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test/source/blender/compositor/COM_evaluator.hh

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <memory>
#include "BLI_vector.hh"
#include "NOD_derived_node_tree.hh"
#include "COM_compile_state.hh"
#include "COM_context.hh"
#include "COM_node_operation.hh"
#include "COM_operation.hh"
namespace blender::compositor {
using namespace nodes::derived_node_tree_types;
/* ------------------------------------------------------------------------------------------------
* Evaluator
*
* The evaluator is the main class of the compositor and the entry point of its execution. It is
* constructed from a compositor node tree and a compositor context. It compiles the node tree into
* an operations stream, evaluating the operations in the process. It should be noted that
* operations are eagerly evaluated as soon as they are compiled, as opposed to compiling the whole
* operations stream and then evaluating it in a separate step. This is done because the evaluator
* uses the evaluated results of previously compiled operations to compile the operations that
* follow them in an optimized manner.
*
* Evaluation starts by computing an optimized node execution schedule by calling the
* compute_schedule function, see the discussion in COM_scheduler.hh for more details. For the node
* tree shown below, the execution schedule is denoted by the node numbers. The compiler then goes
* over the execution schedule in order and compiles each node into either a Node Operation or a
* Pixel Operation, depending on the node type, see the is_pixel_node function. A pixel operation
* is constructed from a group of nodes forming a contiguous subset of the node execution schedule.
* For instance, in the node tree shown below, nodes 3 and 4 are compiled together into a pixel
* operation and node 5 is compiled into its own pixel operation, both of which are contiguous
* subsets of the node execution schedule. This process is described in details in the following
* section.
*
* Pixel Operation 1 Pixel Operation 2
* +-----------------------------------+ +------------------+
* .------------. | .------------. .------------. | | .------------. | .------------.
* | Node 1 | | | Node 3 | | Node 4 | | | | Node 5 | | | Node 6 |
* | |----|--| |--| |---|-----|--| |--|--| |
* | | .-|--| | | | | .--|--| | | | |
* '------------' | | '------------' '------------' | | | '------------' | '------------'
* | +-----------------------------------+ | +------------------+
* .------------. | |
* | Node 2 | | |
* | |--'----------------------------------------'
* | |
* '------------'
*
* For non pixel nodes, the compilation process is straight forward, the compiler instantiates a
* node operation from the node, map its inputs to the results of the outputs they are linked to,
* and evaluates the operations. However, for pixel nodes, since a group of nodes can be compiled
* together into a pixel operation, the compilation process is a bit involved. The compiler uses
* an instance of the Compile State class to keep track of the compilation process. The compiler
* state stores the so called "pixel compile unit", which is the current group of nodes that will
* eventually be compiled together into a pixel operation. While going over the schedule, the
* compiler adds the pixel nodes to the compile unit until it decides that the compile unit is
* complete and should be compiled. This is typically decided when the current node is not
* compatible with the compile unit and can't be added to it, only then it compiles the compile
* unit into a pixel operation and resets it to ready it to track the next potential group of
* nodes that will form a pixel operation. This decision is made based on various criteria in the
* should_compile_pixel_compile_unit function. See the discussion in COM_compile_state.hh for more
* details of those criteria, but perhaps the most evident of which is whether the node is actually
* a pixel node, if it isn't, then it evidently can't be added to the compile unit and the compile
* unit is should be compiled.
*
* For the node tree above, the compilation process is as follows. The compiler goes over the node
* execution schedule in order considering each node. Nodes 1 and 2 are not pixel node so they are
* compiled into node operations and added to the operations stream. The current compile unit is
* empty, so it is not compiled. Node 3 is a pixel node, and since the compile unit is currently
* empty, it is unconditionally added to it. Node 4 is a pixel node, it was decided---for the sake
* of the demonstration---that it is compatible with the compile unit and can be added to it. Node
* 5 is a pixel node, but it was decided---for the sake of the demonstration---that it is not
* compatible with the compile unit, so the compile unit is considered complete and is compiled
* first, adding the first pixel operation to the operations stream and resetting the compile
* unit. Node 5 is then added to the now empty compile unit similar to node 3. Node 6 is not a
* pixel node, so the compile unit is considered complete and is compiled first, adding the first
* pixel operation to the operations stream and resetting the compile unit. Finally, node 6 is
* compiled into a node operation similar to nodes 1 and 2 and added to the operations stream. */
class Evaluator {
private:
/* A reference to the compositor context. */
Context &context_;
/* A derived node tree representing the compositor node tree. */
std::unique_ptr<DerivedNodeTree> derived_node_tree_;
/* The compiled operations stream, which contains all compiled operations so far. */
Vector<std::unique_ptr<Operation>> operations_stream_;
public:
/* Construct an evaluator from a context. */
Evaluator(Context &context);
/* Evaluates the compositor node tree by compiling it into an operations stream and evaluating
* it. */
void evaluate();
private:
/* Check if the compositor node tree is valid by checking if it has things like cyclic links and
* undefined nodes or sockets. If the node tree is valid, true is returned. Otherwise, false is
* returned, and an appropriate error message is set by calling the context's set_info_message
* method. */
bool validate_node_tree();
/* Compile the given node into a node operation, map each input to the result of the output
* linked to it, update the compile state, add the newly created operation to the operations
* stream, and evaluate the operation. */
void evaluate_node(DNode node, CompileState &compile_state);
/* Map each input of the node operation to the result of the output linked to it. Unlinked inputs
* are mapped to the result of a newly created Input Single Value Operation, which is added to
* the operations stream and evaluated. Since this method might add operations to the operations
* stream, the actual node operation should only be added to the stream once this method is
* called. */
void map_node_operation_inputs_to_their_results(DNode node,
NodeOperation *operation,
CompileState &compile_state);
/* Compile the pixel compile unit into a pixel operation, map each input of the operation to
* the result of the output linked to it, update the compile state, add the newly created
* operation to the operations stream, evaluate the operation, and finally reset the pixel
* compile unit. */
void evaluate_pixel_compile_unit(CompileState &compile_state);
/* Map each input of the pixel operation to the result of the output linked to it. This might
* also correct the reference counts of the results, see the implementation for more details. */
void map_pixel_operation_inputs_to_their_results(PixelOperation *operation,
CompileState &compile_state);
/* Cancels the evaluation by informing the static cache manager of the cancellation and freeing
* the results of the operations that were already evaluated, that's because later operations
* that use the already allocated results will not be evaluated, so they consequently will not
* release the results that they use and we need to free them manually. */
void cancel_evaluation();
};
} // namespace blender::compositor