Code refactor: reduce special node types, use generic constant folding.

This commit is contained in:
Brecht Van Lommel 2016-05-02 00:05:16 +02:00
parent 2cfadecf97
commit dd8bfa0929
Notes: blender-bot 2023-02-14 07:54:58 +01:00
Referenced by issue #48368, "Mix" Mode in the Cycles "Color Mix" Node doesn't work anymore
9 changed files with 200 additions and 269 deletions

View File

@ -32,7 +32,7 @@ CCL_NAMESPACE_BEGIN
typedef map<void*, ShaderInput*> PtrInputMap;
typedef map<void*, ShaderOutput*> PtrOutputMap;
typedef map<std::string, ProxyNode*> ProxyMap;
typedef map<std::string, ConvertNode*> ProxyMap;
/* Find */
@ -321,10 +321,6 @@ static ShaderNode *add_node(Scene *scene,
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = new MixNode();
mix->type = MixNode::type_enum[b_mix_node.blend_type()];
/* Tag if it's Mix */
if(b_mix_node.blend_type() == 0)
mix->special_type = SHADER_SPECIAL_TYPE_MIX_RGB;
mix->use_clamp = b_mix_node.use_clamp();
node = mix;
}
@ -1029,7 +1025,8 @@ static void add_nodes(Scene *scene,
BL::Node::internal_links_iterator b_link;
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
ProxyNode *proxy = new ProxyNode(convert_socket_type(to_socket));
ShaderSocketType to_socket_type = convert_socket_type(to_socket);
ConvertNode *proxy = new ConvertNode(to_socket_type, to_socket_type, true);
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
@ -1051,7 +1048,8 @@ static void add_nodes(Scene *scene,
* so that links have something to connect to and assert won't fail.
*/
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_input));
ShaderSocketType input_type = convert_socket_type(*b_input);
ConvertNode *proxy = new ConvertNode(input_type, input_type, true);
graph->add(proxy);
/* register the proxy node for internal binding */
@ -1062,7 +1060,8 @@ static void add_nodes(Scene *scene,
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ProxyNode *proxy = new ProxyNode(convert_socket_type(*b_output));
ShaderSocketType output_type = convert_socket_type(*b_output);
ConvertNode *proxy = new ConvertNode(output_type, output_type, true);
graph->add(proxy);
/* register the proxy node for internal binding */
@ -1088,7 +1087,7 @@ static void add_nodes(Scene *scene,
for(b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
if(proxy_it != proxy_input_map.end()) {
ProxyNode *proxy = proxy_it->second;
ConvertNode *proxy = proxy_it->second;
output_map[b_output->ptr.data] = proxy->outputs[0];
}
@ -1102,7 +1101,7 @@ static void add_nodes(Scene *scene,
for(b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
if(proxy_it != proxy_output_map.end()) {
ProxyNode *proxy = proxy_it->second;
ConvertNode *proxy = proxy_it->second;
input_map[b_input->ptr.data] = proxy->inputs[0];

