Files
test/source/blender/compositor/intern/shader_node.cc
Omar Emara 5e8f96277d Compositor: Reduce vector type components to 3
Previously, the vector type in the compositor had 4-components to
accommodated float4 types, while the last component was ignored for the
rest of the vector types. But now that we have a dedicated type for
float4 in #134486. We can reduce that vector type to 3-components.

Pull Request: https://projects.blender.org/blender/blender/pulls/134570
2025-02-20 13:23:54 +01:00

225 lines
6.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_assert.h"
#include "BLI_math_vector.h"
#include "BLI_string_ref.hh"
#include "DNA_node_types.h"
#include "NOD_derived_node_tree.hh"
#include "GPU_material.hh"
#include "COM_shader_node.hh"
#include "COM_utilities.hh"
#include "COM_utilities_gpu_material.hh"
#include "COM_utilities_type_conversion.hh"
namespace blender::compositor {
using namespace nodes::derived_node_tree_types;
ShaderNode::ShaderNode(DNode node) : node_(node)
{
populate_inputs();
populate_outputs();
}
void ShaderNode::compile(GPUMaterial *material)
{
node_->typeinfo->gpu_fn(
material, const_cast<bNode *>(node_.bnode()), nullptr, inputs_.data(), outputs_.data());
}
GPUNodeStack &ShaderNode::get_input(const StringRef identifier)
{
return get_shader_node_input(*node_, inputs_.data(), identifier);
}
GPUNodeStack &ShaderNode::get_output(const StringRef identifier)
{
return get_shader_node_output(*node_, outputs_.data(), identifier);
}
static eGPUType gpu_type_from_socket_type(eNodeSocketDatatype type)
{
switch (type) {
case SOCK_FLOAT:
return GPU_FLOAT;
case SOCK_INT:
/* GPUMaterial doesn't support int, so it is passed as a float. */
return GPU_FLOAT;
case SOCK_VECTOR:
return GPU_VEC3;
case SOCK_RGBA:
return GPU_VEC4;
default:
BLI_assert_unreachable();
return GPU_NONE;
}
}
/* Initializes the vector value of the given GPU node stack from the default value of the given
* socket. Note that the type of the stack may not match that of the socket, so perform implicit
* conversion if needed. */
static void gpu_stack_vector_from_socket(GPUNodeStack &stack, const bNodeSocket *socket)
{
const eNodeSocketDatatype input_type = static_cast<eNodeSocketDatatype>(socket->type);
const eNodeSocketDatatype expected_type = static_cast<eNodeSocketDatatype>(stack.sockettype);
switch (input_type) {
case SOCK_FLOAT: {
const float value = socket->default_value_typed<bNodeSocketValueFloat>()->value;
switch (expected_type) {
case SOCK_FLOAT:
stack.vec[0] = value;
return;
case SOCK_INT:
/* GPUMaterial doesn't support int, so it is passed as a float. */
stack.vec[0] = float(float_to_int(value));
return;
case SOCK_VECTOR:
copy_v3_v3(stack.vec, float_to_float3(value));
return;
case SOCK_RGBA:
copy_v4_v4(stack.vec, float_to_color(value));
return;
default:
break;
}
break;
}
case SOCK_INT: {
const int value = socket->default_value_typed<bNodeSocketValueInt>()->value;
switch (expected_type) {
case SOCK_FLOAT:
stack.vec[0] = int_to_float(value);
return;
case SOCK_INT:
/* GPUMaterial doesn't support int, so it is passed as a float. */
stack.vec[0] = float(value);
return;
case SOCK_VECTOR:
copy_v3_v3(stack.vec, int_to_float3(value));
return;
case SOCK_RGBA:
copy_v4_v4(stack.vec, int_to_color(value));
return;
default:
break;
}
break;
}
case SOCK_VECTOR: {
const float3 value = float3(socket->default_value_typed<bNodeSocketValueVector>()->value);
switch (expected_type) {
case SOCK_FLOAT:
stack.vec[0] = float3_to_float(value);
return;
case SOCK_INT:
/* GPUMaterial doesn't support int, so it is passed as a float. */
stack.vec[0] = float(float3_to_int(value));
return;
case SOCK_VECTOR:
copy_v3_v3(stack.vec, value);
return;
case SOCK_RGBA:
copy_v4_v4(stack.vec, float3_to_color(value));
return;
default:
break;
}
break;
}
case SOCK_RGBA: {
const float4 value = socket->default_value_typed<bNodeSocketValueRGBA>()->value;
switch (expected_type) {
case SOCK_FLOAT:
stack.vec[0] = color_to_float(value);
return;
case SOCK_INT:
/* GPUMaterial doesn't support int, so it is passed as a float. */
stack.vec[0] = float(color_to_int(value));
return;
case SOCK_VECTOR:
copy_v3_v3(stack.vec, color_to_float3(value));
return;
case SOCK_RGBA:
copy_v4_v4(stack.vec, value);
return;
default:
break;
}
break;
}
default:
break;
}
BLI_assert_unreachable();
}
static void populate_gpu_node_stack(DSocket socket, GPUNodeStack &stack)
{
/* Make sure this stack is not marked as the end of the stack array. */
stack.end = false;
/* This will be initialized later by the GPU material compiler or the compile method. */
stack.link = nullptr;
stack.sockettype = socket->type;
stack.type = gpu_type_from_socket_type((eNodeSocketDatatype)socket->type);
if (socket->is_input()) {
const DInputSocket input(socket);
DSocket origin = get_input_origin_socket(input);
/* The input is linked if the origin socket is an output socket. Had it been an input socket,
* then it is an unlinked input of a group input node. */
stack.hasinput = origin->is_output();
/* Get the socket value from the origin if it is an input, because then it would either be an
* unlinked input or an unlinked input of a group input node that the socket is linked to,
* otherwise, get the value from the socket itself. */
if (origin->is_input()) {
gpu_stack_vector_from_socket(stack, origin.bsocket());
}
else {
gpu_stack_vector_from_socket(stack, socket.bsocket());
}
}
else {
stack.hasoutput = socket->is_logically_linked();
}
}
void ShaderNode::populate_inputs()
{
/* Reserve a stack for each input in addition to an extra stack at the end to mark the end of the
* array, as this is what the GPU module functions expect. */
const int num_input_sockets = node_->input_sockets().size();
inputs_.resize(num_input_sockets + 1);
inputs_.last().end = true;
for (int i = 0; i < num_input_sockets; i++) {
populate_gpu_node_stack(node_.input(i), inputs_[i]);
}
}
void ShaderNode::populate_outputs()
{
/* Reserve a stack for each output in addition to an extra stack at the end to mark the end of
* the array, as this is what the GPU module functions expect. */
const int num_output_sockets = node_->output_sockets().size();
outputs_.resize(num_output_sockets + 1);
outputs_.last().end = true;
for (int i = 0; i < num_output_sockets; i++) {
populate_gpu_node_stack(node_.output(i), outputs_[i]);
}
}
} // namespace blender::compositor