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test2/source/blender/nodes/intern/geometry_nodes_lazy_function.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
/** \file
* \ingroup nodes
*
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
* This file mainly converts a #bNodeTree into a lazy-function graph, that can then be evaluated to
* execute geometry nodes. This generally works by creating a lazy-function for every node, which
* is then put into the lazy-function graph. Then the nodes in the new graph are linked based on
* links in the original #bNodeTree. Some additional nodes are inserted for things like type
* conversions and multi-input sockets.
*
* If the #bNodeTree contains zones, those are turned into separate lazy-functions first.
* Essentially, a separate lazy-function graph is created for every zone that is than called by the
* parent zone or by the root graph.
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
*
* Currently, lazy-functions are even created for nodes that don't strictly require it, like
* reroutes or muted nodes. In the future we could avoid that at the cost of additional code
* complexity. So far, this does not seem to be a performance issue.
*/
#include "NOD_geometry_exec.hh"
#include "NOD_geometry_nodes_lazy_function.hh"
#include "NOD_multi_function.hh"
#include "NOD_node_declaration.hh"
#include "BLI_array_utils.hh"
#include "BLI_bit_group_vector.hh"
#include "BLI_bit_span_ops.hh"
#include "BLI_cpp_types.hh"
#include "BLI_dot_export.hh"
#include "BLI_hash.h"
#include "BLI_hash_md5.hh"
#include "BLI_lazy_threading.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
#include "BLI_map.hh"
#include "DNA_ID.h"
#include "BKE_anonymous_attribute_make.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
#include "BKE_compute_contexts.hh"
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
#include "BKE_curves.hh"
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
#include "BKE_geometry_nodes_gizmos_transforms.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
#include "BKE_geometry_set.hh"
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
#include "BKE_grease_pencil.hh"
#include "BKE_node_legacy_types.hh"
#include "BKE_node_socket_value.hh"
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
#include "BKE_node_tree_reference_lifetimes.hh"
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
#include "BKE_node_tree_zones.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
#include "BKE_type_conversions.hh"
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
#include "FN_lazy_function_execute.hh"
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
#include "FN_lazy_function_graph_executor.hh"
#include "DEG_depsgraph_query.hh"
#include <fmt/format.h>
#include <sstream>
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
namespace blender::nodes {
using bke::bNodeTreeZone;
using bke::bNodeTreeZones;
using bke::SocketValueVariant;
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
using bke::node_tree_reference_lifetimes::ReferenceLifetimesInfo;
using bke::node_tree_reference_lifetimes::ReferenceSetInfo;
using bke::node_tree_reference_lifetimes::ReferenceSetType;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
static const CPPType *get_socket_cpp_type(const bke::bNodeSocketType &typeinfo)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
const CPPType *type = typeinfo.geometry_nodes_cpp_type;
if (type == nullptr) {
return nullptr;
}
BLI_assert(type->has_special_member_functions());
return type;
}
static const CPPType *get_socket_cpp_type(const bNodeSocket &socket)
{
return get_socket_cpp_type(*socket.typeinfo);
}
static const CPPType *get_vector_type(const CPPType &type)
{
const VectorCPPType *vector_type = VectorCPPType::get_from_value(type);
if (vector_type == nullptr) {
return nullptr;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
return &vector_type->self;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
/**
* Checks which sockets of the node are available and creates corresponding inputs/outputs on the
* lazy-function.
*/
static void lazy_function_interface_from_node(const bNode &node,
Vector<lf::Input> &r_inputs,
Vector<lf::Output> &r_outputs,
MutableSpan<int> r_lf_index_by_bsocket)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
const bool is_muted = node.is_muted();
const lf::ValueUsage input_usage = lf::ValueUsage::Used;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (const bNodeSocket *socket : node.input_sockets()) {
if (!socket->is_available()) {
continue;
}
const CPPType *type = get_socket_cpp_type(*socket);
if (type == nullptr) {
continue;
}
if (socket->is_multi_input() && !is_muted) {
type = get_vector_type(*type);
}
r_lf_index_by_bsocket[socket->index_in_tree()] = r_inputs.append_and_get_index_as(
socket->name, *type, input_usage);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
for (const bNodeSocket *socket : node.output_sockets()) {
if (!socket->is_available()) {
continue;
}
const CPPType *type = get_socket_cpp_type(*socket);
if (type == nullptr) {
continue;
}
r_lf_index_by_bsocket[socket->index_in_tree()] = r_outputs.append_and_get_index_as(
socket->name, *type);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
/**
* Used for most normal geometry nodes like Subdivision Surface and Set Position.
*/
class LazyFunctionForGeometryNode : public LazyFunction {
private:
const bNode &node_;
const GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info_;
/**
* A bool for every output bsocket. If true, the socket just outputs a field containing an
* anonymous attribute id. If only such outputs are requested by other nodes, the node itself
* does not have to execute.
*/
Vector<bool> is_attribute_output_bsocket_;
public:
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
LazyFunctionForGeometryNode(const bNode &node,
GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info)
: node_(node),
own_lf_graph_info_(own_lf_graph_info),
is_attribute_output_bsocket_(node.output_sockets().size(), false)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
BLI_assert(node.typeinfo->geometry_node_execute != nullptr);
debug_name_ = node.name;
lazy_function_interface_from_node(
node, inputs_, outputs_, own_lf_graph_info.mapping.lf_index_by_bsocket);
const NodeDeclaration &node_decl = *node.declaration();
const aal::RelationsInNode *relations = node_decl.anonymous_attribute_relations();
if (relations == nullptr) {
return;
}
if (!relations->available_relations.is_empty()) {
/* Inputs are only used when an output is used that is not just outputting an anonymous
* attribute field. */
for (lf::Input &input : inputs_) {
input.usage = lf::ValueUsage::Maybe;
}
for (const aal::AvailableRelation &relation : relations->available_relations) {
is_attribute_output_bsocket_[relation.field_output] = true;
}
}
Vector<const bNodeSocket *> handled_field_outputs;
for (const aal::AvailableRelation &relation : relations->available_relations) {
const bNodeSocket &output_bsocket = node.output_socket(relation.field_output);
if (output_bsocket.is_available() && !handled_field_outputs.contains(&output_bsocket)) {
handled_field_outputs.append(&output_bsocket);
const int lf_index = inputs_.append_and_get_index_as("Output Used", CPPType::get<bool>());
own_lf_graph_info.mapping
.lf_input_index_for_output_bsocket_usage[output_bsocket.index_in_all_outputs()] =
lf_index;
}
}
Vector<const bNodeSocket *> handled_geometry_outputs;
for (const aal::PropagateRelation &relation : relations->propagate_relations) {
const bNodeSocket &output_bsocket = node.output_socket(relation.to_geometry_output);
if (output_bsocket.is_available() && !handled_geometry_outputs.contains(&output_bsocket)) {
handled_geometry_outputs.append(&output_bsocket);
const int lf_index = inputs_.append_and_get_index_as(
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
"Propagate to Output", CPPType::get<GeometryNodesReferenceSet>());
own_lf_graph_info.mapping
.lf_input_index_for_reference_set_for_output[output_bsocket.index_in_all_outputs()] =
lf_index;
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const ScopedNodeTimer node_timer{context, node_};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
GeoNodesLFUserData *user_data = dynamic_cast<GeoNodesLFUserData *>(context.user_data);
BLI_assert(user_data != nullptr);
bool used_non_attribute_output_exists = false;
for (const int output_bsocket_index : node_.output_sockets().index_range()) {
const bNodeSocket &output_bsocket = node_.output_socket(output_bsocket_index);
const int lf_index =
own_lf_graph_info_.mapping.lf_index_by_bsocket[output_bsocket.index_in_tree()];
if (lf_index == -1) {
continue;
}
const lf::ValueUsage output_usage = params.get_output_usage(lf_index);
if (output_usage == lf::ValueUsage::Unused) {
continue;
}
if (is_attribute_output_bsocket_[output_bsocket_index]) {
if (params.output_was_set(lf_index)) {
continue;
}
this->output_anonymous_attribute_field(params, *user_data, lf_index, output_bsocket);
}
else {
if (output_usage == lf::ValueUsage::Used) {
used_non_attribute_output_exists = true;
}
}
}
if (!used_non_attribute_output_exists) {
/* Only attribute outputs are used currently, no need to evaluate the full node and its
* inputs. */
return;
}
bool missing_input = false;
for (const int lf_index : inputs_.index_range()) {
if (params.try_get_input_data_ptr_or_request(lf_index) == nullptr) {
missing_input = true;
}
}
if (missing_input) {
/* Wait until all inputs are available. */
return;
}
auto get_anonymous_attribute_name = [&](const int i) {
return this->anonymous_attribute_name_for_output(*user_data, i);
};
GeoNodeExecParams geo_params{
node_,
params,
context,
own_lf_graph_info_.mapping.lf_input_index_for_output_bsocket_usage,
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
own_lf_graph_info_.mapping.lf_input_index_for_reference_set_for_output,
get_anonymous_attribute_name};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
node_.typeinfo->geometry_node_execute(geo_params);
}
std::string input_name(const int index) const override
{
for (const bNodeSocket *bsocket : node_.output_sockets()) {
{
const int lf_index =
own_lf_graph_info_.mapping
.lf_input_index_for_output_bsocket_usage[bsocket->index_in_all_outputs()];
if (index == lf_index) {
return StringRef("Use Output '") + bsocket->name + "'";
}
}
{
const int lf_index =
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
own_lf_graph_info_.mapping
.lf_input_index_for_reference_set_for_output[bsocket->index_in_all_outputs()];
if (index == lf_index) {
return StringRef("Propagate to '") + bsocket->name + "'";
}
}
}
return inputs_[index].debug_name;
}
std::string output_name(const int index) const override
{
return outputs_[index].debug_name;
}
void output_anonymous_attribute_field(lf::Params &params,
const GeoNodesLFUserData &user_data,
const int lf_index,
const bNodeSocket &socket) const
{
std::string attribute_name = this->anonymous_attribute_name_for_output(user_data,
socket.index());
std::string socket_inspection_name = make_anonymous_attribute_socket_inspection_string(socket);
auto attribute_field = std::make_shared<AttributeFieldInput>(
std::move(attribute_name),
*socket.typeinfo->base_cpp_type,
std::move(socket_inspection_name));
void *r_value = params.get_output_data_ptr(lf_index);
new (r_value) SocketValueVariant(GField(std::move(attribute_field)));
params.output_set(lf_index);
}
std::string anonymous_attribute_name_for_output(const GeoNodesLFUserData &user_data,
const int output_index) const
{
return bke::hash_to_anonymous_attribute_name(user_data.call_data->self_object()->id.name,
user_data.compute_context->hash(),
node_.identifier,
node_.output_socket(output_index).identifier);
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
};
/**
2022-09-22 23:59:36 -05:00
* Used to gather all inputs of a multi-input socket. A separate node is necessary because
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
* multi-inputs are not supported in lazy-function graphs.
*/
class LazyFunctionForMultiInput : public LazyFunction {
private:
const CPPType *base_type_;
public:
Vector<const bNodeLink *> links;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
LazyFunctionForMultiInput(const bNodeSocket &socket)
{
debug_name_ = "Multi Input";
base_type_ = get_socket_cpp_type(socket);
BLI_assert(base_type_ != nullptr);
BLI_assert(socket.is_multi_input());
for (const bNodeLink *link : socket.directly_linked_links()) {
if (link->is_muted() || !link->fromsock->is_available() ||
link->fromnode->is_dangling_reroute())
{
continue;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
inputs_.append({"Input", *base_type_});
this->links.append(link);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
const CPPType *vector_type = get_vector_type(*base_type_);
BLI_assert(vector_type != nullptr);
outputs_.append({"Output", *vector_type});
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
/* Currently we only have multi-inputs for geometry and value sockets. This could be
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
* generalized in the future. */
base_type_->to_static_type_tag<GeometrySet, SocketValueVariant>([&](auto type_tag) {
using T = typename decltype(type_tag)::type;
if constexpr (std::is_void_v<T>) {
/* This type is not supported in this node for now. */
BLI_assert_unreachable();
}
else {
void *output_ptr = params.get_output_data_ptr(0);
Vector<T> &values = *new (output_ptr) Vector<T>();
for (const int i : inputs_.index_range()) {
values.append(params.extract_input<T>(i));
}
params.output_set(0);
}
});
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
};
/**
* Simple lazy-function that just forwards the input.
*/
class LazyFunctionForRerouteNode : public LazyFunction {
public:
LazyFunctionForRerouteNode(const CPPType &type)
{
debug_name_ = "Reroute";
inputs_.append({"Input", type});
outputs_.append({"Output", type});
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
void *input_value = params.try_get_input_data_ptr(0);
void *output_value = params.get_output_data_ptr(0);
BLI_assert(input_value != nullptr);
BLI_assert(output_value != nullptr);
const CPPType &type = *inputs_[0].type;
type.move_construct(input_value, output_value);
params.output_set(0);
}
};
/**
* Lazy functions for nodes whose type cannot be found. An undefined function just outputs default
* values. It's useful to have so other parts of the conversion don't have to care about undefined
* nodes.
*/
class LazyFunctionForUndefinedNode : public LazyFunction {
const bNode &node_;
public:
LazyFunctionForUndefinedNode(const bNode &node, MutableSpan<int> r_lf_index_by_bsocket)
: node_(node)
{
debug_name_ = "Undefined";
Vector<lf::Input> dummy_inputs;
lazy_function_interface_from_node(node, dummy_inputs, outputs_, r_lf_index_by_bsocket);
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
{
set_default_remaining_node_outputs(params, node_);
}
};
void set_default_value_for_output_socket(lf::Params &params,
const int lf_index,
const bNodeSocket &bsocket)
{
const CPPType &cpp_type = *bsocket.typeinfo->geometry_nodes_cpp_type;
void *output_value = params.get_output_data_ptr(lf_index);
if (bsocket.typeinfo->geometry_nodes_default_cpp_value) {
cpp_type.copy_construct(bsocket.typeinfo->geometry_nodes_default_cpp_value, output_value);
}
else {
cpp_type.value_initialize(output_value);
}
params.output_set(lf_index);
}
void set_default_remaining_node_outputs(lf::Params &params, const bNode &node)
{
const bNodeTree &ntree = node.owner_tree();
const Span<int> lf_index_by_bsocket =
ntree.runtime->geometry_nodes_lazy_function_graph_info->mapping.lf_index_by_bsocket;
for (const bNodeSocket *bsocket : node.output_sockets()) {
const int lf_index = lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
if (params.output_was_set(lf_index)) {
continue;
}
set_default_value_for_output_socket(params, lf_index, *bsocket);
}
}
std::string make_anonymous_attribute_socket_inspection_string(const bNodeSocket &socket)
{
return make_anonymous_attribute_socket_inspection_string(socket.owner_node().label_or_name(),
socket.name);
}
std::string make_anonymous_attribute_socket_inspection_string(StringRef node_name,
StringRef socket_name)
{
return fmt::format(fmt::runtime(TIP_("\"{}\" from {}")), socket_name, node_name);
}
static void execute_multi_function_on_value_variant__single(
const MultiFunction &fn,
const Span<SocketValueVariant *> input_values,
const Span<SocketValueVariant *> output_values)
{
/* In this case, the multi-function is evaluated directly. */
const IndexMask mask(1);
mf::ParamsBuilder params{fn, &mask};
mf::ContextBuilder context;
for (const int i : input_values.index_range()) {
SocketValueVariant &input_variant = *input_values[i];
input_variant.convert_to_single();
const void *value = input_variant.get_single_ptr_raw();
const mf::ParamType param_type = fn.param_type(params.next_param_index());
const CPPType &cpp_type = param_type.data_type().single_type();
params.add_readonly_single_input(GPointer{cpp_type, value});
}
for (const int i : output_values.index_range()) {
if (output_values[i] == nullptr) {
params.add_ignored_single_output("");
continue;
}
SocketValueVariant &output_variant = *output_values[i];
const mf::ParamType param_type = fn.param_type(params.next_param_index());
const CPPType &cpp_type = param_type.data_type().single_type();
const eNodeSocketDatatype socket_type =
bke::geo_nodes_base_cpp_type_to_socket_type(cpp_type).value();
void *value = output_variant.allocate_single(socket_type);
params.add_uninitialized_single_output(GMutableSpan{cpp_type, value, 1});
}
fn.call(mask, params, context);
}
static void execute_multi_function_on_value_variant__field(
const MultiFunction &fn,
const std::shared_ptr<MultiFunction> &owned_fn,
const Span<SocketValueVariant *> input_values,
const Span<SocketValueVariant *> output_values)
{
/* Convert all inputs into fields, so that they can be used as input in the new field. */
Vector<GField> input_fields;
for (const int i : input_values.index_range()) {
input_fields.append(input_values[i]->extract<GField>());
}
/* Construct the new field node. */
std::shared_ptr<fn::FieldOperation> operation;
if (owned_fn) {
operation = fn::FieldOperation::Create(owned_fn, std::move(input_fields));
}
else {
operation = fn::FieldOperation::Create(fn, std::move(input_fields));
}
/* Store the new fields in the output. */
for (const int i : output_values.index_range()) {
if (output_values[i] == nullptr) {
continue;
}
output_values[i]->set(GField{operation, i});
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
/**
* Executes a multi-function. If all inputs are single values, the results will also be single
* values. If any input is a field, the outputs will also be fields.
*/
static void execute_multi_function_on_value_variant(const MultiFunction &fn,
const std::shared_ptr<MultiFunction> &owned_fn,
const Span<SocketValueVariant *> input_values,
const Span<SocketValueVariant *> output_values)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
/* Check input types which determine how the function is evaluated. */
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
bool any_input_is_field = false;
for (const int i : input_values.index_range()) {
const SocketValueVariant &value = *input_values[i];
if (value.is_context_dependent_field()) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
any_input_is_field = true;
}
}
if (any_input_is_field) {
execute_multi_function_on_value_variant__field(fn, owned_fn, input_values, output_values);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
else {
execute_multi_function_on_value_variant__single(fn, input_values, output_values);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
/**
* Behavior of muted nodes:
* - Some inputs are forwarded to outputs without changes.
* - Some inputs are converted to a different type which becomes the output.
* - Some outputs are value initialized because they don't have a corresponding input.
