forked from bartvdbraak/blender
Cycles: add ConstantFolder class for constant folding boilerplate.
Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D2089
This commit is contained in:
parent
10b0e33de1
commit
5234e9ddd3
@ -22,6 +22,7 @@ set(SRC
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bake.cpp
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buffers.cpp
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camera.cpp
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constant_fold.cpp
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film.cpp
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graph.cpp
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image.cpp
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@ -49,6 +50,7 @@ set(SRC_HEADERS
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background.h
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buffers.h
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camera.h
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constant_fold.h
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film.h
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graph.h
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image.h
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122
intern/cycles/render/constant_fold.cpp
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122
intern/cycles/render/constant_fold.cpp
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@ -0,0 +1,122 @@
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/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "constant_fold.h"
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#include "graph.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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ConstantFolder::ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output)
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: graph(graph), node(node), output(output)
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{
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}
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bool ConstantFolder::all_inputs_constant() const
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{
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foreach(ShaderInput *input, node->inputs) {
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if(input->link) {
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return false;
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}
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}
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return true;
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}
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void ConstantFolder::make_constant(float value) const
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{
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foreach(ShaderInput *sock, output->links) {
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sock->set(value);
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}
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graph->disconnect(output);
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}
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void ConstantFolder::make_constant(float3 value) const
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{
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foreach(ShaderInput *sock, output->links) {
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sock->set(value);
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}
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graph->disconnect(output);
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}
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void ConstantFolder::make_constant_clamp(float value, bool clamp) const
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{
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make_constant(clamp ? saturate(value) : value);
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}
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void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
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{
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if (clamp) {
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value.x = saturate(value.x);
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value.y = saturate(value.y);
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value.z = saturate(value.z);
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}
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make_constant(value);
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}
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void ConstantFolder::bypass(ShaderOutput *new_output) const
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{
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assert(new_output);
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/* Remove all outgoing links from socket and connect them to new_output instead.
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* The graph->relink method affects node inputs, so it's not safe to use in constant
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* folding if the node has multiple outputs and will thus be folded multiple times. */
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vector<ShaderInput*> outputs = output->links;
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graph->disconnect(output);
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foreach(ShaderInput *sock, outputs) {
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graph->connect(new_output, sock);
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}
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}
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void ConstantFolder::discard() const
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{
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assert(output->type() == SocketType::CLOSURE);
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graph->disconnect(output);
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}
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void ConstantFolder::bypass_or_discard(ShaderInput *input) const
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{
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assert(input->type() == SocketType::CLOSURE);
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if (input->link) {
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bypass(input->link);
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}
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else {
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discard();
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}
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}
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bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, float3 input_value, bool clamp) const
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{
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if(!input->link) {
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make_constant_clamp(input_value, clamp);
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return true;
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}
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else if(!clamp) {
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bypass(input->link);
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return true;
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}
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return false;
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}
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CCL_NAMESPACE_END
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59
intern/cycles/render/constant_fold.h
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59
intern/cycles/render/constant_fold.h
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@ -0,0 +1,59 @@
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/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __CONSTANT_FOLD_H__
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#define __CONSTANT_FOLD_H__
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#include "util_types.h"
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CCL_NAMESPACE_BEGIN
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class ShaderGraph;
