blender/intern/cycles/render/constant_fold.cpp
OmarSquircleArt baaa89a0bc Shading: Rewrite Mapping node with dynamic inputs.
This patch rewrites the Mapping node to support dynamic inputs. The
Max and Min options have been removed. They can be added as Min and
Max Vector Math nodes manually.

Texture nodes still use the old matrix-based mapping. A new SVM node
`NODE_TEXTURE_MAPPING` has been added to preserve this functionality.
Similarly, in GLSL, a `mapping_mat4` function has been added.

Reviewers: brecht, JacquesLucke
2019-09-04 23:17:13 +02:00

450 lines
12 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/constant_fold.h"
#include "render/graph.h"
#include "util/util_foreach.h"
#include "util/util_logging.h"
CCL_NAMESPACE_BEGIN
ConstantFolder::ConstantFolder(ShaderGraph *graph,
ShaderNode *node,
ShaderOutput *output,
Scene *scene)
: graph(graph), node(node), output(output), scene(scene)
{
}
bool ConstantFolder::all_inputs_constant() const
{
foreach (ShaderInput *input, node->inputs) {
if (input->link) {
return false;
}
}
return true;
}
void ConstantFolder::make_constant(float value) const
{
VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant (" << value
<< ").";
foreach (ShaderInput *sock, output->links) {
sock->set(value);
}
graph->disconnect(output);
}
void ConstantFolder::make_constant(float3 value) const
{
VLOG(1) << "Folding " << node->name << "::" << output->name() << " to constant " << value << ".";
foreach (ShaderInput *sock, output->links) {
sock->set(value);
}
graph->disconnect(output);
}
void ConstantFolder::make_constant_clamp(float value, bool clamp) const
{
make_constant(clamp ? saturate(value) : value);
}
void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
{
if (clamp) {
value.x = saturate(value.x);
value.y = saturate(value.y);
value.z = saturate(value.z);
}
make_constant(value);
}
void ConstantFolder::make_zero() const
{
if (output->type() == SocketType::FLOAT) {
make_constant(0.0f);
}
else if (SocketType::is_float3(output->type())) {
make_constant(make_float3(0.0f, 0.0f, 0.0f));
}
else {
assert(0);
}
}
void ConstantFolder::make_one() const
{
if (output->type() == SocketType::FLOAT) {
make_constant(1.0f);
}
else if (SocketType::is_float3(output->type())) {
make_constant(make_float3(1.0f, 1.0f, 1.0f));
}
else {
assert(0);
}
}
void ConstantFolder::bypass(ShaderOutput *new_output) const
{
assert(new_output);
VLOG(1) << "Folding " << node->name << "::" << output->name() << " to socket "
<< new_output->parent->name << "::" << new_output->name() << ".";
/* Remove all outgoing links from socket and connect them to new_output instead.
* The graph->relink method affects node inputs, so it's not safe to use in constant
* folding if the node has multiple outputs and will thus be folded multiple times. */
vector<ShaderInput *> outputs = output->links;
graph->disconnect(output);
foreach (ShaderInput *sock, outputs) {
graph->connect(new_output, sock);
}
}
void ConstantFolder::discard() const
{
assert(output->type() == SocketType::CLOSURE);
VLOG(1) << "Discarding closure " << node->name << ".";
graph->disconnect(output);
}
void ConstantFolder::bypass_or_discard(ShaderInput *input) const
{
assert(input->type() == SocketType::CLOSURE);
if (input->link) {
bypass(input->link);
}
else {
discard();
}
}
bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const
{
if (input->type() != output->type()) {
return false;
}