*/
class LazyFunctionForMutedNode : public LazyFunction {
private:
const bNode &node_;
Span<int> lf_index_by_bsocket_;
Array<const bNodeSocket *> input_by_output_index_;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
public:
LazyFunctionForMutedNode(const bNode &node, MutableSpan<int> r_lf_index_by_bsocket)
: node_(node), lf_index_by_bsocket_(r_lf_index_by_bsocket)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
debug_name_ = "Muted";
lazy_function_interface_from_node(node, inputs_, outputs_, r_lf_index_by_bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (lf::Input &fn_input : inputs_) {
fn_input.usage = lf::ValueUsage::Maybe;
}
for (lf::Input &fn_input : inputs_) {
fn_input.usage = lf::ValueUsage::Unused;
}
input_by_output_index_.reinitialize(node.output_sockets().size());
input_by_output_index_.fill(nullptr);
for (const bNodeLink &internal_link : node.internal_links()) {
const int input_i = r_lf_index_by_bsocket[internal_link.fromsock->index_in_tree()];
const int output_i = r_lf_index_by_bsocket[internal_link.tosock->index_in_tree()];
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
if (ELEM(-1, input_i, output_i)) {
continue;
}
input_by_output_index_[internal_link.tosock->index()] = internal_link.fromsock;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
inputs_[input_i].usage = lf::ValueUsage::Maybe;
}
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
for (const bNodeSocket *output_bsocket : node_.output_sockets()) {
const int lf_output_index = lf_index_by_bsocket_[output_bsocket->index_in_tree()];
if (lf_output_index == -1) {
continue;
}
if (params.output_was_set(lf_output_index)) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
continue;
}
if (params.get_output_usage(lf_output_index) != lf::ValueUsage::Used) {
continue;
}
const bNodeSocket *input_bsocket = input_by_output_index_[output_bsocket->index()];
if (input_bsocket == nullptr) {
set_default_value_for_output_socket(params, lf_output_index, *output_bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
continue;
}
const int lf_input_index = lf_index_by_bsocket_[input_bsocket->index_in_tree()];
const void *input_value = params.try_get_input_data_ptr_or_request(lf_input_index);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
if (input_value == nullptr) {
/* Wait for value to be available. */
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
continue;
}
void *output_value = params.get_output_data_ptr(lf_output_index);
if (input_bsocket->type == output_bsocket->type) {
inputs_[lf_input_index].type->copy_construct(input_value, output_value);
params.output_set(lf_output_index);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
continue;
}
const bke::DataTypeConversions &conversions = bke::get_implicit_type_conversions();
if (conversions.is_convertible(*input_bsocket->typeinfo->base_cpp_type,
*output_bsocket->typeinfo->base_cpp_type))
{
const MultiFunction &multi_fn = *conversions.get_conversion_multi_function(
mf::DataType::ForSingle(*input_bsocket->typeinfo->base_cpp_type),
mf::DataType::ForSingle(*output_bsocket->typeinfo->base_cpp_type));
SocketValueVariant input_variant = *static_cast<const SocketValueVariant *>(input_value);
SocketValueVariant *output_variant = new (output_value) SocketValueVariant();
execute_multi_function_on_value_variant(multi_fn, {}, {&input_variant}, {output_variant});
params.output_set(lf_output_index);
continue;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
set_default_value_for_output_socket(params, lf_output_index, *output_bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
};
/**
* Type conversions are generally implemented as multi-functions. This node checks if the input is
* a field or single value and outputs a field or single value respectively.
*/
class LazyFunctionForMultiFunctionConversion : public LazyFunction {
private:
const MultiFunction &fn_;
public:
LazyFunctionForMultiFunctionConversion(const MultiFunction &fn) : fn_(fn)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
debug_name_ = "Convert";
inputs_.append_as("From", CPPType::get<SocketValueVariant>());
outputs_.append_as("To", CPPType::get<SocketValueVariant>());
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
SocketValueVariant *from_value = params.try_get_input_data_ptr<SocketValueVariant>(0);
SocketValueVariant *to_value = new (params.get_output_data_ptr(0)) SocketValueVariant();
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
BLI_assert(from_value != nullptr);
BLI_assert(to_value != nullptr);
execute_multi_function_on_value_variant(fn_, {}, {from_value}, {to_value});
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
params.output_set(0);
}
};
/**
* This lazy-function wraps nodes that are implemented as multi-function (mostly math nodes).
*/
class LazyFunctionForMultiFunctionNode : public LazyFunction {
private:
const NodeMultiFunctions::Item fn_item_;
public:
LazyFunctionForMultiFunctionNode(const bNode &node,
NodeMultiFunctions::Item fn_item,
MutableSpan<int> r_lf_index_by_bsocket)
: fn_item_(std::move(fn_item))
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
BLI_assert(fn_item_.fn != nullptr);
debug_name_ = node.name;
lazy_function_interface_from_node(node, inputs_, outputs_, r_lf_index_by_bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Vector<SocketValueVariant *> input_values(inputs_.size());
Vector<SocketValueVariant *> output_values(outputs_.size());
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (const int i : inputs_.index_range()) {
input_values[i] = params.try_get_input_data_ptr<SocketValueVariant>(i);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
for (const int i : outputs_.index_range()) {
if (params.get_output_usage(i) != lf::ValueUsage::Unused) {
output_values[i] = new (params.get_output_data_ptr(i)) SocketValueVariant();
}
else {
output_values[i] = nullptr;
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
execute_multi_function_on_value_variant(
*fn_item_.fn, fn_item_.owned_fn, input_values, output_values);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (const int i : outputs_.index_range()) {
if (params.get_output_usage(i) != lf::ValueUsage::Unused) {
params.output_set(i);
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
};
/**
* Some sockets have non-trivial implicit inputs (e.g. the Position input of the Set Position
* node). Those are implemented as a separate node that outputs the value.
*/
class LazyFunctionForImplicitInput : public LazyFunction {
private:
/**
* The function that generates the implicit input. The passed in memory is uninitialized.
*/
std::function<void(void *)> init_fn_;
public:
LazyFunctionForImplicitInput(const CPPType &type, std::function<void(void *)> init_fn)
: init_fn_(std::move(init_fn))
{
debug_name_ = "Input";
outputs_.append({"Output", type});
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
void *value = params.get_output_data_ptr(0);
init_fn_(value);
params.output_set(0);
}
};
/**
* The viewer node does not have outputs. Instead it is executed because the executor knows that it
* has side effects. The side effect is that the inputs to the viewer are logged.
*/
class LazyFunctionForViewerNode : public LazyFunction {
private:
const bNode &bnode_;
/** The field is only logged when it is linked. */
bool use_field_input_ = true;
public:
LazyFunctionForViewerNode(const bNode &bnode, MutableSpan<int> r_lf_index_by_bsocket)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
: bnode_(bnode)
{
debug_name_ = "Viewer";
lazy_function_interface_from_node(bnode, inputs_, outputs_, r_lf_index_by_bsocket);
/* Remove field input if it is not used. */
for (const bNodeSocket *bsocket : bnode.input_sockets().drop_front(1)) {
if (!bsocket->is_available()) {
continue;
}
const Span<const bNodeLink *> links = bsocket->directly_linked_links();
if (links.is_empty() || links.first()->fromnode->is_dangling_reroute()) {
use_field_input_ = false;
inputs_.pop_last();
r_lf_index_by_bsocket[bsocket->index_in_tree()] = -1;
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const auto &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
const auto &local_user_data = *static_cast<GeoNodesLFLocalUserData *>(context.local_user_data);
geo_eval_log::GeoTreeLogger *tree_logger = local_user_data.try_get_tree_logger(user_data);
if (tree_logger == nullptr) {
return;
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
GeometrySet geometry = params.extract_input<GeometrySet>(0);
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
const NodeGeometryViewer *storage = static_cast<NodeGeometryViewer *>(bnode_.storage);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
if (use_field_input_) {
SocketValueVariant *value_variant = params.try_get_input_data_ptr<SocketValueVariant>(1);
BLI_assert(value_variant != nullptr);
GField field = value_variant->extract<GField>();
const AttrDomain domain = AttrDomain(storage->domain);
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
const StringRefNull viewer_attribute_name = ".viewer";
if (domain == AttrDomain::Instance) {
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
if (geometry.has_instances()) {
GeometryComponent &component = geometry.get_component_for_write(
bke::GeometryComponent::Type::Instance);
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
bke::try_capture_field_on_geometry(
component, viewer_attribute_name, AttrDomain::Instance, field);
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
}
}
else {
geometry.modify_geometry_sets([&](GeometrySet &geometry) {
for (const bke::GeometryComponent::Type type :
{bke::GeometryComponent::Type::Mesh,
bke::GeometryComponent::Type::PointCloud,
bke::GeometryComponent::Type::Curve,
bke::GeometryComponent::Type::GreasePencil})
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
{
if (geometry.has(type)) {
GeometryComponent &component = geometry.get_component_for_write(type);
AttrDomain used_domain = domain;
if (used_domain == AttrDomain::Auto) {
2023-12-20 14:54:38 -05:00
if (const std::optional<AttrDomain> detected_domain = bke::try_detect_field_domain(
component, field))
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
{
used_domain = *detected_domain;
}
else {
used_domain = AttrDomain::Point;
Geometry Nodes: viewport preview This adds support for showing geometry passed to the Viewer in the 3d viewport (instead of just in the spreadsheet). The "viewer geometry" bypasses the group output. So it is not necessary to change the final output of the node group to be able to see the intermediate geometry. **Activation and deactivation of a viewer node** * A viewer node is activated by clicking on it. * Ctrl+shift+click on any node/socket connects it to the viewer and makes it active. * Ctrl+shift+click in empty space deactivates the active viewer. * When the active viewer is not visible anymore (e.g. another object is selected, or the current node group is exit), it is deactivated. * Clicking on the icon in the header of the Viewer node toggles whether its active or not. **Pinning** * The spreadsheet still allows pinning the active viewer as before. When pinned, the spreadsheet still references the viewer node even when it becomes inactive. * The viewport does not support pinning at the moment. It always shows the active viewer. **Attribute** * When a field is linked to the second input of the viewer node it is displayed as an overlay in the viewport. * When possible the correct domain for the attribute is determined automatically. This does not work in all cases. It falls back to the face corner domain on meshes and the point domain on curves. When necessary, the domain can be picked manually. * The spreadsheet now only shows the "Viewer" column for the domain that is selected in the Viewer node. * Instance attributes are visualized as a constant color per instance. **Viewport Options** * The attribute overlay opacity can be controlled with the "Viewer Node" setting in the overlays popover. * A viewport can be configured not to show intermediate viewer-geometry by disabling the "Viewer Node" option in the "View" menu. **Implementation Details** * The "spreadsheet context path" was generalized to a "viewer path" that is used in more places now. * The viewer node itself determines the attribute domain, evaluates the field and stores the result in a `.viewer` attribute. * A new "viewer attribute' overlay displays the data from the `.viewer` attribute. * The ground truth for the active viewer node is stored in the workspace now. Node editors, spreadsheets and viewports retrieve the active viewer from there unless they are pinned. * The depsgraph object iterator has a new "viewer path" setting. When set, the viewed geometry of the corresponding object is part of the iterator instead of the final evaluated geometry. * To support the instance attribute overlay `DupliObject` was extended to contain the information necessary for drawing the overlay. * The ctrl+shift+click operator has been refactored so that it can make existing links to viewers active again. * The auto-domain-detection in the Viewer node works by checking the "preferred domain" for every field input. If there is not exactly one preferred domain, the fallback is used. Known limitations: * Loose edges of meshes don't have the attribute overlay. This could be added separately if necessary. * Some attributes are hard to visualize as a color directly. For example, the values might have to be normalized or some should be drawn as arrays. For now, we encourage users to build node groups that generate appropriate viewer-geometry. We might include some of that functionality in future versions. Support for displaying attribute values as text in the viewport is planned as well. * There seems to be an issue with the attribute overlay for pointclouds on nvidia gpus, to be investigated. Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
}
}
bke::try_capture_field_on_geometry(
component, viewer_attribute_name, used_domain, field);
}
}
});
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
tree_logger->log_viewer_node(bnode_, std::move(geometry));
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
};
/**
* Outputs true when a specific viewer node is used in the current context and false otherwise.
*/
class LazyFunctionForViewerInputUsage : public LazyFunction {
private:
const lf::FunctionNode &lf_viewer_node_;
public:
LazyFunctionForViewerInputUsage(const lf::FunctionNode &lf_viewer_node)
: lf_viewer_node_(lf_viewer_node)
{
debug_name_ = "Viewer Input Usage";
outputs_.append_as("Viewer is Used", CPPType::get<bool>());
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
GeoNodesLFUserData *user_data = dynamic_cast<GeoNodesLFUserData *>(context.user_data);
BLI_assert(user_data != nullptr);
if (!user_data->call_data->side_effect_nodes) {
params.set_output<bool>(0, false);
return;
}
const ComputeContextHash &context_hash = user_data->compute_context->hash();
const Span<const lf::FunctionNode *> nodes_with_side_effects =
user_data->call_data->side_effect_nodes->nodes_by_context.lookup(context_hash);
const bool viewer_is_used = nodes_with_side_effects.contains(&lf_viewer_node_);
params.set_output(0, viewer_is_used);
}
};
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
/** Checks if the geometry nodes caller requested this gizmo to be evaluated. */
static bool gizmo_is_used(const GeoNodesLFUserData &user_data,
const lf::FunctionNode &lf_gizmo_node)
{
if (!user_data.call_data->side_effect_nodes) {
return false;
}
const Span<const lf::FunctionNode *> nodes_with_side_effects =
user_data.call_data->side_effect_nodes->nodes_by_context.lookup(
user_data.compute_context->hash());
const bool is_used = nodes_with_side_effects.contains(&lf_gizmo_node);
return is_used;
}
/**
* A lazy-function that is used for gizmo nodes. All inputs are only required if the node is a side
* effect node. They are evaluated because their value has to be logged. The transform output
* should only contain the transform if it is a side effect node as well.
*/
class LazyFunctionForGizmoNode : public LazyFunction {
private:
const bNode &bnode_;
public:
const lf::FunctionNode *self_node = nullptr;
Vector<const bNodeLink *> gizmo_links;
LazyFunctionForGizmoNode(const bNode &bnode, MutableSpan<int> r_lf_index_by_bsocket)
: bnode_(bnode)
{
debug_name_ = bnode.name;
const bNodeSocket &gizmo_socket = bnode.input_socket(0);
/* Create inputs for every input of the multi-input socket to make sure that they can be
* logged. */
for (const bNodeLink *link : gizmo_socket.directly_linked_links()) {
if (!link->is_used()) {
continue;
}
if (link->fromnode->is_dangling_reroute()) {
continue;
}
inputs_.append_and_get_index_as(gizmo_socket.identifier,
*gizmo_socket.typeinfo->geometry_nodes_cpp_type,
lf::ValueUsage::Maybe);
gizmo_links.append(link);
}
for (const bNodeSocket *socket : bnode.input_sockets().drop_front(1)) {
r_lf_index_by_bsocket[socket->index_in_tree()] = inputs_.append_and_get_index_as(
socket->identifier, *socket->typeinfo->geometry_nodes_cpp_type, lf::ValueUsage::Maybe);
}
r_lf_index_by_bsocket[bnode.output_socket(0).index_in_tree()] =
outputs_.append_and_get_index_as("Transform", CPPType::get<GeometrySet>());
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const auto &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
if (!gizmo_is_used(user_data, *this->self_node)) {
set_default_remaining_node_outputs(params, bnode_);
return;
}
if (!params.output_was_set(0)) {
GeometrySet geometry;
GeometryComponentEditData &edit_data =
geometry.get_component_for_write<GeometryComponentEditData>();
edit_data.gizmo_edit_hints_ = std::make_unique<bke::GizmoEditHints>();
edit_data.gizmo_edit_hints_->gizmo_transforms.add(
{user_data.compute_context->hash(), bnode_.identifier}, float4x4::identity());
params.set_output(0, std::move(geometry));
}
/* Request all inputs so that their values can be logged. */
for (const int i : inputs_.index_range()) {
params.try_get_input_data_ptr_or_request(i);
}
const auto &local_user_data = *static_cast<GeoNodesLFLocalUserData *>(context.local_user_data);
if (geo_eval_log::GeoTreeLogger *tree_logger = local_user_data.try_get_tree_logger(user_data))
{
tree_logger->evaluated_gizmo_nodes.append(*tree_logger->allocator, {bnode_.identifier});
}
}
};
class LazyFunctionForGizmoInputsUsage : public LazyFunction {
private:
const lf::FunctionNode *lf_gizmo_node_ = nullptr;
public:
LazyFunctionForGizmoInputsUsage(const bNode &gizmo_node, const lf::FunctionNode &lf_gizmo_node)
2024-07-10 17:47:26 +02:00
: lf_gizmo_node_(&lf_gizmo_node)
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
{
debug_name_ = gizmo_node.name;
outputs_.append_as("Need Inputs", CPPType::get<bool>());
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const auto &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
const bool is_used = gizmo_is_used(user_data, *lf_gizmo_node_);
params.set_output(0, is_used);
}
};
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
class LazyFunctionForSimulationInputsUsage : public LazyFunction {
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
private:
const bNode *output_bnode_;
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
public:
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
LazyFunctionForSimulationInputsUsage(const bNode &output_bnode) : output_bnode_(&output_bnode)
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
{
debug_name_ = "Simulation Inputs Usage";
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
outputs_.append_as("Need Input Inputs", CPPType::get<bool>());
outputs_.append_as("Need Output Inputs", CPPType::get<bool>());
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const GeoNodesLFUserData &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
const GeoNodesCallData &call_data = *user_data.call_data;
if (!call_data.simulation_params) {
this->set_default_outputs(params);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
return;
}
const std::optional<FoundNestedNodeID> found_id = find_nested_node_id(
user_data, output_bnode_->identifier);
if (!found_id) {
this->set_default_outputs(params);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
return;
}
if (found_id->is_in_loop) {
this->set_default_outputs(params);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
return;
}
SimulationZoneBehavior *zone_behavior = call_data.simulation_params->get(found_id->id);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
if (!zone_behavior) {
this->set_default_outputs(params);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
return;
}
bool solve_contains_side_effect = false;
if (call_data.side_effect_nodes) {
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
const Span<const lf::FunctionNode *> side_effect_nodes =
call_data.side_effect_nodes->nodes_by_context.lookup(user_data.compute_context->hash());
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
solve_contains_side_effect = !side_effect_nodes.is_empty();
}
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
params.set_output(0, std::holds_alternative<sim_input::PassThrough>(zone_behavior->input));
params.set_output(
1,
solve_contains_side_effect ||
std::holds_alternative<sim_output::StoreNewState>(zone_behavior->output));
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
void set_default_outputs(lf::Params &params) const
{
params.set_output(0, false);
params.set_output(1, false);
}
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
};
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
class LazyFunctionForBakeInputsUsage : public LazyFunction {
private:
const bNode *bnode_;
public:
LazyFunctionForBakeInputsUsage(const bNode &bnode) : bnode_(&bnode)
{
debug_name_ = "Bake Inputs Usage";
outputs_.append_as("Used", CPPType::get<bool>());
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const GeoNodesLFUserData &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
if (!user_data.call_data->bake_params) {
this->set_default_outputs(params);
return;
}
const std::optional<FoundNestedNodeID> found_id = find_nested_node_id(user_data,
bnode_->identifier);
if (!found_id) {
this->set_default_outputs(params);
return;
}
if (found_id->is_in_loop || found_id->is_in_simulation) {
this->set_default_outputs(params);
return;
}
BakeNodeBehavior *behavior = user_data.call_data->bake_params->get(found_id->id);
if (!behavior) {
this->set_default_outputs(params);
return;
}
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
const bool need_inputs = std::holds_alternative<sim_output::PassThrough>(behavior->behavior) ||
std::holds_alternative<sim_output::StoreNewState>(behavior->behavior);
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
params.set_output(0, need_inputs);
}
void set_default_outputs(lf::Params &params) const
{
params.set_output(0, false);
}
};
bool should_log_socket_values_for_context(const GeoNodesLFUserData &user_data,
const ComputeContextHash hash)
{
if (const Set<ComputeContextHash> *contexts = user_data.call_data->socket_log_contexts) {
return contexts->contains(hash);
}
else if (user_data.call_data->operator_data) {
return false;
}
return true;
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
/**
* This lazy-function wraps a group node. Internally it just executes the lazy-function graph of
* the referenced group.
