blender/intern/cycles/render/constant_fold.h
Sergey Sharybin 0579eaae1f Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.

For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.

Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.

This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.

Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.

Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner

Reviewed By: lukasstockner97, maiself, nirved, dingto

Subscribers: brecht

Differential Revision: https://developer.blender.org/D2586
2017-03-29 13:41:11 +02:00

72 lines
2.1 KiB
C++

/*
* 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.
*/
#ifndef __CONSTANT_FOLD_H__
#define __CONSTANT_FOLD_H__
#include "util/util_types.h"
#include "kernel/svm/svm_types.h"
CCL_NAMESPACE_BEGIN
class ShaderGraph;
class ShaderInput;
class ShaderNode;
class ShaderOutput;
class ConstantFolder {
public:
ShaderGraph *const graph;
ShaderNode *const node;
ShaderOutput *const output;
ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output);
bool all_inputs_constant() const;
/* Constant folding helpers */
void make_constant(float value) const;
void make_constant(float3 value) const;
void make_constant_clamp(float value, bool clamp) const;
void make_constant_clamp(float3 value, bool clamp) const;
void make_zero() const;
void make_one() const;
/* Bypass node, relinking to another output socket. */
void bypass(ShaderOutput *output) const;
/* For closure nodes, discard node entirely or bypass to one of its inputs. */
void discard() const;
void bypass_or_discard(ShaderInput *input) const;
/* Bypass or make constant, unless we can't due to clamp being true. */
bool try_bypass_or_make_constant(ShaderInput *input, bool clamp = false) const;
/* Test if shader inputs of the current nodes have fixed values. */
bool is_zero(ShaderInput *input) const;
bool is_one(ShaderInput *input) const;
/* Specific nodes. */
void fold_mix(NodeMix type, bool clamp) const;
void fold_math(NodeMath type, bool clamp) const;
void fold_vector_math(NodeVectorMath type) const;
};
CCL_NAMESPACE_END
#endif /* __CONSTANT_FOLD_H__ */