Geometry Nodes used a `PropertiesVectorSet` in some places to allow
constant-time `IDProperty` access by name in a group. This used to be a
bottleneck in node groups with hundreds of inputs. Now this separate hash table
is not necessary anymore, because it's `IDProperty` groups now support this
directly since 6cb2226f13.
This also adds a `IDP_GetPropertyFromGroup_null` utility function to be able to
do this refactor more safely. Null pointers were allowed before.
Pull Request: https://projects.blender.org/blender/blender/pulls/146152
91 lines
3.3 KiB
C++
91 lines
3.3 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_compute_context.hh"
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#include "BLI_generic_pointer.hh"
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#include "BLI_resource_scope.hh"
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#include "BLI_vector_set.hh"
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#include "DNA_node_types.h"
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#include "BKE_idprop.hh"
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#include "NOD_socket_value_inference.hh"
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struct bNodeTree;
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struct bNodeTreeInterfaceSocket;
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namespace blender::bke {
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struct GeometrySet;
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}
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struct IDProperty;
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namespace blender::nodes {
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struct GeoNodesCallData;
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namespace geo_eval_log {
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class GeoNodesLog;
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} // namespace geo_eval_log
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} // namespace blender::nodes
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namespace blender::nodes {
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constexpr StringRef input_use_attribute_suffix = "_use_attribute";
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constexpr StringRef input_attribute_name_suffix = "_attribute_name";
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struct IDPropNameGetter {
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StringRef operator()(const IDProperty *value) const
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{
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return StringRef(value->name);
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}
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};
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std::optional<StringRef> input_attribute_name_get(const IDProperty *properties,
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const bNodeTreeInterfaceSocket &io_input);
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/**
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* \return Whether using an attribute to input values of this type is supported.
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*/
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bool socket_type_has_attribute_toggle(eNodeSocketDatatype type);
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/**
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* \return Whether using an attribute to input values of this type is supported, and the node
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* group's input for this socket accepts a field rather than just single values.
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*/
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bool input_has_attribute_toggle(const bNodeTree &node_tree, const int socket_index);
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bool id_property_type_matches_socket(const bNodeTreeInterfaceSocket &socket,
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const IDProperty &property,
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bool use_name_for_ids = false);
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std::unique_ptr<IDProperty, bke::idprop::IDPropertyDeleter> id_property_create_from_socket(
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const bNodeTreeInterfaceSocket &socket,
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nodes::StructureType structure_type,
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bool use_name_for_ids);
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bke::GeometrySet execute_geometry_nodes_on_geometry(const bNodeTree &btree,
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const IDProperty *properties,
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const ComputeContext &base_compute_context,
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GeoNodesCallData &call_data,
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bke::GeometrySet input_geometry);
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void update_input_properties_from_node_tree(const bNodeTree &tree,
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const IDProperty *old_properties,
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IDProperty &properties,
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bool use_name_for_ids = false);
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void update_output_properties_from_node_tree(const bNodeTree &tree,
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const IDProperty *old_properties,
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IDProperty &properties);
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/**
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* Get input values for the node tree for static value/usage inferencing. Inferencing does not
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* fully evaluate the node tree (would be way to slow), and does not support all socket types. So
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* this function may return #InferenceValue::Unknown for some sockets.
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*/
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Vector<InferenceValue> get_geometry_nodes_input_inference_values(const bNodeTree &btree,
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const IDProperty *properties,
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ResourceScope &scope);
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} // namespace blender::nodes
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