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test/source/blender/compositor/intern/COM_Debug.h

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/* SPDX-FileCopyrightText: 2013 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
#include <map>
#include <string>
#include "BLI_vector.hh"
#include "COM_ExecutionSystem.h"
#include "COM_MemoryBuffer.h"
#include "COM_Node.h"
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namespace blender::compositor {
static constexpr bool COM_EXPORT_GRAPHVIZ = false;
static constexpr bool COM_GRAPHVIZ_SHOW_NODE_NAME = false;
/* Saves operations results to image files. */
static constexpr bool COM_EXPORT_OPERATION_BUFFERS = false;
class Node;
class NodeOperation;
class ExecutionSystem;
class ExecutionGroup;
class DebugInfo {
public:
typedef enum { EG_WAIT, EG_RUNNING, EG_FINISHED } GroupState;
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Structural cleanup and improvements for the compositor. Many parts of the compositor are unnecessarily complicated. This patch aims at reducing the complexity of writing nodes and making the code more transparent. == Separating Nodes and Operations == Currently these are both mixed in the same graph, even though they have very different purposes and are used at distinct stages in the compositing process. The patch introduces dedicated graph classes for nodes and for operations. This removes the need for a lot of special case checks (isOperation etc.) and explicit type casts. It simplifies the code since it becomes clear at every stage what type of node we are dealing with. The compiler can use static typing to avoid common bugs from mixing up these types and fewer runtime sanity checks are needed. == Simplified Node Conversion == Converting nodes to operations was previously based on "relinking", i.e. nodes would start with by mirroring links in the Blender DNA node trees, then add operations and redirect these links to them. This was very hard to follow in many cases and required a lot of attention to avoid invalid states. Now there is a helper class called the NodeConverter, which is passed to nodes and implements a much simpler API for this process. Nodes can add operations and explicit connections as before, but defining "external" links to the inputs/outputs of the original node now uses mapping instead of directly modifying link data. Input data (node graph) and result (operations graph) are cleanly separated. == Removed Redundant Data Structures == A few redundant data structures have been removed, notably the SocketConnection. These are only needed temporarily during graph construction. For executing the compositor operations it is perfectly sufficient to store only the direct input link pointers. A common pointer indirection is avoided this way (which might also give a little performance improvement). == Avoid virtual recursive functions == Recursive virtual functions are evil. They are very hard to follow during debugging. At least in the parts this patch is concerned with these functions have been replaced by a non-virtual recursive core function (which might then call virtual non-recursive functions if needed). See for example NodeOperationBuilder::group_operations.
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typedef std::map<const Node *, std::string> NodeNameMap;
typedef std::map<const NodeOperation *, std::string> OpNameMap;
typedef std::map<const ExecutionGroup *, GroupState> GroupStateMap;
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Structural cleanup and improvements for the compositor. Many parts of the compositor are unnecessarily complicated. This patch aims at reducing the complexity of writing nodes and making the code more transparent. == Separating Nodes and Operations == Currently these are both mixed in the same graph, even though they have very different purposes and are used at distinct stages in the compositing process. The patch introduces dedicated graph classes for nodes and for operations. This removes the need for a lot of special case checks (isOperation etc.) and explicit type casts. It simplifies the code since it becomes clear at every stage what type of node we are dealing with. The compiler can use static typing to avoid common bugs from mixing up these types and fewer runtime sanity checks are needed. == Simplified Node Conversion == Converting nodes to operations was previously based on "relinking", i.e. nodes would start with by mirroring links in the Blender DNA node trees, then add operations and redirect these links to them. This was very hard to follow in many cases and required a lot of attention to avoid invalid states. Now there is a helper class called the NodeConverter, which is passed to nodes and implements a much simpler API for this process. Nodes can add operations and explicit connections as before, but defining "external" links to the inputs/outputs of the original node now uses mapping instead of directly modifying link data. Input data (node graph) and result (operations graph) are cleanly separated. == Removed Redundant Data Structures == A few redundant data structures have been removed, notably the SocketConnection. These are only needed temporarily during graph construction. For executing the compositor operations it is perfectly sufficient to store only the direct input link pointers. A common pointer indirection is avoided this way (which might also give a little performance improvement). == Avoid virtual recursive functions == Recursive virtual functions are evil. They are very hard to follow during debugging. At least in the parts this patch is concerned with these functions have been replaced by a non-virtual recursive core function (which might then call virtual non-recursive functions if needed). See for example NodeOperationBuilder::group_operations.
