Files
test/source/blender/nodes/shader/node_shader_tree.cc
Miguel Pozo 610555dbe3 Fix #147340: EEVEE: Crash on failed world material compilation
- Check for failed World materials.
- Remove invalid links (unsure about this one).

(4.5 LTS backport candidate)

Pull Request: https://projects.blender.org/blender/blender/pulls/147445
2025-10-07 15:28:46 +02:00

1088 lines
39 KiB
C++

/* SPDX-FileCopyrightText: 2007 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#include <cstring>
#include <stack>
#include "DNA_light_types.h"
#include "DNA_linestyle_types.h"
#include "DNA_material_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_world_types.h"
#include "BLI_array.hh"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_math_vector.h"
#include "BLI_set.hh"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BLI_vector.hh"
#include "BKE_context.hh"
#include "BKE_global.hh"
#include "BKE_layer.hh"
#include "BKE_lib_id.hh"
#include "BKE_linestyle.h"
#include "BKE_material.hh"
#include "BKE_node.hh"
#include "BKE_node_legacy_types.hh"
#include "BKE_node_runtime.hh"
#include "BKE_node_tree_update.hh"
#include "BKE_scene.hh"
#include "RNA_prototypes.hh"
#include "UI_resources.hh"
#include "NOD_shader.h"
#include "node_common.h"
#include "node_exec.hh"
#include "node_shader_util.hh"
#include "node_util.hh"
using blender::Array;
using blender::Vector;
static bool shader_tree_poll(const bContext *C, blender::bke::bNodeTreeType * /*treetype*/)
{
Scene *scene = CTX_data_scene(C);
const char *engine_id = scene->r.engine;
/* Allow empty engine string too,
* this is from older versions that didn't have registerable engines yet. */
return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) ||
!BKE_scene_use_shading_nodes_custom(scene));
}
static void shader_get_from_context(const bContext *C,
blender::bke::bNodeTreeType * /*treetype*/,
bNodeTree **r_ntree,
ID **r_id,
ID **r_from)
{
SpaceNode *snode = CTX_wm_space_node(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
BKE_view_layer_synced_ensure(scene, view_layer);
Object *ob = BKE_view_layer_active_object_get(view_layer);
if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
if (ob) {
*r_from = &ob->id;
if (ob->type == OB_LAMP) {
*r_id = static_cast<ID *>(ob->data);
*r_ntree = ((Light *)ob->data)->nodetree;
}
else {
Material *ma = BKE_object_material_get(ob, ob->actcol);
if (ma) {
*r_id = &ma->id;
*r_ntree = ma->nodetree;
}
}
}
}
#ifdef WITH_FREESTYLE
else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) {
FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
if (linestyle) {
*r_from = nullptr;
*r_id = &linestyle->id;
*r_ntree = linestyle->nodetree;
}
}
#endif
else { /* SNODE_SHADER_WORLD */
if (scene->world) {
*r_from = nullptr;
*r_id = &scene->world->id;
*r_ntree = scene->world->nodetree;
}
}
}
static void foreach_nodeclass(void *calldata, blender::bke::bNodeClassCallback func)
{
func(calldata, NODE_CLASS_INPUT, N_("Input"));
func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
func(calldata, NODE_CLASS_SHADER, N_("Shader"));
func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
func(calldata, NODE_CLASS_SCRIPT, N_("Script"));
func(calldata, NODE_CLASS_GROUP, N_("Group"));
func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
}
static void localize(bNodeTree *localtree, bNodeTree * /*ntree*/)
{
/* replace muted nodes and reroute nodes by internal links */
LISTBASE_FOREACH_MUTABLE (bNode *, node, &localtree->nodes) {
if (node->is_muted() || node->is_reroute()) {
if (node->is_group() && node->id) {
/* Free the group like in #ntree_shader_groups_flatten. */
bNodeTree *group = reinterpret_cast<bNodeTree *>(node->id);
blender::bke::node_tree_free_tree(*group);
MEM_freeN(group);
node->id = nullptr;
}
blender::bke::node_internal_relink(*localtree, *node);
blender::bke::node_tree_free_local_node(*localtree, *node);
}
}
}
static void update(bNodeTree *ntree)