*/
class LazyFunctionForGroupNode : public LazyFunction {
private:
const bNode &group_node_;
const LazyFunction &group_lazy_function_;
bool has_many_nodes_ = false;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
struct Storage {
void *group_storage = nullptr;
/* To avoid computing the hash more than once. */
std::optional<ComputeContextHash> context_hash_cache;
};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
public:
LazyFunctionForGroupNode(const bNode &group_node,
const GeometryNodesLazyFunctionGraphInfo &group_lf_graph_info,
GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info)
: group_node_(group_node), group_lazy_function_(*group_lf_graph_info.function.function)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
debug_name_ = group_node.name;
allow_missing_requested_inputs_ = true;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
/* This wrapper has the same interface as the actual underlying node group. */
inputs_ = group_lf_graph_info.function.function->inputs();
outputs_ = group_lf_graph_info.function.function->outputs();
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
has_many_nodes_ = group_lf_graph_info.num_inline_nodes_approximate > 1000;
/* Add a boolean input for every output bsocket that indicates whether that socket is used. */
for (const int i : group_node.output_sockets().index_range()) {
own_lf_graph_info.mapping.lf_input_index_for_output_bsocket_usage
[group_node.output_socket(i).index_in_all_outputs()] =
group_lf_graph_info.function.inputs.output_usages[i];
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
/* Add an reference set input for every output geometry socket that can propagate data
* from inputs. */
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (const int i : group_lf_graph_info.function.inputs.references_to_propagate.geometry_outputs
.index_range())
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
const int lf_index = group_lf_graph_info.function.inputs.references_to_propagate.range[i];
const int output_index =
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
group_lf_graph_info.function.inputs.references_to_propagate.geometry_outputs[i];
const bNodeSocket &output_bsocket = group_node_.output_socket(output_index);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
own_lf_graph_info.mapping
.lf_input_index_for_reference_set_for_output[output_bsocket.index_in_all_outputs()] =
lf_index;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
const ScopedNodeTimer node_timer{context, group_node_};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
GeoNodesLFUserData *user_data = dynamic_cast<GeoNodesLFUserData *>(context.user_data);
BLI_assert(user_data != nullptr);
if (has_many_nodes_) {
/* If the called node group has many nodes, it's likely that executing it takes a while even
* if every individual node is very small. */
lazy_threading::send_hint();
}
Storage *storage = static_cast<Storage *>(context.storage);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
/* The compute context changes when entering a node group. */
bke::GroupNodeComputeContext compute_context{
user_data->compute_context, group_node_.identifier, storage->context_hash_cache};
storage->context_hash_cache = compute_context.hash();
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
GeoNodesLFUserData group_user_data = *user_data;
group_user_data.compute_context = &compute_context;
group_user_data.log_socket_values = should_log_socket_values_for_context(
*user_data, compute_context.hash());
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
GeoNodesLFLocalUserData group_local_user_data{group_user_data};
lf::Context group_context{storage->group_storage, &group_user_data, &group_local_user_data};
ScopedComputeContextTimer timer(group_context);
group_lazy_function_.execute(params, group_context);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
void *init_storage(LinearAllocator<> &allocator) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Storage *s = allocator.construct<Storage>().release();
s->group_storage = group_lazy_function_.init_storage(allocator);
return s;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
void destruct_storage(void *storage) const override
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Storage *s = static_cast<Storage *>(storage);
group_lazy_function_.destruct_storage(s->group_storage);
std::destroy_at(s);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
std::string name() const override
{
return fmt::format(
fmt::runtime(TIP_("Group '{}' ({})")), group_node_.id->name + 2, group_node_.name);
}
std::string input_name(const int i) const override
{
return group_lazy_function_.input_name(i);
}
std::string output_name(const int i) const override
{
return group_lazy_function_.output_name(i);
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
};
static GMutablePointer get_socket_default_value(LinearAllocator<> &allocator,
const bNodeSocket &bsocket)
{
const bke::bNodeSocketType &typeinfo = *bsocket.typeinfo;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
const CPPType *type = get_socket_cpp_type(typeinfo);
if (type == nullptr) {
return {};
}
void *buffer = allocator.allocate(type->size(), type->alignment());
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
typeinfo.get_geometry_nodes_cpp_value(bsocket.default_value, buffer);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
return {type, buffer};
}
LazyFunctionForLogicalOr::LazyFunctionForLogicalOr(const int inputs_num)
{
debug_name_ = "Logical Or";
for ([[maybe_unused]] const int i : IndexRange(inputs_num)) {
inputs_.append_as("Input", CPPType::get<bool>(), lf::ValueUsage::Maybe);
}
outputs_.append_as("Output", CPPType::get<bool>());
}
void LazyFunctionForLogicalOr::execute_impl(lf::Params &params,
const lf::Context & /*context*/) const
{
Vector<int, 16> unavailable_inputs;
/* First check all inputs for available values without requesting more inputs. If any of the
* available inputs is true already, the others don't have to be requested anymore. */
for (const int i : inputs_.index_range()) {
if (const bool *value = params.try_get_input_data_ptr<bool>(i)) {
if (*value) {
params.set_output(0, true);
return;
}
}
else {
unavailable_inputs.append(i);
}
}
if (unavailable_inputs.is_empty()) {
params.set_output(0, false);
return;
}
/* Request the next unavailable input. Note that a value might be available now even if it was
* not available before, because it might have been computed in the mean-time. */
for (const int i : unavailable_inputs) {
if (const bool *value = params.try_get_input_data_ptr_or_request<bool>(i)) {
if (*value) {
params.set_output(0, true);
return;
}
}
else {
/* The input has been requested and it's not available yet, so wait until it is ready. */
return;
}
}
/* All inputs were available now and all of them were false, so the final output is false. */
params.set_output(0, false);
}
/**
* Outputs booleans that indicate which inputs of a switch node are used. Note that it's possible
* that both inputs are used when the condition is a field.
*/
class LazyFunctionForSwitchSocketUsage : public lf::LazyFunction {
public:
LazyFunctionForSwitchSocketUsage()
{
debug_name_ = "Switch Socket Usage";
inputs_.append_as("Condition", CPPType::get<SocketValueVariant>());
outputs_.append_as("False", CPPType::get<bool>());
outputs_.append_as("True", CPPType::get<bool>());
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
{
const SocketValueVariant &condition_variant = params.get_input<SocketValueVariant>(0);
if (condition_variant.is_context_dependent_field()) {
params.set_output(0, true);
params.set_output(1, true);
}
else {
const bool value = condition_variant.get<bool>();
params.set_output(0, !value);
params.set_output(1, value);
}
}
};
/**
* Outputs booleans that indicate which inputs of a switch node are used. Note that it's possible
* that all inputs are used when the index input is a field.
*/
class LazyFunctionForIndexSwitchSocketUsage : public lf::LazyFunction {
public:
LazyFunctionForIndexSwitchSocketUsage(const bNode &bnode)
{
debug_name_ = "Index Switch Socket Usage";
inputs_.append_as("Index", CPPType::get<SocketValueVariant>());
for (const bNodeSocket *socket : bnode.input_sockets().drop_front(1)) {
outputs_.append_as(socket->identifier, CPPType::get<bool>());
}
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
{
const SocketValueVariant &index_variant = params.get_input<SocketValueVariant>(0);
if (index_variant.is_context_dependent_field()) {
for (const int i : outputs_.index_range()) {
params.set_output(i, true);
}
}
else {
const int value = index_variant.get<int>();
for (const int i : outputs_.index_range()) {
params.set_output(i, i == value);
}
}
}
};
/**
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
* Takes a field as input and extracts the set of anonymous attribute names that it references.
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
class LazyFunctionForExtractingReferenceSet : public lf::LazyFunction {
public:
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
LazyFunctionForExtractingReferenceSet()
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
debug_name_ = "Extract References";
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
inputs_.append_as("Use", CPPType::get<bool>());
inputs_.append_as("Field", CPPType::get<SocketValueVariant>(), lf::ValueUsage::Maybe);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
outputs_.append_as("References", CPPType::get<GeometryNodesReferenceSet>());
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const bool use = params.get_input<bool>(0);
if (!use) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
params.set_output<GeometryNodesReferenceSet>(0, {});
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return;
}
const SocketValueVariant *value_variant =
params.try_get_input_data_ptr_or_request<SocketValueVariant>(1);
if (value_variant == nullptr) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* Wait until the field is computed. */
return;
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
GeometryNodesReferenceSet references;
if (value_variant->is_context_dependent_field()) {
const GField &field = value_variant->get<GField>();
field.node().for_each_field_input_recursive([&](const FieldInput &field_input) {
if (const auto *attr_field_input = dynamic_cast<const AttributeFieldInput *>(&field_input))
{
const StringRef name = attr_field_input->attribute_name();
if (bke::attribute_name_is_anonymous(name)) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
if (!references.names) {
references.names = std::make_shared<Set<std::string>>();
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
references.names->add_as(name);
}
}
});
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
params.set_output(0, std::move(references));
}
};
/**
2023-01-06 13:57:21 +11:00
* Conditionally joins multiple attribute sets. Each input attribute set can be disabled with a
* corresponding boolean input.
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
class LazyFunctionForJoinReferenceSets : public lf::LazyFunction {
const int amount_;
public:
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
LazyFunctionForJoinReferenceSets(const int amount) : amount_(amount)
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
debug_name_ = "Join Reference Sets";
for ([[maybe_unused]] const int i : IndexRange(amount)) {
inputs_.append_as("Use", CPPType::get<bool>());
inputs_.append_as(
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
"Reference Set", CPPType::get<GeometryNodesReferenceSet>(), lf::ValueUsage::Maybe);
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
outputs_.append_as("Reference Set", CPPType::get<GeometryNodesReferenceSet>());
}
void execute_impl(lf::Params &params, const lf::Context & /*context*/) const override
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<GeometryNodesReferenceSet *> sets;
bool set_is_missing = false;
for (const int i : IndexRange(amount_)) {
if (params.get_input<bool>(this->get_use_input(i))) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
if (GeometryNodesReferenceSet *set =
params.try_get_input_data_ptr_or_request<GeometryNodesReferenceSet>(
this->get_reference_set_input(i)))
{
sets.append(set);
}
else {
set_is_missing = true;
}
}
}
if (set_is_missing) {
return;
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
GeometryNodesReferenceSet joined_set;
if (sets.is_empty()) {
/* Nothing to do. */
}
else if (sets.size() == 1) {
joined_set.names = std::move(sets[0]->names);
}
else {
joined_set.names = std::make_shared<Set<std::string>>();
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (const GeometryNodesReferenceSet *set : sets) {
if (set->names) {
for (const std::string &name : *set->names) {
joined_set.names->add(name);
}
}
}
}
params.set_output(0, std::move(joined_set));
}
int get_use_input(const int i) const
{
return 2 * i;
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
int get_reference_set_input(const int i) const
{
return 2 * i + 1;
}
/**
* Cache for functions small amounts to avoid to avoid building them many times.
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
static const LazyFunctionForJoinReferenceSets &get_cached(const int amount, ResourceScope &scope)
{
constexpr int cache_amount = 16;
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
static std::array<LazyFunctionForJoinReferenceSets, cache_amount> cached_functions = get_cache(
std::make_index_sequence<cache_amount>{});
if (amount < cached_functions.size()) {
return cached_functions[amount];
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
return scope.construct<LazyFunctionForJoinReferenceSets>(amount);
}
private:
template<size_t... I>
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
static std::array<LazyFunctionForJoinReferenceSets, sizeof...(I)> get_cache(
std::index_sequence<I...> /*indices*/)
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
return {LazyFunctionForJoinReferenceSets(I)...};
}
};
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
class LazyFunctionForSimulationZone : public LazyFunction {
private:
const bNode &sim_output_bnode_;
const LazyFunction &fn_;
public:
LazyFunctionForSimulationZone(const bNode &sim_output_bnode, const LazyFunction &fn)
: sim_output_bnode_(sim_output_bnode), fn_(fn)
{
debug_name_ = "Simulation Zone";
inputs_ = fn.inputs();
outputs_ = fn.outputs();
}
void execute_impl(lf::Params &params, const lf::Context &context) const override
{
ScopedNodeTimer node_timer{context, sim_output_bnode_};
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
GeoNodesLFUserData &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
bke::SimulationZoneComputeContext compute_context{user_data.compute_context,
sim_output_bnode_};
GeoNodesLFUserData zone_user_data = user_data;
zone_user_data.compute_context = &compute_context;
zone_user_data.log_socket_values = should_log_socket_values_for_context(
user_data, compute_context.hash());
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
GeoNodesLFLocalUserData zone_local_user_data{zone_user_data};
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Context zone_context{context.storage, &zone_user_data, &zone_local_user_data};
fn_.execute(params, zone_context);
}
void *init_storage(LinearAllocator<> &allocator) const override
{
return fn_.init_storage(allocator);
}
void destruct_storage(void *storage) const override
{
fn_.destruct_storage(storage);
}
std::string input_name(const int i) const override
{
return fn_.input_name(i);
}
std::string output_name(const int i) const override
{
return fn_.output_name(i);
}
};
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
using JoinReferenceSetsCache = Map<Vector<lf::OutputSocket *>, lf::OutputSocket *>;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
struct BuildGraphParams {
/** Lazy-function graph that nodes and links should be inserted into. */
lf::Graph &lf_graph;
/** Map #bNodeSocket to newly generated sockets. Those maps are later used to insert links. */
MultiValueMap<const bNodeSocket *, lf::InputSocket *> lf_inputs_by_bsocket;
Map<const bNodeSocket *, lf::OutputSocket *> lf_output_by_bsocket;
/**
* Maps sockets to corresponding generated boolean sockets that indicate whether the socket is
* used or not.
*/
Map<const bNodeSocket *, lf::OutputSocket *> usage_by_bsocket;
/**
* Nodes that propagate anonymous attributes have to know which of those attributes to propagate.
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
* For that they have an input for each output that specifies what data to propagate.
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Map<const bNodeSocket *, lf::InputSocket *> lf_reference_set_input_by_output;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* Multi-input sockets are split into separate sockets, once for each incoming link.
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
*/
Map<const bNodeLink *, lf::InputSocket *> lf_input_by_multi_input_link;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* This is similar to #lf_inputs_by_bsocket but contains more relevant information when border
* links are linked to multi-input sockets.
*/
Map<const bNodeLink *, lf::InputSocket *> lf_input_by_border_link;
/**
* Keeps track of all boolean inputs that indicate whether a socket is used. Links to those
* sockets may be replaced with a constant-true if necessary to break dependency cycles in
* #fix_link_cycles.
*/
Set<lf::InputSocket *> socket_usage_inputs;
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
MultiValueMap<ReferenceSetIndex, lf::InputSocket *> lf_reference_set_inputs;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/** Cache to avoid building the same socket combinations multiple times. */
Map<Vector<lf::OutputSocket *>, lf::OutputSocket *> socket_usages_combination_cache;
BuildGraphParams(lf::Graph &lf_graph) : lf_graph(lf_graph) {}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
};
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
static bool ignore_zone_bsocket(const bNodeSocket &bsocket)
{
if (!bsocket.is_available()) {
return true;
}
if (!bsocket.typeinfo->geometry_nodes_cpp_type) {
/* These are typically extend sockets. */
return true;
}
return false;
}
void initialize_zone_wrapper(const bNodeTreeZone &zone,
ZoneBuildInfo &zone_info,
const ZoneBodyFunction &body_fn,
Vector<lf::Input> &r_inputs,
Vector<lf::Output> &r_outputs)
{
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
for (const bNodeSocket *socket : zone.input_node->input_sockets()) {
if (ignore_zone_bsocket(*socket)) {
continue;
}
zone_info.indices.inputs.main.append(r_inputs.append_and_get_index_as(
socket->name, *socket->typeinfo->geometry_nodes_cpp_type, lf::ValueUsage::Maybe));
}
for (const bNodeLink *link : zone.border_links) {
zone_info.indices.inputs.border_links.append(
r_inputs.append_and_get_index_as(link->fromsock->name,
*link->tosock->typeinfo->geometry_nodes_cpp_type,
lf::ValueUsage::Maybe));
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
for (const bNodeSocket *socket : zone.output_node->output_sockets()) {
if (ignore_zone_bsocket(*socket)) {
continue;
}
const CPPType *cpp_type = socket->typeinfo->geometry_nodes_cpp_type;
zone_info.indices.inputs.output_usages.append(
r_inputs.append_and_get_index_as("Usage", CPPType::get<bool>(), lf::ValueUsage::Maybe));
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
zone_info.indices.outputs.main.append(
r_outputs.append_and_get_index_as(socket->name, *cpp_type));
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
for ([[maybe_unused]] const bNodeSocket *socket : zone.input_node->input_sockets()) {
if (ignore_zone_bsocket(*socket)) {
continue;
}
zone_info.indices.outputs.input_usages.append(
r_outputs.append_and_get_index_as("Usage", CPPType::get<bool>()));
}
for ([[maybe_unused]] const bNodeLink *link : zone.border_links) {
zone_info.indices.outputs.border_link_usages.append(
r_outputs.append_and_get_index_as("Border Link Usage", CPPType::get<bool>()));
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (const auto item : body_fn.indices.inputs.reference_sets.items()) {
zone_info.indices.inputs.reference_sets.add_new(
item.key,
r_inputs.append_and_get_index_as(
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
"Reference Set", CPPType::get<GeometryNodesReferenceSet>(), lf::ValueUsage::Maybe));
}
}
std::string zone_wrapper_input_name(const ZoneBuildInfo &zone_info,
const bNodeTreeZone &zone,
const Span<lf::Input> inputs,
const int lf_socket_i)
{
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
if (zone_info.indices.inputs.output_usages.contains(lf_socket_i)) {
const int output_usage_i = lf_socket_i - zone_info.indices.inputs.output_usages.first();
int current_valid_i = 0;
for (const bNodeSocket *bsocket : zone.output_node->output_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
if (current_valid_i == output_usage_i) {
return "Usage: " + StringRef(bsocket->name);
}
current_valid_i++;
}
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
return inputs[lf_socket_i].debug_name;
}
std::string zone_wrapper_output_name(const ZoneBuildInfo &zone_info,
const bNodeTreeZone &zone,
const Span<lf::Output> outputs,
const int lf_socket_i)
{
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
if (zone_info.indices.outputs.input_usages.contains(lf_socket_i)) {
const int input_usage_i = lf_socket_i - zone_info.indices.outputs.input_usages.first();
int current_valid_i = 0;
for (const bNodeSocket *bsocket : zone.input_node->input_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
if (current_valid_i == input_usage_i) {
return "Usage: " + StringRef(bsocket->name);
}
current_valid_i++;
}
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
return outputs[lf_socket_i].debug_name;
}
/**
* Logs intermediate values from the lazy-function graph evaluation into #GeoModifierLog based on
* the mapping between the lazy-function graph and the corresponding #bNodeTree.
*/
class GeometryNodesLazyFunctionLogger : public lf::GraphExecutor::Logger {
private:
const GeometryNodesLazyFunctionGraphInfo &lf_graph_info_;
public:
GeometryNodesLazyFunctionLogger(const GeometryNodesLazyFunctionGraphInfo &lf_graph_info)
: lf_graph_info_(lf_graph_info)
{
}
void log_socket_value(const lf::Socket &lf_socket,
const GPointer value,
const lf::Context &context) const override
{
auto &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
if (!user_data.log_socket_values) {
return;
}
auto &local_user_data = *static_cast<GeoNodesLFLocalUserData *>(context.local_user_data);
geo_eval_log::GeoTreeLogger *tree_logger = local_user_data.try_get_tree_logger(user_data);
if (tree_logger == nullptr) {
return;
}
const Span<const bNodeSocket *> bsockets =
lf_graph_info_.mapping.bsockets_by_lf_socket_map.lookup(&lf_socket);
if (bsockets.is_empty()) {
return;
}
for (const bNodeSocket *bsocket : bsockets) {
/* Avoid logging to some sockets when the same value will also be logged to a linked socket.