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static std::string node_name(const Node *node);
static std::string operation_name(const NodeOperation *op);
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private:
static int file_index_;
/** Map nodes to usable names for debug output. */
static NodeNameMap node_names_;
/** Map operations to usable names for debug output. */
static OpNameMap op_names_;
/** Base name for all operations added by a node. */
static std::string current_node_name_;
/** Base name for automatic sub-operations. */
static std::string current_op_name_;
/** For visualizing group states. */
static GroupStateMap group_states_;
public:
static void convert_started()
{
if (COM_EXPORT_GRAPHVIZ) {
op_names_.clear();
}
}
static void execute_started(const ExecutionSystem *system)
{
if (COM_EXPORT_GRAPHVIZ) {
file_index_ = 1;
group_states_.clear();
for (ExecutionGroup *execution_group : system->groups_) {
group_states_[execution_group] = EG_WAIT;
}
}
if (COM_EXPORT_OPERATION_BUFFERS) {
delete_operation_exports();
}
};
static void node_added(const Node *node)
{
if (COM_EXPORT_GRAPHVIZ) {
node_names_[node] = std::string(node->get_bnode() ? node->get_bnode()->name : "");
}
}
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static void node_to_operations(const Node *node)
{
if (COM_EXPORT_GRAPHVIZ) {
current_node_name_ = node_names_[node];
}
}
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static void operation_added(const NodeOperation *operation)
{
if (COM_EXPORT_GRAPHVIZ) {
op_names_[operation] = current_node_name_;
}
};
static void operation_read_write_buffer(const NodeOperation *operation)
{
if (COM_EXPORT_GRAPHVIZ) {
current_op_name_ = op_names_[operation];
}
};
static void execution_group_started(const ExecutionGroup *group)
{
if (COM_EXPORT_GRAPHVIZ) {
group_states_[group] = EG_RUNNING;
}
};
static void execution_group_finished(const ExecutionGroup *group)
{
if (COM_EXPORT_GRAPHVIZ) {
group_states_[group] = EG_FINISHED;
}
};
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static void operation_rendered(const NodeOperation *op, MemoryBuffer *render)
{
/* Don't export constant operations as there are too many and it's rarely useful. */
if (COM_EXPORT_OPERATION_BUFFERS && render && !render->is_a_single_elem()) {
export_operation(op, render);
}
}
static void graphviz(const ExecutionSystem *system, StringRefNull name = "");
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protected:
Structural cleanup and improvements for the compositor. Many parts of the compositor are unnecessarily complicated. This patch aims at reducing the complexity of writing nodes and making the code more transparent. == Separating Nodes and Operations == Currently these are both mixed in the same graph, even though they have very different purposes and are used at distinct stages in the compositing process. The patch introduces dedicated graph classes for nodes and for operations. This removes the need for a lot of special case checks (isOperation etc.) and explicit type casts. It simplifies the code since it becomes clear at every stage what type of node we are dealing with. The compiler can use static typing to avoid common bugs from mixing up these types and fewer runtime sanity checks are needed. == Simplified Node Conversion == Converting nodes to operations was previously based on "relinking", i.e. nodes would start with by mirroring links in the Blender DNA node trees, then add operations and redirect these links to them. This was very hard to follow in many cases and required a lot of attention to avoid invalid states. Now there is a helper class called the NodeConverter, which is passed to nodes and implements a much simpler API for this process. Nodes can add operations and explicit connections as before, but defining "external" links to the inputs/outputs of the original node now uses mapping instead of directly modifying link data. Input data (node graph) and result (operations graph) are cleanly separated. == Removed Redundant Data Structures == A few redundant data structures have been removed, notably the SocketConnection. These are only needed temporarily during graph construction. For executing the compositor operations it is perfectly sufficient to store only the direct input link pointers. A common pointer indirection is avoided this way (which might also give a little performance improvement). == Avoid virtual recursive functions == Recursive virtual functions are evil. They are very hard to follow during debugging. At least in the parts this patch is concerned with these functions have been replaced by a non-virtual recursive core function (which might then call virtual non-recursive functions if needed). See for example NodeOperationBuilder::group_operations.
