Files
test/source/blender/nodes/NOD_geometry_nodes_lazy_function.hh
Jacques Lucke 2d2b087fcf Geometry Nodes: support baking data block references
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.

This implements the design proposed in #108410 to support referencing
data-blocks (only materials for now) in the baked data. The task also describes
why this is not a trivial issue. A previous attempt was implemented in #109703
but it didn't work well-enough.

The solution is to have an explicit `name (+ library name) -> data-block`
mapping that is stored in the modifier for each bake node and simulation zone.
The `library name` is necessary for it to be unique within a .blend file. Note
that this refers to the name of the `Library` data-block and not a file path.
The baked data only contains the names of the used data-blocks. When the baked
data is loaded, the correct material data-block is looked up from the mapping.

### Automatic Mapping Generation

The most tricky aspect of this approach is to make it feel mostly automatic.
From the user point-of-view, it should just work. Therefore, we don't want the
user to have to create the mapping manually in the majority of cases. Creating
the mapping automatically is difficult because the data-blocks that should
become part of the mapping are only known during depsgraph evaluation. So we
somehow have to gather the missing data blocks during evaluation and then write
the new mappings back to the original data.

While writing back to original data is something we do in some cases already,
the situation here is different, because we are actually creating new relations
between data-blocks. This also means that we'll have to do user-counting. Since
user counts in data-blocks are *not* atomic, we can't do that from multiple
threads at the same time. Also, under some circumstances, it may be necessary to
trigger depsgraph evaluation again after the write-back because it actually
affects the result.

To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It
allows gathering tasks which write back to original data in a synchronous way
which may also require a reevaluation.

### Accessing the Mapping

A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier.
This map allows getting the `ID` pointer that should be used for a specific
data-block name that is stored in baked data. It's also used to gather all the
missing data mappings during evaluation.

### Weak ID References

The baked/cached geometries may have references to other data-blocks (currently
only materials, but in the future also e.g. instanced objects/collections).
However, the pointers of these data-blocks are not stable over time. That is
especially true when storing/loading the data from disk, but also just when
playing back the animation. Therefore, the used data-blocks have to referenced
in a different way at run-time.

This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the
run-time data of various geometry data-blocks. If the data-block is cached over
a longer period of time (such that material pointers can't be used directly), it
stores the material name (+ library name) used by each material slot. When the
geometry is used again, the material pointers are restored using these weak name
references and the `BakeDataBlockMap`.

### Manual Mapping Management

There is a new `Data-Blocks` panel in the bake settings in the node editor
sidebar that allows inspecting and modifying the data-blocks that are used when
baking. The user can change what data-block a specific name is mapped to.

Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00

452 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/**
* For evaluation, geometry node groups are converted to a lazy-function graph. The generated graph
* is cached per node group, so it only has to be generated once after a change.
*
* Node groups are *not* inlined into the lazy-function graph. This could be added in the future as
* it might improve performance in some cases, but generally does not seem necessary. Inlining node
* groups also has disadvantages like making per-node-group caches less useful, resulting in more
* overhead.
*
* Instead, group nodes are just like all other nodes in the lazy-function graph. What makes them
* special is that they reference the lazy-function graph of the group they reference.
*
* During lazy-function graph generation, a mapping between the #bNodeTree and
* #lazy_function::Graph is build that can be used when evaluating the graph (e.g. for logging).
*/
#include <variant>
#include "FN_lazy_function_graph.hh"
#include "FN_lazy_function_graph_executor.hh"
#include "NOD_geometry_nodes_log.hh"
#include "NOD_multi_function.hh"
#include "BLI_compute_context.hh"
#include "BKE_bake_items.hh"
#include "BKE_node_tree_zones.hh"
struct Object;
struct Depsgraph;
struct Scene;
namespace blender::nodes {
using lf::LazyFunction;
using mf::MultiFunction;
/** The structs in here describe the different possible behaviors of a simulation input node. */
namespace sim_input {
/**
* The data is just passed through the node. Data that is incompatible with simulations (like
* anonymous attributes), is removed though.
*/
struct PassThrough {};
/**
* The input is not evaluated, instead the values provided here are output by the node.
*/
struct OutputCopy {
float delta_time;
bke::bake::BakeStateRef state;
};
/**
* Same as above, but the values can be output by move, instead of copy. This can reduce the amount
* of unnecessary copies, when the old simulation state is not needed anymore.
*/
struct OutputMove {
float delta_time;
bke::bake::BakeState state;
};
using Behavior = std::variant<PassThrough, OutputCopy, OutputMove>;
} // namespace sim_input
/** The structs in here describe the different possible behaviors of a simulation output node. */
namespace sim_output {
/**
* Output the data that comes from the corresponding simulation input node, ignoring the nodes in
* the zone.
*/
struct PassThrough {};
/**
* Computes the simulation step and calls the given function to cache the new simulation state.
* The new simulation state is the output of the node.
*/
struct StoreNewState {
std::function<void(bke::bake::BakeState state)> store_fn;
};
/**
* The inputs are not evaluated, instead the given cached items are output directly.
*/
struct ReadSingle {
bke::bake::BakeStateRef state;
};
/**
* The inputs are not evaluated, instead of a mix of the two given states is output.
*/
struct ReadInterpolated {
/** Factor between 0 and 1 that determines the influence of the two simulation states. */
float mix_factor;
bke::bake::BakeStateRef prev_state;
bke::bake::BakeStateRef next_state;
};
/**
* Used when there was some issue loading the baked data from disk.
*/
struct ReadError {
std::string message;
};
using Behavior = std::variant<PassThrough, StoreNewState, ReadSingle, ReadInterpolated, ReadError>;
} // namespace sim_output
/** Controls the behavior of one simulation zone. */
struct SimulationZoneBehavior {
sim_input::Behavior input;
sim_output::Behavior output;
bke::bake::BakeDataBlockMap *data_block_map = nullptr;
};
class GeoNodesSimulationParams {
public:
/**
* Get the expected behavior for the simulation zone with the given id (see #bNestedNodeRef).
* It's possible that this method called multiple times for the same id. In this case, the same
* pointer should be returned in each call.
*/
virtual SimulationZoneBehavior *get(const int zone_id) const = 0;
};
struct BakeNodeBehavior {
/** The set of possible behaviors are the same for both of these nodes currently. */
sim_output::Behavior behavior;
bke::bake::BakeDataBlockMap *data_block_map = nullptr;
};
class GeoNodesBakeParams {
public:
virtual BakeNodeBehavior *get(const int id) const = 0;
};
struct GeoNodesSideEffectNodes {
MultiValueMap<ComputeContextHash, const lf::FunctionNode *> nodes_by_context;
/**
* The repeat zone is identified by the compute context of the parent and the identifier of the
* repeat output node.
*/
MultiValueMap<std::pair<ComputeContextHash, int32_t>, int> iterations_by_repeat_zone;
};
/**
* Data that is passed into geometry nodes evaluation from the modifier.
*/
struct GeoNodesModifierData {
/** Object that is currently evaluated. */