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class ShaderInput;
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class ShaderNode;
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class ShaderOutput;
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class ConstantFolder {
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public:
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ShaderGraph *const graph;
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ShaderNode *const node;
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ShaderOutput *const output;
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ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output);
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bool all_inputs_constant() const;
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/* Constant folding helpers, always return true for convenience. */
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void make_constant(float value) const;
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void make_constant(float3 value) const;
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void make_constant_clamp(float value, bool clamp) const;
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void make_constant_clamp(float3 value, bool clamp) const;
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/* Bypass node, relinking to another output socket. */
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void bypass(ShaderOutput *output) const;
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/* For closure nodes, discard node entirely or bypass to one of its inputs. */
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void discard() const;
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void bypass_or_discard(ShaderInput *input) const;
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/* Bypass or make constant, unless we can't due to clamp being true. */
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bool try_bypass_or_make_constant(ShaderInput *input, float3 input_value, bool clamp) const;
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};
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CCL_NAMESPACE_END
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#endif /* __CONSTANT_FOLD_H__ */
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@ -1,5 +1,5 @@
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/*
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* Copyright 2011-2013 Blender Foundation
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* Copyright 2011-2016 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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@ -18,6 +18,7 @@
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#include "graph.h"
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#include "nodes.h"
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#include "shader.h"
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#include "constant_fold.h"
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#include "util_algorithm.h"
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#include "util_debug.h"
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@ -126,17 +127,6 @@ ShaderOutput *ShaderNode::output(ustring name)
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return NULL;
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}
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bool ShaderNode::all_inputs_constant() const
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{
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foreach(ShaderInput *input, inputs) {
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if(input->link) {
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return false;
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}
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}
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return true;
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}
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void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
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{
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foreach(ShaderInput *input, inputs) {
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@ -278,6 +268,17 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
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}
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}
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void ShaderGraph::disconnect(ShaderOutput *from)
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{
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assert(!finalized);
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foreach(ShaderInput *sock, from->links) {
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sock->link = NULL;
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}
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from->links.clear();
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}
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void ShaderGraph::disconnect(ShaderInput *to)
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{
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assert(!finalized);
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@ -525,15 +526,8 @@ void ShaderGraph::constant_fold()
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}
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}
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/* Optimize current node. */
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if(node->constant_fold(this, output, output->links[0])) {
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/* Apply optimized value to other connected sockets and disconnect. */
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vector<ShaderInput*> links(output->links);
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for(size_t i = 0; i < links.size(); i++) {
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if(i > 0)
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links[i]->parent->copy_value(links[i]->socket_type, *links[0]->parent, links[0]->socket_type);
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disconnect(links[i]);
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}
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}
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ConstantFolder folder(this, node, output);
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node->constant_fold(folder);
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}
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}
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}
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@ -1,5 +1,5 @@
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/*
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* Copyright 2011-2013 Blender Foundation
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* Copyright 2011-2016 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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@ -41,6 +41,7 @@ class ShaderGraph;
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class SVMCompiler;
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class OSLCompiler;
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class OutputNode;
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class ConstantFolder;
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/* Bump
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*
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@ -140,9 +141,7 @@ public:
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/* ** Node optimization ** */
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/* Check whether the node can be replaced with single constant. */
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virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, ShaderInput * /*optimized*/) { return false; }
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bool all_inputs_constant() const;
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virtual void constant_fold(const ConstantFolder& /*folder*/) {}
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/* Simplify settings used by artists to the ones which are simpler to
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* evaluate in the kernel but keep the final result unchanged.