View File

@ -290,18 +290,21 @@ void ShaderGraph::disconnect(ShaderInput *to)
from->links.erase(remove(from->links.begin(), from->links.end(), to), from->links.end());
}
void ShaderGraph::relink(vector<ShaderInput*> inputs, vector<ShaderInput*> outputs, ShaderOutput *output)
void ShaderGraph::relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to)
{
/* Remove nodes and re-link if output isn't NULL. */
foreach(ShaderInput *sock, inputs) {
/* Copy because disconnect modifies this list */
vector<ShaderInput*> outputs = from->links;
/* Bypass node by moving all links from "from" to "to" */
foreach(ShaderInput *sock, node->inputs) {
if(sock->link)
disconnect(sock);
}
foreach(ShaderInput *sock, outputs) {
disconnect(sock);
if(output)
connect(output, sock);
if(to)
connect(to, sock);
}
}
@ -411,39 +414,29 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
/* Graph simplification */
/* ******************** */
/* Step 1: Remove unused nodes.
* Remove nodes which are not needed in the graph, such as proxies,
* mix nodes with a factor of 0 or 1, emission shaders without contribution...
/* Step 1: Remove proxy nodes.
* These only exists temporarily when exporting groups, and we must remove them
* early so that node->attributes() and default links do not see them.
*/
void ShaderGraph::remove_unneeded_nodes()
void ShaderGraph::remove_proxy_nodes()
{
vector<bool> removed(num_node_ids, false);
bool any_node_removed = false;
ShaderNode *geom = NULL;
/* find and unlink proxy nodes */
foreach(ShaderNode *node, nodes) {
if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) {
ProxyNode *proxy = static_cast<ProxyNode*>(node);
ConvertNode *proxy = static_cast<ConvertNode*>(node);
ShaderInput *input = proxy->inputs[0];
ShaderOutput *output = proxy->outputs[0];
/* temp. copy of the output links list.
* output->links is modified when we disconnect!
*/
vector<ShaderInput*> links(output->links);
ShaderOutput *from = input->link;
/* bypass the proxy node */
if(from) {
disconnect(input);
foreach(ShaderInput *to, links) {
disconnect(to);
connect(from, to);
}
if(input->link) {
relink(proxy, output, input->link);
}
else {
/* Copy because disconnect modifies this list */
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *to, links) {
/* remove any autoconvert nodes too if they lead to
* sockets with an automatically set default value */
@ -465,132 +458,16 @@ void ShaderGraph::remove_unneeded_nodes()
}
disconnect(to);
/* transfer the default input value to the target socket */
to->set(input->value);
to->set(input->value_string);
}
}
removed[proxy->id] = true;
any_node_removed = true;
}
else if(node->special_type == SHADER_SPECIAL_TYPE_BACKGROUND) {
BackgroundNode *bg = static_cast<BackgroundNode*>(node);
if(bg->outputs[0]->links.size()) {
/* Black color or zero strength, remove node */
if((!bg->inputs[0]->link && bg->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
(!bg->inputs[1]->link && bg->inputs[1]->value.x == 0.0f))
{
vector<ShaderInput*> inputs = bg->outputs[0]->links;
relink(bg->inputs, inputs, NULL);
removed[bg->id] = true;
any_node_removed = true;
}
}
}
else if(node->special_type == SHADER_SPECIAL_TYPE_EMISSION) {
EmissionNode *em = static_cast<EmissionNode*>(node);
if(em->outputs[0]->links.size()) {
/* Black color or zero strength, remove node */
if((!em->inputs[0]->link && em->inputs[0]->value == make_float3(0.0f, 0.0f, 0.0f)) ||
(!em->inputs[1]->link && em->inputs[1]->value.x == 0.0f))
{
vector<ShaderInput*> inputs = em->outputs[0]->links;
relink(em->inputs, inputs, NULL);
removed[em->id] = true;
any_node_removed = true;
}
}
}
else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
BumpNode *bump = static_cast<BumpNode*>(node);
if(bump->outputs[0]->links.size()) {
/* Height inputs is not connected. */
/* TODO(sergey): Ignore bump with zero strength. */
if(bump->inputs[0]->link == NULL) {
vector<ShaderInput*> inputs = bump->outputs[0]->links;
if(bump->inputs[4]->link == NULL) {
if(geom == NULL) {
geom = new GeometryNode();
