Cycles: add ConstantFolder class for constant folding boilerplate.

Reviewed By: brecht, sergey

Differential Revision: https://developer.blender.org/D2089
This commit is contained in:
Alexander Gavrilov 2016-07-16 13:16:54 +02:00 committed by Brecht Van Lommel
parent 10b0e33de1
commit 5234e9ddd3
7 changed files with 347 additions and 261 deletions

@ -22,6 +22,7 @@ set(SRC
bake.cpp
buffers.cpp
camera.cpp
constant_fold.cpp
film.cpp
graph.cpp
image.cpp
@ -49,6 +50,7 @@ set(SRC_HEADERS
background.h
buffers.h
camera.h
constant_fold.h
film.h
graph.h
image.h

@ -0,0 +1,122 @@
/*
* 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 "constant_fold.h"
#include "graph.h"
#include "util_foreach.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
{
foreach(ShaderInput *sock, output->links) {
sock->set(value);
}
graph->disconnect(output);
}
void ConstantFolder::make_constant(float3 value) const
{
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::bypass(ShaderOutput *new_output) const
{
assert(new_output);
/* 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);
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, float3 input_value, bool clamp) const
{
if(!input->link) {
make_constant_clamp(input_value, clamp);
return true;
}
else if(!clamp) {
bypass(input->link);
return true;
}
return false;
}
CCL_NAMESPACE_END

@ -0,0 +1,59 @@
/*
* 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_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, always return true for convenience. */
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;
/* 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, float3 input_value, bool clamp) const;
};
CCL_NAMESPACE_END
#endif /* __CONSTANT_FOLD_H__ */

@ -1,5 +1,5 @@
/*
* Copyright 2011-2013 Blender Foundation
* 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.
@ -18,6 +18,7 @@
#include "graph.h"
#include "nodes.h"
#include "shader.h"
#include "constant_fold.h"
#include "util_algorithm.h"
#include "util_debug.h"
@ -126,17 +127,6 @@ ShaderOutput *ShaderNode::output(ustring name)
return NULL;
}
bool ShaderNode::all_inputs_constant() const
{
foreach(ShaderInput *input, inputs) {
if(input->link) {
return false;
}
}
return true;
}
void ShaderNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
foreach(ShaderInput *input, inputs) {
@ -278,6 +268,17 @@ void ShaderGraph::connect(ShaderOutput *from, ShaderInput *to)
}
}
void ShaderGraph::disconnect(ShaderOutput *from)
{
assert(!finalized);
foreach(ShaderInput *sock, from->links) {
sock->link = NULL;
}
from->links.clear();
}
void ShaderGraph::disconnect(ShaderInput *to)
{
assert(!finalized);
@ -525,15 +526,8 @@ void ShaderGraph::constant_fold()
}
}
/* Optimize current node. */
if(node->constant_fold(this, output, output->links[0])) {
/* Apply optimized value to other connected sockets and disconnect. */
vector<ShaderInput*> links(output->links);
for(size_t i = 0; i < links.size(); i++) {
if(i > 0)
links[i]->parent->copy_value(links[i]->socket_type, *links[0]->parent, links[0]->socket_type);
disconnect(links[i]);
}
}
ConstantFolder folder(this, node, output);
node->constant_fold(folder);
}
}
}

@ -1,5 +1,5 @@
/*
* Copyright 2011-2013 Blender Foundation
* 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.
@ -41,6 +41,7 @@ class ShaderGraph;
class SVMCompiler;
class OSLCompiler;
class OutputNode;
class ConstantFolder;
/* Bump
*
@ -140,9 +141,7 @@ public:
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, ShaderInput * /*optimized*/) { return false; }
bool all_inputs_constant() const;
virtual void constant_fold(const ConstantFolder& /*folder*/) {}
/* Simplify settings used by artists to the ones which are simpler to
* evaluate in the kernel but keep the final result unchanged.
@ -251,6 +250,7 @@ public:
OutputNode *output();
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderOutput *from);
void disconnect(ShaderInput *to);
void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);