else if (!input->link) {
if (input->type() == SocketType::FLOAT) {
make_constant_clamp(node->get_float(input->socket_type), clamp);
return true;
}
else if (SocketType::is_float3(input->type())) {
make_constant_clamp(node->get_float3(input->socket_type), clamp);
return true;
}
}
else if (!clamp) {
bypass(input->link);
return true;
}
else {
/* disconnect other inputs if we can't fully bypass due to clamp */
foreach (ShaderInput *other, node->inputs) {
if (other != input && other->link) {
graph->disconnect(other);
}
}
}
return false;
}
bool ConstantFolder::is_zero(ShaderInput *input) const
{
if (!input->link) {
if (input->type() == SocketType::FLOAT) {
return node->get_float(input->socket_type) == 0.0f;
}
else if (SocketType::is_float3(input->type())) {
return node->get_float3(input->socket_type) == make_float3(0.0f, 0.0f, 0.0f);
}
}
return false;
}
bool ConstantFolder::is_one(ShaderInput *input) const
{
if (!input->link) {
if (input->type() == SocketType::FLOAT) {
return node->get_float(input->socket_type) == 1.0f;
}
else if (SocketType::is_float3(input->type())) {
return node->get_float3(input->socket_type) == make_float3(1.0f, 1.0f, 1.0f);
}
}
return false;
}
/* Specific nodes */
void ConstantFolder::fold_mix(NodeMix type, bool clamp) const
{
ShaderInput *fac_in = node->input("Fac");
ShaderInput *color1_in = node->input("Color1");
ShaderInput *color2_in = node->input("Color2");
float fac = saturate(node->get_float(fac_in->socket_type));
bool fac_is_zero = !fac_in->link && fac == 0.0f;
bool fac_is_one = !fac_in->link && fac == 1.0f;
/* remove no-op node when factor is 0.0 */
if (fac_is_zero) {
/* note that some of the modes will clamp out of bounds values even without use_clamp */
if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) {
if (try_bypass_or_make_constant(color1_in, clamp)) {
return;
}
}
}
switch (type) {
case NODE_MIX_BLEND:
/* remove useless mix colors nodes */
if (color1_in->link && color2_in->link) {
if (color1_in->link == color2_in->link) {
try_bypass_or_make_constant(color1_in, clamp);
break;
}
}
else if (!color1_in->link && !color2_in->link) {
float3 color1 = node->get_float3(color1_in->socket_type);
float3 color2 = node->get_float3(color2_in->socket_type);
if (color1 == color2) {
try_bypass_or_make_constant(color1_in, clamp);
break;
}
}
/* remove no-op mix color node when factor is 1.0 */
if (fac_is_one) {
try_bypass_or_make_constant(color2_in, clamp);
break;
}
break;
case NODE_MIX_ADD:
/* 0 + X (fac 1) == X */
if (is_zero(color1_in) && fac_is_one) {
try_bypass_or_make_constant(color2_in, clamp);
}
/* X + 0 (fac ?) == X */
else if (is_zero(color2_in)) {
try_bypass_or_make_constant(color1_in, clamp);
}
break;
case NODE_MIX_SUB:
/* X - 0 (fac ?) == X */
if (is_zero(color2_in)) {
try_bypass_or_make_constant(color1_in, clamp);
}
/* X - X (fac 1) == 0 */
else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) {
make_zero();
}
break;
case NODE_MIX_MUL:
/* X * 1 (fac ?) == X, 1 * X (fac 1) == X */
if (is_one(color1_in) && fac_is_one) {
try_bypass_or_make_constant(color2_in, clamp);
}
else if (is_one(color2_in)) {
try_bypass_or_make_constant(color1_in, clamp);
}
/* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */
else if (is_zero(color1_in)) {
make_zero();
}
else if (is_zero(color2_in) && fac_is_one) {
make_zero();
}
break;
case NODE_MIX_DIV:
/* X / 1 (fac ?) == X */
if (is_one(color2_in)) {
try_bypass_or_make_constant(color1_in, clamp);