}
relink(bump->inputs, inputs, geom->output("Normal"));
}
else {
relink(bump->inputs, inputs, bump->input("Normal")->link);
}
removed[bump->id] = true;
any_node_removed = true;
}
}
}
else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_CLOSURE) {
MixClosureNode *mix = static_cast<MixClosureNode*>(node);
/* remove useless mix closures nodes */
if(mix->outputs[0]->links.size() && mix->inputs[1]->link == mix->inputs[2]->link) {
ShaderOutput *output = mix->inputs[1]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
relink(mix->inputs, inputs, output);
removed[mix->id] = true;
any_node_removed = true;
}
/* 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(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) {
/* factor 0.0 */
if(mix->inputs[0]->value.x == 0.0f) {
ShaderOutput *output = mix->inputs[1]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
relink(mix->inputs, inputs, output);
removed[mix->id] = true;
any_node_removed = true;
}
/* factor 1.0 */
else if(mix->inputs[0]->value.x == 1.0f) {
ShaderOutput *output = mix->inputs[2]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
relink(mix->inputs, inputs, output);
removed[mix->id] = true;
any_node_removed = true;
}
}
}
else if(node->special_type == SHADER_SPECIAL_TYPE_MIX_RGB) {
MixNode *mix = static_cast<MixNode*>(node);
/* remove unused Mix RGB inputs when factor is 0.0 or 1.0 */
/* check for color links and make sure factor link is disconnected */
if(mix->outputs[0]->links.size() && mix->inputs[1]->link && mix->inputs[2]->link && !mix->inputs[0]->link) {
/* factor 0.0 */
if(mix->inputs[0]->value.x == 0.0f) {
ShaderOutput *output = mix->inputs[1]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
relink(mix->inputs, inputs, output);
removed[mix->id] = true;
any_node_removed = true;
}
/* factor 1.0 */
else if(mix->inputs[0]->value.x == 1.0f) {
ShaderOutput *output = mix->inputs[2]->link;
vector<ShaderInput*> inputs = mix->outputs[0]->links;
relink(mix->inputs, inputs, output);
removed[mix->id] = true;
any_node_removed = true;
}
}
}
}
/* remove nodes */
@ -606,10 +483,6 @@ void ShaderGraph::remove_unneeded_nodes()
nodes = newnodes;
}
if(geom != NULL) {
add(geom);
}
}
/* Step 2: Constant folding.
@ -634,6 +507,9 @@ void ShaderGraph::constant_fold()
traverse_queue.pop();
done.insert(node);
foreach(ShaderOutput *output, node->outputs) {
if (output->links.size() == 0) {
continue;
}
/* Schedule node which was depending on the value,
* when possible. Do it before disconnect.
*/
@ -652,7 +528,7 @@ void ShaderGraph::constant_fold()
}
/* Optimize current node. */
float3 optimized_value = make_float3(0.0f, 0.0f, 0.0f);
if(node->constant_fold(output, &optimized_value)) {
if(node->constant_fold(this, output, &optimized_value)) {
/* Apply optimized value to connected sockets. */
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *input, links) {
@ -737,8 +613,7 @@ void ShaderGraph::deduplicate_nodes()
}
/* TODO(sergey): Consider making it an utility function. */
for(int i = 0; i < node->outputs.size(); ++i) {
vector<ShaderInput*> inputs = node->outputs[i]->links;
relink(node->inputs, inputs, other_node->outputs[i]);
relink(node, node->outputs[i], other_node->outputs[i]);
}
break;
}
@ -771,15 +646,9 @@ void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<b
void ShaderGraph::clean(Scene *scene)
{
/* Graph simplification:
* 1: Remove unnecessary nodes
* 2: Constant folding
* 3: Simplification
* 4: De-duplication
*/
/* Graph simplification */
/* 1: Remove proxy and unnecessary nodes. */
remove_unneeded_nodes();
/* 1: Remove proxy nodes was already done. */
/* 2: Constant folding. */
constant_fold();
@ -892,7 +761,7 @@ void ShaderGraph::refine_bump_nodes()
* to "center" input. */
foreach(ShaderNode *node, nodes) {
if(node->name == ustring("bump") && node->input("Height")->link) {
if(node->special_type == SHADER_SPECIAL_TYPE_BUMP && node->input("Height")->link) {
ShaderInput *bump_input = node->input("Height");
ShaderNodeSet nodes_bump;

