logging geometry values for attribute search.
The `attribute_foreach` function for a single geometry component
deduplicated names, but a much more common situation is to have
more than one component in the instances of a geometry set.
Differential Revision: https://developer.blender.org/D12959
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This adds attribute search to the geometry nodes modifier
for the input and output attributes. The "New" search item
is only shown for the output attributes.
Some of the attribute search code is extracted to a new file
in the interface code, to avoid some code duplication.
The UI code required two fixes so that the search would work
for dynamic length strings (IDProperties do not have a fixed size).
Since this does changes to the UI layout of the modifier, I also
addressed T91485 here.
Differential Revisiion: https://developer.blender.org/D12788
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There were some issues when multiple inputs of the same node
were forced to be computed (e.g. for the spreadsheet), but none
of the node outputs (if existant) were used. Essentially the node
was marked as "finished" too early in this case.
This fix is necessary for the improved viewer node (T92167).
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In the future `NodeTreeRef` could have a lazy initialized map,
but for now this is good enough.
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Differential Revision: https://developer.blender.org/D12758
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Previously, some multi-functions were allocated in a resource scope.
This was fine as long as the multi-functions were only needed during
the current evaluation of the node tree. However, now cases arise
that require the multi-functions to be alive after the modifier is finished.
For example, we want to evaluate fields created with geometry nodes
outside of geometry nodes.
To make this work, `std::shared_ptr` has to be used in a few more places.
Realistically, this shouldn't have a noticable impact on performance.
If this does become a bottleneck in the future, we can think about ways
to make this work without using `shared_ptr` for multi-functions that
are only used once.
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The sockets are not exposed in any nodes yet.
They work similar to the Object/Collection/Texture sockets,
which also just reference a data block.
Based on rB207472930834
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D12861
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The new socket declaration api generates a surprising amount
of symbols in each translation unit where it is used. This resulted
in a measurable compile time increase.
This commit reduces the number of symbols that are generated in
each translation unit significantly. For example, in
`node_geo_distribute_points_on_faces.cc` the number of symbols
decreased from 1930 to 1335. In my tests, this results in a 5-20%
compile time speedup when this and similar files are compiled
in isolation (measured by executing the command in `compile_commands.json`).
Compiling the distribute points on faces node sped up from ~2.65s to ~2.4s.
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