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

@@ -32,7 +32,7 @@ CCL_NAMESPACE_BEGIN
typedef map<void*, ShaderInput*> PtrInputMap; typedef map<void*, ShaderInput*> PtrInputMap;
typedef map<void*, ShaderOutput*> PtrOutputMap; typedef map<void*, ShaderOutput*> PtrOutputMap;
typedef map<std::string, ProxyNode*> ProxyMap; typedef map<std::string, ConvertNode*> ProxyMap;
/* Find */ /* Find */
@@ -321,10 +321,6 @@ static ShaderNode *add_node(Scene *scene,
BL::ShaderNodeMixRGB b_mix_node(b_node); BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = new MixNode(); MixNode *mix = new MixNode();
mix->type = MixNode::type_enum[b_mix_node.blend_type()]; 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(); mix->use_clamp = b_mix_node.use_clamp();
node = mix; node = mix;
} }
@@ -1029,7 +1025,8 @@ static void add_nodes(Scene *scene,
BL::Node::internal_links_iterator b_link; BL::Node::internal_links_iterator b_link;
for(b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end(); ++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()); 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]; input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
output_map[b_link->to_socket().ptr.data] = proxy->outputs[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. * 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) { 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); graph->add(proxy);
/* register the proxy node for internal binding */ /* 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); 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) { 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); graph->add(proxy);
/* register the proxy node for internal binding */ /* 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) { 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()); ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
if(proxy_it != proxy_input_map.end()) { 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]; 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) { 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()); ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
if(proxy_it != proxy_output_map.end()) { 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]; 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()); 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. */ /* Copy because disconnect modifies this list */
foreach(ShaderInput *sock, inputs) { vector<ShaderInput*> outputs = from->links;
/* Bypass node by moving all links from "from" to "to" */
foreach(ShaderInput *sock, node->inputs) {
if(sock->link) if(sock->link)
disconnect(sock); disconnect(sock);
} }
foreach(ShaderInput *sock, outputs) { foreach(ShaderInput *sock, outputs) {
disconnect(sock); disconnect(sock);
if(output) if(to)
connect(output, sock); connect(to, sock);
} }
} }
@@ -411,39 +414,29 @@ void ShaderGraph::copy_nodes(ShaderNodeSet& nodes, ShaderNodeMap& nnodemap)
/* Graph simplification */ /* Graph simplification */
/* ******************** */ /* ******************** */
/* Step 1: Remove unused nodes. /* Step 1: Remove proxy nodes.
* Remove nodes which are not needed in the graph, such as proxies, * These only exists temporarily when exporting groups, and we must remove them
* mix nodes with a factor of 0 or 1, emission shaders without contribution... * 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); vector<bool> removed(num_node_ids, false);
bool any_node_removed = false; bool any_node_removed = false;
ShaderNode *geom = NULL;
/* find and unlink proxy nodes */
foreach(ShaderNode *node, nodes) { foreach(ShaderNode *node, nodes) {