View File

@ -76,15 +76,11 @@ enum ShaderBump {
enum ShaderNodeSpecialType {
SHADER_SPECIAL_TYPE_NONE,
SHADER_SPECIAL_TYPE_PROXY,
SHADER_SPECIAL_TYPE_MIX_CLOSURE,
SHADER_SPECIAL_TYPE_MIX_RGB, /* Only Mix subtype */
SHADER_SPECIAL_TYPE_AUTOCONVERT,
SHADER_SPECIAL_TYPE_GEOMETRY,
SHADER_SPECIAL_TYPE_SCRIPT,
SHADER_SPECIAL_TYPE_BACKGROUND,
SHADER_SPECIAL_TYPE_IMAGE_SLOT,
SHADER_SPECIAL_TYPE_CLOSURE,
SHADER_SPECIAL_TYPE_EMISSION,
SHADER_SPECIAL_TYPE_BUMP,
};
@ -197,7 +193,7 @@ public:
/* ** Node optimization ** */
/* Check whether the node can be replaced with single constant. */
virtual bool constant_fold(ShaderOutput * /*socket*/, float3 * /*optimized_value*/) { return false; }
virtual bool constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/) { return false; }
/* Simplify settings used by artists to the ones which are simpler to
* evaluate in the kernel but keep the final result unchanged.
@ -307,9 +303,9 @@ public:
void connect(ShaderOutput *from, ShaderInput *to);
void disconnect(ShaderInput *to);
void relink(vector<ShaderInput*> inputs, vector<ShaderInput*> outputs, ShaderOutput *output);
void relink(ShaderNode *node, ShaderOutput *from, ShaderOutput *to);
void remove_unneeded_nodes();
void remove_proxy_nodes();
void finalize(Scene *scene,
bool do_bump = false,
bool do_osl = false,

View File

@ -1210,7 +1210,7 @@ void MeshManager::device_update_displacement_images(Device *device,
progress);
return;
}
ImageSlotNode *image_node = static_cast<ImageSlotNode*>(node);
ImageSlotTextureNode *image_node = static_cast<ImageSlotTextureNode*>(node);
int slot = image_node->slot;
if(slot != -1) {
bump_images.insert(slot);