* This reduces the number of logged values without losing information. */
if (bsocket->is_input() && bsocket->is_directly_linked()) {
continue;
}
const bNode &bnode = bsocket->owner_node();
if (bnode.is_reroute()) {
continue;
}
tree_logger->log_value(bsocket->owner_node(), *bsocket, value);
}
}
static inline std::mutex dump_error_context_mutex;
void dump_when_outputs_are_missing(const lf::FunctionNode &node,
Span<const lf::OutputSocket *> missing_sockets,
const lf::Context &context) const override
{
std::lock_guard lock{dump_error_context_mutex};
GeoNodesLFUserData *user_data = dynamic_cast<GeoNodesLFUserData *>(context.user_data);
BLI_assert(user_data != nullptr);
user_data->compute_context->print_stack(std::cout, node.name());
std::cout << "Missing outputs:\n";
for (const lf::OutputSocket *socket : missing_sockets) {
std::cout << " " << socket->name() << "\n";
}
}
void dump_when_input_is_set_twice(const lf::InputSocket &target_socket,
const lf::OutputSocket &from_socket,
const lf::Context &context) const override
{
std::lock_guard lock{dump_error_context_mutex};
std::stringstream ss;
ss << from_socket.node().name() << ":" << from_socket.name() << " -> "
<< target_socket.node().name() << ":" << target_socket.name();
GeoNodesLFUserData *user_data = dynamic_cast<GeoNodesLFUserData *>(context.user_data);
BLI_assert(user_data != nullptr);
user_data->compute_context->print_stack(std::cout, ss.str());
}
void log_before_node_execute(const lf::FunctionNode &node,
const lf::Params & /*params*/,
const lf::Context &context) const override
{
/* Enable this to see the threads that invoked a node. */
if constexpr (false) {
this->add_thread_id_debug_message(node, context);
}
}
void add_thread_id_debug_message(const lf::FunctionNode &node, const lf::Context &context) const
{
static std::atomic<int> thread_id_source = 0;
static thread_local const int thread_id = thread_id_source.fetch_add(1);
static thread_local const std::string thread_id_str = "Thread: " + std::to_string(thread_id);
const auto &user_data = *static_cast<GeoNodesLFUserData *>(context.user_data);
const auto &local_user_data = *static_cast<GeoNodesLFLocalUserData *>(context.local_user_data);
geo_eval_log::GeoTreeLogger *tree_logger = local_user_data.try_get_tree_logger(user_data);
if (tree_logger == nullptr) {
return;
}
/* Find corresponding node based on the socket mapping. */
auto check_sockets = [&](const Span<const lf::Socket *> lf_sockets) {
for (const lf::Socket *lf_socket : lf_sockets) {
const Span<const bNodeSocket *> bsockets =
lf_graph_info_.mapping.bsockets_by_lf_socket_map.lookup(lf_socket);
if (!bsockets.is_empty()) {
const bNodeSocket &bsocket = *bsockets[0];
const bNode &bnode = bsocket.owner_node();
tree_logger->debug_messages.append(*tree_logger->allocator,
{bnode.identifier, thread_id_str});
return true;
}
}
return false;
};
if (check_sockets(node.inputs().cast<const lf::Socket *>())) {
return;
}
check_sockets(node.outputs().cast<const lf::Socket *>());
}
};
/**
* Tells the lazy-function graph evaluator which nodes have side effects based on the current
* context. For example, the same viewer node can have side effects in one context, but not in
* another (depending on e.g. which tree path is currently viewed in the node editor).
*/
class GeometryNodesLazyFunctionSideEffectProvider : public lf::GraphExecutor::SideEffectProvider {
private:
Span<const lf::FunctionNode *> local_side_effect_nodes_;
public:
GeometryNodesLazyFunctionSideEffectProvider(
Span<const lf::FunctionNode *> local_side_effect_nodes = {})
: local_side_effect_nodes_(local_side_effect_nodes)
{
}
Vector<const lf::FunctionNode *> get_nodes_with_side_effects(
const lf::Context &context) const override
{
GeoNodesLFUserData *user_data = dynamic_cast<GeoNodesLFUserData *>(context.user_data);
BLI_assert(user_data != nullptr);
const GeoNodesCallData &call_data = *user_data->call_data;
if (!call_data.side_effect_nodes) {
return {};
}
const ComputeContextHash &context_hash = user_data->compute_context->hash();
Vector<const lf::FunctionNode *> side_effect_nodes =
call_data.side_effect_nodes->nodes_by_context.lookup(context_hash);
side_effect_nodes.extend(local_side_effect_nodes_);
return side_effect_nodes;
}
};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
/**
* Utility class to build a lazy-function based on a geometry nodes tree.
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
* This is mainly a separate class because it makes it easier to have variables that can be
* accessed by many functions.
*/
struct GeometryNodesLazyFunctionBuilder {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
private:
const bNodeTree &btree_;
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
const ReferenceLifetimesInfo &reference_lifetimes_;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
ResourceScope &scope_;
NodeMultiFunctions &node_multi_functions_;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
GeometryNodesLazyFunctionGraphInfo *lf_graph_info_;
GeometryNodeLazyFunctionGraphMapping *mapping_;
const bke::DataTypeConversions *conversions_;
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
/**
* A #LazyFunctionForSimulationInputsUsage for each simulation zone.
*/
Map<const bNode *, lf::Node *> simulation_inputs_usage_nodes_;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
const bNodeTreeZones *tree_zones_;
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
MutableSpan<ZoneBuildInfo> zone_build_infos_;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
std::optional<BuildGraphParams> root_graph_build_params_;
/**
* The inputs sockets in the graph. Multiple group input nodes are combined into one in the
* lazy-function graph.
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<lf::GraphInputSocket *> group_input_sockets_;
/**
* Interface output sockets that correspond to the active group output node. If there is no such
* node, defaulted fallback outputs are created.
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<lf::GraphOutputSocket *> standard_group_output_sockets_;
/**
* Interface boolean sockets that have to be passed in from the outside and indicate whether a
* specific output will be used.
*/
Vector<lf::GraphInputSocket *> group_output_used_sockets_;
/**
* Interface boolean sockets that can be used as group output that indicate whether a specific
* input will be used (this may depend on the used outputs as well as other inputs).
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<lf::GraphOutputSocket *> group_input_usage_sockets_;
/**
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
* If the node group propagates attributes from an input to the output, it has to know
* which attributes should be propagated and which can be removed (for optimization purposes).
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Map<int, lf::GraphInputSocket *> reference_set_by_output_;
friend class UsedSocketVisualizeOptions;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
public:
GeometryNodesLazyFunctionBuilder(const bNodeTree &btree,
GeometryNodesLazyFunctionGraphInfo &lf_graph_info)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
: btree_(btree),
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
reference_lifetimes_(*btree.runtime->reference_lifetimes_info),
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
scope_(lf_graph_info.scope),
node_multi_functions_(lf_graph_info.scope.construct<NodeMultiFunctions>(btree)),
lf_graph_info_(&lf_graph_info)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
}
void build()
{
btree_.ensure_topology_cache();
btree_.ensure_interface_cache();
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
mapping_ = &lf_graph_info_->mapping;
conversions_ = &bke::get_implicit_type_conversions();
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
tree_zones_ = btree_.zones();
this->initialize_mapping_arrays();
this->build_zone_functions();
this->build_root_graph();
this->build_geometry_nodes_group_function();
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
private:
void initialize_mapping_arrays()
{
mapping_->lf_input_index_for_output_bsocket_usage.reinitialize(
btree_.all_output_sockets().size());
mapping_->lf_input_index_for_output_bsocket_usage.fill(-1);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
mapping_->lf_input_index_for_reference_set_for_output.reinitialize(
btree_.all_output_sockets().size());
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
mapping_->lf_input_index_for_reference_set_for_output.fill(-1);
mapping_->lf_index_by_bsocket.reinitialize(btree_.all_sockets().size());
mapping_->lf_index_by_bsocket.fill(-1);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* Builds lazy-functions for all zones in the node tree.
*/
void build_zone_functions()
{
zone_build_infos_ = scope_.construct<Array<ZoneBuildInfo>>(tree_zones_->zones.size());
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const Array<int> zone_build_order = this->compute_zone_build_order();
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const int zone_i : zone_build_order) {
const bNodeTreeZone &zone = *tree_zones_->zones[zone_i];
switch (zone.output_node->type_legacy) {
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
case GEO_NODE_SIMULATION_OUTPUT: {
this->build_simulation_zone_function(zone);
break;
}
case GEO_NODE_REPEAT_OUTPUT: {
this->build_repeat_zone_function(zone);
break;
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
case GEO_NODE_FOREACH_GEOMETRY_ELEMENT_OUTPUT:
this->build_foreach_geometry_element_zone_function(zone);
break;
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
default: {
BLI_assert_unreachable();
break;
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Array<int> compute_zone_build_order()
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* Build nested zones first. */
Array<int> zone_build_order(tree_zones_->zones.size());
array_utils::fill_index_range<int>(zone_build_order);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
std::sort(
zone_build_order.begin(), zone_build_order.end(), [&](const int zone_a, const int zone_b) {
return tree_zones_->zones[zone_a]->depth > tree_zones_->zones[zone_b]->depth;
});
return zone_build_order;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* Builds a lazy-function for a simulation zone.
* Internally, the generated lazy-function is just another graph.
*/
void build_simulation_zone_function(const bNodeTreeZone &zone)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const int zone_i = zone.index;
ZoneBuildInfo &zone_info = zone_build_infos_[zone_i];
lf::Graph &lf_graph = scope_.construct<lf::Graph>();
const auto &sim_output_storage = *static_cast<const NodeGeometrySimulationOutput *>(
zone.output_node->storage);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Vector<lf::GraphInputSocket *> lf_zone_inputs;
Vector<lf::GraphOutputSocket *> lf_zone_outputs;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (zone.input_node != nullptr) {
for (const bNodeSocket *bsocket : zone.input_node->input_sockets().drop_back(1)) {
zone_info.indices.inputs.main.append(lf_zone_inputs.append_and_get_index(
&lf_graph.add_input(*bsocket->typeinfo->geometry_nodes_cpp_type, bsocket->name)));
zone_info.indices.outputs.input_usages.append(lf_zone_outputs.append_and_get_index(
&lf_graph.add_output(CPPType::get<bool>(), "Usage: " + StringRef(bsocket->name))));
}
}
this->build_zone_border_links_inputs(
zone, lf_graph, lf_zone_inputs, zone_info.indices.inputs.border_links);
this->build_zone_border_link_input_usages(
zone, lf_graph, lf_zone_outputs, zone_info.indices.outputs.border_link_usages);
for (const bNodeSocket *bsocket : zone.output_node->output_sockets().drop_back(1)) {
zone_info.indices.outputs.main.append(lf_zone_outputs.append_and_get_index(
&lf_graph.add_output(*bsocket->typeinfo->geometry_nodes_cpp_type, bsocket->name)));
zone_info.indices.inputs.output_usages.append(lf_zone_inputs.append_and_get_index(
&lf_graph.add_input(CPPType::get<bool>(), "Usage: " + StringRef(bsocket->name))));
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Node &lf_simulation_usage_node = [&]() -> lf::Node & {
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
auto &lazy_function = scope_.construct<LazyFunctionForSimulationInputsUsage>(
*zone.output_node);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Node &lf_node = lf_graph.add_function(lazy_function);
for (const int i : zone_info.indices.outputs.input_usages) {
lf_graph.add_link(lf_node.output(0), *lf_zone_outputs[i]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return lf_node;
}();
BuildGraphParams graph_params{lf_graph};
lf::FunctionNode *lf_simulation_input = nullptr;
if (zone.input_node) {
lf_simulation_input = this->insert_simulation_input_node(
btree_, *zone.input_node, graph_params);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &lf_simulation_output = this->insert_simulation_output_node(*zone.output_node,
graph_params);
for (const bNodeSocket *bsocket : zone.output_node->input_sockets().drop_back(1)) {
graph_params.usage_by_bsocket.add(bsocket, &lf_simulation_usage_node.output(1));
}
/* Link simulation input node directly to simulation output node for skip behavior. */
for (const int i : IndexRange(sim_output_storage.items_num)) {
lf::InputSocket &lf_to = lf_simulation_output.input(i + 1);
if (lf_simulation_input) {
lf::OutputSocket &lf_from = lf_simulation_input->output(i + 1);
lf_graph.add_link(lf_from, lf_to);
}
else {
lf_to.set_default_value(lf_to.type().default_value());
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->insert_nodes_and_zones(zone.child_nodes, zone.child_zones, graph_params);
if (zone.input_node) {
this->build_output_socket_usages(*zone.input_node, graph_params);
}
for (const auto item : graph_params.lf_output_by_bsocket.items()) {
this->insert_links_from_socket(*item.key, *item.value, graph_params);
}
this->link_border_link_inputs_and_usages(zone,
lf_zone_inputs,
zone_info.indices.inputs.border_links,
lf_zone_outputs,
zone_info.indices.outputs.border_link_usages,
graph_params);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const int i : zone_info.indices.inputs.main) {
lf_graph.add_link(*lf_zone_inputs[i], lf_simulation_input->input(i));
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
for (const int i : zone_info.indices.outputs.main.index_range()) {
lf_graph.add_link(lf_simulation_output.output(i),
*lf_zone_outputs[zone_info.indices.outputs.main[i]]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
this->add_default_inputs(graph_params);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Map<ReferenceSetIndex, lf::OutputSocket *> lf_reference_sets;
this->build_reference_set_for_zone(graph_params, lf_reference_sets);
for (const auto item : lf_reference_sets.items()) {
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
lf::OutputSocket &lf_attribute_set_socket = *item.value;
if (lf_attribute_set_socket.node().is_interface()) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
zone_info.indices.inputs.reference_sets.add_new(
item.key, lf_zone_inputs.append_and_get_index(&lf_attribute_set_socket));
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
this->link_reference_sets(graph_params, lf_reference_sets);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->fix_link_cycles(lf_graph, graph_params.socket_usage_inputs);
lf_graph.update_node_indices();
auto &logger = scope_.construct<GeometryNodesLazyFunctionLogger>(*lf_graph_info_);
auto &side_effect_provider = scope_.construct<GeometryNodesLazyFunctionSideEffectProvider>();
const auto &lf_graph_fn = scope_.construct<lf::GraphExecutor>(lf_graph,
lf_zone_inputs.as_span(),
lf_zone_outputs.as_span(),
&logger,
&side_effect_provider,
nullptr);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const auto &zone_function = scope_.construct<LazyFunctionForSimulationZone>(*zone.output_node,
lf_graph_fn);
zone_info.lazy_function = &zone_function;
lf_graph_info_->debug_zone_body_graphs.add(zone.output_node->identifier, &lf_graph);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
// std::cout << "\n\n" << lf_graph.to_dot() << "\n\n";
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
/**
* Builds a #LazyFunction for a repeat zone.
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
*/
void build_repeat_zone_function(const bNodeTreeZone &zone)
{
ZoneBuildInfo &zone_info = zone_build_infos_[zone.index];
/* Build a function for the loop body. */
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
ZoneBodyFunction &body_fn = this->build_zone_body_function(zone, "Repeat Body");
/* Wrap the loop body by another function that implements the repeat behavior. */
auto &zone_fn = build_repeat_zone_lazy_function(scope_, btree_, zone, zone_info, body_fn);
zone_info.lazy_function = &zone_fn;
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
void build_foreach_geometry_element_zone_function(const bNodeTreeZone &zone)
{
ZoneBuildInfo &zone_info = zone_build_infos_[zone.index];
/* Build a function for the loop body. */
ZoneBodyFunction &body_fn = this->build_zone_body_function(zone, "Foreach Body");
/* Wrap the loop body in another function that implements the foreach behavior. */
auto &zone_fn = build_foreach_geometry_element_zone_lazy_function(
scope_, btree_, zone, zone_info, body_fn);
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
zone_info.lazy_function = &zone_fn;
}
/**
* Build a lazy-function for the "body" of a zone, i.e. for all the nodes within the zone.
*/
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
ZoneBodyFunction &build_zone_body_function(const bNodeTreeZone &zone, const StringRef name)
{
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
lf::Graph &lf_body_graph = scope_.construct<lf::Graph>(name);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
BuildGraphParams graph_params{lf_body_graph};
Vector<lf::GraphInputSocket *> lf_body_inputs;
Vector<lf::GraphOutputSocket *> lf_body_outputs;
ZoneBodyFunction &body_fn = scope_.construct<ZoneBodyFunction>();
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
for (const bNodeSocket *bsocket : zone.input_node->output_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
lf::GraphInputSocket &lf_input = lf_body_graph.add_input(
*bsocket->typeinfo->geometry_nodes_cpp_type, bsocket->name);
lf::GraphOutputSocket &lf_input_usage = lf_body_graph.add_output(
CPPType::get<bool>(), "Usage: " + StringRef(bsocket->name));
body_fn.indices.inputs.main.append(lf_body_inputs.append_and_get_index(&lf_input));
body_fn.indices.outputs.input_usages.append(
lf_body_outputs.append_and_get_index(&lf_input_usage));
graph_params.lf_output_by_bsocket.add_new(bsocket, &lf_input);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
this->build_zone_border_links_inputs(
zone, lf_body_graph, lf_body_inputs, body_fn.indices.inputs.border_links);
this->build_zone_border_link_input_usages(
zone, lf_body_graph, lf_body_outputs, body_fn.indices.outputs.border_link_usages);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
for (const bNodeSocket *bsocket : zone.output_node->input_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
lf::GraphOutputSocket &lf_output = lf_body_graph.add_output(
*bsocket->typeinfo->geometry_nodes_cpp_type, bsocket->name);
lf::GraphInputSocket &lf_output_usage = lf_body_graph.add_input(
CPPType::get<bool>(), "Usage: " + StringRef(bsocket->name));
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_output);
graph_params.usage_by_bsocket.add(bsocket, &lf_output_usage);
body_fn.indices.outputs.main.append(lf_body_outputs.append_and_get_index(&lf_output));
body_fn.indices.inputs.output_usages.append(
lf_body_inputs.append_and_get_index(&lf_output_usage));
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
this->insert_nodes_and_zones(zone.child_nodes, zone.child_zones, graph_params);
this->build_output_socket_usages(*zone.input_node, graph_params);
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
{
int valid_socket_i = 0;
for (const bNodeSocket *bsocket : zone.input_node->output_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
lf::OutputSocket *lf_usage = graph_params.usage_by_bsocket.lookup_default(bsocket,
nullptr);
lf::GraphOutputSocket &lf_usage_output =
*lf_body_outputs[body_fn.indices.outputs.input_usages[valid_socket_i]];
if (lf_usage) {
lf_body_graph.add_link(*lf_usage, lf_usage_output);
}
else {
static const bool static_false = false;
lf_usage_output.set_default_value(&static_false);
}
valid_socket_i++;
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
}
for (const auto item : graph_params.lf_output_by_bsocket.items()) {
this->insert_links_from_socket(*item.key, *item.value, graph_params);
}
this->link_border_link_inputs_and_usages(zone,
lf_body_inputs,
body_fn.indices.inputs.border_links,
lf_body_outputs,
body_fn.indices.outputs.border_link_usages,
graph_params);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
this->add_default_inputs(graph_params);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Map<int, lf::OutputSocket *> lf_reference_sets;
this->build_reference_set_for_zone(graph_params, lf_reference_sets);
for (const auto item : lf_reference_sets.items()) {
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
lf::OutputSocket &lf_attribute_set_socket = *item.value;
if (lf_attribute_set_socket.node().is_interface()) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
body_fn.indices.inputs.reference_sets.add_new(
item.key, lf_body_inputs.append_and_get_index(&lf_attribute_set_socket));
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
this->link_reference_sets(graph_params, lf_reference_sets);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
this->fix_link_cycles(lf_body_graph, graph_params.socket_usage_inputs);
lf_body_graph.update_node_indices();
auto &logger = scope_.construct<GeometryNodesLazyFunctionLogger>(*lf_graph_info_);
auto &side_effect_provider = scope_.construct<GeometryNodesLazyFunctionSideEffectProvider>();
body_fn.function = &scope_.construct<lf::GraphExecutor>(lf_body_graph,
lf_body_inputs.as_span(),
lf_body_outputs.as_span(),
&logger,
&side_effect_provider,
nullptr);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
lf_graph_info_->debug_zone_body_graphs.add(zone.output_node->identifier, &lf_body_graph);
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
// std::cout << "\n\n" << lf_body_graph.to_dot() << "\n\n";
return body_fn;
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
}
void build_zone_border_links_inputs(const bNodeTreeZone &zone,
lf::Graph &lf_graph,
Vector<lf::GraphInputSocket *> &r_lf_graph_inputs,
Vector<int> &r_indices)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
for (const bNodeLink *border_link : zone.border_links) {
r_indices.append(r_lf_graph_inputs.append_and_get_index(
&lf_graph.add_input(*border_link->tosock->typeinfo->geometry_nodes_cpp_type,
StringRef("Link from ") + border_link->fromsock->name)));
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
void build_zone_border_link_input_usages(const bNodeTreeZone &zone,
lf::Graph &lf_graph,
Vector<lf::GraphOutputSocket *> &r_lf_graph_outputs,
Vector<int> &r_indices)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
for (const bNodeLink *border_link : zone.border_links) {
r_indices.append(r_lf_graph_outputs.append_and_get_index(&lf_graph.add_output(
CPPType::get<bool>(), StringRef("Usage: Link from ") + border_link->fromsock->name)));
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
void build_reference_set_for_zone(BuildGraphParams &graph_params,
Map<ReferenceSetIndex, lf::OutputSocket *> &lf_reference_sets)
{
const Vector<ReferenceSetIndex> all_required_reference_sets =
this->find_all_required_reference_sets(graph_params.lf_reference_set_input_by_output,
graph_params.lf_reference_set_inputs);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
auto add_reference_set_zone_input = [&](const ReferenceSetIndex reference_set_i) {
lf::GraphInputSocket &lf_graph_input = graph_params.lf_graph.add_input(
CPPType::get<GeometryNodesReferenceSet>(), "Reference Set");
lf_reference_sets.add(reference_set_i, &lf_graph_input);
};
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
VectorSet<ReferenceSetIndex> input_reference_sets;
for (const ReferenceSetIndex reference_set_i : all_required_reference_sets) {
const ReferenceSetInfo &reference_set = reference_lifetimes_.reference_sets[reference_set_i];
switch (reference_set.type) {
case ReferenceSetType::GroupOutputData:
case ReferenceSetType::GroupInputReferenceSet: {
add_reference_set_zone_input(reference_set_i);
break;
}
case ReferenceSetType::LocalReferenceSet: {
const bNodeSocket &bsocket = *reference_set.socket;
if (lf::OutputSocket *lf_socket = graph_params.lf_output_by_bsocket.lookup_default(
&bsocket, nullptr))
{
lf::OutputSocket *lf_usage_socket = graph_params.usage_by_bsocket.lookup_default(
&bsocket, nullptr);
lf::OutputSocket &lf_reference_set_socket = this->get_extracted_reference_set(
*lf_socket, lf_usage_socket, graph_params);
lf_reference_sets.add(reference_set_i, &lf_reference_set_socket);
}
else {
/* The reference was not created in the zone, so it needs to come from the input. */
add_reference_set_zone_input(reference_set_i);
}
break;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* Build the graph that contains all nodes that are not contained in any zone. This graph is
* called when this geometry nodes node group is evaluated.
