blender/intern/cycles/scene/constant_fold.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

75 lines
2.2 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.
*/
#ifndef __CONSTANT_FOLD_H__
#define __CONSTANT_FOLD_H__
#include "kernel/svm/types.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
class Scene;
class ShaderGraph;
class ShaderInput;
class ShaderNode;
class ShaderOutput;
class ConstantFolder {
public:
ShaderGraph *const graph;
ShaderNode *const node;
ShaderOutput *const output;
Scene *scene;
ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output, Scene *scene);
bool all_inputs_constant() const;
/* Constant folding helpers */
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;
void make_zero() const;
void make_one() 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, bool clamp = false) const;
/* Test if shader inputs of the current nodes have fixed values. */
bool is_zero(ShaderInput *input) const;
bool is_one(ShaderInput *input) const;
/* Specific nodes. */
void fold_mix(NodeMix type, bool clamp) const;
void fold_math(NodeMathType type) const;
void fold_vector_math(NodeVectorMathType type) const;
void fold_mapping(NodeMappingType type) const;
};
CCL_NAMESPACE_END
#endif /* __CONSTANT_FOLD_H__ */