Code refactor: pass ShaderInput to constant_fold, so it supports arbitrary types.

This commit is contained in:
Brecht Van Lommel 2016-05-29 13:26:41 +02:00
parent 9bd2820aaf
commit af073e149b
6 changed files with 88 additions and 108 deletions

@ -179,25 +179,25 @@ static void set_default_value(ShaderInput *input,
/* copy values for non linked inputs */
switch(input->type()) {
case SocketType::FLOAT: {
input->value_float() = get_float(b_sock.ptr, "default_value");
input->set(get_float(b_sock.ptr, "default_value"));
break;
}
case SocketType::INT: {
input->value_float() = (float)get_int(b_sock.ptr, "default_value");
input->set(get_int(b_sock.ptr, "default_value"));
break;
}
case SocketType::COLOR: {
input->value() = float4_to_float3(get_float4(b_sock.ptr, "default_value"));
input->set(float4_to_float3(get_float4(b_sock.ptr, "default_value")));
break;
}
case SocketType::NORMAL:
case SocketType::POINT:
case SocketType::VECTOR: {
input->value() = get_float3(b_sock.ptr, "default_value");
input->set(get_float3(b_sock.ptr, "default_value"));
break;
}
case SocketType::STRING: {
input->value_string() = (ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value"));
input->set((ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
break;
}
default:
@ -1225,7 +1225,7 @@ void BlenderSync::sync_materials(bool update_all)
ShaderNode *closure, *out;
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value() = get_float3(b_mat->diffuse_color());
closure->input("Color")->set(get_float3(b_mat->diffuse_color()));
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
@ -1274,7 +1274,7 @@ void BlenderSync::sync_world(bool update_all)
ShaderNode *closure, *out;
closure = graph->add(new BackgroundNode());
closure->input("Color")->value() = get_float3(b_world.horizon_color());
closure->input("Color")->set(get_float3(b_world.horizon_color()));
out = graph->output();
graph->connect(closure->output("Background"), out->input("Surface"));
@ -1367,8 +1367,8 @@ void BlenderSync::sync_lamps(bool update_all)
}
closure = graph->add(new EmissionNode());
closure->input("Color")->value() = get_float3(b_lamp->color());
closure->input("Strength")->value_float() = strength;
closure->input("Color")->set(get_float3(b_lamp->color()));
closure->input("Strength")->set(strength);
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Surface"));

@ -470,8 +470,8 @@ void ShaderGraph::remove_proxy_nodes()
disconnect(to);
/* transfer the default input value to the target socket */
to->value() = input->value();
to->value_string() = input->value_string();
to->set(input->value());
to->set(input->value_string());
}
}
@ -537,14 +537,13 @@ void ShaderGraph::constant_fold()
}
}
/* Optimize current node. */
float3 optimized_value = make_float3(0.0f, 0.0f, 0.0f);
if(node->constant_fold(this, output, &optimized_value)) {
/* Apply optimized value to connected sockets. */
if(node->constant_fold(this, output, output->links[0])) {
/* Apply optimized value to other connected sockets and disconnect. */
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *input, links) {
/* Assign value and disconnect the optimizedinput. */
input->value() = optimized_value;
disconnect(input);
for(size_t i = 0; i < links.size(); i++) {
if(i > 0)
links[i]->set(links[0]->value());
disconnect(links[i]);
}
}
}
@ -935,7 +934,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if(fin->link)
connect(fin->link, fac_in);
else
fac_in->value_float() = fin->value_float();
fac_in->set(fin->value_float());
if(weight_out)
connect(weight_out, weight_in);
@ -970,12 +969,12 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if(weight_in->link)
connect(weight_in->link, value1_in);
else
value1_in->value() = weight_in->value();
value1_in->set(weight_in->value_float());
if(weight_out)
connect(weight_out, value2_in);
else
value2_in->value_float() = 1.0f;
value2_in->set(1.0f);
weight_out = math_node->output("Value");
if(weight_in->link)
@ -986,7 +985,7 @@ void ShaderGraph::transform_multi_closure(ShaderNode *node, ShaderOutput *weight
if(weight_out)
connect(weight_out, weight_in);
else
weight_in->value_float() += 1.0f;
weight_in->set(weight_in->value_float() + 1.0f);
}
}

@ -85,6 +85,11 @@ public:
int flags() { return flags_; }
SocketType::Type type() { return type_; }
void set(float f) { value_.x = f; }
void set(float3 f) { value_ = f; }
void set(int i) { value_.x = (float)i; }
void set(ustring s) { value_string_ = s; }
float3& value() { return value_; }
float& value_float() { return value_.x; }
ustring& value_string() { return value_string_; }
@ -148,7 +153,7 @@ public:
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) { return false; }
virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, ShaderInput * /*optimized*/) { return false; }
/* Simplify settings used by artists to the ones which are simpler to
* evaluate in the kernel but keep the final result unchanged.