const Object *self_object = nullptr;
/** Depsgraph that is evaluating the modifier. */
Depsgraph *depsgraph = nullptr;
};
struct GeoNodesOperatorData {
eObjectMode mode;
/** The object currently effected by the operator. */
const Object *self_object = nullptr;
/** Current evaluated depsgraph. */
Depsgraph *depsgraph = nullptr;
Scene *scene = nullptr;
};
struct GeoNodesCallData {
/**
* Top-level node tree of the current evaluation.
*/
const bNodeTree *root_ntree = nullptr;
/**
* Optional logger that keeps track of data generated during evaluation to allow for better
* debugging afterwards.
*/
geo_eval_log::GeoModifierLog *eval_log = nullptr;
/**
* Optional injected behavior for simulations.
*/
GeoNodesSimulationParams *simulation_params = nullptr;
/**
* Optional injected behavior for bake nodes.
*/
GeoNodesBakeParams *bake_params = nullptr;
/**
* Some nodes should be executed even when their output is not used (e.g. active viewer nodes and
* the node groups they are contained in).
*/
const GeoNodesSideEffectNodes *side_effect_nodes = nullptr;
/**
* Controls in which compute contexts we want to log socket values. Logging them in all contexts
* can result in slowdowns. In the majority of cases, the logged socket values are freed without
* being looked at anyway.
*
* If this is null, all socket values will be logged.
*/
const Set<ComputeContextHash> *socket_log_contexts = nullptr;
/**
* Data from the modifier that is being evaluated.
*/
GeoNodesModifierData *modifier_data = nullptr;
/**
* Data from execution as operator in 3D viewport.
*/
GeoNodesOperatorData *operator_data = nullptr;
/**
* Self object has slightly different semantics depending on how geometry nodes is called.
* Therefor, it is not stored directly in the global data.
*/
const Object *self_object() const;
};
/**
* Custom user data that is passed to every geometry nodes related lazy-function evaluation.
*/
struct GeoNodesLFUserData : public lf::UserData {
/**
* Data provided by the root caller of geometry nodes.
*/
const GeoNodesCallData *call_data = nullptr;
/**
* Current compute context. This is different depending in the (nested) node group that is being
* evaluated.
*/
const ComputeContext *compute_context = nullptr;
/**
* Log socket values in the current compute context. Child contexts might use logging again.
*/
bool log_socket_values = true;
destruct_ptr<lf::LocalUserData> get_local(LinearAllocator<> &allocator) override;
};
struct GeoNodesLFLocalUserData : public lf::LocalUserData {
private:
/**
* Thread-local logger for the current node tree in the current compute context. It is only
* instantiated when it is actually used and then cached for the current thread.
*/
mutable std::optional<geo_eval_log::GeoTreeLogger *> tree_logger_;
public:
GeoNodesLFLocalUserData(GeoNodesLFUserData & /*user_data*/) {}
/**
* Get the current tree logger. This method is not thread-safe, each thread is supposed to have
* a separate logger.
*/
geo_eval_log::GeoTreeLogger *try_get_tree_logger(const GeoNodesLFUserData &user_data) const
{
if (!tree_logger_.has_value()) {
this->ensure_tree_logger(user_data);
}
return *tree_logger_;
}
private:
void ensure_tree_logger(const GeoNodesLFUserData &user_data) const;
};
/**
* In the general case, this is #DynamicSocket. That means that to determine if a node group will
* use a particular input, it has to be partially executed.
*
* In other cases, it's not necessary to look into the node group to determine if an input is
* necessary.
*/
enum class InputUsageHintType {
/** The input socket is never used. */
Never,
/** The input socket is used when a subset of the outputs is used. */
DependsOnOutput,
/** Can't determine statically if the input is used, check the corresponding output socket. */
DynamicSocket,
};
struct InputUsageHint {
InputUsageHintType type = InputUsageHintType::DependsOnOutput;
/** Used in depends-on-output mode. */
Vector<int> output_dependencies;
};
/**
* Contains the mapping between the #bNodeTree and the corresponding lazy-function graph.
* This is *not* a one-to-one mapping.
*/
struct GeometryNodeLazyFunctionGraphMapping {
/**
* This is an optimization to avoid partially evaluating a node group just to figure out which
* inputs are needed.
*/
Vector<InputUsageHint> group_input_usage_hints;
/**
* A mapping used for logging intermediate values.
*/
MultiValueMap<const lf::Socket *, const bNodeSocket *> bsockets_by_lf_socket_map;
/**
* Mappings for some special node types. Generally, this mapping does not exist for all node
* types, so better have more specialized mappings for now.
*/
Map<const bNode *, const lf::FunctionNode *> group_node_map;