View File

@ -1595,10 +1595,12 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool auto
from = from_;
to = to_;
if(autoconvert)
special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
assert(from != to);
if(autoconvert) {
if(from == to)
special_type = SHADER_SPECIAL_TYPE_PROXY;
else
special_type = SHADER_SPECIAL_TYPE_AUTOCONVERT;
}
if(from == SHADER_SOCKET_FLOAT)
add_input("Val", SHADER_SOCKET_FLOAT);
@ -1614,6 +1616,8 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool auto
add_input("Normal", SHADER_SOCKET_NORMAL);
else if(from == SHADER_SOCKET_STRING)
add_input("String", SHADER_SOCKET_STRING);
else if(from == SHADER_SOCKET_CLOSURE)
add_input("Closure", SHADER_SOCKET_CLOSURE);
else
assert(0);
@ -1631,48 +1635,50 @@ ConvertNode::ConvertNode(ShaderSocketType from_, ShaderSocketType to_, bool auto
add_output("Normal", SHADER_SOCKET_NORMAL);
else if(to == SHADER_SOCKET_STRING)
add_output("String", SHADER_SOCKET_STRING);
else if(to == SHADER_SOCKET_CLOSURE)
add_output("Closure", SHADER_SOCKET_CLOSURE);
else
assert(0);
}
bool ConvertNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
bool ConvertNode::constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value)
{
ShaderInput *in = inputs[0];
float3 value = in->value;
/* TODO(DingTo): conversion from/to int is not supported yet, don't fold in that case */
if(socket == outputs[0] && in->link == NULL) {
if(in->link == NULL) {
if(from == SHADER_SOCKET_FLOAT) {
if(to == SHADER_SOCKET_INT)
/* float to int */
/* float to int */
return false;
else
/* float to float3 */
/* float to float3 */
*optimized_value = make_float3(value.x, value.x, value.x);
}
else if(from == SHADER_SOCKET_INT) {
if(to == SHADER_SOCKET_FLOAT)
/* int to float */
/* int to float */
return false;
else
/* int to vector/point/normal */
/* int to vector/point/normal */
return false;
}
else if(to == SHADER_SOCKET_FLOAT) {
if(from == SHADER_SOCKET_COLOR)
/* color to float */
/* color to float */
optimized_value->x = linear_rgb_to_gray(value);
else
/* vector/point/normal to float */
/* vector/point/normal to float */
optimized_value->x = average(value);
}
else if(to == SHADER_SOCKET_INT) {
if(from == SHADER_SOCKET_COLOR)
/* color to int */
/* color to int */
return false;
else
/* vector/point/normal to int */
/* vector/point/normal to int */
return false;
}
else {
@ -1687,6 +1693,9 @@ bool ConvertNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
void ConvertNode::compile(SVMCompiler& compiler)
{
/* constant folding should eliminate proxy nodes */
assert(from != to);
ShaderInput *in = inputs[0];
ShaderOutput *out = outputs[0];
@ -1753,6 +1762,9 @@ void ConvertNode::compile(SVMCompiler& compiler)
void ConvertNode::compile(OSLCompiler& compiler)
{
/* constant folding should eliminate proxy nodes */
assert(from != to);
if(from == SHADER_SOCKET_FLOAT)
compiler.add(this, "node_convert_from_float");
else if(from == SHADER_SOCKET_INT)
@ -1769,26 +1781,6 @@ void ConvertNode::compile(OSLCompiler& compiler)
assert(0);
}
/* Proxy */
ProxyNode::ProxyNode(ShaderSocketType type_)
: ShaderNode("proxy")
{
type = type_;
special_type = SHADER_SPECIAL_TYPE_PROXY;
add_input("Input", type);
add_output("Output", type);
}
void ProxyNode::compile(SVMCompiler& /*compiler*/)
{
}
void ProxyNode::compile(OSLCompiler& /*compiler*/)
{
}
/* BSDF Closure */
BsdfNode::BsdfNode(bool scattering_)
@ -2285,8 +2277,6 @@ bool SubsurfaceScatteringNode::has_bssrdf_bump()
EmissionNode::EmissionNode()
: ShaderNode("emission")
{
special_type = SHADER_SPECIAL_TYPE_EMISSION;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Strength", SHADER_SOCKET_FLOAT, 10.0f);
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
@ -2315,13 +2305,20 @@ void EmissionNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_emission");
}
bool EmissionNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
return ((!color_in->link && color_in->value == make_float3(0.0f, 0.0f, 0.0f)) ||
(!strength_in->link && strength_in->value.x == 0.0f));
}
/* Background Closure */
BackgroundNode::BackgroundNode()
: ShaderNode("background")
{
special_type = SHADER_SPECIAL_TYPE_BACKGROUND;
add_input("Color", SHADER_SOCKET_COLOR, make_float3(0.8f, 0.8f, 0.8f));
add_input("Strength", SHADER_SOCKET_FLOAT, 1.0f);
add_input("SurfaceMixWeight", SHADER_SOCKET_FLOAT, 0.0f, ShaderInput::USE_SVM);
@ -2350,6 +2347,15 @@ void BackgroundNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_background");
}
bool BackgroundNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
{
ShaderInput *color_in = input("Color");
ShaderInput *strength_in = input("Strength");
return ((!color_in->link && color_in->value == make_float3(0.0f, 0.0f, 0.0f)) ||
(!strength_in->link && strength_in->value.x == 0.0f));
}
/* Holdout Closure */
HoldoutNode::HoldoutNode()