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@ -251,6 +250,7 @@ public:
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OutputNode *output();
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void connect(ShaderOutput *from, ShaderInput *to);
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void disconnect(ShaderOutput *from);
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void disconnect(ShaderInput *to);
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void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
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@ -22,6 +22,7 @@
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#include "svm_color_util.h"
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#include "svm_math_util.h"
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#include "osl.h"
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#include "constant_fold.h"
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#include "util_sky_model.h"
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#include "util_foreach.h"
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@ -1576,16 +1577,11 @@ RGBToBWNode::RGBToBWNode()
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{
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}
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bool RGBToBWNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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ShaderInput *optimized)
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void RGBToBWNode::constant_fold(const ConstantFolder& folder)
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{
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if(all_inputs_constant()) {
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optimized->set(linear_rgb_to_gray(color));
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return true;
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if(folder.all_inputs_constant()) {
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folder.make_constant(linear_rgb_to_gray(color));
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}
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return false;
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}
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void RGBToBWNode::compile(SVMCompiler& compiler)
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@ -1663,40 +1659,35 @@ ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool auto
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special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
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}
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bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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ShaderInput *optimized)
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void ConvertNode::constant_fold(const ConstantFolder& folder)
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{
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/* proxy nodes should have been removed at this point */
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assert(special_type != SHADER_SPECIAL_TYPE_PROXY);
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/* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */
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if(all_inputs_constant()) {
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if(folder.all_inputs_constant()) {
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if(from == SocketType::FLOAT) {
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if(SocketType::is_float3(to)) {
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optimized->set(make_float3(value_float, value_float, value_float));
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return true;
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folder.make_constant(make_float3(value_float, value_float, value_float));
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}
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}
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else if(SocketType::is_float3(from)) {
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if(to == SocketType::FLOAT) {
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if(from == SocketType::COLOR)
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if(from == SocketType::COLOR) {
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/* color to float */
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optimized->set(linear_rgb_to_gray(value_color));
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else
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folder.make_constant(linear_rgb_to_gray(value_color));
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}
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else {
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/* vector/point/normal to float */
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optimized->set(average(value_vector));
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return true;
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folder.make_constant(average(value_vector));
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}
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}
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else if(SocketType::is_float3(to)) {
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optimized->set(value_color);
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return true;
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folder.make_constant(value_color);
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}
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}
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}
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return false;
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}
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void ConvertNode::compile(SVMCompiler& compiler)
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@ -2366,15 +2357,15 @@ void EmissionNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_emission");