{
blender::bke::node_tree_set_output(*ntree);
ntree_update_reroute_nodes(ntree);
}
static bool shader_validate_link(eNodeSocketDatatype from, eNodeSocketDatatype to)
{
/* Can't connect shader into other socket types, other way around is fine
* since it will be interpreted as emission. */
if (from == SOCK_SHADER) {
return to == SOCK_SHADER;
}
if (ELEM(to, SOCK_BUNDLE, SOCK_CLOSURE, SOCK_MENU) ||
ELEM(from, SOCK_BUNDLE, SOCK_CLOSURE, SOCK_MENU))
{
return from == to;
}
return true;
}
static bool shader_node_tree_socket_type_valid(blender::bke::bNodeTreeType * /*ntreetype*/,
blender::bke::bNodeSocketType *socket_type)
{
return blender::bke::node_is_static_socket_type(*socket_type) && ELEM(socket_type->type,
SOCK_FLOAT,
SOCK_INT,
SOCK_BOOLEAN,
SOCK_VECTOR,
SOCK_RGBA,
SOCK_SHADER,
SOCK_BUNDLE,
SOCK_CLOSURE,
SOCK_MENU);
}
blender::bke::bNodeTreeType *ntreeType_Shader;
void register_node_tree_type_sh()
{
blender::bke::bNodeTreeType *tt = ntreeType_Shader = MEM_new<blender::bke::bNodeTreeType>(
__func__);
tt->type = NTREE_SHADER;
tt->idname = "ShaderNodeTree";
tt->group_idname = "ShaderNodeGroup";
tt->ui_name = N_("Shader Editor");
tt->ui_icon = ICON_NODE_MATERIAL;
tt->ui_description = N_("Edit materials, lights, and world shading using nodes");
tt->foreach_nodeclass = foreach_nodeclass;
tt->localize = localize;
tt->update = update;
tt->poll = shader_tree_poll;
tt->get_from_context = shader_get_from_context;
tt->validate_link = shader_validate_link;
tt->valid_socket_type = shader_node_tree_socket_type_valid;
tt->rna_ext.srna = &RNA_ShaderNodeTree;
blender::bke::node_tree_type_add(*tt);
}
/* GPU material from shader nodes */
bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
{
/* Make sure we only have single node tagged as output. */
blender::bke::node_tree_set_output(*ntree);
/* Find output node that matches type and target. If there are
* multiple, we prefer exact target match and active nodes. */
bNode *output_node = nullptr;
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (!ELEM(node->type_legacy,
SH_NODE_OUTPUT_MATERIAL,
SH_NODE_OUTPUT_WORLD,
SH_NODE_OUTPUT_LIGHT))
{
continue;
}
if (node->custom1 == SHD_OUTPUT_ALL) {
if (output_node == nullptr) {
output_node = node;
}
else if (output_node->custom1 == SHD_OUTPUT_ALL) {
if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
output_node = node;
}
}
}
else if (node->custom1 == target) {
if (output_node == nullptr) {
output_node = node;
}
else if (output_node->custom1 == SHD_OUTPUT_ALL) {
output_node = node;
}
else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
output_node = node;
}
}
}
return output_node;
}
/* Find socket with a specified identifier. */
static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier)
{
LISTBASE_FOREACH (bNodeSocket *, sock, sockets) {
if (STREQ(sock->identifier, identifier)) {
return sock;
}
}
return nullptr;
}
/* Find input socket with a specified identifier. */
static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier)
{
return ntree_shader_node_find_socket(&node->inputs, identifier);
}
/* Find output socket with a specified identifier. */
static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier)
{
return ntree_shader_node_find_socket(&node->outputs, identifier);
}
/* Find input socket at a specific position. */
static bNodeSocket *ntree_shader_node_input_get(bNode *node, int n)
{
return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->inputs, n));
}
/* Find output socket at a specific position. */
static bNodeSocket *ntree_shader_node_output_get(bNode *node, int n)
{
return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->outputs, n));
}
static void ntree_shader_unlink_script_nodes(bNodeTree *ntree)
{
/* To avoid more trouble in the node tree processing (especially inside
* `ntree_shader_weight_tree_invert()`) we disconnect the script node since they are not
