blender/intern/cycles/render/constant_fold.cpp
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

385 lines
9.2 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.
*/
#include "render/constant_fold.h"
#include "render/graph.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
CCL_NAMESPACE_BEGIN
ConstantFolder::ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output)
: graph(graph), node(node), output(output)
{
}
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);
}
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);
}
graph->disconnect(output);
}
void ConstantFolder::make_constant_clamp(float value, bool clamp) const
{
make_constant(clamp ? saturate(value) : value);
}
void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
{
if(clamp) {
value.x = saturate(value.x);
value.y = saturate(value.y);
value.z = saturate(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(make_float3(0.0f, 0.0f, 0.0f));
}
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(make_float3(1.0f, 1.0f, 1.0f));
}
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;
}
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) ==
make_float3(0.0f, 0.0f, 0.0f);
}
}
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) ==
make_float3(1.0f, 1.0f, 1.0f);
}
}
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 = saturate(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(NodeMath type, bool clamp) 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, clamp);
}
else if(is_zero(value2_in)) {
try_bypass_or_make_constant(value1_in, clamp);
}
break;
case NODE_MATH_SUBTRACT:
/* X - 0 == X */
if(is_zero(value2_in)) {
try_bypass_or_make_constant(value1_in, clamp);
}
break;
case NODE_MATH_MULTIPLY:
/* X * 1 == 1 * X == X */
if(is_one(value1_in)) {
try_bypass_or_make_constant(value2_in, clamp);
}
else if(is_one(value2_in)) {
try_bypass_or_make_constant(value1_in, clamp);
}
/* 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, clamp);
}
/* 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, clamp);
}
default:
break;
}
}
void ConstantFolder::fold_vector_math(NodeVectorMath type) const
{
ShaderInput *vector1_in = node->input("Vector1");
ShaderInput *vector2_in = node->input("Vector2");
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_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;
default:
break;
}
}
CCL_NAMESPACE_END