Files
test/source/blender/blenkernel/BKE_attribute_access.hh
Jacques Lucke 5cf6f570c6 Geometry Nodes: use virtual arrays in internal attribute api
A virtual array is a data structure that is similar to a normal array
in that its elements can be accessed by an index. However, a virtual
array does not have to be a contiguous array internally. Instead, its
elements can be layed out arbitrarily while element access happens
through a virtual function call. However, the virtual array data
structures are designed so that the virtual function call can be avoided
in cases where it could become a bottleneck.

Most commonly, a virtual array is backed by an actual array/span or
is a single value internally, that is the same for every index.
Besides those, there are many more specialized virtual arrays like the
ones that provides vertex positions based on the `MVert` struct or
vertex group weights.

Not all attributes used by geometry nodes are stored in simple contiguous
arrays. To provide uniform access to all kinds of attributes, the attribute
API has to provide virtual array functionality that hides the implementation
details of attributes.

Before this refactor, the attribute API provided its own virtual array
implementation as part of the `ReadAttribute` and `WriteAttribute` types.
That resulted in unnecessary code duplication with the virtual array system.
Even worse, it bound many algorithms used by geometry nodes to the specifics
of the attribute API, even though they could also use different data sources
(such as data from sockets, default values, later results of expressions, ...).

This refactor removes the `ReadAttribute` and `WriteAttribute` types and
replaces them with `GVArray` and `GVMutableArray` respectively. The `GV`
stands for "generic virtual". The "generic" means that the data type contained
in those virtual arrays is only known at run-time. There are the corresponding
statically typed types `VArray<T>` and `VMutableArray<T>` as well.

No regressions are expected from this refactor. It does come with one
improvement for users. The attribute API can convert the data type
on write now. This is especially useful when writing to builtin attributes
like `material_index` with e.g. the Attribute Math node (which usually
just writes to float attributes, while `material_index` is an integer attribute).

Differential Revision: https://developer.blender.org/D10994
2021-04-17 16:41:39 +02:00

230 lines
5.5 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
#include <mutex>
#include "FN_cpp_type.hh"
#include "FN_generic_span.hh"
#include "FN_generic_virtual_array.hh"
#include "BKE_attribute.h"
#include "BLI_color.hh"
#include "BLI_float2.hh"
#include "BLI_float3.hh"
namespace blender::bke {
using fn::CPPType;
using fn::GVArray;
using fn::GVArrayPtr;
using fn::GVMutableArray;
using fn::GVMutableArrayPtr;
const CPPType *custom_data_type_to_cpp_type(const CustomDataType type);
CustomDataType cpp_type_to_custom_data_type(const CPPType &type);
CustomDataType attribute_data_type_highest_complexity(Span<CustomDataType> data_types);
AttributeDomain attribute_domain_highest_priority(Span<AttributeDomain> domains);
/**
* Used when looking up a "plain attribute" based on a name for reading from it.
*/
struct ReadAttributeLookup {
/* The virtual array that is used to read from this attribute. */
GVArrayPtr varray;
/* Domain the attribute lives on in the geometry. */
AttributeDomain domain;
/* Convenience function to check if the attribute has been found. */
operator bool() const
{
return this->varray.get() != nullptr;
}
};
/**
* Used when looking up a "plain attribute" based on a name for reading from it and writing to it.
*/
struct WriteAttributeLookup {
/* The virtual array that is used to read from and write to the attribute. */
GVMutableArrayPtr varray;
/* Domain the attributes lives on in the geometry. */
AttributeDomain domain;
/* Convenience function to check if the attribute has been found. */
operator bool() const
{
return this->varray.get() != nullptr;
}
};
/**
* An output attribute allows writing to an attribute (and optionally reading as well). It adds
* some convenience features on top of `GVMutableArray` that are very commonly used.
*
* Supported convenience features:
* - Implicit type conversion when writing to builtin attributes.
* - Supports simple access to a span containing the attribute values (that avoids the use of
* VMutableArray_Span in many cases).
* - An output attribute can live side by side with an existing attribute with a different domain
* or data type. The old attribute will only be overwritten when the #save function is called.
*/
class OutputAttribute {
public:
using SaveFn = std::function<void(OutputAttribute &)>;
private:
GVMutableArrayPtr varray_;
AttributeDomain domain_;
SaveFn save_;
std::optional<fn::GVMutableArray_GSpan> optional_span_varray_;
bool ignore_old_values_ = false;
public:
OutputAttribute() = default;
OutputAttribute(GVMutableArrayPtr varray,
AttributeDomain domain,
SaveFn save,
const bool ignore_old_values)
: varray_(std::move(varray)),
domain_(domain),
save_(std::move(save)),
ignore_old_values_(ignore_old_values)
{
}
operator bool() const
{
return varray_.get() != nullptr;
}
GVMutableArray &operator*()
{
return *varray_;
}
GVMutableArray *operator->()
{
return varray_.get();
}
GVMutableArray &varray()
{
return *varray_;
}
AttributeDomain domain() const
{
return domain_;
}
const CPPType &cpp_type() const
{
return varray_->type();
}
CustomDataType custom_data_type() const
{
return cpp_type_to_custom_data_type(this->cpp_type());
}
fn::GMutableSpan as_span()
{
if (!optional_span_varray_.has_value()) {
const bool materialize_old_values = !ignore_old_values_;
optional_span_varray_.emplace(*varray_, materialize_old_values);
}
fn::GVMutableArray_GSpan &span_varray = *optional_span_varray_;
return span_varray;
}
template<typename T> MutableSpan<T> as_span()
{
return this->as_span().typed<T>();
}
void save();
};
/**
* Same as OutputAttribute, but should be used when the data type is known at compile time.
*/
template<typename T> class OutputAttribute_Typed {
private:
OutputAttribute attribute_;
std::optional<fn::GVMutableArray_Typed<T>> optional_varray_;
VMutableArray<T> *varray_ = nullptr;
public:
OutputAttribute_Typed(OutputAttribute attribute) : attribute_(std::move(attribute))
{
if (attribute_) {
optional_varray_.emplace(attribute_.varray());
varray_ = &**optional_varray_;
}
}
operator bool() const
{
return varray_ != nullptr;
}
VMutableArray<T> &operator*()
{
return *varray_;
}
VMutableArray<T> *operator->()
{
return varray_;
}
VMutableArray<T> &varray()
{
return *varray_;
}
AttributeDomain domain() const
{
return attribute_.domain();
}
const CPPType &cpp_type() const
{
return CPPType::get<T>();
}
CustomDataType custom_data_type() const
{
return cpp_type_to_custom_data_type(this->cpp_type());
}
MutableSpan<T> as_span()
{
return attribute_.as_span<T>();
}
void save()
{
attribute_.save();
}
};
} // namespace blender::bke