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

View File

@@ -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");