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
9 changed files with 200 additions and 269 deletions

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()