* supported in EEVEE (see #101702). */
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
if ((link->tonode->type_legacy == SH_NODE_SCRIPT) ||
(link->fromnode->type_legacy == SH_NODE_SCRIPT))
{
blender::bke::node_remove_link(ntree, *link);
}
}
}
struct branchIterData {
bool (*node_filter)(const bNode *node);
int node_count;
};
static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
branchIterData *iter = (branchIterData *)userdata;
if (fromnode->runtime->tmp_flag == -1 &&
(iter->node_filter == nullptr || iter->node_filter(fromnode)))
{
fromnode->runtime->tmp_flag = iter->node_count;
iter->node_count++;
}
if (tonode->runtime->tmp_flag == -1 &&
(iter->node_filter == nullptr || iter->node_filter(tonode)))
{
tonode->runtime->tmp_flag = iter->node_count;
iter->node_count++;
}
return true;
}
/* Create a copy of a branch starting from a given node. */
static void ntree_shader_copy_branch(bNodeTree *ntree,
bNode *start_node,
bool (*node_filter)(const bNode *node))
{
auto gather_branch_nodes = [](bNode *fromnode, bNode * /*tonode*/, void *userdata) {
blender::Set<bNode *> *set = static_cast<blender::Set<bNode *> *>(userdata);
set->add(fromnode);
return true;
};
blender::Set<bNode *> branch_nodes = {start_node};
blender::bke::node_chain_iterator_backwards(
ntree, start_node, gather_branch_nodes, &branch_nodes, 0);
/* Initialize `runtime->tmp_flag`. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->runtime->tmp_flag = -1;
}
/* Count and tag all nodes inside the displacement branch of the tree. */
branchIterData iter_data;
iter_data.node_filter = node_filter;
iter_data.node_count = 0;
blender::bke::node_chain_iterator_backwards(
ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
/* Copies of the non-filtered nodes on the branch. */
Array<bNode *> nodes_copy(iter_data.node_count);
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->runtime->tmp_flag >= 0) {
int id = node->runtime->tmp_flag;
/* Avoid creating unique names in the new tree, since it is very slow.
* The names on the new nodes will be invalid. */
blender::Map<const bNodeSocket *, bNodeSocket *> socket_map;
nodes_copy[id] = blender::bke::node_copy_with_mapping(ntree,
*node,
LIB_ID_CREATE_NO_USER_REFCOUNT |
LIB_ID_CREATE_NO_MAIN,
std::nullopt,
std::nullopt,
socket_map,
true);
bNode *copy = nodes_copy[id];
copy->runtime->tmp_flag = -2; /* Copy */
copy->runtime->original = node->runtime->original;
/* Make sure to clear all sockets links as they are invalid. */
LISTBASE_FOREACH (bNodeSocket *, sock, &copy->inputs) {
sock->link = nullptr;
}
LISTBASE_FOREACH (bNodeSocket *, sock, &copy->outputs) {
sock->link = nullptr;
}
}
}
/* Unlink the original nodes from this branch and link the copies. */
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
bool from_copy = link->fromnode->runtime->tmp_flag >= 0;
bool to_copy = link->tonode->runtime->tmp_flag >= 0;
if (from_copy && to_copy) {
bNode *from_node = nodes_copy[link->fromnode->runtime->tmp_flag];
bNode *to_node = nodes_copy[link->tonode->runtime->tmp_flag];
blender::bke::node_add_link(
*ntree,
*from_node,
*ntree_shader_node_find_output(from_node, link->fromsock->identifier),
*to_node,
*ntree_shader_node_find_input(to_node, link->tosock->identifier));
}
else if (to_copy) {
bNode *to_node = nodes_copy[link->tonode->runtime->tmp_flag];
blender::bke::node_add_link(
*ntree,
*link->fromnode,
*link->fromsock,
*to_node,
*ntree_shader_node_find_input(to_node, link->tosock->identifier));
}
else if (from_copy && branch_nodes.contains(link->tonode)) {
bNode *from_node = nodes_copy[link->fromnode->runtime->tmp_flag];
blender::bke::node_add_link(
*ntree,
*from_node,
*ntree_shader_node_find_output(from_node, link->fromsock->identifier),
*link->tonode,
*link->tosock);
blender::bke::node_remove_link(ntree, *link);
}
}
}
/* Generate emission node to convert regular data to closure sockets.
* Returns validity of the tree.