if(node->special_type == SHADER_SPECIAL_TYPE_PROXY) { 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]; ShaderInput *input = proxy->inputs[0];
ShaderOutput *output = proxy->outputs[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 */ /* bypass the proxy node */
if(from) { if(input->link) {
disconnect(input); relink(proxy, output, input->link);
foreach(ShaderInput *to, links) {
disconnect(to);
connect(from, to);
}
} }
else { else {
/* Copy because disconnect modifies this list */
vector<ShaderInput*> links(output->links);
foreach(ShaderInput *to, links) { foreach(ShaderInput *to, links) {
/* remove any autoconvert nodes too if they lead to /* remove any autoconvert nodes too if they lead to
* sockets with an automatically set default value */ * sockets with an automatically set default value */
@@ -465,132 +458,16 @@ void ShaderGraph::remove_unneeded_nodes()
} }
disconnect(to); disconnect(to);
/* transfer the default input value to the target socket */ /* transfer the default input value to the target socket */
to->set(input->value); to->set(input->value);
to->set(input->value_string); to->set(input->value_string);
} }
} }
removed[proxy->id] = true; removed[proxy->id] = true;
any_node_removed = 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 */ /* remove nodes */
@@ -606,10 +483,6 @@ void ShaderGraph::remove_unneeded_nodes()
nodes = newnodes; nodes = newnodes;
} }
if(geom != NULL) {
add(geom);
}
} }
/* Step 2: Constant folding. /* Step 2: Constant folding.
@@ -634,6 +507,9 @@ void ShaderGraph::constant_fold()
traverse_queue.pop(); traverse_queue.pop();
done.insert(node); done.insert(node);
foreach(ShaderOutput *output, node->outputs) { foreach(ShaderOutput *output, node->outputs) {
if (output->links.size() == 0) {
continue;
}
/* Schedule node which was depending on the value, /* Schedule node which was depending on the value,
* when possible. Do it before disconnect. * when possible. Do it before disconnect.
*/ */
@@ -652,7 +528,7 @@ void ShaderGraph::constant_fold()
} }
/* Optimize current node. */ /* Optimize current node. */
float3 optimized_value = make_float3(0.0f, 0.0f, 0.0f); 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. */ /* Apply optimized value to connected sockets. */
vector<ShaderInput*> links(output->links); vector<ShaderInput*> links(output->links);
foreach(ShaderInput *input, links) { foreach(ShaderInput *input, links) {
@@ -737,8 +613,7 @@ void ShaderGraph::deduplicate_nodes()
} }
/* TODO(sergey): Consider making it an utility function. */ /* TODO(sergey): Consider making it an utility function. */
for(int i = 0; i < node->outputs.size(); ++i) { for(int i = 0; i < node->outputs.size(); ++i) {
vector<ShaderInput*> inputs = node->outputs[i]->links; relink(node, node->outputs[i], other_node->outputs[i]);
relink(node->inputs, inputs, other_node->outputs[i]);
} }
break; break;
} }
@@ -771,15 +646,9 @@ void ShaderGraph::break_cycles(ShaderNode *node, vector<bool>& visited, vector<b
void ShaderGraph::clean(Scene *scene) void ShaderGraph::clean(Scene *scene)
{ {
/* Graph simplification: /* Graph simplification */
* 1: Remove unnecessary nodes
* 2: Constant folding
* 3: Simplification
* 4: De-duplication
*/
/* 1: Remove proxy and unnecessary nodes. */ /* 1: Remove proxy nodes was already done. */
remove_unneeded_nodes();
/* 2: Constant folding. */ /* 2: Constant folding. */
constant_fold(); constant_fold();
@@ -892,7 +761,7 @@ void ShaderGraph::refine_bump_nodes()
* to "center" input. */ * to "center" input. */
foreach(ShaderNode *node, nodes) { 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"); ShaderInput *bump_input = node->input("Height");
ShaderNodeSet nodes_bump; ShaderNodeSet nodes_bump;