@ -1545,12 +1545,10 @@ RGBToBWNode::RGBToBWNode()
add_output("Val", SocketType::FLOAT);
}
bool RGBToBWNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
float3 *optimized_value)
bool RGBToBWNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
{
if(inputs[0]->link == NULL) {
optimized_value->x = linear_rgb_to_gray(inputs[0]->value());
optimized->set(linear_rgb_to_gray(inputs[0]->value()));
return true;
}
@ -1624,9 +1622,7 @@ ConvertNode::ConvertNode(SocketType::Type from_, SocketType::Type to_, bool auto
assert(0);
}
bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
ShaderOutput * /*socket*/,
float3 *optimized_value)
bool ConvertNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
{
ShaderInput *in = inputs[0];
float3 value = in->value();
@ -1635,42 +1631,24 @@ bool ConvertNode::constant_fold(ShaderGraph * /*graph*/,
if(in->link == NULL) {
if(from == SocketType::FLOAT) {
if(to == SocketType::INT)
/* float to int */
return false;
else
/* float to float3 */
*optimized_value = make_float3(value.x, value.x, value.x);
if(SocketType::is_float3(to)) {
optimized->set(make_float3(value.x, value.x, value.x));
return true;
}
}
else if(from == SocketType::INT) {
if(to == SocketType::FLOAT)
/* int to float */
return false;
else
/* int to vector/point/normal */
return false;
else if(SocketType::is_float3(from)) {
if(to == SocketType::FLOAT) {
if(from == SocketType::COLOR)
optimized->set(linear_rgb_to_gray(value));
else
optimized->set(average(value));
return true;
}
else if(SocketType::is_float3(to)) {
optimized->set(value);
return true;
}
}
else if(to == SocketType::FLOAT) {
if(from == SocketType::COLOR)
/* color to float */
optimized_value->x = linear_rgb_to_gray(value);
else
/* vector/point/normal to float */
optimized_value->x = average(value);
}
else if(to == SocketType::INT) {
if(from == SocketType::COLOR)
/* color to int */
return false;
else
/* vector/point/normal to int */
return false;
}
else {
*optimized_value = value;
}
return true;
}
return false;
@ -2254,7 +2232,7 @@ void EmissionNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_emission");
}
bool EmissionNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
bool EmissionNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
@ -2296,7 +2274,7 @@ void BackgroundNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_background");
}
bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
bool BackgroundNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
@ -3147,10 +3125,9 @@ ValueNode::ValueNode()
add_output("Value", SocketType::FLOAT);
}
bool ValueNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
float3 *optimized_value)
bool ValueNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
{
*optimized_value = make_float3(value, value, value);
optimized->set(value);
return true;
}
@ -3177,10 +3154,9 @@ ColorNode::ColorNode()
add_output("Color", SocketType::COLOR);
}
bool ColorNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
float3 *optimized_value)
bool ColorNode::constant_fold(ShaderGraph *, ShaderOutput *, ShaderInput *optimized)
{
*optimized_value = value;
optimized->set(value);
return true;
}
@ -3246,7 +3222,7 @@ void MixClosureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mix_closure");
}
bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput *, ShaderInput *)
{
ShaderInput *fac_in = input("Fac");
ShaderInput *closure1_in = input("Closure1");
@ -3404,7 +3380,7 @@ void MixNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mix");
}
bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * optimized_value)
bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput *, ShaderInput *optimized)
{
if(type != ustring("Mix")) {
return false;
@ -3428,7 +3404,7 @@ bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float
if(color1_in->link)
graph->relink(this, color_out, color1_in->link);
else
*optimized_value = color1_in->value();
optimized->set(color1_in->value());
return true;
}
/* factor 1.0 */
@ -3436,7 +3412,7 @@ bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float
if(color2_in->link)
graph->relink(this, color_out, color2_in->link);
else
*optimized_value = color2_in->value();
optimized->set(color2_in->value());
return true;
}
}
@ -3553,15 +3529,15 @@ GammaNode::GammaNode()
add_output("Color", SocketType::COLOR);
}
bool GammaNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
bool GammaNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
{
ShaderInput *color_in = input("Color");
ShaderInput *gamma_in = input("Gamma");
if(socket == output("Color")) {
if(color_in->link == NULL && gamma_in->link == NULL) {
*optimized_value = svm_math_gamma_color(color_in->value(),
gamma_in->value_float());
optimized->set(svm_math_gamma_color(color_in->value(),
gamma_in->value_float()));
return true;
}
}
@ -4013,13 +3989,13 @@ BlackbodyNode::BlackbodyNode()
add_output("Color", SocketType::COLOR);
}
bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
bool BlackbodyNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
{
ShaderInput *temperature_in = input("Temperature");
if(socket == output("Color")) {
if(temperature_in->link == NULL) {
*optimized_value = svm_math_blackbody_color(temperature_in->value_float());
optimized->set(svm_math_blackbody_color(temperature_in->value_float()));
return true;
}
}
@ -4119,21 +4095,23 @@ static NodeEnum math_type_init()
NodeEnum MathNode::type_enum = math_type_init();
bool MathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
bool MathNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
{
ShaderInput *value1_in = input("Value1");
ShaderInput *value2_in = input("Value2");
if(socket == output("Value")) {
if(value1_in->link == NULL && value2_in->link == NULL) {
optimized_value->x = svm_math((NodeMath)type_enum[type],
value1_in->value_float(),
value2_in->value_float());
float value = svm_math((NodeMath)type_enum[type],
value1_in->value_float(),
value2_in->value_float());
if(use_clamp) {
optimized_value->x = saturate(optimized_value->x);
value = saturate(value);
}
optimized->set(value);
return true;
}
}
@ -4195,7 +4173,7 @@ static NodeEnum vector_math_type_init()
NodeEnum VectorMathNode::type_enum = vector_math_type_init();
bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
bool VectorMathNode::constant_fold(ShaderGraph *, ShaderOutput *socket, ShaderInput *optimized)
{
ShaderInput *vector1_in = input("Vector1");
ShaderInput *vector2_in = input("Vector2");
@ -4211,11 +4189,11 @@ bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket
vector2_in->value());
if(socket == output("Value")) {
optimized_value->x = value;
optimized->set(value);
return true;
}
else if(socket == output("Vector")) {
*optimized_value = vector;
optimized->set(vector);
return true;
}
}
@ -4357,9 +4335,7 @@ void BumpNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_bump");
}
bool BumpNode::constant_fold(ShaderGraph *graph,
ShaderOutput * /*socket*/,
float3 * /*optimized_value*/)
bool BumpNode::constant_fold(ShaderGraph *graph, ShaderOutput *, ShaderInput *)
{
ShaderInput *height_in = input("Height");
ShaderInput *normal_in = input("Normal");