*/
static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
{
bool modified = false;
LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
bNode *emission_node = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_EMISSION);
bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
blender::bke::node_add_link(
*ntree, *link->fromnode, *link->fromsock, *emission_node, *in_sock);
blender::bke::node_add_link(*ntree, *emission_node, *out_sock, *link->tonode, *link->tosock);
blender::bke::node_remove_link(ntree, *link);
modified = true;
}
else if ((link->fromsock->type == SOCK_SHADER) && (link->tosock->type != SOCK_SHADER)) {
blender::bke::node_remove_link(ntree, *link);
BKE_ntree_update_after_single_tree_change(*G.main, *ntree);
modified = true;
}
}
if (modified) {
BKE_ntree_update_after_single_tree_change(*G.main, *ntree);
}
return true;
}
/* Socket already has a link to it. Add weights together. */
static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
bNode * /*fromnode*/,
bNodeSocket *fromsock,
bNode **tonode,
bNodeSocket **tosock)
{
bNode *addnode = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
addnode->custom1 = NODE_MATH_ADD;
addnode->runtime->tmp_flag = -2; /* Copy */
bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
bNodeSocket *addsock_in0 = ntree_shader_node_input_get(addnode, 0);
bNodeSocket *addsock_in1 = ntree_shader_node_input_get(addnode, 1);
bNodeLink *oldlink = fromsock->link;
blender::bke::node_add_link(
*ntree, *oldlink->fromnode, *oldlink->fromsock, *addnode, *addsock_in0);
blender::bke::node_add_link(*ntree, **tonode, **tosock, *addnode, *addsock_in1);
blender::bke::node_remove_link(ntree, *oldlink);
*tonode = addnode;
*tosock = addsock_out;
}
static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
{
int *node_count = (int *)userdata;
bool to_node_from_weight_tree = ELEM(tonode->type_legacy,
SH_NODE_ADD_SHADER,
SH_NODE_MIX_SHADER,
SH_NODE_OUTPUT_WORLD,
SH_NODE_OUTPUT_MATERIAL,
SH_NODE_SHADERTORGB);
if (tonode->runtime->tmp_flag == -1 && to_node_from_weight_tree) {
tonode->runtime->tmp_flag = *node_count;
*node_count += (tonode->type_legacy == SH_NODE_MIX_SHADER) ? 4 : 1;
}
if (fromnode->runtime->tmp_flag == -1 &&
ELEM(fromnode->type_legacy, SH_NODE_ADD_SHADER, SH_NODE_MIX_SHADER))
{
fromnode->runtime->tmp_flag = *node_count;
*node_count += (fromnode->type_legacy == SH_NODE_MIX_SHADER) ? 4 : 1;
}
return to_node_from_weight_tree;
}
/* Invert evaluation order of the weight tree (add & mix closure nodes) to feed the closure nodes
* with their respective weights. */
static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
{
bNodeLink *displace_link = nullptr;
bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
if (displace_output && displace_output->link) {
/* Remove any displacement link to avoid tagging it later on. */
displace_link = displace_output->link;
displace_output->link = nullptr;
}
bNodeLink *thickness_link = nullptr;
bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
if (thickness_output && thickness_output->link) {
/* Remove any thickness link to avoid tagging it later on. */
thickness_link = thickness_output->link;
thickness_output->link = nullptr;
}
/* Init tmp flag. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->runtime->tmp_flag = -1;
}
/* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
output_node->runtime->tmp_flag = 0;
int node_count = 1;
blender::bke::node_chain_iterator_backwards(
ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
/* Make a mirror copy of the weight tree. */
Array<bNode *> nodes_copy(node_count);
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->runtime->tmp_flag >= 0) {
int id = node->runtime->tmp_flag;
switch (node->type_legacy) {
case SH_NODE_SHADERTORGB:
case SH_NODE_OUTPUT_LIGHT:
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL: {
/* Start the tree with full weight. */