*/
void build_root_graph()
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Graph &lf_graph = lf_graph_info_->graph;
this->build_main_group_inputs(lf_graph);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (btree_.group_output_node() == nullptr) {
this->build_fallback_group_outputs(lf_graph);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const bNodeTreeInterfaceSocket *interface_input : btree_.interface_inputs()) {
lf::GraphOutputSocket &lf_socket = lf_graph.add_output(
CPPType::get<bool>(),
StringRef("Usage: ") + (interface_input->name ? interface_input->name : ""));
group_input_usage_sockets_.append(&lf_socket);
}
Vector<lf::GraphInputSocket *> lf_output_usages;
for (const bNodeTreeInterfaceSocket *interface_output : btree_.interface_outputs()) {
lf::GraphInputSocket &lf_socket = lf_graph.add_input(
CPPType::get<bool>(),
StringRef("Usage: ") + (interface_output->name ? interface_output->name : ""));
group_output_used_sockets_.append(&lf_socket);
lf_output_usages.append(&lf_socket);
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
BuildGraphParams &graph_params = root_graph_build_params_.emplace(lf_graph);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (const bNode *group_output_bnode = btree_.group_output_node()) {
for (const bNodeSocket *bsocket : group_output_bnode->input_sockets().drop_back(1)) {
graph_params.usage_by_bsocket.add(bsocket, lf_output_usages[bsocket->index()]);
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->insert_nodes_and_zones(
tree_zones_->nodes_outside_zones, tree_zones_->root_zones, graph_params);
for (const auto item : graph_params.lf_output_by_bsocket.items()) {
this->insert_links_from_socket(*item.key, *item.value, graph_params);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->build_group_input_usages(graph_params);
this->add_default_inputs(graph_params);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
this->build_root_reference_set_inputs(lf_graph);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Map<ReferenceSetIndex, lf::OutputSocket *> lf_reference_sets;
this->build_reference_sets_outside_of_zones(graph_params, lf_reference_sets);
this->link_reference_sets(graph_params, lf_reference_sets);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->fix_link_cycles(lf_graph, graph_params.socket_usage_inputs);
// std::cout << "\n\n" << lf_graph.to_dot() << "\n\n";
lf_graph.update_node_indices();
lf_graph_info_->num_inline_nodes_approximate += lf_graph.nodes().size();
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
/**
* Build a lazy-function from the generated graph. This is then the lazy-function that must be
* executed by others to run a geometry node group.
*/
void build_geometry_nodes_group_function()
{
GeometryNodesGroupFunction &function = lf_graph_info_->function;
Vector<const lf::GraphInputSocket *> lf_graph_inputs;
Vector<const lf::GraphOutputSocket *> lf_graph_outputs;
lf_graph_inputs.extend(group_input_sockets_);
function.inputs.main = lf_graph_inputs.index_range().take_back(group_input_sockets_.size());
lf_graph_inputs.extend(group_output_used_sockets_);
function.inputs.output_usages = lf_graph_inputs.index_range().take_back(
group_output_used_sockets_.size());
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (auto [output_index, lf_socket] : reference_set_by_output_.items()) {
lf_graph_inputs.append(lf_socket);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
function.inputs.references_to_propagate.geometry_outputs.append(output_index);
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
function.inputs.references_to_propagate.range = lf_graph_inputs.index_range().take_back(
reference_set_by_output_.size());
lf_graph_outputs.extend(standard_group_output_sockets_);
function.outputs.main = lf_graph_outputs.index_range().take_back(
standard_group_output_sockets_.size());
lf_graph_outputs.extend(group_input_usage_sockets_);
function.outputs.input_usages = lf_graph_outputs.index_range().take_back(
group_input_usage_sockets_.size());
Vector<const lf::FunctionNode *> &local_side_effect_nodes =
scope_.construct<Vector<const lf::FunctionNode *>>();
for (const bNode *bnode : btree_.nodes_by_type("GeometryNodeWarning")) {
if (bnode->output_socket(0).is_directly_linked()) {
/* The warning node is not a side-effect node. Instead, the user explicitly used the output
* socket to specify when the warning node should be used. */
continue;
}
if (tree_zones_->get_zone_by_node(bnode->identifier)) {
/* "Global" warning nodes that are evaluated whenever the node group is evaluated must not
* be in a zone. */
continue;
}
/* Add warning node as side-effect node so that it is always evaluated if the node group is
* evaluated. */
const lf::Socket *lf_socket = root_graph_build_params_->lf_inputs_by_bsocket.lookup(
&bnode->input_socket(0))[0];
const lf::FunctionNode &lf_node = static_cast<const lf::FunctionNode &>(lf_socket->node());
local_side_effect_nodes.append(&lf_node);
}
function.function = &scope_.construct<lf::GraphExecutor>(
lf_graph_info_->graph,
std::move(lf_graph_inputs),
std::move(lf_graph_outputs),
&scope_.construct<GeometryNodesLazyFunctionLogger>(*lf_graph_info_),
&scope_.construct<GeometryNodesLazyFunctionSideEffectProvider>(local_side_effect_nodes),
nullptr);
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
void build_reference_sets_outside_of_zones(
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
BuildGraphParams &graph_params,
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Map<ReferenceSetIndex, lf::OutputSocket *> &lf_reference_sets)
{
const Vector<ReferenceSetIndex> all_required_reference_sets =
this->find_all_required_reference_sets(graph_params.lf_reference_set_input_by_output,
graph_params.lf_reference_set_inputs);
for (const ReferenceSetIndex reference_set_i : all_required_reference_sets) {
const ReferenceSetInfo &reference_set = reference_lifetimes_.reference_sets[reference_set_i];
switch (reference_set.type) {
case ReferenceSetType::LocalReferenceSet: {
const bNodeSocket &bsocket = *reference_set.socket;
lf::OutputSocket &lf_socket = *graph_params.lf_output_by_bsocket.lookup(&bsocket);
lf::OutputSocket *lf_usage_socket = graph_params.usage_by_bsocket.lookup_default(
&bsocket, nullptr);
lf::OutputSocket &lf_reference_set_socket = this->get_extracted_reference_set(
lf_socket, lf_usage_socket, graph_params);
lf_reference_sets.add_new(reference_set_i, &lf_reference_set_socket);
break;
}
case ReferenceSetType::GroupInputReferenceSet: {
const int group_input_i = reference_set.index;
lf::GraphInputSocket &lf_socket = *group_input_sockets_[group_input_i];
lf::OutputSocket *lf_usage_socket = group_input_usage_sockets_[group_input_i]->origin();
lf::OutputSocket &lf_reference_set_socket = this->get_extracted_reference_set(
lf_socket, lf_usage_socket, graph_params);
lf_reference_sets.add_new(reference_set_i, &lf_reference_set_socket);
break;
}
case ReferenceSetType::GroupOutputData: {
const int group_output_i = reference_set.index;
lf::GraphInputSocket *lf_reference_set_socket = reference_set_by_output_.lookup(
group_output_i);
lf_reference_sets.add_new(reference_set_i, lf_reference_set_socket);
break;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<ReferenceSetIndex> find_all_required_reference_sets(
const Map<const bNodeSocket *, lf::InputSocket *> &lf_reference_set_input_by_output,
const MultiValueMap<ReferenceSetIndex, lf::InputSocket *> &lf_reference_set_inputs)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
BitVector<> all_required_reference_sets(reference_lifetimes_.reference_sets.size(), false);
for (const bNodeSocket *bsocket : lf_reference_set_input_by_output.keys()) {
all_required_reference_sets |=
reference_lifetimes_.required_data_by_socket[bsocket->index_in_tree()];
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (const ReferenceSetIndex reference_set_i : lf_reference_set_inputs.keys()) {
all_required_reference_sets[reference_set_i].set();
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<ReferenceSetIndex> indices;
bits::foreach_1_index(all_required_reference_sets,
[&](const int index) { indices.append(index); });
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return indices;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
void link_reference_sets(BuildGraphParams &graph_params,
const Map<ReferenceSetIndex, lf::OutputSocket *> &lf_reference_sets)
{
JoinReferenceSetsCache join_reference_sets_cache;
/* Pass reference sets to nodes so that they know which attributes to propagate. */
for (const auto &item : graph_params.lf_reference_set_input_by_output.items()) {
const bNodeSocket &output_bsocket = *item.key;
lf::InputSocket &lf_reference_set_input = *item.value;
Vector<lf::OutputSocket *> lf_reference_sets_to_join;
const BoundedBitSpan required_reference_sets =
reference_lifetimes_.required_data_by_socket[output_bsocket.index_in_tree()];
bits::foreach_1_index(required_reference_sets, [&](const ReferenceSetIndex reference_set_i) {
const ReferenceSetInfo &reference_set =
reference_lifetimes_.reference_sets[reference_set_i];
if (reference_set.type == ReferenceSetType::LocalReferenceSet) {
if (&reference_set.socket->owner_node() == &output_bsocket.owner_node()) {
/* This reference is created in the current node, so it should not be an input. */
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return;
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
lf_reference_sets_to_join.append(lf_reference_sets.lookup(reference_set_i));
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
});
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
if (lf::OutputSocket *lf_joined_reference_set = this->join_reference_sets(
lf_reference_sets_to_join,
join_reference_sets_cache,
graph_params.lf_graph,
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.socket_usage_inputs))
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
graph_params.lf_graph.add_link(*lf_joined_reference_set, lf_reference_set_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
else {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
static const GeometryNodesReferenceSet empty_reference_set;
lf_reference_set_input.set_default_value(&empty_reference_set);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
/* Pass reference sets to e.g. sub-zones. */
for (const auto &item : graph_params.lf_reference_set_inputs.items()) {
const ReferenceSetIndex reference_set_i = item.key;
lf::OutputSocket &lf_reference_set = *lf_reference_sets.lookup(reference_set_i);
for (lf::InputSocket *lf_reference_set_input : item.value) {
graph_params.lf_graph.add_link(lf_reference_set, *lf_reference_set_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
}
void insert_nodes_and_zones(const Span<const bNode *> bnodes,
const Span<const bNodeTreeZone *> zones,
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
BuildGraphParams &graph_params)
{
Vector<const bNode *> nodes_to_insert = bnodes;
Map<const bNode *, const bNodeTreeZone *> zone_by_output;
for (const bNodeTreeZone *zone : zones) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
nodes_to_insert.append(zone->output_node);
zone_by_output.add(zone->output_node, zone);
}
/* Insert nodes from right to left so that usage sockets can be build in the same pass. */
std::sort(nodes_to_insert.begin(), nodes_to_insert.end(), [](const bNode *a, const bNode *b) {
return a->runtime->toposort_right_to_left_index < b->runtime->toposort_right_to_left_index;
});
for (const bNode *bnode : nodes_to_insert) {
this->build_output_socket_usages(*bnode, graph_params);
if (const bNodeTreeZone *zone = zone_by_output.lookup_default(bnode, nullptr)) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->insert_child_zone_node(*zone, graph_params);
}
else {
this->insert_node_in_graph(*bnode, graph_params);
}
}
}
void link_border_link_inputs_and_usages(const bNodeTreeZone &zone,
const Span<lf::GraphInputSocket *> lf_inputs,
const Span<int> lf_border_link_input_indices,
const Span<lf::GraphOutputSocket *> lf_usages,
const Span<int> lf_border_link_usage_indices,
BuildGraphParams &graph_params)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
lf::Graph &lf_graph = graph_params.lf_graph;
for (const int border_link_i : zone.border_links.index_range()) {
const bNodeLink &border_link = *zone.border_links[border_link_i];
lf::GraphInputSocket &lf_from = *lf_inputs[lf_border_link_input_indices[border_link_i]];
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const Vector<lf::InputSocket *> lf_link_targets = this->find_link_targets(border_link,
graph_params);
for (lf::InputSocket *lf_to : lf_link_targets) {
lf_graph.add_link(lf_from, *lf_to);
}
lf::GraphOutputSocket &lf_usage_output =
*lf_usages[lf_border_link_usage_indices[border_link_i]];
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (lf::OutputSocket *lf_usage = graph_params.usage_by_bsocket.lookup_default(
border_link.tosock, nullptr))
{
lf_graph.add_link(*lf_usage, lf_usage_output);
}
else {
static const bool static_false = false;
lf_usage_output.set_default_value(&static_false);
}
}
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
lf::OutputSocket &get_extracted_reference_set(lf::OutputSocket &lf_field_socket,
lf::OutputSocket *lf_usage_socket,
BuildGraphParams &graph_params)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
auto &lazy_function = scope_.construct<LazyFunctionForExtractingReferenceSet>();
lf::Node &lf_node = graph_params.lf_graph.add_function(lazy_function);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::InputSocket &lf_use_input = lf_node.input(0);
lf::InputSocket &lf_field_input = lf_node.input(1);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
graph_params.socket_usage_inputs.add_new(&lf_use_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (lf_usage_socket) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
graph_params.lf_graph.add_link(*lf_usage_socket, lf_use_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
else {
static const bool static_false = false;
lf_use_input.set_default_value(&static_false);
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
graph_params.lf_graph.add_link(lf_field_socket, lf_field_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return lf_node.output(0);
}
/**
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
* Join multiple reference sets into a single one that can be passed into a node.
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
lf::OutputSocket *join_reference_sets(const Span<lf::OutputSocket *> lf_reference_set_sockets,
JoinReferenceSetsCache &cache,
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Graph &lf_graph,
Set<lf::InputSocket *> &socket_usage_inputs)
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
if (lf_reference_set_sockets.is_empty()) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return nullptr;
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
if (lf_reference_set_sockets.size() == 1) {
return lf_reference_set_sockets[0];
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
Vector<lf::OutputSocket *, 16> key = lf_reference_set_sockets;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
std::sort(key.begin(), key.end());
return cache.lookup_or_add_cb(key, [&]() {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
const auto &lazy_function = LazyFunctionForJoinReferenceSets::get_cached(
lf_reference_set_sockets.size(), scope_);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Node &lf_node = lf_graph.add_function(lazy_function);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (const int i : lf_reference_set_sockets.index_range()) {
lf::OutputSocket &lf_reference_set_socket = *lf_reference_set_sockets[i];
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::InputSocket &lf_use_input = lf_node.input(lazy_function.get_use_input(i));
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
/* Some reference sets could potentially be set unused in the future based on more dynamic
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
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* analysis of the node tree. */
static const bool static_true = true;
lf_use_input.set_default_value(&static_true);
socket_usage_inputs.add(&lf_use_input);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
lf::InputSocket &lf_reference_set_input = lf_node.input(
lazy_function.get_reference_set_input(i));
lf_graph.add_link(lf_reference_set_socket, lf_reference_set_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
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}
return &lf_node.output(0);
});
}
void insert_child_zone_node(const bNodeTreeZone &child_zone, BuildGraphParams &graph_params)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
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{
const int child_zone_i = child_zone.index;
ZoneBuildInfo &child_zone_info = zone_build_infos_[child_zone_i];
lf::FunctionNode &child_zone_node = graph_params.lf_graph.add_function(
*child_zone_info.lazy_function);
mapping_->zone_node_map.add_new(&child_zone, &child_zone_node);
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
{
int valid_socket_i = 0;
for (const bNodeSocket *bsocket : child_zone.input_node->input_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
lf::InputSocket &lf_input_socket = child_zone_node.input(
child_zone_info.indices.inputs.main[valid_socket_i]);
lf::OutputSocket &lf_usage_socket = child_zone_node.output(
child_zone_info.indices.outputs.input_usages[valid_socket_i]);
mapping_->bsockets_by_lf_socket_map.add(&lf_input_socket, bsocket);
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_input_socket);
graph_params.usage_by_bsocket.add(bsocket, &lf_usage_socket);
valid_socket_i++;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
}
{
int valid_socket_i = 0;
for (const bNodeSocket *bsocket : child_zone.output_node->output_sockets()) {
if (ignore_zone_bsocket(*bsocket)) {
continue;
}
lf::OutputSocket &lf_output_socket = child_zone_node.output(
child_zone_info.indices.outputs.main[valid_socket_i]);
lf::InputSocket &lf_usage_input = child_zone_node.input(
child_zone_info.indices.inputs.output_usages[valid_socket_i]);
mapping_->bsockets_by_lf_socket_map.add(&lf_output_socket, bsocket);
graph_params.lf_output_by_bsocket.add(bsocket, &lf_output_socket);
graph_params.socket_usage_inputs.add(&lf_usage_input);
if (lf::OutputSocket *lf_usage = graph_params.usage_by_bsocket.lookup_default(bsocket,
nullptr))
{
graph_params.lf_graph.add_link(*lf_usage, lf_usage_input);
}
else {
static const bool static_false = false;
lf_usage_input.set_default_value(&static_false);
}
valid_socket_i++;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
const Span<const bNodeLink *> child_border_links = child_zone.border_links;
for (const int child_border_link_i : child_border_links.index_range()) {
lf::InputSocket &child_border_link_input = child_zone_node.input(
2023-09-17 15:13:30 +02:00
child_zone_info.indices.inputs.border_links[child_border_link_i]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const bNodeLink &link = *child_border_links[child_border_link_i];
graph_params.lf_input_by_border_link.add(&link, &child_border_link_input);
lf::OutputSocket &lf_usage = child_zone_node.output(
2023-09-17 15:13:30 +02:00
child_zone_info.indices.outputs.border_link_usages[child_border_link_i]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(link.tosock, &child_border_link_input);
graph_params.usage_by_bsocket.add(link.tosock, &lf_usage);
}
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
for (const auto &item : child_zone_info.indices.inputs.reference_sets.items()) {
const ReferenceSetIndex reference_set_i = item.key;
const int child_zone_input_i = item.value;
lf::InputSocket &lf_reference_set_input = child_zone_node.input(child_zone_input_i);
BLI_assert(lf_reference_set_input.type().is<GeometryNodesReferenceSet>());
graph_params.lf_reference_set_inputs.add(reference_set_i, &lf_reference_set_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
void build_main_group_inputs(lf::Graph &lf_graph)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
const Span<const bNodeTreeInterfaceSocket *> interface_inputs = btree_.interface_inputs();
for (const bNodeTreeInterfaceSocket *interface_input : interface_inputs) {
const bke::bNodeSocketType *typeinfo = interface_input->socket_typeinfo();
lf::GraphInputSocket &lf_socket = lf_graph.add_input(
*typeinfo->geometry_nodes_cpp_type, interface_input->name ? interface_input->name : "");
group_input_sockets_.append(&lf_socket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
/**
* Build an output node that just outputs default values in the case when there is no Group
* Output node in the tree.
