forked from bartvdbraak/blender
d7d40745fa
* Split render/ into scene/ and session/. The scene/ folder now contains the scene and its nodes. The session/ folder contains the render session and associated data structures like drivers and render buffers. * Move top level kernel headers into new folders kernel/camera/, kernel/film/, kernel/light/, kernel/sample/, kernel/util/ * Move integrator related kernel headers into kernel/integrator/ * Move OSL shaders from kernel/shaders/ to kernel/osl/shaders/ For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
/*
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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 "kernel/svm/svm_types.h"
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#include "util/util_types.h"
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CCL_NAMESPACE_BEGIN
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class Scene;
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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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Scene *scene;
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ConstantFolder(ShaderGraph *graph, ShaderNode *node, ShaderOutput *output, Scene *scene);
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bool all_inputs_constant() const;
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/* Constant folding helpers */
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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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void make_zero() const;
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void make_one() 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, bool clamp = false) const;
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/* Test if shader inputs of the current nodes have fixed values. */
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bool is_zero(ShaderInput *input) const;
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bool is_one(ShaderInput *input) const;
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/* Specific nodes. */
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void fold_mix(NodeMix type, bool clamp) const;
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void fold_math(NodeMathType type) const;
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void fold_vector_math(NodeVectorMathType type) const;
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void fold_mapping(NodeMappingType type) const;
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};
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CCL_NAMESPACE_END
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#endif /* __CONSTANT_FOLD_H__ */
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