Map<const bNode *, const lf::FunctionNode *> possible_side_effect_node_map;
Map<const bke::bNodeTreeZone *, const lf::FunctionNode *> zone_node_map;
/* Indexed by #bNodeSocket::index_in_all_outputs. */
Array<int> lf_input_index_for_output_bsocket_usage;
/* Indexed by #bNodeSocket::index_in_all_outputs. */
Array<int> lf_input_index_for_attribute_propagation_to_output;
/* Indexed by #bNodeSocket::index_in_tree. */
Array<int> lf_index_by_bsocket;
};
/**
* Contains the information that is necessary to execute a geometry node tree.
*/
struct GeometryNodesGroupFunction {
/**
* The lazy-function that does what the node group does. Its inputs and outputs are described
* below.
*/
const LazyFunction *function = nullptr;
struct {
/**
* Main input values that come out of the Group Input node.
*/
IndexRange main;
/**
* A boolean for every group output that indicates whether that output is needed. It's ok if
* those are set to true even when an output is not used, but the other way around will lead to
* bugs. The node group uses those values to compute the lifetimes of anonymous attributes.
*/
IndexRange output_usages;
/**
* Some node groups can propagate attributes from a geometry input to a geometry output. In
* those cases, the caller of the node group has to decide which anonymous attributes have to
* be kept alive on the geometry because the caller requires them.
*/
struct {
IndexRange range;
Vector<int> geometry_outputs;
} attributes_to_propagate;
} inputs;
struct {
/**
* Main output values that are passed into the Group Output node.
*/
IndexRange main;
/**
* A boolean for every group input that indicates whether this input will be used. Oftentimes
* this can be determined without actually computing much. This is used to compute anonymous
* attribute lifetimes.
*/
IndexRange input_usages;
} outputs;
};
/**
* Data that is cached for every #bNodeTree.
*/
struct GeometryNodesLazyFunctionGraphInfo {
/**
* Contains resources that need to be freed when the graph is not needed anymore.
*/
ResourceScope scope;
GeometryNodesGroupFunction function;
/**
* The actual lazy-function graph.
*/
lf::Graph graph;
/**
* Mappings between the lazy-function graph and the #bNodeTree.
*/
GeometryNodeLazyFunctionGraphMapping mapping;
/**
* Approximate number of nodes in the graph if all sub-graphs were inlined.
* This can be used as a simple heuristic for the complexity of the node group.
*/
int num_inline_nodes_approximate = 0;
};
std::unique_ptr<LazyFunction> get_simulation_output_lazy_function(
const bNode &node, GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
std::unique_ptr<LazyFunction> get_simulation_input_lazy_function(
const bNodeTree &node_tree,
const bNode &node,
GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
std::unique_ptr<LazyFunction> get_switch_node_lazy_function(const bNode &node);
std::unique_ptr<LazyFunction> get_index_switch_node_lazy_function(
const bNode &node, GeometryNodesLazyFunctionGraphInfo &lf_graph_info);
std::unique_ptr<LazyFunction> get_bake_lazy_function(
const bNode &node, GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
std::unique_ptr<LazyFunction> get_menu_switch_node_lazy_function(
const bNode &node, GeometryNodesLazyFunctionGraphInfo &lf_graph_info);
std::unique_ptr<LazyFunction> get_menu_switch_node_socket_usage_lazy_function(const bNode &node);
/**
* Outputs the default value of each output socket that has not been output yet. This needs the
* #bNode because otherwise the default values for the outputs are not known. The lazy-function
* parameters do not differentiate between e.g. float and vector sockets. The #SocketValueVariant
* type is used for both.
*/
void set_default_remaining_node_outputs(lf::Params &params, const bNode &node);
struct FoundNestedNodeID {
int id;
bool is_in_simulation = false;
bool is_in_loop = false;
};
std::optional<FoundNestedNodeID> find_nested_node_id(const GeoNodesLFUserData &user_data,
const int node_id);
/**
* An anonymous attribute created by a node.
*/
class NodeAnonymousAttributeID : public bke::AnonymousAttributeID {
std::string long_name_;
std::string socket_name_;
public:
NodeAnonymousAttributeID(const Object &object,
const ComputeContext &compute_context,
const bNode &bnode,
const StringRef identifier,
const StringRef name);
std::string user_name() const override;
};
/**
* Main function that converts a #bNodeTree into a lazy-function graph. If the graph has been
* generated already, nothing is done. Under some circumstances a valid graph cannot be created. In
* those cases null is returned.
*/
const GeometryNodesLazyFunctionGraphInfo *ensure_geometry_nodes_lazy_function_graph(
const bNodeTree &btree);
} // namespace blender::nodes