@ -366,7 +366,7 @@ class RGBToBWNode : public ShaderNode {
public:
SHADER_NODE_CLASS(RGBToBWNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
};
class ConvertNode : public ShaderNode {
@ -374,7 +374,7 @@ public:
ConvertNode(SocketType::Type from, SocketType::Type to, bool autoconvert = false);
SHADER_NODE_BASE_CLASS(ConvertNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
SocketType::Type from, to;
@ -491,7 +491,7 @@ public:
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
virtual ClosureType get_closure_type() { return CLOSURE_EMISSION_ID; }
bool has_surface_emission() { return true; }
@ -500,7 +500,7 @@ public:
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
virtual ClosureType get_closure_type() { return CLOSURE_BACKGROUND_ID; }
};
@ -646,7 +646,7 @@ class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
float value;
@ -661,7 +661,7 @@ class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
float3 value;
@ -680,7 +680,7 @@ public:
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
};
class MixClosureWeightNode : public ShaderNode {
@ -698,7 +698,7 @@ public:
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
@ -741,7 +741,7 @@ class GammaNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GammaNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
@ -832,7 +832,7 @@ public:
class BlackbodyNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlackbodyNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
@ -841,7 +841,7 @@ 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, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
bool use_clamp;
@ -876,7 +876,7 @@ 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, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
ustring type;
static NodeEnum type_enum;
@ -914,7 +914,7 @@ public:
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, ShaderInput *optimized);
bool has_spatial_varying() { return true; }
virtual int get_feature() {
return NODE_FEATURE_BUMP;

@ -456,7 +456,7 @@ void ShaderManager::add_default(Scene *scene)
ShaderGraph *graph = new ShaderGraph();
closure = graph->add(new DiffuseBsdfNode());
closure->input("Color")->value() = make_float3(0.8f, 0.8f, 0.8f);
closure->input("Color")->set(make_float3(0.8f, 0.8f, 0.8f));
out = graph->output();
graph->connect(closure->output("BSDF"), out->input("Surface"));
@ -473,8 +473,8 @@ void ShaderManager::add_default(Scene *scene)
ShaderGraph *graph = new ShaderGraph();
closure = graph->add(new EmissionNode());
closure->input("Color")->value() = make_float3(0.8f, 0.8f, 0.8f);
closure->input("Strength")->value_float() = 0.0f;
closure->input("Color")->set(make_float3(0.8f, 0.8f, 0.8f));
closure->input("Strength")->set(0.0f);
out = graph->output();
graph->connect(closure->output("Emission"), out->input("Surface"));