@ -22,6 +22,7 @@
#include "svm_color_util.h"
#include "svm_math_util.h"
#include "osl.h"
#include "constant_fold.h"
#include "util_sky_model.h"
#include "util_foreach.h"
@ -1576,16 +1577,11 @@ RGBToBWNode::RGBToBWNode()
{
}
bool RGBToBWNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
ShaderInput *optimized)
void RGBToBWNode::constant_fold(const ConstantFolder& folder)
{
if(all_inputs_constant()) {
optimized->set(linear_rgb_to_gray(color));
return true;
if(folder.all_inputs_constant()) {
folder.make_constant(linear_rgb_to_gray(color));
}
return false;
}
void RGBToBWNode::compile(SVMCompiler& compiler)
@ -1663,40 +1659,35 @@ ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool auto
special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
}
bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
ShaderInput *optimized)
void ConvertNode::constant_fold(const ConstantFolder& folder)
{
/* proxy nodes should have been removed at this point */
assert(special_type != SHADER_SPECIAL_TYPE_PROXY);
/* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */
if(all_inputs_constant()) {
if(folder.all_inputs_constant()) {
if(from == SocketType::FLOAT) {
if(SocketType::is_float3(to)) {
optimized->set(make_float3(value_float, value_float, value_float));
return true;
folder.make_constant(make_float3(value_float, value_float, value_float));
}
}
else if(SocketType::is_float3(from)) {
if(to == SocketType::FLOAT) {
if(from == SocketType::COLOR)
if(from == SocketType::COLOR) {
/* color to float */
optimized->set(linear_rgb_to_gray(value_color));
else
folder.make_constant(linear_rgb_to_gray(value_color));
}
else {
/* vector/point/normal to float */
optimized->set(average(value_vector));
return true;
folder.make_constant(average(value_vector));
}
}
else if(SocketType::is_float3(to)) {
optimized->set(value_color);
return true;
folder.make_constant(value_color);
}
}
}
return false;
}
void ConvertNode::compile(SVMCompiler& compiler)
@ -2366,15 +2357,15 @@ void EmissionNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_emission");
}
bool EmissionNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
ShaderInput * /*optimized*/)
void EmissionNode::constant_fold(const ConstantFolder& folder)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
return ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
(!strength_in->link && strength == 0.0f));
if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
(!strength_in->link && strength == 0.0f)) {
folder.discard();
}
}
/* Background Closure */
@ -2418,15 +2409,15 @@ void BackgroundNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_background");
}
bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
ShaderInput * /*optimized*/)
void BackgroundNode::constant_fold(const ConstantFolder& folder)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
return ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
(!strength_in->link && strength == 0.0f));
if ((!color_in->link && color == make_float3(0.0f, 0.0f, 0.0f)) ||
(!strength_in->link && strength == 0.0f)) {
folder.discard();
}
}
/* Holdout Closure */
@ -3388,12 +3379,9 @@ ValueNode::ValueNode()
{
}
bool ValueNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
ShaderInput *optimized)
void ValueNode::constant_fold(const ConstantFolder& folder)
{
optimized->set(value);
return true;
folder.make_constant(value);
}
void ValueNode::compile(SVMCompiler& compiler)
@ -3426,12 +3414,9 @@ ColorNode::ColorNode()
{
}
bool ColorNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
ShaderInput *optimized)
void ColorNode::constant_fold(const ConstantFolder& folder)
{
optimized->set(value);
return true;
folder.make_constant(value);
}
void ColorNode::compile(SVMCompiler& compiler)
@ -3480,6 +3465,20 @@ void AddClosureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_add_closure");
}
void AddClosureNode::constant_fold(const ConstantFolder& folder)
{
ShaderInput *closure1_in = input("Closure1");
ShaderInput *closure2_in = input("Closure2");
/* remove useless add closures nodes */
if(!closure1_in->link) {
folder.bypass_or_discard(closure2_in);
}
else if(!closure2_in->link) {
folder.bypass_or_discard(closure1_in);
}
}
/* Mix Closure */
NODE_DEFINE(MixClosureNode)
@ -3511,37 +3510,28 @@ void MixClosureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mix_closure");
}
bool MixClosureNode::constant_fold(ShaderGraph *graph,
ShaderOutput * /*socket*/,
ShaderInput * /*optimized*/)
void MixClosureNode::constant_fold(const ConstantFolder& folder)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *closure1_in = input("Closure1");
ShaderInput *closure2_in = input("Closure2");
ShaderOutput *closure_out = output("Closure");
/* remove useless mix closures nodes */
if(closure1_in->link == closure2_in->link) {
graph->relink(this, closure_out, closure1_in->link);
return true;
folder.bypass_or_discard(closure1_in);
}
/* remove unused mix closure input when factor is 0.0 or 1.0 */
/* check for closure links and make sure factor link is disconnected */
if(closure1_in->link && closure2_in->link && !fac_in->link) {
/* remove unused mix closure input when factor is 0.0 or 1.0
* 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(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN) {
if(!color1_in->link) {
float3 result = svm_mix(type, 0.0f, color1, color1);
optimized->set(use_clamp ? svm_mix_clamp(result) : result);
return true;
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;
}
if(type == NODE_MIX_BLEND) {
/* 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 ? (color1_in->link == color2_in->link) : (!color2_in->link && color1 == color2)) {
if(folder.try_bypass_or_make_constant(color1_in, color1, use_clamp)) {
return;
}
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;
}
else if(!use_clamp) {
graph->relink(this, color_out, color2_in->link);
return true;
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;