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_VALUE);
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
->value = 1.0f;
break;
}
case SH_NODE_ADD_SHADER: {
/* Simple passthrough node. Each original inputs will get the same weight. */
/* TODO(fclem): Better use some kind of reroute node? */
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
break;
}
case SH_NODE_MIX_SHADER: {
/* We need multiple nodes to emulate the mix node in reverse. */
bNode *fromnode, *tonode;
bNodeSocket *fromsock, *tosock;
int id_start = id;
/* output = (factor * input_weight) */
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
id++;
/* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
id++;
/* Node sanitizes the input mix factor by clamping it. */
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
/* Copy default value if no link present. */
bNodeSocket *fac_sock = ntree_shader_node_find_input(node, "Fac");
if (!fac_sock->link) {
float default_value = ((bNodeSocketValueFloat *)fac_sock->default_value)->value;
bNodeSocket *dst_sock = ntree_shader_node_input_get(nodes_copy[id], 1);
((bNodeSocketValueFloat *)dst_sock->default_value)->value = default_value;
}
id++;
/* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
/* TODO(fclem): Better use some kind of reroute node? */
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
nodes_copy[id]->custom1 = NODE_MATH_ADD;
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
->value = 0.0f;
id++;
/* Link between nodes for the subtraction. */
fromnode = nodes_copy[id_start];
tonode = nodes_copy[id_start + 1];
fromsock = ntree_shader_node_output_get(fromnode, 0);
tosock = ntree_shader_node_input_get(tonode, 1);
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
/* Link mix input to first node. */
fromnode = nodes_copy[id_start + 2];
tonode = nodes_copy[id_start];
fromsock = ntree_shader_node_output_get(fromnode, 0);
tosock = ntree_shader_node_input_get(tonode, 1);
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
/* Link weight input to both multiply nodes. */
fromnode = nodes_copy[id_start + 3];
fromsock = ntree_shader_node_output_get(fromnode, 0);
tonode = nodes_copy[id_start];
tosock = ntree_shader_node_input_get(tonode, 0);
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
tonode = nodes_copy[id_start + 1];
tosock = ntree_shader_node_input_get(tonode, 0);
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
break;
}
default:
BLI_assert(0);
break;
}
}
}
/* Recreate links between copied nodes. */
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->runtime->tmp_flag >= 0) {
/* Naming can be confusing here. We use original node-link name for from/to prefix.
* The final link is in reversed order. */
int socket_index;
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->inputs, socket_index) {
bNodeSocket *tosock;
bNode *tonode;
switch (node->type_legacy) {
case SH_NODE_SHADERTORGB:
case SH_NODE_OUTPUT_LIGHT:
case SH_NODE_OUTPUT_WORLD:
case SH_NODE_OUTPUT_MATERIAL:
case SH_NODE_ADD_SHADER: {
tonode = nodes_copy[node->runtime->tmp_flag];
tosock = ntree_shader_node_output_get(tonode, 0);
break;
}
case SH_NODE_MIX_SHADER: {
if (socket_index == 0) {
/* Mix Factor. */
tonode = nodes_copy[node->runtime->tmp_flag + 2];
tosock = ntree_shader_node_input_get(tonode, 1);
}
else if (socket_index == 1) {
/* Shader 1. */
tonode = nodes_copy[node->runtime->tmp_flag + 1];
tosock = ntree_shader_node_output_get(tonode, 0);
}
else {
/* Shader 2. */
tonode = nodes_copy[node->runtime->tmp_flag];
tosock = ntree_shader_node_output_get(tonode, 0);
}
break;
}
default:
BLI_assert(0);
break;
}
if (sock->link) {
bNodeSocket *fromsock;
bNode *fromnode = sock->link->fromnode;
switch (fromnode->type_legacy) {
case SH_NODE_ADD_SHADER: {
fromnode = nodes_copy[fromnode->runtime->tmp_flag];
fromsock = ntree_shader_node_input_get(fromnode, 1);
if (fromsock->link) {