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}
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bool EmissionNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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ShaderInput * /*optimized*/)
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void EmissionNode::constant_fold(const ConstantFolder& folder)
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{
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ShaderInput *color_in = input("Color");
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ShaderInput *strength_in = input("Strength");
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return ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f));
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if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f)) {
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folder.discard();
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}
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}
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/* Background Closure */
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@ -2418,15 +2409,15 @@ void BackgroundNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_background");
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}
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bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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ShaderInput * /*optimized*/)
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void BackgroundNode::constant_fold(const ConstantFolder& folder)
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{
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ShaderInput *color_in = input("Color");
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ShaderInput *strength_in = input("Strength");
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return ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f));
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if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
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(!strength_in->link && strength == 0.0f)) {
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folder.discard();
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}
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}
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/* Holdout Closure */
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@ -3388,12 +3379,9 @@ ValueNode::ValueNode()
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{
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}
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bool ValueNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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ShaderInput *optimized)
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void ValueNode::constant_fold(const ConstantFolder& folder)
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{
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optimized->set(value);
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return true;
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folder.make_constant(value);
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}
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void ValueNode::compile(SVMCompiler& compiler)
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@ -3426,12 +3414,9 @@ ColorNode::ColorNode()
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{
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}
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bool ColorNode::constant_fold(ShaderGraph * /*graph*/,
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ShaderOutput * /*socket*/,
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ShaderInput *optimized)
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void ColorNode::constant_fold(const ConstantFolder& folder)
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{
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optimized->set(value);
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return true;
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folder.make_constant(value);
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}
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void ColorNode::compile(SVMCompiler& compiler)
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@ -3480,6 +3465,20 @@ void AddClosureNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_add_closure");
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}
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void AddClosureNode::constant_fold(const ConstantFolder& folder)
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{
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ShaderInput *closure1_in = input("Closure1");
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ShaderInput *closure2_in = input("Closure2");
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/* remove useless add closures nodes */
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if(!closure1_in->link) {
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folder.bypass_or_discard(closure2_in);
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}
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else if(!closure2_in->link) {
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folder.bypass_or_discard(closure1_in);
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}
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}
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/* Mix Closure */
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NODE_DEFINE(MixClosureNode)
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@ -3511,37 +3510,28 @@ void MixClosureNode::compile(OSLCompiler& compiler)
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compiler.add(this, "node_mix_closure");
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}
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bool MixClosureNode::constant_fold(ShaderGraph *graph,