*/
void build_fallback_group_outputs(lf::Graph &lf_graph)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
for (const bNodeTreeInterfaceSocket *interface_output : btree_.interface_outputs()) {
const bke::bNodeSocketType *typeinfo = interface_output->socket_typeinfo();
const CPPType &type = *typeinfo->geometry_nodes_cpp_type;
lf::GraphOutputSocket &lf_socket = lf_graph.add_output(
type, interface_output->name ? interface_output->name : "");
const void *default_value = typeinfo->geometry_nodes_default_cpp_value;
if (default_value == nullptr) {
default_value = type.default_value();
}
lf_socket.set_default_value(default_value);
standard_group_output_sockets_.append(&lf_socket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
void insert_node_in_graph(const bNode &bnode, BuildGraphParams &graph_params)
{
const bke::bNodeType *node_type = bnode.typeinfo;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (node_type == nullptr) {
return;
}
if (bnode.is_muted()) {
this->build_muted_node(bnode, graph_params);
return;
}
switch (node_type->type_legacy) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
case NODE_FRAME: {
/* Ignored. */
break;
}
case NODE_REROUTE: {
this->build_reroute_node(bnode, graph_params);
break;
}
case NODE_GROUP_INPUT: {
this->handle_group_input_node(bnode, graph_params);
break;
}
case NODE_GROUP_OUTPUT: {
this->build_group_output_node(bnode, graph_params);
break;
}
case NODE_CUSTOM_GROUP:
case NODE_GROUP: {
this->build_group_node(bnode, graph_params);
break;
}
case GEO_NODE_VIEWER: {
this->build_viewer_node(bnode, graph_params);
break;
}
case GEO_NODE_SWITCH: {
this->build_switch_node(bnode, graph_params);
break;
}
case GEO_NODE_INDEX_SWITCH: {
this->build_index_switch_node(bnode, graph_params);
break;
}
case GEO_NODE_WARNING: {
this->build_warning_node(bnode, graph_params);
break;
}
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
case GEO_NODE_GIZMO_LINEAR:
case GEO_NODE_GIZMO_DIAL:
case GEO_NODE_GIZMO_TRANSFORM: {
this->build_gizmo_node(bnode, graph_params);
break;
}
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
case GEO_NODE_BAKE: {
this->build_bake_node(bnode, graph_params);
break;
}
Geometry Nodes: Menu Switch Node This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
case GEO_NODE_MENU_SWITCH: {
this->build_menu_switch_node(bnode, graph_params);
break;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
default: {
if (node_type->geometry_node_execute) {
this->build_geometry_node(bnode, graph_params);
break;
}
const NodeMultiFunctions::Item &fn_item = node_multi_functions_.try_get(bnode);
if (fn_item.fn != nullptr) {
this->build_multi_function_node(bnode, fn_item, graph_params);
break;
}
if (node_type == &bke::NodeTypeUndefined) {
this->build_undefined_node(bnode, graph_params);
break;
}
/* Nodes that don't match any of the criteria above are just ignored. */
break;
}
}
}
void build_muted_node(const bNode &bnode, BuildGraphParams &graph_params)
{
auto &lazy_function = scope_.construct<LazyFunctionForMutedNode>(
bnode, mapping_->lf_index_by_bsocket);
lf::Node &lf_node = graph_params.lf_graph.add_function(lazy_function);
for (const bNodeSocket *bsocket : bnode.input_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
lf::InputSocket &lf_socket = lf_node.input(lf_index);
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
}
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
lf::OutputSocket &lf_socket = lf_node.output(lf_index);
graph_params.lf_output_by_bsocket.add_new(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
}
this->build_muted_node_usages(bnode, graph_params);
}
/**
* An input of a muted node is used when any of its internally linked outputs is used.
*/
void build_muted_node_usages(const bNode &bnode, BuildGraphParams &graph_params)
{
/* Find all outputs that use a specific input. */
MultiValueMap<const bNodeSocket *, const bNodeSocket *> outputs_by_input;
for (const bNodeLink &blink : bnode.internal_links()) {
outputs_by_input.add(blink.fromsock, blink.tosock);
}
for (const auto item : outputs_by_input.items()) {
const bNodeSocket &input_bsocket = *item.key;
const Span<const bNodeSocket *> output_bsockets = item.value;
/* The input is used if any of the internally linked outputs is used. */
Vector<lf::OutputSocket *> lf_socket_usages;
for (const bNodeSocket *output_bsocket : output_bsockets) {
if (lf::OutputSocket *lf_socket = graph_params.usage_by_bsocket.lookup_default(
output_bsocket, nullptr))
{
lf_socket_usages.append(lf_socket);
}
}
graph_params.usage_by_bsocket.add(&input_bsocket,
this->or_socket_usages(lf_socket_usages, graph_params));
}
}
void build_reroute_node(const bNode &bnode, BuildGraphParams &graph_params)
{
const bNodeSocket &input_bsocket = bnode.input_socket(0);
const bNodeSocket &output_bsocket = bnode.output_socket(0);
const CPPType *type = get_socket_cpp_type(input_bsocket);
if (type == nullptr) {
return;
}
auto &lazy_function = scope_.construct<LazyFunctionForRerouteNode>(*type);
lf::Node &lf_node = graph_params.lf_graph.add_function(lazy_function);
lf::InputSocket &lf_input = lf_node.input(0);
lf::OutputSocket &lf_output = lf_node.output(0);
graph_params.lf_inputs_by_bsocket.add(&input_bsocket, &lf_input);
graph_params.lf_output_by_bsocket.add_new(&output_bsocket, &lf_output);
mapping_->bsockets_by_lf_socket_map.add(&lf_input, &input_bsocket);
mapping_->bsockets_by_lf_socket_map.add(&lf_output, &output_bsocket);
if (lf::OutputSocket *lf_usage = graph_params.usage_by_bsocket.lookup_default(
&bnode.output_socket(0), nullptr))
{
graph_params.usage_by_bsocket.add(&bnode.input_socket(0), lf_usage);
}
}
void handle_group_input_node(const bNode &bnode, BuildGraphParams &graph_params)
{
for (const int i : btree_.interface_inputs().index_range()) {
const bNodeSocket &bsocket = bnode.output_socket(i);
lf::GraphInputSocket &lf_socket = *const_cast<lf::GraphInputSocket *>(
group_input_sockets_[i]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add_new(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
}
void build_group_output_node(const bNode &bnode, BuildGraphParams &graph_params)
{
Vector<lf::GraphOutputSocket *> lf_graph_outputs;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const int i : btree_.interface_outputs().index_range()) {
const bNodeTreeInterfaceSocket &interface_output = *btree_.interface_outputs()[i];
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const bNodeSocket &bsocket = bnode.input_socket(i);
const bke::bNodeSocketType *typeinfo = interface_output.socket_typeinfo();
const CPPType &type = *typeinfo->geometry_nodes_cpp_type;
lf::GraphOutputSocket &lf_socket = graph_params.lf_graph.add_output(
type, interface_output.name ? interface_output.name : "");
lf_graph_outputs.append(&lf_socket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
if (&bnode == btree_.group_output_node()) {
standard_group_output_sockets_ = lf_graph_outputs.as_span();
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
void build_group_node(const bNode &bnode, BuildGraphParams &graph_params)
{
const bNodeTree *group_btree = reinterpret_cast<bNodeTree *>(bnode.id);
if (group_btree == nullptr) {
return;
}
const GeometryNodesLazyFunctionGraphInfo *group_lf_graph_info =
ensure_geometry_nodes_lazy_function_graph(*group_btree);
if (group_lf_graph_info == nullptr) {
return;
}
auto &lazy_function = scope_.construct<LazyFunctionForGroupNode>(
bnode, *group_lf_graph_info, *lf_graph_info_);
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(lazy_function);
for (const int i : bnode.input_sockets().index_range()) {
const bNodeSocket &bsocket = bnode.input_socket(i);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
BLI_assert(!bsocket.is_multi_input());
lf::InputSocket &lf_socket = lf_node.input(group_lf_graph_info->function.inputs.main[i]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
for (const int i : bnode.output_sockets().index_range()) {
const bNodeSocket &bsocket = bnode.output_socket(i);
lf::OutputSocket &lf_socket = lf_node.output(group_lf_graph_info->function.outputs.main[i]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add_new(&bsocket, &lf_socket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
mapping_->group_node_map.add(&bnode, &lf_node);
lf_graph_info_->num_inline_nodes_approximate +=
group_lf_graph_info->num_inline_nodes_approximate;
static const bool static_false = false;
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
{
const int lf_input_index =
mapping_->lf_input_index_for_output_bsocket_usage[bsocket->index_in_all_outputs()];
if (lf_input_index != -1) {
lf::InputSocket &lf_input = lf_node.input(lf_input_index);
lf_input.set_default_value(&static_false);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.socket_usage_inputs.add(&lf_input);
}
}
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
/* Keep track of reference set inputs that need to be populated later. */
const int lf_input_index =
mapping_->lf_input_index_for_reference_set_for_output[bsocket->index_in_all_outputs()];
if (lf_input_index != -1) {
lf::InputSocket &lf_input = lf_node.input(lf_input_index);
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
graph_params.lf_reference_set_input_by_output.add(bsocket, &lf_input);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
}
this->build_group_node_socket_usage(bnode, lf_node, graph_params, *group_lf_graph_info);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
void build_group_node_socket_usage(const bNode &bnode,
lf::FunctionNode &lf_group_node,
BuildGraphParams &graph_params,
const GeometryNodesLazyFunctionGraphInfo &group_lf_graph_info)
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
for (const bNodeSocket *input_bsocket : bnode.input_sockets()) {
const int input_index = input_bsocket->index();
const InputUsageHint &input_usage_hint =
group_lf_graph_info.mapping.group_input_usage_hints[input_index];
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
switch (input_usage_hint.type) {
case InputUsageHintType::Never: {
/* Nothing to do. */
break;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
case InputUsageHintType::DependsOnOutput: {
Vector<lf::OutputSocket *> output_usages;
for (const int i : input_usage_hint.output_dependencies) {
if (lf::OutputSocket *lf_socket = graph_params.usage_by_bsocket.lookup_default(
&bnode.output_socket(i), nullptr))
{
output_usages.append(lf_socket);
}
}
graph_params.usage_by_bsocket.add(input_bsocket,
this->or_socket_usages(output_usages, graph_params));
break;
}
case InputUsageHintType::DynamicSocket: {
graph_params.usage_by_bsocket.add(
input_bsocket,
&lf_group_node.output(
group_lf_graph_info.function.outputs.input_usages[input_index]));
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
break;
}
}
}
for (const bNodeSocket *output_bsocket : bnode.output_sockets()) {
const int lf_input_index =
mapping_
->lf_input_index_for_output_bsocket_usage[output_bsocket->index_in_all_outputs()];
BLI_assert(lf_input_index >= 0);
lf::InputSocket &lf_socket = lf_group_node.input(lf_input_index);
if (lf::OutputSocket *lf_output_is_used = graph_params.usage_by_bsocket.lookup_default(
output_bsocket, nullptr))
{
graph_params.lf_graph.add_link(*lf_output_is_used, lf_socket);
}
else {
static const bool static_false = false;
lf_socket.set_default_value(&static_false);
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_geometry_node(const bNode &bnode, BuildGraphParams &graph_params)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
auto &lazy_function = scope_.construct<LazyFunctionForGeometryNode>(bnode, *lf_graph_info_);
lf::Node &lf_node = graph_params.lf_graph.add_function(lazy_function);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (const bNodeSocket *bsocket : bnode.input_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
lf::InputSocket &lf_socket = lf_node.input(lf_index);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
if (bsocket->is_multi_input()) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
auto &multi_input_lazy_function = scope_.construct<LazyFunctionForMultiInput>(*bsocket);
lf::Node &lf_multi_input_node = graph_params.lf_graph.add_function(
multi_input_lazy_function);
graph_params.lf_graph.add_link(lf_multi_input_node.output(0), lf_socket);
for (const int i : multi_input_lazy_function.links.index_range()) {
lf::InputSocket &lf_multi_input_socket = lf_multi_input_node.input(i);
const bNodeLink *link = multi_input_lazy_function.links[i];
graph_params.lf_input_by_multi_input_link.add(link, &lf_multi_input_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_multi_input_socket, bsocket);
const void *default_value = lf_multi_input_socket.type().default_value();
lf_multi_input_socket.set_default_value(default_value);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
else {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
lf::OutputSocket &lf_socket = lf_node.output(lf_index);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add_new(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
{
const int lf_input_index =
mapping_->lf_input_index_for_output_bsocket_usage[bsocket->index_in_all_outputs()];
if (lf_input_index != -1) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::InputSocket &lf_input_socket = lf_node.input(lf_input_index);
if (lf::OutputSocket *lf_usage = graph_params.usage_by_bsocket.lookup_default(bsocket,
nullptr))
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_graph.add_link(*lf_usage, lf_input_socket);
}
else {
static const bool static_false = false;
lf_input_socket.set_default_value(&static_false);
}
graph_params.socket_usage_inputs.add_new(&lf_node.input(lf_input_index));
}
}
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
/* Keep track of reference inputs that need to be populated later. */
const int lf_input_index =
mapping_->lf_input_index_for_reference_set_for_output[bsocket->index_in_all_outputs()];
if (lf_input_index != -1) {
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
graph_params.lf_reference_set_input_by_output.add(bsocket,
&lf_node.input(lf_input_index));
}
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->build_standard_node_input_socket_usage(bnode, graph_params);
}
void build_standard_node_input_socket_usage(const bNode &bnode, BuildGraphParams &graph_params)
{
if (bnode.input_sockets().is_empty()) {
return;
}
Vector<lf::OutputSocket *> output_usages;
for (const bNodeSocket *output_socket : bnode.output_sockets()) {
if (!output_socket->is_available()) {
continue;
}
if (lf::OutputSocket *is_used_socket = graph_params.usage_by_bsocket.lookup_default(
output_socket, nullptr))
{
output_usages.append_non_duplicates(is_used_socket);
}
}
/* Assume every input is used when any output is used. */
lf::OutputSocket *lf_usage = this->or_socket_usages(output_usages, graph_params);
if (lf_usage == nullptr) {
return;
}
for (const bNodeSocket *input_socket : bnode.input_sockets()) {
if (input_socket->is_available()) {
graph_params.usage_by_bsocket.add(input_socket, lf_usage);
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_multi_function_node(const bNode &bnode,
const NodeMultiFunctions::Item &fn_item,
BuildGraphParams &graph_params)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
auto &lazy_function = scope_.construct<LazyFunctionForMultiFunctionNode>(
bnode, fn_item, mapping_->lf_index_by_bsocket);
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(lazy_function);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (const bNodeSocket *bsocket : bnode.input_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
BLI_assert(!bsocket->is_multi_input());
lf::InputSocket &lf_socket = lf_node.input(lf_index);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
lf::OutputSocket &lf_socket = lf_node.output(lf_index);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->build_standard_node_input_socket_usage(bnode, graph_params);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_viewer_node(const bNode &bnode, BuildGraphParams &graph_params)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
auto &lazy_function = scope_.construct<LazyFunctionForViewerNode>(
bnode, mapping_->lf_index_by_bsocket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &lf_viewer_node = graph_params.lf_graph.add_function(lazy_function);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
for (const bNodeSocket *bsocket : bnode.input_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::InputSocket &lf_socket = lf_viewer_node.input(lf_index);
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
mapping_->possible_side_effect_node_map.add(&bnode, &lf_viewer_node);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
auto &usage_lazy_function = scope_.construct<LazyFunctionForViewerInputUsage>(
lf_viewer_node);
lf::FunctionNode &lf_usage_node = graph_params.lf_graph.add_function(usage_lazy_function);
for (const bNodeSocket *bsocket : bnode.input_sockets()) {
if (bsocket->is_available()) {
graph_params.usage_by_bsocket.add(bsocket, &lf_usage_node.output(0));
}
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: support attaching gizmos to input values This adds support for attaching gizmos for input values. The goal is to make it easier for users to set input values intuitively in the 3D viewport. We went through multiple different possible designs until we settled on the one implemented here. We picked it for it's flexibility and ease of use when using geometry node assets. The core principle in the design is that **gizmos are attached to existing input values instead of being the input value themselves**. This actually fits the existing concept of gizmos in Blender well, but may be a bit unintutitive in a node setup at first. The attachment is done using links in the node editor. The most basic usage of the node is to link a Value node to the new Linear Gizmo node. This attaches the gizmo to the input value and allows you to change it from the 3D view. The attachment is indicated by the gizmo icon in the sockets which are controlled by a gizmo as well as the back-link (notice the double link) when the gizmo is active. The core principle makes it straight forward to control the same node setup from the 3D view with gizmos, or by manually changing input values, or by driving the input values procedurally. If the input value is controlled indirectly by other inputs, it's often possible to **automatically propagate** the gizmo to the actual input. Backpropagation does not work for all nodes, although more nodes can be supported over time. This patch adds the first three gizmo nodes which cover common use cases: * **Linear Gizmo**: Creates a gizmo that controls a float or integer value using a linear movement of e.g. an arrow in the 3D viewport. * **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be rotated to change the attached angle input. * **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale. In the future, more built-in gizmos and potentially the ability for custom gizmos could be added. All gizmo nodes have a **Transform** geometry output. Using it is optional but it is recommended when the gizmo is used to control inputs that affect a geometry. When it is used, Blender will automatically transform the gizmos together with the geometry that they control. To achieve this, the output should be merged with the generated geometry using the *Join Geometry* node. The data contained in *Transform* output is not visible geometry, but just internal information that helps Blender to give a better user experience when using gizmos. The gizmo nodes have a multi-input socket. This allows **controlling multiple values** with the same gizmo. Only a small set of **gizmo shapes** is supported initially. It might be extended in the future but one goal is to give the gizmos used by different node group assets a familiar look and feel. A similar constraint exists for **colors**. Currently, one can choose from a fixed set of colors which can be modified in the theme settings. The set of **visible gizmos** is determined by a multiple factors because it's not really feasible to show all possible gizmos at all times. To see any of the geometry nodes gizmos, the "Active Modifier" option has to be enabled in the "Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of the following is true: * The gizmo controls an input of the active modifier of the active object. * The gizmo controls a value in a selected node in an open node editor. * The gizmo controls a pinned value in an open node editor. Pinning works by clicking the gizmo icon next to the value. Pull Request: https://projects.blender.org/blender/blender/pulls/112677
2024-07-10 16:18:47 +02:00
void build_gizmo_node(const bNode &bnode, BuildGraphParams &graph_params)
{
auto &lazy_function = scope_.construct<LazyFunctionForGizmoNode>(
bnode, mapping_->lf_index_by_bsocket);
lf::FunctionNode &lf_gizmo_node = graph_params.lf_graph.add_function(lazy_function);