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
}
break;
}
case SH_NODE_MIX_SHADER: {
fromnode = nodes_copy[fromnode->runtime->tmp_flag + 3];
fromsock = ntree_shader_node_input_get(fromnode, 1);
if (fromsock->link) {
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
}
break;
}
case SH_NODE_BACKGROUND:
case SH_NODE_BSDF_METALLIC:
case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_GLASS:
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_HAIR_PRINCIPLED:
case SH_NODE_BSDF_HAIR:
case SH_NODE_BSDF_PRINCIPLED:
case SH_NODE_BSDF_RAY_PORTAL:
case SH_NODE_BSDF_REFRACTION:
case SH_NODE_BSDF_TOON:
case SH_NODE_BSDF_TRANSLUCENT:
case SH_NODE_BSDF_TRANSPARENT:
case SH_NODE_BSDF_SHEEN:
case SH_NODE_EEVEE_SPECULAR:
case SH_NODE_EMISSION:
case SH_NODE_HOLDOUT:
case SH_NODE_SUBSURFACE_SCATTERING:
case SH_NODE_VOLUME_ABSORPTION:
case SH_NODE_VOLUME_PRINCIPLED:
case SH_NODE_VOLUME_SCATTER:
case SH_NODE_VOLUME_COEFFICIENTS:
fromsock = ntree_shader_node_find_input(fromnode, "Weight");
/* Make "weight" sockets available so that links to it are available as well and are
* not ignored in other places. */
fromsock->flag &= ~SOCK_UNAVAIL;
if (fromsock->link) {
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
}
break;
default:
fromsock = sock->link->fromsock;
break;
}
/* Manually add the link to the socket to avoid calling:
* `BKE_ntree_update(G.main, oop)`. */
fromsock->link = &blender::bke::node_add_link(
*ntree, *fromnode, *fromsock, *tonode, *tosock);
BLI_assert(fromsock->link);
}
}
}
}
/* Restore displacement & thickness link. */
if (displace_link) {
blender::bke::node_add_link(*ntree,
*displace_link->fromnode,
*displace_link->fromsock,
*output_node,
*displace_output);
}
if (thickness_link) {
blender::bke::node_add_link(*ntree,
*thickness_link->fromnode,
*thickness_link->fromsock,
*output_node,
*thickness_output);
}
BKE_ntree_update_after_single_tree_change(*G.main, *ntree);
}
static bool closure_node_filter(const bNode *node)
{
switch (node->type_legacy) {
case SH_NODE_ADD_SHADER:
case SH_NODE_MIX_SHADER:
case SH_NODE_BACKGROUND:
case SH_NODE_BSDF_METALLIC:
case SH_NODE_BSDF_DIFFUSE:
case SH_NODE_BSDF_GLASS:
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_HAIR_PRINCIPLED:
case SH_NODE_BSDF_HAIR:
case SH_NODE_BSDF_PRINCIPLED:
case SH_NODE_BSDF_RAY_PORTAL:
case SH_NODE_BSDF_REFRACTION:
case SH_NODE_BSDF_TOON:
case SH_NODE_BSDF_TRANSLUCENT:
case SH_NODE_BSDF_TRANSPARENT:
case SH_NODE_BSDF_SHEEN:
case SH_NODE_EEVEE_SPECULAR:
case SH_NODE_EMISSION:
case SH_NODE_HOLDOUT:
case SH_NODE_SUBSURFACE_SCATTERING:
case SH_NODE_VOLUME_ABSORPTION:
case SH_NODE_VOLUME_PRINCIPLED:
case SH_NODE_VOLUME_SCATTER:
case SH_NODE_VOLUME_COEFFICIENTS:
return true;
default:
return false;
}
}
/* Shader to rgba needs their associated closure duplicated and the weight tree generated for. */
static void ntree_shader_shader_to_rgba_branches(bNodeTree *ntree)
{
Vector<bNode *> shader_to_rgba_nodes;
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->type_legacy == SH_NODE_SHADERTORGB) {
shader_to_rgba_nodes.append(node);
}
}
for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
if (closure_input->link == nullptr) {
continue;
}
ntree_shader_copy_branch(ntree, shader_to_rgba, closure_node_filter);
BKE_ntree_update_after_single_tree_change(*G.main, *ntree);
ntree_shader_weight_tree_invert(ntree, shader_to_rgba);
}
}
static void iter_shader_to_rgba_depth_count(bNode *start_node, int16_t &max_depth)
{
struct StackNode {
bNode *node;
int16_t depth;
};
std::stack<StackNode> stack;
stack.push({start_node, 0});
while (!stack.empty()) {
StackNode s_node = stack.top();
stack.pop();
bNode *node = s_node.node;
int16_t depth_level = s_node.depth;
if (node->type_legacy == SH_NODE_SHADERTORGB) {
depth_level++;
max_depth = std::max(max_depth, depth_level);
}
if (node->runtime->tmp_flag >= depth_level) {
/* We already iterated this branch at this or a greater depth. */