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ShaderOutput * /*socket*/,
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ShaderInput * /*optimized*/)
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void MixClosureNode::constant_fold(const ConstantFolder& folder)
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{
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ShaderInput *fac_in = input("Fac");
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ShaderInput *closure1_in = input("Closure1");
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ShaderInput *closure2_in = input("Closure2");
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ShaderOutput *closure_out = output("Closure");
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/* remove useless mix closures nodes */
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if(closure1_in->link == closure2_in->link) {
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graph->relink(this, closure_out, closure1_in->link);
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return true;
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folder.bypass_or_discard(closure1_in);
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}
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/* remove unused mix closure input when factor is 0.0 or 1.0 */
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/* check for closure links and make sure factor link is disconnected */
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if(closure1_in->link && closure2_in->link && !fac_in->link) {
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/* remove unused mix closure input when factor is 0.0 or 1.0
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* check for closure links and make sure factor link is disconnected */
|
||||
else if(!fac_in->link) {
|
||||
/* factor 0.0 */
|
||||
if(fac == 0.0f) {
|
||||
graph->relink(this, closure_out, closure1_in->link);
|
||||
return true;
|
||||
if(fac <= 0.0f) {
|
||||
folder.bypass_or_discard(closure1_in);
|
||||
}
|
||||
/* factor 1.0 */
|
||||
else if(fac == 1.0f) {
|
||||
graph->relink(this, closure_out, closure2_in->link);
|
||||
return true;
|
||||
else if(fac >= 1.0f) {
|
||||
folder.bypass_or_discard(closure2_in);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Mix Closure */
|
||||
@ -3603,28 +3593,21 @@ InvertNode::InvertNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool InvertNode::constant_fold(ShaderGraph *graph,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void InvertNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
ShaderInput *fac_in = input("Fac");
|
||||
ShaderInput *color_in = input("Color");
|
||||
ShaderOutput *color_out = output("Color");
|
||||
|
||||
if(!fac_in->link) {
|
||||
/* evaluate fully constant node */
|
||||
if(!color_in->link) {
|
||||
optimized->set(interp(color, make_float3(1.0f, 1.0f, 1.0f) - color, fac));
|
||||
return true;
|
||||
folder.make_constant(interp(color, make_float3(1.0f, 1.0f, 1.0f) - color, fac));
|
||||
}
|
||||
/* remove no-op node */
|
||||
else if(fac == 0.0f) {
|
||||
graph->relink(this, color_out, color_in->link);
|
||||
return true;
|
||||
folder.bypass(color_in->link);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void InvertNode::compile(SVMCompiler& compiler)
|
||||
@ -3713,63 +3696,47 @@ void MixNode::compile(OSLCompiler& compiler)
|
||||
compiler.add(this, "node_mix");
|
||||
}
|
||||
|
||||
bool MixNode::constant_fold(ShaderGraph *graph,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void MixNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
ShaderInput *fac_in = input("Fac");
|
||||
ShaderInput *color1_in = input("Color1");
|
||||
ShaderInput *color2_in = input("Color2");
|
||||
ShaderOutput *color_out = output("Color");
|
||||
|
||||
/* evaluate fully constant node */
|
||||
if(all_inputs_constant()) {
|
||||
float3 result = svm_mix(type, fac, color1, color2);
|
||||
optimized->set(use_clamp ? svm_mix_clamp(result) : result);
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant_clamp(svm_mix(type, fac, color1, color2), use_clamp);
|
||||
return;
|
||||
}
|
||||
|
||||
/* remove no-op node when factor is 0.0 */
|
||||
if(!fac_in->link && fac <= 0.0f) {
|
||||
/* note that some of the modes will clamp out of bounds values even without use_clamp */
|
||||
if(!color1_in->link) {
|
||||
float3 result = svm_mix(type, 0.0f, color1, color1);
|
||||
optimized->set(use_clamp ? svm_mix_clamp(result) : result);
|
||||
return true;
|
||||
if(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN) {
|
||||
if(!color1_in->link) {
|
||||
folder.make_constant_clamp(svm_mix(type, 0.0f, color1, color1), use_clamp);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(!use_clamp && type != NODE_MIX_LIGHT && type != NODE_MIX_DODGE && type != NODE_MIX_BURN) {
|
||||
graph->relink(this, color_out, color1_in->link);
|
||||
return true;
|
||||
else if(folder.try_bypass_or_make_constant(color1_in, color1, use_clamp)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if(type != NODE_MIX_BLEND) {
|
||||
return false;
|
||||
}
|
||||
|
||||
/* remove useless mix colors nodes */
|
||||
if(color1_in->link && color1_in->link == color2_in->link && !use_clamp) {
|
||||
graph->relink(this, color_out, color1_in->link);
|
||||
return true;
|
||||
}
|
||||
if(!color1_in->link && !color2_in->link && color1 == color2) {
|
||||
optimized->set(use_clamp ? svm_mix_clamp(color1) : color1);
|
||||
return true;
|
||||
}
|
||||
|
||||
/* remove no-op mix color node when factor is 1.0 */
|
||||
if(!fac_in->link && fac >= 1.0f) {
|
||||
if(!color2_in->link) {
|
||||
optimized->set(use_clamp ? svm_mix_clamp(color2) : color2);
|
||||
return true;
|
||||
if(type == NODE_MIX_BLEND) {
|
||||
/* remove useless mix colors nodes */
|
||||
if(color1_in->link ? (color1_in->link == color2_in->link) : (!color2_in->link && color1 == color2)) {
|
||||
if(folder.try_bypass_or_make_constant(color1_in, color1, use_clamp)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if(!use_clamp) {
|
||||
graph->relink(this, color_out, color2_in->link);
|
||||
return true;
|
||||
|
||||