View File

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

View File

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

View File

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

View File

@@ -70,15 +70,6 @@ public:
/* Nodes */ /* 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 { class TextureNode : public ShaderNode {
public: public:
TextureNode(const char *name_) : ShaderNode(name_) {} 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: public:
ImageSlotTextureNode(const char *name_) : ImageSlotNode(name_) {} ImageSlotTextureNode(const char *name_) : TextureNode(name_) {
TextureMapping tex_mapping; special_type = SHADER_SPECIAL_TYPE_IMAGE_SLOT;
virtual bool equals(const ShaderNode *other) {
return ShaderNode::equals(other) &&
tex_mapping.equals(((const ImageSlotTextureNode*)other)->tex_mapping);
} }
int slot;
}; };
class ImageTextureNode : public ImageSlotTextureNode { class ImageTextureNode : public ImageSlotTextureNode {
@@ -372,7 +361,7 @@ public:
ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false); ConvertNode(ShaderSocketType from, ShaderSocketType to, bool autoconvert = false);
SHADER_NODE_BASE_CLASS(ConvertNode) 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; 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 { class BsdfNode : public ShaderNode {
public: public:
BsdfNode(bool scattering = false); BsdfNode(bool scattering = false);
@@ -505,6 +477,7 @@ public:
class EmissionNode : public ShaderNode { class EmissionNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(EmissionNode) SHADER_NODE_CLASS(EmissionNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool has_surface_emission() { return true; } bool has_surface_emission() { return true; }
}; };
@@ -512,6 +485,7 @@ public:
class BackgroundNode : public ShaderNode { class BackgroundNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(BackgroundNode) SHADER_NODE_CLASS(BackgroundNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
}; };
class HoldoutNode : public ShaderNode { class HoldoutNode : public ShaderNode {
@@ -650,7 +624,7 @@ class ValueNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(ValueNode) SHADER_NODE_CLASS(ValueNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value); bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
float value; float value;
@@ -665,7 +639,7 @@ class ColorNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(ColorNode) SHADER_NODE_CLASS(ColorNode)
bool constant_fold(ShaderOutput *socket, float3 *optimized_value); bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
float3 value; float3 value;
@@ -684,6 +658,7 @@ public:
class MixClosureNode : public ShaderNode { class MixClosureNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(MixClosureNode) SHADER_NODE_CLASS(MixClosureNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
}; };
class MixClosureWeightNode : public ShaderNode { class MixClosureWeightNode : public ShaderNode {
@@ -701,6 +676,7 @@ public:
class MixNode : public ShaderNode { class MixNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(MixNode) SHADER_NODE_CLASS(MixNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
virtual int get_group() { return NODE_GROUP_LEVEL_3; } virtual int get_group() { return NODE_GROUP_LEVEL_3; }
@@ -743,7 +719,7 @@ class GammaNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(GammaNode) 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; } virtual int get_group() { return NODE_GROUP_LEVEL_1; }
}; };
@@ -834,7 +810,7 @@ public:
class BlackbodyNode : public ShaderNode { class BlackbodyNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(BlackbodyNode) 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; } virtual int get_group() { return NODE_GROUP_LEVEL_3; }
}; };
@@ -843,7 +819,7 @@ class MathNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(MathNode) SHADER_NODE_CLASS(MathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; } 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; bool use_clamp;
@@ -878,7 +854,7 @@ class VectorMathNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(VectorMathNode) SHADER_NODE_CLASS(VectorMathNode)
virtual int get_group() { return NODE_GROUP_LEVEL_1; } 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; ustring type;
static ShaderEnum type_enum; static ShaderEnum type_enum;
@@ -916,6 +892,7 @@ public:
class BumpNode : public ShaderNode { class BumpNode : public ShaderNode {
public: public:
SHADER_NODE_CLASS(BumpNode) SHADER_NODE_CLASS(BumpNode)
bool constant_fold(ShaderGraph *graph, ShaderOutput *socket, float3 *optimized_value);
bool has_spatial_varying() { return true; } bool has_spatial_varying() { return true; }
virtual int get_feature() { virtual int get_feature() {
return NODE_FEATURE_BUMP; 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) if(strcmp(input->name, "Normal") == 0)
return true; return true;
} }
else if(node->name == ustring("bump")) { else if(node->special_type == SHADER_SPECIAL_TYPE_BUMP) {
if(strcmp(input->name, "Height") == 0) if(strcmp(input->name, "Height") == 0)
return true; 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 true;
return false; 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 needed, since the node attribute callbacks check if their sockets
* are connected but proxy nodes should not count */ * are connected but proxy nodes should not count */
if(graph_) if(graph_)
graph_->remove_unneeded_nodes(); graph_->remove_proxy_nodes();
/* assign graph */ /* assign graph */
delete graph; delete graph;

View File

@@ -365,7 +365,7 @@ uint SVMCompiler::attribute(AttributeStandard std)
bool SVMCompiler::node_skip_input(ShaderNode * /*node*/, ShaderInput *input) bool SVMCompiler::node_skip_input(ShaderNode * /*node*/, ShaderInput *input)
{ {
/* nasty exception .. */ /* 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 true;
return false; return false;