continue;
}
node->runtime->tmp_flag = std::max(node->runtime->tmp_flag, depth_level);
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
bNodeLink *link = sock->link;
if (link == nullptr) {
continue;
}
if ((link->flag & NODE_LINK_VALID) == 0) {
/* Skip links marked as cyclic. */
continue;
}
stack.push({link->fromnode, depth_level});
}
}
}
static void shader_node_disconnect_input(bNodeTree *ntree, bNode *node, int index)
{
bNodeLink *link = ntree_shader_node_input_get(node, index)->link;
if (link) {
blender::bke::node_remove_link(ntree, *link);
}
}
static void shader_node_disconnect_inactive_mix_branch(bNodeTree *ntree,
bNode *node,
int factor_socket_index,
int a_socket_index,
int b_socket_index,
bool clamp_factor)
{
bNodeSocket *factor_socket = ntree_shader_node_input_get(node, factor_socket_index);
if (factor_socket->link == nullptr) {
float factor = 0.5;
if (factor_socket->type == SOCK_FLOAT) {
factor = factor_socket->default_value_typed<bNodeSocketValueFloat>()->value;
if (clamp_factor) {
factor = clamp_f(factor, 0.0f, 1.0f);
}
}
else if (factor_socket->type == SOCK_VECTOR) {
const float *vfactor = factor_socket->default_value_typed<bNodeSocketValueVector>()->value;
float vfactor_copy[3];
for (int i = 0; i < 3; i++) {
if (clamp_factor) {
vfactor_copy[i] = clamp_f(vfactor[i], 0.0f, 1.0f);
}
else {
vfactor_copy[i] = vfactor[i];
}
}
if (vfactor_copy[0] == vfactor_copy[1] && vfactor_copy[0] == vfactor_copy[2]) {
factor = vfactor_copy[0];
}
}
if (factor == 1.0f && a_socket_index >= 0) {
shader_node_disconnect_input(ntree, node, a_socket_index);
}
else if (factor == 0.0f && b_socket_index >= 0) {
shader_node_disconnect_input(ntree, node, b_socket_index);
}
}
}
static void ntree_shader_disconnect_inactive_mix_branches(bNodeTree *ntree)
{
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->typeinfo->type_legacy == SH_NODE_MIX_SHADER) {
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, 1, 2, true);
}
else if (node->typeinfo->type_legacy == SH_NODE_MIX) {
const NodeShaderMix *storage = static_cast<NodeShaderMix *>(node->storage);
if (storage->data_type == SOCK_FLOAT) {
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, 2, 3, storage->clamp_factor);
/* Disconnect links from data_type-specific sockets that are not currently in use */
for (int i : {1, 4, 5, 6, 7}) {
shader_node_disconnect_input(ntree, node, i);
}
}
else if (storage->data_type == SOCK_VECTOR) {
int factor_socket = storage->factor_mode == NODE_MIX_MODE_UNIFORM ? 0 : 1;
shader_node_disconnect_inactive_mix_branch(
ntree, node, factor_socket, 4, 5, storage->clamp_factor);
/* Disconnect links from data_type-specific sockets that are not currently in use */
int unused_factor_socket = factor_socket == 0 ? 1 : 0;
for (int i : {unused_factor_socket, 2, 3, 6, 7}) {
shader_node_disconnect_input(ntree, node, i);
}
}
else if (storage->data_type == SOCK_RGBA) {
/* Branch A can't be optimized-out, since its alpha is always used regardless of factor */
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, -1, 7, storage->clamp_factor);
/* Disconnect links from data_type-specific sockets that are not currently in use */
for (int i : {1, 2, 3, 4, 5}) {
shader_node_disconnect_input(ntree, node, i);
}
}
}
}
}
static bool ntree_branch_node_tag(bNode *fromnode, bNode *tonode, void * /*userdata*/)
{
fromnode->runtime->tmp_flag = 1;
tonode->runtime->tmp_flag = 1;
return true;
}
/* Avoid adding more node execution when multiple outputs are present. */
/* NOTE(@fclem): This is also a workaround for the old EEVEE SSS implementation where only the
* first executed SSS node gets a SSS profile. */
static void ntree_shader_pruned_unused(bNodeTree *ntree, bNode *output_node)
{
ntree_shader_disconnect_inactive_mix_branches(ntree);
bool changed = false;
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
node->runtime->tmp_flag = 0;