/* remove no-op mix color node when factor is 1.0 */
|
||||
if(!fac_in->link && fac >= 1.0f) {
|
||||
if(folder.try_bypass_or_make_constant(color2_in, color2, use_clamp)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Combine RGB */
|
||||
@ -3792,16 +3759,11 @@ CombineRGBNode::CombineRGBNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool CombineRGBNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void CombineRGBNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
optimized->set(make_float3(r, g, b));
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant(make_float3(r, g, b));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CombineRGBNode::compile(SVMCompiler& compiler)
|
||||
@ -3849,16 +3811,11 @@ CombineXYZNode::CombineXYZNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool CombineXYZNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void CombineXYZNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
optimized->set(make_float3(x, y, z));
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant(make_float3(x, y, z));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CombineXYZNode::compile(SVMCompiler& compiler)
|
||||
@ -3906,16 +3863,11 @@ CombineHSVNode::CombineHSVNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool CombineHSVNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void CombineHSVNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
optimized->set(hsv_to_rgb(make_float3(h, s, v)));
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant(hsv_to_rgb(make_float3(h, s, v)));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void CombineHSVNode::compile(SVMCompiler& compiler)
|
||||
@ -3956,16 +3908,11 @@ GammaNode::GammaNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool GammaNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void GammaNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
optimized->set(svm_math_gamma_color(color, gamma));
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant(svm_math_gamma_color(color, gamma));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void GammaNode::compile(SVMCompiler& compiler)
|
||||
@ -4005,16 +3952,11 @@ BrightContrastNode::BrightContrastNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool BrightContrastNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void BrightContrastNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
optimized->set(svm_brightness_contrast(color, bright, contrast));
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant(svm_brightness_contrast(color, bright, contrast));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void BrightContrastNode::compile(SVMCompiler& compiler)
|
||||
@ -4057,20 +3999,16 @@ SeparateRGBNode::SeparateRGBNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool SeparateRGBNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput *socket,
|
||||
ShaderInput *optimized)
|
||||
void SeparateRGBNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
if(folder.all_inputs_constant()) {
|
||||
for(int channel = 0; channel < 3; channel++) {
|
||||
if(outputs[channel] == socket) {
|
||||
optimized->set(color[channel]);
|
||||
return true;
|
||||
if(outputs[channel] == folder.output) {
|
||||
folder.make_constant(color[channel]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SeparateRGBNode::compile(SVMCompiler& compiler)
|
||||
@ -4118,20 +4056,16 @@ SeparateXYZNode::SeparateXYZNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool SeparateXYZNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput *socket,
|
||||
ShaderInput *optimized)
|
||||
void SeparateXYZNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
if(folder.all_inputs_constant()) {
|
||||
for(int channel = 0; channel < 3; channel++) {
|
||||
if(outputs[channel] == socket) {
|
||||
optimized->set(vector[channel]);
|
||||
return true;
|
||||
if(outputs[channel] == folder.output) {
|
||||
folder.make_constant(vector[channel]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SeparateXYZNode::compile(SVMCompiler& compiler)
|
||||
@ -4179,22 +4113,18 @@ SeparateHSVNode::SeparateHSVNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool SeparateHSVNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput *socket,
|
||||
ShaderInput *optimized)
|
||||
void SeparateHSVNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
if(folder.all_inputs_constant()) {
|
||||
float3 hsv = rgb_to_hsv(color);
|
||||
|
||||
for(int channel = 0; channel < 3; channel++) {
|
||||
if(outputs[channel] == socket) {
|
||||
optimized->set(hsv[channel]);
|
||||
return true;
|
||||
if(outputs[channel] == folder.output) {
|
||||
folder.make_constant(hsv[channel]);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void SeparateHSVNode::compile(SVMCompiler& compiler)
|
||||
@ -4580,16 +4510,11 @@ BlackbodyNode::BlackbodyNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void BlackbodyNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
optimized->set(svm_math_blackbody_color(temperature));
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant(svm_math_blackbody_color(temperature));
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void BlackbodyNode::compile(SVMCompiler& compiler)
|
||||
@ -4691,17 +4616,11 @@ MathNode::MathNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool MathNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput *optimized)
|
||||
void MathNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
if(all_inputs_constant()) {
|
||||
float value = svm_math(type, value1, value2);
|
||||
optimized->set(use_clamp ? saturate(value) : value);
|
||||
return true;
|
||||
if(folder.all_inputs_constant()) {
|
||||
folder.make_constant_clamp(svm_math(type, value1, value2), use_clamp);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void MathNode::compile(SVMCompiler& compiler)
|
||||
@ -4755,31 +4674,25 @@ VectorMathNode::VectorMathNode()
|
||||
{
|
||||
}
|
||||
|
||||
bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/,
|
||||
ShaderOutput *socket,
|
||||
ShaderInput *optimized)
|
||||
void VectorMathNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
float value;
|
||||
float3 vector;
|
||||
|
||||
if(all_inputs_constant()) {