lazy_function.self_node = &lf_gizmo_node;
for (const int i : lazy_function.gizmo_links.index_range()) {
const bNodeLink &link = *lazy_function.gizmo_links[i];
lf::InputSocket &lf_socket = lf_gizmo_node.input(i);
graph_params.lf_input_by_multi_input_link.add(&link, &lf_socket);
}
for (const int i : bnode.input_sockets().drop_front(1).index_range()) {
lf::InputSocket &lf_socket = lf_gizmo_node.input(i + lazy_function.gizmo_links.size());
const bNodeSocket &bsocket = bnode.input_socket(i + 1);
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
for (const int i : bnode.output_sockets().index_range()) {
lf::OutputSocket &lf_socket = lf_gizmo_node.output(i);
const bNodeSocket &bsocket = bnode.output_socket(i);
graph_params.lf_output_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
this->build_gizmo_node_socket_usage(bnode, graph_params, lf_gizmo_node);
mapping_->possible_side_effect_node_map.add(&bnode, &lf_gizmo_node);
}
void build_gizmo_node_socket_usage(const bNode &bnode,
BuildGraphParams &graph_params,
const lf::FunctionNode &lf_gizmo_node)
{
const auto &usage_fn = scope_.construct<LazyFunctionForGizmoInputsUsage>(bnode, lf_gizmo_node);
lf::FunctionNode &lf_usage_node = graph_params.lf_graph.add_function(usage_fn);
for (const bNodeSocket *bsocket : bnode.input_sockets()) {
graph_params.usage_by_bsocket.add(bsocket, &lf_usage_node.output(0));
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode *insert_simulation_input_node(const bNodeTree &node_tree,
const bNode &bnode,
BuildGraphParams &graph_params)
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
{
const NodeGeometrySimulationInput *storage = static_cast<const NodeGeometrySimulationInput *>(
bnode.storage);
if (node_tree.node_by_id(storage->output_node_id) == nullptr) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return nullptr;
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
std::unique_ptr<LazyFunction> lazy_function = get_simulation_input_lazy_function(
node_tree, bnode, *lf_graph_info_);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
for (const int i : bnode.input_sockets().index_range().drop_back(1)) {
const bNodeSocket &bsocket = bnode.input_socket(i);
lf::InputSocket &lf_socket = lf_node.input(
mapping_->lf_index_by_bsocket[bsocket.index_in_tree()]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
for (const int i : bnode.output_sockets().index_range().drop_back(1)) {
const bNodeSocket &bsocket = bnode.output_socket(i);
lf::OutputSocket &lf_socket = lf_node.output(
mapping_->lf_index_by_bsocket[bsocket.index_in_tree()]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add(&bsocket, &lf_socket);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return &lf_node;
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &insert_simulation_output_node(const bNode &bnode,
BuildGraphParams &graph_params)
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
{
std::unique_ptr<LazyFunction> lazy_function = get_simulation_output_lazy_function(
bnode, *lf_graph_info_);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
for (const int i : bnode.input_sockets().index_range().drop_back(1)) {
const bNodeSocket &bsocket = bnode.input_socket(i);
lf::InputSocket &lf_socket = lf_node.input(
mapping_->lf_index_by_bsocket[bsocket.index_in_tree()]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
for (const int i : bnode.output_sockets().index_range().drop_back(1)) {
const bNodeSocket &bsocket = bnode.output_socket(i);
lf::OutputSocket &lf_socket = lf_node.output(
mapping_->lf_index_by_bsocket[bsocket.index_in_tree()]);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add(&bsocket, &lf_socket);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
mapping_->possible_side_effect_node_map.add(&bnode, &lf_node);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return lf_node;
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
void build_bake_node(const bNode &bnode, BuildGraphParams &graph_params)
{
std::unique_ptr<LazyFunction> lazy_function = get_bake_lazy_function(bnode, *lf_graph_info_);
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
for (const int i : bnode.input_sockets().index_range().drop_back(1)) {
const bNodeSocket &bsocket = bnode.input_socket(i);
lf::InputSocket &lf_socket = lf_node.input(
mapping_->lf_index_by_bsocket[bsocket.index_in_tree()]);
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
for (const int i : bnode.output_sockets().index_range().drop_back(1)) {
const bNodeSocket &bsocket = bnode.output_socket(i);
lf::OutputSocket &lf_socket = lf_node.output(
mapping_->lf_index_by_bsocket[bsocket.index_in_tree()]);
graph_params.lf_output_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
mapping_->possible_side_effect_node_map.add(&bnode, &lf_node);
this->build_bake_node_socket_usage(bnode, graph_params);
}
void build_bake_node_socket_usage(const bNode &bnode, BuildGraphParams &graph_params)
{
const LazyFunction &usage_fn = scope_.construct<LazyFunctionForBakeInputsUsage>(bnode);
lf::FunctionNode &lf_usage_node = graph_params.lf_graph.add_function(usage_fn);
const int items_num = bnode.input_sockets().size() - 1;
for (const int i : IndexRange(items_num)) {
graph_params.usage_by_bsocket.add(&bnode.input_socket(i), &lf_usage_node.output(0));
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_switch_node(const bNode &bnode, BuildGraphParams &graph_params)
{
std::unique_ptr<LazyFunction> lazy_function = get_switch_node_lazy_function(bnode);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
for (const int i : bnode.input_sockets().index_range()) {
graph_params.lf_inputs_by_bsocket.add(&bnode.input_socket(i), &lf_node.input(i));
mapping_->bsockets_by_lf_socket_map.add(&lf_node.input(i), &bnode.input_socket(i));
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add(&bnode.output_socket(0), &lf_node.output(0));
mapping_->bsockets_by_lf_socket_map.add(&lf_node.output(0), &bnode.output_socket(0));
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->build_switch_node_socket_usage(bnode, graph_params);
}
void build_switch_node_socket_usage(const bNode &bnode, BuildGraphParams &graph_params)
{
const bNodeSocket &switch_input_bsocket = bnode.input_socket(0);
const bNodeSocket &false_input_bsocket = bnode.input_socket(1);
const bNodeSocket &true_input_bsocket = bnode.input_socket(2);
const bNodeSocket &output_bsocket = bnode.output_socket(0);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::OutputSocket *output_is_used_socket = graph_params.usage_by_bsocket.lookup_default(
&output_bsocket, nullptr);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (output_is_used_socket == nullptr) {
return;
}
graph_params.usage_by_bsocket.add(&switch_input_bsocket, output_is_used_socket);
if (switch_input_bsocket.is_directly_linked()) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* The condition input is dynamic, so the usage of the other inputs is as well. */
static const LazyFunctionForSwitchSocketUsage switch_socket_usage_fn;
lf::Node &lf_node = graph_params.lf_graph.add_function(switch_socket_usage_fn);
graph_params.lf_inputs_by_bsocket.add(&switch_input_bsocket, &lf_node.input(0));
graph_params.usage_by_bsocket.add(&false_input_bsocket, &lf_node.output(0));
graph_params.usage_by_bsocket.add(&true_input_bsocket, &lf_node.output(1));
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
else {
if (switch_input_bsocket.default_value_typed<bNodeSocketValueBoolean>()->value) {
graph_params.usage_by_bsocket.add(&true_input_bsocket, output_is_used_socket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
else {
graph_params.usage_by_bsocket.add(&false_input_bsocket, output_is_used_socket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
}
}
void build_index_switch_node(const bNode &bnode, BuildGraphParams &graph_params)
{
std::unique_ptr<LazyFunction> lazy_function = get_index_switch_node_lazy_function(
bnode, *lf_graph_info_);
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
for (const int i : bnode.input_sockets().drop_back(1).index_range()) {
graph_params.lf_inputs_by_bsocket.add(&bnode.input_socket(i), &lf_node.input(i));
mapping_->bsockets_by_lf_socket_map.add(&lf_node.input(i), &bnode.input_socket(i));
}
graph_params.lf_output_by_bsocket.add(&bnode.output_socket(0), &lf_node.output(0));
mapping_->bsockets_by_lf_socket_map.add(&lf_node.output(0), &bnode.output_socket(0));
this->build_index_switch_node_socket_usage(bnode, graph_params);
}
void build_index_switch_node_socket_usage(const bNode &bnode, BuildGraphParams &graph_params)
{
const bNodeSocket &index_socket = bnode.input_socket(0);
const int items_num = bnode.input_sockets().size() - 1;
lf::OutputSocket *output_is_used = graph_params.usage_by_bsocket.lookup_default(
&bnode.output_socket(0), nullptr);
if (output_is_used == nullptr) {
return;
}
graph_params.usage_by_bsocket.add(&index_socket, output_is_used);
if (index_socket.is_directly_linked()) {
/* The condition input is dynamic, so the usage of the other inputs is as well. */
auto usage_fn = std::make_unique<LazyFunctionForIndexSwitchSocketUsage>(bnode);
lf::Node &lf_node = graph_params.lf_graph.add_function(*usage_fn);
scope_.add(std::move(usage_fn));
graph_params.lf_inputs_by_bsocket.add(&index_socket, &lf_node.input(0));
for (const int i : IndexRange(items_num)) {
graph_params.usage_by_bsocket.add(&bnode.input_socket(i + 1), &lf_node.output(i));
}
}
else {
const int index = index_socket.default_value_typed<bNodeSocketValueInt>()->value;
if (IndexRange(items_num).contains(index)) {
graph_params.usage_by_bsocket.add(&bnode.input_socket(index + 1), output_is_used);
}
}
}
void build_warning_node(const bNode &bnode, BuildGraphParams &graph_params)
{
auto lazy_function_ptr = get_warning_node_lazy_function(bnode);
LazyFunction &lazy_function = *lazy_function_ptr;
scope_.add(std::move(lazy_function_ptr));
lf::Node &lf_node = graph_params.lf_graph.add_function(lazy_function);
for (const int i : bnode.input_sockets().index_range()) {
const bNodeSocket &bsocket = bnode.input_socket(i);
lf::InputSocket &lf_socket = lf_node.input(i);
graph_params.lf_inputs_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
for (const int i : bnode.output_sockets().index_range()) {
const bNodeSocket &bsocket = bnode.output_socket(i);
lf::OutputSocket &lf_socket = lf_node.output(i);
graph_params.lf_output_by_bsocket.add(&bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, &bsocket);
}
const bNodeSocket &output_bsocket = bnode.output_socket(0);
lf::OutputSocket *lf_usage = nullptr;
if (output_bsocket.is_directly_linked()) {
/* The warning node is only used if the output socket is used. */
lf_usage = graph_params.usage_by_bsocket.lookup_default(&output_bsocket, nullptr);
}
else {
/* The warning node is used if any of the output sockets is used. */
lf_usage = this->or_socket_usages(group_output_used_sockets_, graph_params);
}
if (lf_usage) {
for (const bNodeSocket *socket : bnode.input_sockets()) {
graph_params.usage_by_bsocket.add(socket, lf_usage);
}
}
}
Geometry Nodes: Menu Switch Node This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
void build_menu_switch_node(const bNode &bnode, BuildGraphParams &graph_params)
{
std::unique_ptr<LazyFunction> lazy_function = get_menu_switch_node_lazy_function(
bnode, *lf_graph_info_);
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
int input_index = 0;
Geometry Nodes: unify menu switch with other nodes with dynamic sockets This changes the menu switch socket to use the socket-items system (`NOD_socket_items.hh`) that is already used by the simulation zone, repeat zone, bake node and index switch node. By using this system, the per-node boilerplate can be removed significantly. This is especially important as we plan to have dynamic socket amounts in more nodes in the future. There are some user visible changes which make the node more consistent with others: * Move the menu items list into the properties panel as in 0c585a1b8af. * Add an extend socket. * Duplicating a menu item keeps the name of the old one. There is also a (backward compatible) change in the Python API: It's now possible to directly access `node.enum_items` and `node.active_index` instead of having to use `node.enum_definition.enum_items`. This is consistent with the other nodes. For backward compatibility, `node.enum_definition` still exists, but simply returns the node itself. Many API functions from `NodeEnumDefinition` like `NodeEnumDefinition::remove_item` have been removed. Those are not used anymore and are unnecessary boilerplate. If ever necessary, they can be implemented back in terms of the socket-items system. The socket-items system had to be extended a little bit to support the case for the menu switch node where each socket item has a name but no type. Previously, there was the case without name and type in the index switch node, and the case with both in the bake node and zones. The system was trivial to extend to this case. Pull Request: https://projects.blender.org/blender/blender/pulls/121234
2024-04-30 10:19:32 +02:00
for (const bNodeSocket *bsocket : bnode.input_sockets().drop_back(1)) {
Geometry Nodes: Menu Switch Node This patch adds support for _Menu Switch_ nodes and enum definitions in node trees more generally. The design is based on the outcome of the [2022 Nodes Workshop](https://code.blender.org/2022/11/geometry-nodes-workshop-2022/#menu-switch). The _Menu Switch_ node is an advanced version of the _Switch_ node which has a customizable **menu input socket** instead of a simple boolean. The _items_ of this menu are owned by the node itself. Each item has a name and description and unique identifier that is used internally. A menu _socket_ represents a concrete value out of the list of items. To enable selection of an enum value for unconnected sockets the menu is presented as a dropdown list like built-in enums. When the socket is connected a shared pointer to the enum definition is propagated along links and stored in socket default values. This allows node groups to expose a menu from an internal menu switch as a parameter. The enum definition is a runtime copy of the enum items in DNA that allows sharing. A menu socket can have multiple connections, which can lead to ambiguity. If two or more different menu source nodes are connected to a socket it gets marked as _undefined_. Any connection to an undefined menu socket is invalid as a hint to users that there is a problem. A warning/error is also shown on nodes with undefined menu sockets. At runtime the value of a menu socket is the simple integer identifier. This can also be a field in geometry nodes. The identifier is unique within each enum definition, and it is persistent even when items are added, removed, or changed. Changing the name of an item does not affect the internal identifier, so users can rename enum items without breaking existing input values. This also persists if, for example, a linked node group is temporarily unavailable. Pull Request: https://projects.blender.org/blender/blender/pulls/113445
2024-01-26 12:40:01 +01:00
if (bsocket->is_available()) {
lf::InputSocket &lf_socket = lf_node.input(input_index);
graph_params.lf_inputs_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
input_index++;
}
}
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
if (bsocket->is_available()) {
lf::OutputSocket &lf_socket = lf_node.output(0);
graph_params.lf_output_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
break;
}
}
this->build_menu_switch_node_socket_usage(bnode, graph_params);
}
void build_menu_switch_node_socket_usage(const bNode &bnode, BuildGraphParams &graph_params)
{
const NodeMenuSwitch &storage = *static_cast<NodeMenuSwitch *>(bnode.storage);
const NodeEnumDefinition &enum_def = storage.enum_definition;
const bNodeSocket *switch_input_bsocket = bnode.input_sockets()[0];
Vector<const bNodeSocket *> input_bsockets(enum_def.items_num);
for (const int i : IndexRange(enum_def.items_num)) {
input_bsockets[i] = bnode.input_sockets()[i + 1];
}
const bNodeSocket *output_bsocket = bnode.output_sockets()[0];
lf::OutputSocket *output_is_used_socket = graph_params.usage_by_bsocket.lookup_default(
output_bsocket, nullptr);
if (output_is_used_socket == nullptr) {
return;
}
graph_params.usage_by_bsocket.add(switch_input_bsocket, output_is_used_socket);
if (switch_input_bsocket->is_directly_linked()) {
/* The condition input is dynamic, so the usage of the other inputs is as well. */
std::unique_ptr<LazyFunction> lazy_function =
get_menu_switch_node_socket_usage_lazy_function(bnode);
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(*lazy_function);
scope_.add(std::move(lazy_function));
graph_params.lf_inputs_by_bsocket.add(switch_input_bsocket, &lf_node.input(0));
for (const int i : IndexRange(enum_def.items_num)) {
graph_params.usage_by_bsocket.add(input_bsockets[i], &lf_node.output(i));
}
}
else {
const int condition =
switch_input_bsocket->default_value_typed<bNodeSocketValueMenu>()->value;
for (const int i : IndexRange(enum_def.items_num)) {
const NodeEnumItem &enum_item = enum_def.items()[i];
if (enum_item.identifier == condition) {
graph_params.usage_by_bsocket.add(input_bsockets[i], output_is_used_socket);
break;
}
}
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_undefined_node(const bNode &bnode, BuildGraphParams &graph_params)
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
auto &lazy_function = scope_.construct<LazyFunctionForUndefinedNode>(
bnode, mapping_->lf_index_by_bsocket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::FunctionNode &lf_node = graph_params.lf_graph.add_function(lazy_function);
for (const bNodeSocket *bsocket : bnode.output_sockets()) {
const int lf_index = mapping_->lf_index_by_bsocket[bsocket->index_in_tree()];
if (lf_index == -1) {
continue;
}
lf::OutputSocket &lf_socket = lf_node.output(lf_index);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_output_by_bsocket.add(bsocket, &lf_socket);
mapping_->bsockets_by_lf_socket_map.add(&lf_socket, bsocket);
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
struct TypeWithLinks {
const bke::bNodeSocketType *typeinfo;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Vector<const bNodeLink *> links;
};
void insert_links_from_socket(const bNodeSocket &from_bsocket,
lf::OutputSocket &from_lf_socket,
BuildGraphParams &graph_params)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
if (from_bsocket.owner_node().is_dangling_reroute()) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return;
}
const bke::bNodeSocketType &from_typeinfo = *from_bsocket.typeinfo;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* Group available target sockets by type so that they can be handled together. */
const Vector<TypeWithLinks> types_with_links = this->group_link_targets_by_type(from_bsocket);
for (const TypeWithLinks &type_with_links : types_with_links) {
if (type_with_links.typeinfo == nullptr) {
continue;
}
if (type_with_links.typeinfo->geometry_nodes_cpp_type == nullptr) {
continue;
}
const bke::bNodeSocketType &to_typeinfo = *type_with_links.typeinfo;
const CPPType &to_type = *to_typeinfo.geometry_nodes_cpp_type;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const Span<const bNodeLink *> links = type_with_links.links;
lf::OutputSocket *converted_from_lf_socket = this->insert_type_conversion_if_necessary(
from_lf_socket, from_typeinfo, to_typeinfo, graph_params.lf_graph);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const bNodeLink *link : links) {
const Vector<lf::InputSocket *> lf_link_targets = this->find_link_targets(*link,
graph_params);
if (converted_from_lf_socket == nullptr) {
const void *default_value = to_type.default_value();
for (lf::InputSocket *to_lf_socket : lf_link_targets) {
to_lf_socket->set_default_value(default_value);
}
}
else {
for (lf::InputSocket *to_lf_socket : lf_link_targets) {
graph_params.lf_graph.add_link(*converted_from_lf_socket, *to_lf_socket);
}
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Vector<TypeWithLinks> group_link_targets_by_type(const bNodeSocket &from_bsocket)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
const Span<const bNodeLink *> links_from_bsocket = from_bsocket.directly_linked_links();
Vector<TypeWithLinks> types_with_links;
for (const bNodeLink *link : links_from_bsocket) {
if (link->is_muted()) {
continue;
}
if (!link->is_available()) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
continue;
}
const bNodeSocket &to_bsocket = *link->tosock;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
bool inserted = false;
for (TypeWithLinks &types_with_links : types_with_links) {
if (types_with_links.typeinfo == to_bsocket.typeinfo) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
types_with_links.links.append(link);
inserted = true;
break;
}
}
if (inserted) {
continue;
}
types_with_links.append({to_bsocket.typeinfo, {link}});
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return types_with_links;