}
/* Avoid deleting the output node if it is the only node in the tree. */
if (output_node) {
output_node->runtime->tmp_flag = 1;
blender::bke::node_chain_iterator_backwards(
ntree, output_node, ntree_branch_node_tag, nullptr, 0);
}
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
if (node->type_legacy == SH_NODE_OUTPUT_AOV) {
node->runtime->tmp_flag = 1;
blender::bke::node_chain_iterator_backwards(ntree, node, ntree_branch_node_tag, nullptr, 0);
}
}
LISTBASE_FOREACH_MUTABLE (bNode *, node, &ntree->nodes) {
if (node->runtime->tmp_flag == 0) {
blender::bke::node_unlink_node(*ntree, *node);
blender::bke::node_free_node(ntree, *node);
changed = true;
}
}
if (changed) {
BKE_ntree_update_after_single_tree_change(*G.main, *ntree);
}
}
void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
{
bNodeTreeExec *exec;
ntree_shader_unlink_script_nodes(localtree);
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
/* Tree is valid if it contains no undefined implicit socket type cast. */
bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
if (valid_tree) {
ntree_shader_pruned_unused(localtree, output);
if (output != nullptr) {
ntree_shader_shader_to_rgba_branches(localtree);
ntree_shader_weight_tree_invert(localtree, output);
}
}
exec = ntreeShaderBeginExecTree(localtree);
/* Execute nodes ordered by the number of ShaderToRGB nodes found in their path,
* so all closures can be properly evaluated. */
int16_t max_depth = 0;
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
node->runtime->tmp_flag = -1;
}
if (output != nullptr) {
iter_shader_to_rgba_depth_count(output, max_depth);
}
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
if (node->type_legacy == SH_NODE_OUTPUT_AOV) {
iter_shader_to_rgba_depth_count(node, max_depth);
}
}
for (int depth = max_depth; depth >= 0; depth--) {
ntreeExecGPUNodes(exec, mat, output, &depth);
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
if (node->type_legacy == SH_NODE_OUTPUT_AOV) {
ntreeExecGPUNodes(exec, mat, node, &depth);
}
}
}
ntreeShaderEndExecTree(exec);
}
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
bNodeTree *ntree,
bNodeInstanceKey parent_key)
{
/* ensures only a single output node is enabled */
blender::bke::node_tree_set_output(*ntree);
/* common base initialization */
bNodeTreeExec *exec = ntree_exec_begin(context, ntree, parent_key);
/* allocate the thread stack listbase array */
exec->threadstack = MEM_calloc_arrayN<ListBase>(BLENDER_MAX_THREADS, "thread stack array");
LISTBASE_FOREACH (bNode *, node, &exec->nodetree->nodes) {
node->runtime->need_exec = 1;
}
return exec;
}
bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
{
bNodeExecContext context;
bNodeTreeExec *exec;
/* XXX hack: prevent exec data from being generated twice.
* this should be handled by the renderer!
*/
if (ntree->runtime->execdata) {
return ntree->runtime->execdata;
}
exec = ntreeShaderBeginExecTree_internal(&context, ntree, blender::bke::NODE_INSTANCE_KEY_BASE);
/* XXX: this should not be necessary, but is still used for compositor/shader/texture nodes,
* which only store the `ntree` pointer. Should be fixed at some point!
*/
ntree->runtime->execdata = exec;
return exec;
}
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec)
{
if (exec->threadstack) {
for (int a = 0; a < BLENDER_MAX_THREADS; a++) {
LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[a]) {
if (nts->stack) {
MEM_freeN(nts->stack);
}
}
BLI_freelistN(&exec->threadstack[a]);
}
MEM_freeN(exec->threadstack);
exec->threadstack = nullptr;
}
ntree_exec_end(exec);
}
void ntreeShaderEndExecTree(bNodeTreeExec *exec)
{
if (exec) {
/* exec may get freed, so assign ntree */
bNodeTree *ntree = exec->nodetree;
ntreeShaderEndExecTree_internal(exec);
/* XXX: clear node-tree back-pointer to exec data,
* same problem as noted in #ntreeBeginExecTree. */
ntree->runtime->execdata = nullptr;
}
}