blender/intern/cycles/graph/node.h
Kévin Dietrich 5a964664d6 Cycles: add reference counting to Nodes
This adds a reference count to Nodes which is incremented or decremented
whenever they are added to or removed from a socket, which will help us
track used Nodes throughout the scene graph generically without having to
add an explicit count or flag on specific Node types. This is especially
useful to track Nodes defined through Procedurals out of Cycles' control.

This also modifies the order in which nodes are deleted to ensure that
upon deletion, a Node does not attempt to decrement the reference
count of another Node which was already freed or deleted.

This is not currently used, but will be in the next commit.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D10965
2021-05-03 01:20:33 +02:00

232 lines
7.4 KiB
C++

/*
* Copyright 2011-2016 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.
*/
#pragma once
#include "graph/node_type.h"
#include "util/util_array.h"
#include "util/util_map.h"
#include "util/util_param.h"
CCL_NAMESPACE_BEGIN
class MD5Hash;
struct Node;
struct NodeType;
struct Transform;
/* Note: in the following macros we use "type const &" instead of "const type &"
* to avoid issues when pasting a pointer type. */
#define NODE_SOCKET_API_BASE_METHODS(type_, name, string_name) \
const SocketType *get_##name##_socket() const \
{ \
static const SocketType *socket = type->find_input(ustring(string_name)); \
return socket; \
} \
bool name##_is_modified() const \
{ \
const SocketType *socket = get_##name##_socket(); \
return socket_is_modified(*socket); \
} \
void tag_##name##_modified() \
{ \
const SocketType *socket = get_##name##_socket(); \
socket_modified |= socket->modified_flag_bit; \
} \
type_ const &get_##name() const \
{ \
const SocketType *socket = get_##name##_socket(); \
return get_socket_value<type_>(this, *socket); \
}
#define NODE_SOCKET_API_BASE(type_, name, string_name) \
protected: \
type_ name; \
\
public: \
NODE_SOCKET_API_BASE_METHODS(type_, name, string_name)
#define NODE_SOCKET_API(type_, name) \
NODE_SOCKET_API_BASE(type_, name, #name) \
void set_##name(type_ value) \
{ \
const SocketType *socket = get_##name##_socket(); \
this->set(*socket, value); \
}
#define NODE_SOCKET_API_ARRAY(type_, name) \
NODE_SOCKET_API_BASE(type_, name, #name) \
void set_##name(type_ &value) \
{ \
const SocketType *socket = get_##name##_socket(); \
this->set(*socket, value); \
} \
type_ &get_##name() \
{ \
const SocketType *socket = get_##name##_socket(); \
return get_socket_value<type_>(this, *socket); \
}
#define NODE_SOCKET_API_STRUCT_MEMBER(type_, name, member) \
NODE_SOCKET_API_BASE_METHODS(type_, name##_##member, #name "." #member) \
void set_##name##_##member(type_ value) \
{ \
const SocketType *socket = get_##name##_##member##_socket(); \
this->set(*socket, value); \
}
/* Node */
struct NodeOwner {
virtual ~NodeOwner();
};
struct Node {
explicit Node(const NodeType *type, ustring name = ustring());
virtual ~Node() = 0;
/* set values */
void set(const SocketType &input, bool value);
void set(const SocketType &input, int value);
void set(const SocketType &input, uint value);
void set(const SocketType &input, float value);
void set(const SocketType &input, float2 value);
void set(const SocketType &input, float3 value);
void set(const SocketType &input, const char *value);
void set(const SocketType &input, ustring value);
void set(const SocketType &input, const Transform &value);
void set(const SocketType &input, Node *value);
/* set array values. the memory from the input array will taken over
* by the node and the input array will be empty after return */
void set(const SocketType &input, array<bool> &value);
void set(const SocketType &input, array<int> &value);
void set(const SocketType &input, array<float> &value);
void set(const SocketType &input, array<float2> &value);
void set(const SocketType &input, array<float3> &value);
void set(const SocketType &input, array<ustring> &value);
void set(const SocketType &input, array<Transform> &value);
void set(const SocketType &input, array<Node *> &value);
/* get values */
bool get_bool(const SocketType &input) const;
int get_int(const SocketType &input) const;
uint get_uint(const SocketType &input) const;
float get_float(const SocketType &input) const;
float2 get_float2(const SocketType &input) const;
float3 get_float3(const SocketType &input) const;
ustring get_string(const SocketType &input) const;
Transform get_transform(const SocketType &input) const;
Node *get_node(const SocketType &input) const;
/* get array values */
const array<bool> &get_bool_array(const SocketType &input) const;
const array<int> &get_int_array(const SocketType &input) const;
const array<float> &get_float_array(const SocketType &input) const;
const array<float2> &get_float2_array(const SocketType &input) const;
const array<float3> &get_float3_array(const SocketType &input) const;
const array<ustring> &get_string_array(const SocketType &input) const;
const array<Transform> &get_transform_array(const SocketType &input) const;
const array<Node *> &get_node_array(const SocketType &input) const;
/* generic values operations */
bool has_default_value(const SocketType &input) const;
void set_default_value(const SocketType &input);
bool equals_value(const Node &other, const SocketType &input) const;
void copy_value(const SocketType &input, const Node &other, const SocketType &other_input);
void set_value(const SocketType &input, const Node &other, const SocketType &other_input);
/* equals */
bool equals(const Node &other) const;
/* compute hash of node and its socket values */
void hash(MD5Hash &md5);
/* Get total size of this node. */
size_t get_total_size_in_bytes() const;
/* Type testing, taking into account base classes. */
bool is_a(const NodeType *type);
bool socket_is_modified(const SocketType &input) const;
bool is_modified();
void tag_modified();
void clear_modified();
void print_modified_sockets() const;
ustring name;
const NodeType *type;
const NodeOwner *get_owner() const;
void set_owner(const NodeOwner *owner_);
int reference_count() const
{
return ref_count;
}
void reference()
{
ref_count += 1;
}
void dereference()
{
ref_count -= 1;
}
/* Set the reference count to zero. This should only be called when we know for sure that the
* Node is not used by anyone else. For now, this is only the case when "deleting" shaders, as
* they are never actually deleted. */
void clear_reference_count()
{
ref_count = 0;
}
protected:
const NodeOwner *owner;
int ref_count{0};
template<typename T> static T &get_socket_value(const Node *node, const SocketType &socket)
{
return (T &)*(((char *)node) + socket.struct_offset);
}
SocketModifiedFlags socket_modified;
template<typename T> void set_if_different(const SocketType &input, T value);
/* Explicit overload for Node sockets so we can handle reference counting. The old Node is
* dereferenced, and the new one is referenced. */
void set_if_different(const SocketType &input, Node *value);
template<typename T> void set_if_different(const SocketType &input, array<T> &value);
/* Explicit overload for Node sockets so we can handle reference counting. The old Nodes are
* dereferenced, and the new ones are referenced. */
void set_if_different(const SocketType &input, array<Node *> &value);
/* Call this function in derived classes' destructors to ensure that used Nodes are dereferenced
* properly. */
void dereference_all_used_nodes();
};
CCL_NAMESPACE_END