}
/* 0 / ? (fac ?) == 0 */
else if (is_zero(color1_in)) {
make_zero();
}
break;
default:
break;
}
}
void ConstantFolder::fold_math(NodeMathType type) const
{
ShaderInput *value1_in = node->input("Value1");
ShaderInput *value2_in = node->input("Value2");
switch (type) {
case NODE_MATH_ADD:
/* X + 0 == 0 + X == X */
if (is_zero(value1_in)) {
try_bypass_or_make_constant(value2_in);
}
else if (is_zero(value2_in)) {
try_bypass_or_make_constant(value1_in);
}
break;
case NODE_MATH_SUBTRACT:
/* X - 0 == X */
if (is_zero(value2_in)) {
try_bypass_or_make_constant(value1_in);
}
break;
case NODE_MATH_MULTIPLY:
/* X * 1 == 1 * X == X */
if (is_one(value1_in)) {
try_bypass_or_make_constant(value2_in);
}
else if (is_one(value2_in)) {
try_bypass_or_make_constant(value1_in);
}
/* X * 0 == 0 * X == 0 */
else if (is_zero(value1_in) || is_zero(value2_in)) {
make_zero();
}
break;
case NODE_MATH_DIVIDE:
/* X / 1 == X */
if (is_one(value2_in)) {
try_bypass_or_make_constant(value1_in);
}
/* 0 / X == 0 */
else if (is_zero(value1_in)) {
make_zero();
}
break;
case NODE_MATH_POWER:
/* 1 ^ X == X ^ 0 == 1 */
if (is_one(value1_in) || is_zero(value2_in)) {
make_one();
}
/* X ^ 1 == X */
else if (is_one(value2_in)) {
try_bypass_or_make_constant(value1_in);
}
default:
break;
}
}
void ConstantFolder::fold_vector_math(NodeVectorMathType type) const
{
ShaderInput *vector1_in = node->input("Vector1");
ShaderInput *vector2_in = node->input("Vector2");
ShaderInput *scale_in = node->input("Scale");
switch (type) {
case NODE_VECTOR_MATH_ADD:
/* X + 0 == 0 + X == X */
if (is_zero(vector1_in)) {
try_bypass_or_make_constant(vector2_in);
}
else if (is_zero(vector2_in)) {
try_bypass_or_make_constant(vector1_in);
}
break;
case NODE_VECTOR_MATH_SUBTRACT:
/* X - 0 == X */
if (is_zero(vector2_in)) {
try_bypass_or_make_constant(vector1_in);
}
break;
case NODE_VECTOR_MATH_MULTIPLY:
/* X * 0 == 0 * X == 0 */
if (is_zero(vector1_in) || is_zero(vector2_in)) {
make_zero();
} /* X * 1 == 1 * X == X */
else if (is_one(vector1_in)) {
try_bypass_or_make_constant(vector2_in);
}
else if (is_one(vector2_in)) {
try_bypass_or_make_constant(vector1_in);
}
break;
case NODE_VECTOR_MATH_DIVIDE:
/* X / 0 == 0 / X == 0 */
if (is_zero(vector1_in) || is_zero(vector2_in)) {
make_zero();
} /* X / 1 == X */
else if (is_one(vector2_in)) {
try_bypass_or_make_constant(vector1_in);
}
break;
case NODE_VECTOR_MATH_DOT_PRODUCT:
case NODE_VECTOR_MATH_CROSS_PRODUCT:
/* X * 0 == 0 * X == 0 */
if (is_zero(vector1_in) || is_zero(vector2_in)) {
make_zero();
}
break;
case NODE_VECTOR_MATH_LENGTH:
case NODE_VECTOR_MATH_ABSOLUTE:
if (is_zero(vector1_in)) {
make_zero();
}
break;
case NODE_VECTOR_MATH_SCALE:
/* X * 0 == 0 * X == 0 */
if (is_zero(vector1_in) || is_zero(scale_in)) {
make_zero();
} /* X * 1 == X */
else if (is_one(scale_in)) {
try_bypass_or_make_constant(vector1_in);
}
break;
default:
break;
}
}
void ConstantFolder::fold_mapping(NodeMappingType type) const
{
ShaderInput *vector_in = node->input("Vector");
ShaderInput *location_in = node->input("Location");
ShaderInput *rotation_in = node->input("Rotation");
ShaderInput *scale_in = node->input("Scale");
if (is_zero(scale_in)) {
make_zero();
}
else if ((is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR ||
type == NODE_MAPPING_TYPE_NORMAL) &&
is_zero(rotation_in) && is_one(scale_in)) {
try_bypass_or_make_constant(vector_in);
}
}
CCL_NAMESPACE_END