@ -3249,7 +3255,7 @@ ValueNode::ValueNode()
add_output("Value", SHADER_SOCKET_FLOAT);
}
bool ValueNode::constant_fold(ShaderOutput * /*socket*/,
bool ValueNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
float3 *optimized_value)
{
*optimized_value = make_float3(value, value, value);
@ -3280,7 +3286,7 @@ ColorNode::ColorNode()
add_output("Color", SHADER_SOCKET_COLOR);
}
bool ColorNode::constant_fold(ShaderOutput * /*socket*/,
bool ColorNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput * /*socket*/,
float3 *optimized_value)
{
*optimized_value = value;
@ -3330,8 +3336,6 @@ void AddClosureNode::compile(OSLCompiler& compiler)
MixClosureNode::MixClosureNode()
: ShaderNode("mix_closure")
{
special_type = SHADER_SPECIAL_TYPE_MIX_CLOSURE;
add_input("Fac", SHADER_SOCKET_FLOAT, 0.5f);
add_input("Closure1", SHADER_SOCKET_CLOSURE);
add_input("Closure2", SHADER_SOCKET_CLOSURE);
@ -3348,6 +3352,37 @@ void MixClosureNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mix_closure");
}
bool MixClosureNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
{
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;
}
/* 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) {
/* factor 0.0 */
if(fac_in->value.x == 0.0f) {
graph->relink(this, closure_out, closure1_in->link);
return true;
}
/* factor 1.0 */
else if(fac_in->value.x == 1.0f) {
graph->relink(this, closure_out, closure2_in->link);
return true;
}
}
return false;
}
/* Mix Closure */
MixClosureWeightNode::MixClosureWeightNode()
@ -3480,6 +3515,41 @@ void MixNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_mix");
}
bool MixNode::constant_fold(ShaderGraph *graph, ShaderOutput * /*socket*/, float3 * /*optimized_value*/)
{
if(type != ustring("Mix")) {
return false;
}
ShaderInput *fac_in = input("Fac");
ShaderInput *color1_in = input("Color1");
ShaderInput *color2_in = input("Color2");
ShaderOutput *color_out = output("Color");
/* remove useless mix colors nodes */
if(color1_in->link == color2_in->link) {
graph->relink(this, color_out, color1_in->link);
return true;
}
/* remove unused mix color input when factor is 0.0 or 1.0 */
/* check for color links and make sure factor link is disconnected */
if(color1_in->link && color2_in->link && !fac_in->link) {
/* factor 0.0 */
if(fac_in->value.x == 0.0f) {
graph->relink(this, color_out, color1_in->link);
return true;
}
/* factor 1.0 */
else if(fac_in->value.x == 1.0f) {
graph->relink(this, color_out, color2_in->link);
return true;
}
}
return false;
}
/* Combine RGB */
CombineRGBNode::CombineRGBNode()
: ShaderNode("combine_rgb")
@ -3588,7 +3658,7 @@ GammaNode::GammaNode()
add_output("Color", SHADER_SOCKET_COLOR);
}
bool GammaNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
bool GammaNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
{
ShaderInput *color_in = input("Color");
ShaderInput *gamma_in = input("Gamma");
@ -3597,7 +3667,6 @@ bool GammaNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
if(color_in->link == NULL && gamma_in->link == NULL) {
*optimized_value = svm_math_gamma_color(color_in->value,
gamma_in->value.x);
return true;
}
}
@ -4058,14 +4127,13 @@ BlackbodyNode::BlackbodyNode()
add_output("Color", SHADER_SOCKET_COLOR);
}
bool BlackbodyNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
bool BlackbodyNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
{
ShaderInput *temperature_in = input("Temperature");
if(socket == output("Color")) {
if(temperature_in->link == NULL) {
*optimized_value = svm_math_blackbody_color(temperature_in->value.x);
return true;
}
}
@ -4165,7 +4233,7 @@ static ShaderEnum math_type_init()
ShaderEnum MathNode::type_enum = math_type_init();
bool MathNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
bool MathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
{
ShaderInput *value1_in = input("Value1");
ShaderInput *value2_in = input("Value2");
@ -4242,7 +4310,7 @@ static ShaderEnum vector_math_type_init()
ShaderEnum VectorMathNode::type_enum = vector_math_type_init();
bool VectorMathNode::constant_fold(ShaderOutput *socket, float3 *optimized_value)
bool VectorMathNode::constant_fold(ShaderGraph * /*graph*/, ShaderOutput *socket, float3 *optimized_value)
{
ShaderInput *vector1_in = input("Vector1");
ShaderInput *vector2_in = input("Vector2");
@ -4409,6 +4477,28 @@ void BumpNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_bump");
}
bool BumpNode::constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value)
{
ShaderInput *height_in = input("Height");
ShaderInput *normal_in = input("Normal");
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"));
}
else {
graph->relink(this, outputs[0], normal_in->link);
}
return true;
}
/* TODO(sergey): Ignore bump with zero strength. */
return false;
}
/* RGBCurvesNode */
RGBCurvesNode::RGBCurvesNode()

