Files
test/source/blender/blenlib/BLI_compute_context.hh
Brecht Van Lommel 920e709069 Refactor: Make header files more clangd and clang-tidy friendly
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.

This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.

* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd

Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.

Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.

For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/

Pull Request: https://projects.blender.org/blender/blender/pulls/132608
2025-01-07 12:39:13 +01:00

200 lines
5.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bli
*
* When logging computed values, we generally want to know where the value was computed. For
* example, geometry nodes logs socket values so that they can be displayed in the ui. For that we
* can combine the logged value with a `ComputeContext`, which identifies the place where the value
* was computed.
*
* This is not a trivial problem because e.g. just storing a pointer to the socket a value
* belongs to is not enough. That's because the same socket may correspond to many different values
* when the socket is used in a node group that is used multiple times. In this case, not only does
* the socket have to be stored but also the entire nested node group path that led to the
* evaluation of the socket.
*
* Storing the entire "context path" for every logged value is not feasible, because that path can
* become quite long. So that would need much more memory, more compute overhead and makes it
* complicated to compare if two contexts are the same. If the identifier for a compute context
* would have a variable size, it would also be much harder to create a map from context to values.
*
* The solution implemented below uses the following key ideas:
* - Every compute context can be hashed to a unique fixed size value (`ComputeContextHash`). While
* technically there could be hash collisions, the hashing algorithm has to be chosen to make
* that practically impossible. This way an entire context path, possibly consisting of many
* nested contexts, is represented by a single value that can be stored easily.
* - A nested compute context is build as singly linked list, where every compute context has a
* pointer to the parent compute context. Note that a link in the other direction is not possible
* because the same parent compute context may be used by many different children which possibly
* run on different threads.
*/
#include <optional>
#include "BLI_linear_allocator.hh"
#include "BLI_stack.hh"
#include "BLI_string_ref.hh"
#include "BLI_struct_equality_utils.hh"
namespace blender {
/**
* A hash that uniquely identifies a specific (non-fixed-size) compute context. The hash has to
* have enough bits to make collisions practically impossible.
*/
struct ComputeContextHash {
uint64_t v1 = 0;
uint64_t v2 = 0;
uint64_t hash() const
{
return v1;
}
BLI_STRUCT_EQUALITY_OPERATORS_2(ComputeContextHash, v1, v2)
void mix_in(const void *data, int64_t len);
friend std::ostream &operator<<(std::ostream &stream, const ComputeContextHash &hash);
};
/**
* Identifies the context in which a computation happens. This context can be used to identify
* values logged during the computation. For more details, see the comment at the top of the file.
*
* This class should be subclassed to implement specific contexts.
*/
class ComputeContext {
private:
/**
* Only used for debugging currently.
*/
const char *static_type_;
/**
* Pointer to the context that this context is child of. That allows nesting compute contexts.
*/
const ComputeContext *parent_ = nullptr;
protected:
/**
* The hash that uniquely identifies this context. It's a combined hash of this context as well
* as all the parent contexts.
*/
ComputeContextHash hash_;
public:
ComputeContext(const char *static_type, const ComputeContext *parent)
: static_type_(static_type), parent_(parent)
{
if (parent != nullptr) {
hash_ = parent_->hash_;
}
}
virtual ~ComputeContext() = default;
const ComputeContextHash &hash() const
{
return hash_;
}
const char *static_type() const
{
return static_type_;
}
const ComputeContext *parent() const
{
return parent_;
}
/**
* Print the entire nested context stack.
*/
void print_stack(std::ostream &stream, StringRef name) const;
/**
* Print information about this specific context. This has to be implemented by each subclass.
*/
virtual void print_current_in_line(std::ostream &stream) const = 0;
friend std::ostream &operator<<(std::ostream &stream, const ComputeContext &compute_context);
};
/**
* Utility class to build a context stack in one place. This is typically used to get the hash that
* corresponds to a specific nested compute context, in order to look up corresponding logged
* values.
*/
class ComputeContextBuilder {
private:
LinearAllocator<> allocator_;
Stack<destruct_ptr<ComputeContext>> contexts_;
std::optional<Vector<destruct_ptr<ComputeContext>>> old_contexts_;
public:
/**
* If called, compute contexts are not destructed when they are popped. Instead their lifetime
* will be the lifetime of this builder.
*/
void keep_old_contexts()
{
if (!old_contexts_.has_value()) {
old_contexts_.emplace();
}
}
bool is_empty() const
{
return contexts_.is_empty();
}
const ComputeContext *current() const
{
if (contexts_.is_empty()) {
return nullptr;
}
return contexts_.peek().get();
}
const ComputeContextHash hash() const
{
BLI_assert(!contexts_.is_empty());
return this->current()->hash();
}
template<typename T, typename... Args> void push(Args &&...args)
{
const ComputeContext *current = this->current();
destruct_ptr<T> context = allocator_.construct<T>(current, std::forward<Args>(args)...);
contexts_.push(std::move(context));
}
void pop()
{
auto context = contexts_.pop();
if (old_contexts_) {
old_contexts_->append(std::move(context));
}
}
/** Pops all compute contexts until the given one is at the top. */
void pop_until(const ComputeContext *context)
{
while (!contexts_.is_empty()) {
if (contexts_.peek().get() == context) {
return;
}
this->pop();
}
/* Should have found the context above if it's not null. */
BLI_assert(context == nullptr);
}
};
} // namespace blender