|
||||
if(folder.all_inputs_constant()) {
|
||||
svm_vector_math(&value,
|
||||
&vector,
|
||||
type,
|
||||
vector1,
|
||||
vector2);
|
||||
|
||||
if(socket == output("Value")) {
|
||||
optimized->set(value);
|
||||
return true;
|
||||
if(folder.output == output("Value")) {
|
||||
folder.make_constant(value);
|
||||
}
|
||||
else if(socket == output("Vector")) {
|
||||
optimized->set(vector);
|
||||
return true;
|
||||
else if(folder.output == output("Vector")) {
|
||||
folder.make_constant(vector);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void VectorMathNode::compile(SVMCompiler& compiler)
|
||||
@ -4913,9 +4826,7 @@ void BumpNode::compile(OSLCompiler& compiler)
|
||||
compiler.add(this, "node_bump");
|
||||
}
|
||||
|
||||
bool BumpNode::constant_fold(ShaderGraph *graph,
|
||||
ShaderOutput * /*socket*/,
|
||||
ShaderInput * /*optimized*/)
|
||||
void BumpNode::constant_fold(const ConstantFolder& folder)
|
||||
{
|
||||
ShaderInput *height_in = input("Height");
|
||||
ShaderInput *normal_in = input("Normal");
|
||||
@ -4923,18 +4834,15 @@ bool BumpNode::constant_fold(ShaderGraph *graph,
|
||||
if(height_in->link == NULL) {
|
||||
if(normal_in->link == NULL) {
|
||||
GeometryNode *geom = new GeometryNode();
|
||||
graph->add(geom);
|
||||
graph->relink(this, outputs[0], geom->output("Normal"));
|
||||
folder.graph->add(geom);
|
||||
folder.bypass(geom->output("Normal"));
|
||||
}
|
||||
else {
|
||||
graph->relink(this, outputs[0], normal_in->link);
|
||||
folder.bypass(normal_in->link);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
/* TODO(sergey): Ignore bump with zero strength. */
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
@ -289,7 +289,7 @@ public:
|
||||
class RGBToBWNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(RGBToBWNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
float3 color;
|
||||
};
|
||||
@ -299,7 +299,7 @@ public:
|
||||
ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);
|
||||
SHADER_NODE_BASE_CLASS(ConvertNode)
|
||||
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
SocketType::Type from, to;
|
||||
|
||||
@ -436,7 +436,7 @@ public:
|
||||
class EmissionNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(EmissionNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
|
||||
|
||||
bool has_surface_emission() { return true; }
|
||||
@ -449,7 +449,7 @@ public:
|
||||
class BackgroundNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BackgroundNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }
|
||||
|
||||
float3 color;
|
||||
@ -605,7 +605,7 @@ class ValueNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(ValueNode)
|
||||
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
float value;
|
||||
};
|
||||
@ -614,7 +614,7 @@ class ColorNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(ColorNode)
|
||||
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
float3 value;
|
||||
};
|
||||
@ -622,12 +622,13 @@ public:
|
||||
class AddClosureNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(AddClosureNode)
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
};
|
||||
|
||||
class MixClosureNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(MixClosureNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
float fac;
|
||||
};
|
||||
@ -643,7 +644,7 @@ public:
|
||||
class InvertNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(InvertNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float fac;
|
||||
@ -653,7 +654,7 @@ public:
|
||||
class MixNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(MixNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
@ -667,7 +668,7 @@ public:
|
||||
class CombineRGBNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(CombineRGBNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float r, g, b;
|
||||
@ -676,7 +677,7 @@ public:
|
||||
class CombineHSVNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(CombineHSVNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float h, s, v;
|
||||
@ -685,7 +686,7 @@ public:
|
||||
class CombineXYZNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(CombineXYZNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float x, y, z;
|
||||
@ -694,7 +695,7 @@ public:
|
||||
class GammaNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(GammaNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
|
||||
float3 color;
|
||||
@ -704,7 +705,7 @@ public:
|
||||
class BrightContrastNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BrightContrastNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
|
||||
float3 color;
|
||||
@ -715,7 +716,7 @@ public:
|
||||
class SeparateRGBNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(SeparateRGBNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float3 color;
|
||||
@ -724,7 +725,7 @@ public:
|
||||
class SeparateHSVNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(SeparateHSVNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float3 color;
|
||||
@ -733,7 +734,7 @@ public:
|
||||
class SeparateXYZNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(SeparateXYZNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float3 vector;
|
||||
@ -806,7 +807,7 @@ public:
|
||||
class BlackbodyNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BlackbodyNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
|
||||
|
||||
float temperature;
|
||||
@ -816,7 +817,7 @@ class MathNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(MathNode)
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
float value1;
|
||||
float value2;
|
||||
@ -837,7 +838,7 @@ class VectorMathNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(VectorMathNode)
|
||||
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
|
||||
float3 vector1;
|
||||
float3 vector2;
|
||||
@ -859,7 +860,7 @@ public:
|
||||
class BumpNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BumpNode)
|
||||
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
|
||||
void constant_fold(const ConstantFolder& folder);
|
||||
bool has_spatial_varying() { return true; }
|
||||
virtual int get_feature() {
|
||||
return NODE_FEATURE_BUMP;
|
||||
|
Loading…
Reference in New Issue
Block a user