View File

@ -70,15 +70,6 @@ public:
/* Nodes */
/* Any node which uses image manager's slot should be a subclass of this one. */
class ImageSlotNode : public ShaderNode {
public:
ImageSlotNode(const char *name_) : ShaderNode(name_) {
special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
}
int slot;
};
class TextureNode : public ShaderNode {
public:
TextureNode(const char *name_) : ShaderNode(name_) {}
@ -90,15 +81,13 @@ public:
}
};
class ImageSlotTextureNode : public ImageSlotNode {
/* Any node which uses image manager's slot should be a subclass of this one. */
class ImageSlotTextureNode : public TextureNode {
public:
ImageSlotTextureNode(const char *name_) : ImageSlotNode(name_) {}
TextureMapping tex_mapping;
virtual bool equals(const ShaderNode *other) {
return ShaderNode::equals(other) &&
tex_mapping.equals(((const ImageSlotTextureNode*)other)->tex_mapping);
ImageSlotTextureNode(const char *name_) : TextureNode(name_) {
special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
}
int slot;
};
class ImageTextureNode : public ImageSlotTextureNode {
@ -372,7 +361,7 @@ public:
ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false);
SHADER_NODE_BASE_CLASS(ConvertNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
ShaderSocketType from, to;
@ -385,23 +374,6 @@ public:
}
};
class ProxyNode : public ShaderNode {
public:
ProxyNode(ShaderSocketType type);
SHADER_NODE_BASE_CLASS(ProxyNode)
ShaderSocketType type;
virtual bool equals(const ShaderNode * /*other*/)
{
/* Proxy nodes are created for node groups and can't be duplicated
* actually. So in order to make code a bit more robust in obscure cases
* lets explicitly forbid de-duplication of proxy nodes for now.
*/
return false;
}
};
class BsdfNode : public ShaderNode {
public:
BsdfNode(bool scattering = false);
@ -505,6 +477,7 @@ public:
class EmissionNode : public ShaderNode {
public:
SHADER_NODE_CLASS(EmissionNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool has_surface_emission() { return true; }
};
@ -512,6 +485,7 @@ public:
class BackgroundNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BackgroundNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
};
class HoldoutNode : public ShaderNode {
@ -650,7 +624,7 @@ class ValueNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ValueNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
float value;
@ -665,7 +639,7 @@ class ColorNode : public ShaderNode {
public:
SHADER_NODE_CLASS(ColorNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
float3 value;
@ -684,6 +658,7 @@ public:
class MixClosureNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixClosureNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
};
class MixClosureWeightNode : public ShaderNode {
@ -701,6 +676,7 @@ public:
class MixNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MixNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
@ -743,7 +719,7 @@ class GammaNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GammaNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
};
@ -834,7 +810,7 @@ public:
class BlackbodyNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlackbodyNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
virtual int get_group() { return NODE_GROUP_LEVEL_3; }
};
@ -843,7 +819,7 @@ class MathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(MathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool use_clamp;
@ -878,7 +854,7 @@ class VectorMathNode : public ShaderNode {
public:
SHADER_NODE_CLASS(VectorMathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; }
bool constant_fold(ShaderOutput *socket, float3 *optimized_value);
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
ustring type;
static ShaderEnum type_enum;
@ -916,6 +892,7 @@ public:
class BumpNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BumpNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool has_spatial_varying() { return true; }
virtual int get_feature() {
return NODE_FEATURE_BUMP;

View File

@ -483,11 +483,11 @@ bool OSLCompiler::node_skip_input(ShaderNode *node, ShaderInput *input)
if(strcmp(input->name, "Normal") == 0)
return true;
}
else if(node->name == ustring("bump")) {
else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
if(strcmp(input->name, "Height") == 0)
return true;
}
else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
else if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
return true;
return false;

View File

@ -175,7 +175,7 @@ void Shader::set_graph(ShaderGraph *graph_)
* are needed, since the node attribute callbacks check if their sockets
* are connected but proxy nodes should not count */
if(graph_)
graph_->remove_unneeded_nodes();
graph_->remove_proxy_nodes();
/* assign graph */
delete graph;

View File

@ -365,7 +365,7 @@ uint SVMCompiler::attribute(AttributeStandard std)
bool SVMCompiler::node_skip_input(ShaderNode * /*node*/, ShaderInput *input)
{
/* nasty exception .. */
if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->name == ustring("bump"))
if(current_type == SHADER_TYPE_DISPLACEMENT && input->link && input->link->parent->special_type == SHADER_SPECIAL_TYPE_BUMP)
return true;
return false;