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static int graphviz_operation(const ExecutionSystem *system,
NodeOperation *operation,
Structural cleanup and improvements for the compositor. Many parts of the compositor are unnecessarily complicated. This patch aims at reducing the complexity of writing nodes and making the code more transparent. == Separating Nodes and Operations == Currently these are both mixed in the same graph, even though they have very different purposes and are used at distinct stages in the compositing process. The patch introduces dedicated graph classes for nodes and for operations. This removes the need for a lot of special case checks (isOperation etc.) and explicit type casts. It simplifies the code since it becomes clear at every stage what type of node we are dealing with. The compiler can use static typing to avoid common bugs from mixing up these types and fewer runtime sanity checks are needed. == Simplified Node Conversion == Converting nodes to operations was previously based on "relinking", i.e. nodes would start with by mirroring links in the Blender DNA node trees, then add operations and redirect these links to them. This was very hard to follow in many cases and required a lot of attention to avoid invalid states. Now there is a helper class called the NodeConverter, which is passed to nodes and implements a much simpler API for this process. Nodes can add operations and explicit connections as before, but defining "external" links to the inputs/outputs of the original node now uses mapping instead of directly modifying link data. Input data (node graph) and result (operations graph) are cleanly separated. == Removed Redundant Data Structures == A few redundant data structures have been removed, notably the SocketConnection. These are only needed temporarily during graph construction. For executing the compositor operations it is perfectly sufficient to store only the direct input link pointers. A common pointer indirection is avoided this way (which might also give a little performance improvement). == Avoid virtual recursive functions == Recursive virtual functions are evil. They are very hard to follow during debugging. At least in the parts this patch is concerned with these functions have been replaced by a non-virtual recursive core function (which might then call virtual non-recursive functions if needed). See for example NodeOperationBuilder::group_operations.
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const ExecutionGroup *group,
char *str,
int maxlen);
static int graphviz_legend_color(const char *name, const char *color, char *str, int maxlen);
static int graphviz_legend_line(
const char *name, const char *color, const char *style, char *str, int maxlen);
static int graphviz_legend_group(
const char *name, const char *color, const char *style, char *str, int maxlen);
static int graphviz_legend(char *str, int maxlen, bool has_execution_groups);
Structural cleanup and improvements for the compositor. Many parts of the compositor are unnecessarily complicated. This patch aims at reducing the complexity of writing nodes and making the code more transparent. == Separating Nodes and Operations == Currently these are both mixed in the same graph, even though they have very different purposes and are used at distinct stages in the compositing process. The patch introduces dedicated graph classes for nodes and for operations. This removes the need for a lot of special case checks (isOperation etc.) and explicit type casts. It simplifies the code since it becomes clear at every stage what type of node we are dealing with. The compiler can use static typing to avoid common bugs from mixing up these types and fewer runtime sanity checks are needed. == Simplified Node Conversion == Converting nodes to operations was previously based on "relinking", i.e. nodes would start with by mirroring links in the Blender DNA node trees, then add operations and redirect these links to them. This was very hard to follow in many cases and required a lot of attention to avoid invalid states. Now there is a helper class called the NodeConverter, which is passed to nodes and implements a much simpler API for this process. Nodes can add operations and explicit connections as before, but defining "external" links to the inputs/outputs of the original node now uses mapping instead of directly modifying link data. Input data (node graph) and result (operations graph) are cleanly separated. == Removed Redundant Data Structures == A few redundant data structures have been removed, notably the SocketConnection. These are only needed temporarily during graph construction. For executing the compositor operations it is perfectly sufficient to store only the direct input link pointers. A common pointer indirection is avoided this way (which might also give a little performance improvement). == Avoid virtual recursive functions == Recursive virtual functions are evil. They are very hard to follow during debugging. At least in the parts this patch is concerned with these functions have been replaced by a non-virtual recursive core function (which might then call virtual non-recursive functions if needed). See for example NodeOperationBuilder::group_operations.
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static bool graphviz_system(const ExecutionSystem *system, char *str, int maxlen);
static void export_operation(const NodeOperation *op, MemoryBuffer *render);
static void delete_operation_exports();
};
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} // namespace blender::compositor