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Vector<lf::InputSocket *> find_link_targets(const bNodeLink &link,
const BuildGraphParams &graph_params)
{
if (lf::InputSocket *lf_input_socket = graph_params.lf_input_by_border_link.lookup_default(
&link, nullptr))
{
return {lf_input_socket};
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const bNodeSocket &to_bsocket = *link.tosock;
if (to_bsocket.is_multi_input()) {
/* TODO: Cache this index on the link. */
int link_index = 0;
for (const bNodeLink *multi_input_link : to_bsocket.directly_linked_links()) {
if (multi_input_link == &link) {
break;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (multi_input_link->is_muted() || !multi_input_link->fromsock->is_available() ||
multi_input_link->fromnode->is_dangling_reroute())
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
{
continue;
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
link_index++;
}
if (to_bsocket.owner_node().is_muted()) {
if (link_index == 0) {
return Vector<lf::InputSocket *>(graph_params.lf_inputs_by_bsocket.lookup(&to_bsocket));
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
else {
lf::InputSocket *lf_multi_input_socket =
graph_params.lf_input_by_multi_input_link.lookup_default(&link, nullptr);
if (!lf_multi_input_socket) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return {};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
return {lf_multi_input_socket};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
else {
return Vector<lf::InputSocket *>(graph_params.lf_inputs_by_bsocket.lookup(&to_bsocket));
}
return {};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
}
2022-11-16 13:16:27 +01:00
lf::OutputSocket *insert_type_conversion_if_necessary(lf::OutputSocket &from_socket,
const bke::bNodeSocketType &from_typeinfo,
const bke::bNodeSocketType &to_typeinfo,
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Graph &lf_graph)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
if (from_typeinfo.type == to_typeinfo.type) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
return &from_socket;
}
if (from_typeinfo.base_cpp_type && to_typeinfo.base_cpp_type) {
if (conversions_->is_convertible(*from_typeinfo.base_cpp_type, *to_typeinfo.base_cpp_type)) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
const MultiFunction &multi_fn = *conversions_->get_conversion_multi_function(
mf::DataType::ForSingle(*from_typeinfo.base_cpp_type),
mf::DataType::ForSingle(*to_typeinfo.base_cpp_type));
auto &fn = scope_.construct<LazyFunctionForMultiFunctionConversion>(multi_fn);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::Node &conversion_node = lf_graph.add_function(fn);
lf_graph.add_link(from_socket, conversion_node.input(0));
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
return &conversion_node.output(0);
}
}
return nullptr;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void add_default_inputs(BuildGraphParams &graph_params)
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (auto item : graph_params.lf_inputs_by_bsocket.items()) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
const bNodeSocket &bsocket = *item.key;
const Span<lf::InputSocket *> lf_sockets = item.value;
for (lf::InputSocket *lf_socket : lf_sockets) {
if (lf_socket->origin() != nullptr) {
/* Is linked already. */
continue;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
this->add_default_input(bsocket, *lf_socket, graph_params);
}
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void add_default_input(const bNodeSocket &input_bsocket,
lf::InputSocket &input_lf_socket,
BuildGraphParams &graph_params)
{
if (this->try_add_implicit_input(input_bsocket, input_lf_socket, graph_params)) {
return;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
GMutablePointer value = get_socket_default_value(scope_.linear_allocator(), input_bsocket);
if (value.get() == nullptr) {
/* Not possible to add a default value. */
return;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
input_lf_socket.set_default_value(value.get());
if (!value.type()->is_trivially_destructible()) {
scope_.add_destruct_call([value]() mutable { value.destruct(); });
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
bool try_add_implicit_input(const bNodeSocket &input_bsocket,
lf::InputSocket &input_lf_socket,
BuildGraphParams &graph_params)
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
const bNode &bnode = input_bsocket.owner_node();
const SocketDeclaration *socket_decl = input_bsocket.runtime->declaration;
if (socket_decl == nullptr) {
return false;
}
if (socket_decl->input_field_type != InputSocketFieldType::Implicit) {
return false;
}
const ImplicitInputValueFn *implicit_input_fn = socket_decl->implicit_input_fn.get();
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (implicit_input_fn == nullptr) {
return false;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
std::function<void(void *)> init_fn = [&bnode, implicit_input_fn](void *r_value) {
(*implicit_input_fn)(bnode, r_value);
};
const CPPType &type = input_lf_socket.type();
auto &lazy_function = scope_.construct<LazyFunctionForImplicitInput>(type, std::move(init_fn));
lf::Node &lf_node = graph_params.lf_graph.add_function(lazy_function);
graph_params.lf_graph.add_link(lf_node.output(0), input_lf_socket);
return true;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* Every output geometry socket that may propagate attributes has to know which attributes
* should be propagated. Therefore, every one of these outputs gets a corresponding attribute
* set input.
*/
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
void build_root_reference_set_inputs(lf::Graph &lf_graph)
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
{
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
const aal::RelationsInNode &tree_relations = reference_lifetimes_.tree_relations;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
Vector<int> output_indices;
for (const aal::PropagateRelation &relation : tree_relations.propagate_relations) {
output_indices.append_non_duplicates(relation.to_geometry_output);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const int i : output_indices.index_range()) {
const int output_index = output_indices[i];
const char *name = btree_.interface_outputs()[output_index]->name;
lf::GraphInputSocket &lf_socket = lf_graph.add_input(
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
CPPType::get<GeometryNodesReferenceSet>(),
StringRef("Propagate: ") + (name ? name : ""));
Refactor: Geometry Nodes: improve lifetime analysis for anonymous attributes This refactors the lifetime analysis of anonymous attributes in geometry nodes. The refactor has a couple of goals: * Use a better and simpler abstraction that can be used when building the lazy-function graph. We currently have a bunch of duplicate code to handle "field source" and "caller propagation" attributes. This is now unified so that one only has to worry about one kind of "reference sets". * Make the abstraction compatible with handling bundles and closures in case we want to support them in the future. Both types can contain geometries and fields so they need to be taken into account when determining lifetimes. * Make more parts independent of the concept of "anonymous attributes". In theory, there could be more kinds of referenced data whose lifetimes need to be managed. I don't have any concrete plans for adding any though. At its core, deterministic anonymous attributes still work the same they have been since they became deterministic [0]. Even the generated lazy-function graph is still pretty much or even exactly the same as before. The patch renames `AnonymousAttributeSet` to the more general `GeometryNodesReferenceSet` which is more. This also makes more places independent of the concept of anonymous attributes. Functionally, this still the same though. It's only used in the internals of geometry nodes nowadays. Most code just gets an `AttributeFilter` that is based on it. [0]: https://archive.blender.org/developer/D16858 Pull Request: https://projects.blender.org/blender/blender/pulls/128667
2024-10-07 12:59:39 +02:00
reference_set_by_output_.add(output_index, &lf_socket);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
}
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/**
* Combine multiple socket usages with a logical or. Inserts a new node for that purpose if
* necessary.
*/
lf::OutputSocket *or_socket_usages(MutableSpan<lf::OutputSocket *> usages,
BuildGraphParams &graph_params)
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (usages.is_empty()) {
return nullptr;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (usages.size() == 1) {
return usages[0];
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
std::sort(usages.begin(), usages.end());
return graph_params.socket_usages_combination_cache.lookup_or_add_cb_as(usages, [&]() {
auto &logical_or_fn = scope_.construct<LazyFunctionForLogicalOr>(usages.size());
lf::Node &logical_or_node = graph_params.lf_graph.add_function(logical_or_fn);
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (const int i : usages.index_range()) {
graph_params.lf_graph.add_link(*usages[i], logical_or_node.input(i));
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
return &logical_or_node.output(0);
});
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_output_socket_usages(const bNode &bnode, BuildGraphParams &graph_params)
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* Output sockets are used when any of their linked inputs are used. */
for (const bNodeSocket *socket : bnode.output_sockets()) {
if (!socket->is_available()) {
continue;
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* Determine when linked target sockets are used. */
Vector<lf::OutputSocket *> target_usages;
for (const bNodeLink *link : socket->directly_linked_links()) {
if (!link->is_used()) {
continue;
}
const bNodeSocket &target_socket = *link->tosock;
if (lf::OutputSocket *is_used_socket = graph_params.usage_by_bsocket.lookup_default(
&target_socket, nullptr))
{
target_usages.append_non_duplicates(is_used_socket);
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
/* Combine target socket usages into the usage of the current socket. */
graph_params.usage_by_bsocket.add(socket,
this->or_socket_usages(target_usages, graph_params));
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void build_group_input_usages(BuildGraphParams &graph_params)
{
const Span<const bNode *> group_input_nodes = btree_.group_input_nodes();
for (const int i : btree_.interface_inputs().index_range()) {
Vector<lf::OutputSocket *> target_usages;
for (const bNode *group_input_node : group_input_nodes) {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
if (lf::OutputSocket *lf_socket = graph_params.usage_by_bsocket.lookup_default(
&group_input_node->output_socket(i), nullptr))
{
target_usages.append_non_duplicates(lf_socket);
}
}
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf::OutputSocket *lf_socket = this->or_socket_usages(target_usages, graph_params);
lf::InputSocket *lf_group_output = const_cast<lf::InputSocket *>(
group_input_usage_sockets_[i]);
InputUsageHint input_usage_hint;
if (lf_socket == nullptr) {
static const bool static_false = false;
lf_group_output->set_default_value(&static_false);
input_usage_hint.type = InputUsageHintType::Never;
}
else {
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
graph_params.lf_graph.add_link(*lf_socket, *lf_group_output);
if (lf_socket->node().is_interface()) {
/* Can support slightly more complex cases where it depends on more than one output in
* the future. */
input_usage_hint.type = InputUsageHintType::DependsOnOutput;
input_usage_hint.output_dependencies = {
group_output_used_sockets_.first_index_of(lf_socket)};
}
else {
input_usage_hint.type = InputUsageHintType::DynamicSocket;
}
}
lf_graph_info_->mapping.group_input_usage_hints.append(std::move(input_usage_hint));
}
}
/**
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
* By depending on "the future" (whether a specific socket is used in the future), it is
* possible to introduce cycles in the graph. This function finds those cycles and breaks them
* by removing specific links.
*
* Example for a cycle: There is a `Distribute Points on Faces` node and its `Normal` output is
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
* only used when the number of generated points is larger than 1000 because of some switch
* node later in the tree. In this case, to know whether the `Normal` output is needed, one
* first has to compute the points, but for that one has to know whether the normal information
* has to be added to the points. The fix is to always add the normal information in this case.
*/
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
void fix_link_cycles(lf::Graph &lf_graph, const Set<lf::InputSocket *> &socket_usage_inputs)
{
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf_graph.update_socket_indices();
const int sockets_num = lf_graph.socket_num();
struct SocketState {
bool done = false;
bool in_stack = false;
};
Array<SocketState> socket_states(sockets_num);
Vector<lf::Socket *> lf_sockets_to_check;
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
for (lf::Node *lf_node : lf_graph.nodes()) {
if (lf_node->is_function()) {
for (lf::OutputSocket *lf_socket : lf_node->outputs()) {
if (lf_socket->targets().is_empty()) {
lf_sockets_to_check.append(lf_socket);
}
}
}
if (lf_node->outputs().is_empty()) {
for (lf::InputSocket *lf_socket : lf_node->inputs()) {
lf_sockets_to_check.append(lf_socket);
}
}
}
Vector<lf::Socket *> lf_socket_stack;
while (!lf_sockets_to_check.is_empty()) {
lf::Socket *lf_inout_socket = lf_sockets_to_check.last();
lf::Node &lf_node = lf_inout_socket->node();
SocketState &state = socket_states[lf_inout_socket->index_in_graph()];
if (!state.in_stack) {
lf_socket_stack.append(lf_inout_socket);
state.in_stack = true;
}
Vector<lf::Socket *, 16> lf_origin_sockets;
if (lf_inout_socket->is_input()) {
lf::InputSocket &lf_input_socket = lf_inout_socket->as_input();
if (lf::OutputSocket *lf_origin_socket = lf_input_socket.origin()) {
lf_origin_sockets.append(lf_origin_socket);
}
}
else {
lf::OutputSocket &lf_output_socket = lf_inout_socket->as_output();
if (lf_node.is_function()) {
lf::FunctionNode &lf_function_node = static_cast<lf::FunctionNode &>(lf_node);
const lf::LazyFunction &fn = lf_function_node.function();
fn.possible_output_dependencies(
lf_output_socket.index(), [&](const Span<int> input_indices) {
for (const int input_index : input_indices) {
lf_origin_sockets.append(&lf_node.input(input_index));
}
});
}
}
bool pushed_socket = false;
bool detected_cycle = false;
for (lf::Socket *lf_origin_socket : lf_origin_sockets) {
if (socket_states[lf_origin_socket->index_in_graph()].in_stack) {
/* A cycle has been detected. The cycle is broken by removing a link and replacing it
* with a constant "true" input. This can only affect inputs which determine whether a
* specific value is used. Therefore, setting it to a constant true can result in more
* computation later, but does not change correctness.
*
* After the cycle is broken, the cycle-detection is "rolled back" to the socket where
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
* the first socket of the cycle was found. This is necessary in case another cycle
* goes through this socket. */
detected_cycle = true;
const int index_in_socket_stack = lf_socket_stack.first_index_of(lf_origin_socket);
const int index_in_sockets_to_check = lf_sockets_to_check.first_index_of(
lf_origin_socket);
const Span<lf::Socket *> cycle = lf_socket_stack.as_span().drop_front(
index_in_socket_stack);
bool broke_cycle = false;
for (lf::Socket *lf_cycle_socket : cycle) {
if (lf_cycle_socket->is_input() &&
socket_usage_inputs.contains(&lf_cycle_socket->as_input()))
{
lf::InputSocket &lf_cycle_input_socket = lf_cycle_socket->as_input();
Geometry Nodes: make evaluation and logging system aware of zones This refactors how a geometry nodes node tree is converted to a lazy-function graph. Previously, all nodes were inserted into a single graph. This was fine because every node was evaluated at most once per node group evaluation. However, loops (#108896) break this assumption since now nodes may be evaluated multiple times and thus a single flat graph does not work anymore. Now, a separate lazy-function is build for every zone which gives us much more flexibility for what can happen in a zone. Right now, the change only applies to simulation zones since that's the only kind of zone we have. Technically, those zones could be inlined, but turning them into a separate lazy-function also does not hurt and makes it possible to test this refactor without implementing loops first. Also, having them as separate functions might help in the future if we integrate a substep loop directly into the simulation zone. The most tricky part here is to just link everything up correctly, especially with respect to deterministic anonymous attribute lifetimes. Fortunately, correctness can be checked visually by looking at the generated graphs. The logging/viewer system also had to be refactored a bit, because now there can be multiple different `ComputeContext` in a single node tree. Each zone is in a separate `ComputeContext`. To make it work, the `ViewerPath` system now explicitly supports zones and drawing code will look up the right logger for showing inspection data. No functional changes are expected, except that the spreadsheet now shows "Simulation Zone" in the context path if the viewer is in a simulation.
2023-06-20 09:50:44 +02:00
lf_graph.clear_origin(lf_cycle_input_socket);
static const bool static_true = true;
lf_cycle_input_socket.set_default_value(&static_true);
broke_cycle = true;
}
/* This is actually removed from the stack when it is resized below. */
SocketState &lf_cycle_socket_state = socket_states[lf_cycle_socket->index_in_graph()];
lf_cycle_socket_state.in_stack = false;
}
if (!broke_cycle) {
BLI_assert_unreachable();
}
/* Roll back algorithm by removing the sockets that corresponded to the cycle from the
* stacks. */
lf_socket_stack.resize(index_in_socket_stack);
/* The +1 is there so that the socket itself is not removed. */
lf_sockets_to_check.resize(index_in_sockets_to_check + 1);
break;
}
else if (!socket_states[lf_origin_socket->index_in_graph()].done) {
lf_sockets_to_check.append(lf_origin_socket);
pushed_socket = true;
}
}
if (detected_cycle) {
continue;
}
if (pushed_socket) {
continue;
}
state.done = true;
state.in_stack = false;
lf_sockets_to_check.pop_last();
lf_socket_stack.pop_last();
}
}
};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
const GeometryNodesLazyFunctionGraphInfo *ensure_geometry_nodes_lazy_function_graph(
const bNodeTree &btree)
{
btree.ensure_topology_cache();
btree.ensure_interface_cache();
if (btree.has_available_link_cycle()) {
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
return nullptr;
}
const bNodeTreeZones *tree_zones = btree.zones();
if (tree_zones == nullptr) {
return nullptr;
}
for (const bNodeTreeZone *zone : tree_zones->zones) {
Geometry Nodes: new Repeat Zone This adds support for running a set of nodes repeatedly. The number of iterations can be controlled dynamically as an input of the repeat zone. The repeat zone can be added in via the search or from the Add > Utilities menu. The main use case is to replace long repetitive node chains with a more flexible alternative. Technically, repeat zones can also be used for many other use cases. However, due to their serial nature, performance is very sub-optimal when they are used to solve problems that could be processed in parallel. Better solutions for such use cases will be worked on separately. Repeat zones are similar to simulation zones. The major difference is that they have no concept of time and are always evaluated entirely in the current frame, while in simulations only a single iteration is evaluated per frame. Stopping the repetition early using a dynamic condition is not yet supported. "Break" functionality can be implemented manually using Switch nodes in the loop for now. It's likely that this functionality will be built into the repeat zone in the future. For now, things are kept more simple. Remaining Todos after this first version: * Improve socket inspection and viewer node support. Currently, only the first iteration is taken into account for socket inspection and the viewer. * Make loop evaluation more lazy. Currently, the evaluation is eager, meaning that it evaluates some nodes even though their output may not be required. Pull Request: https://projects.blender.org/blender/blender/pulls/109164
2023-07-11 22:36:10 +02:00
if (zone->input_node == nullptr || zone->output_node == nullptr) {
/* Simulations and repeats need input and output nodes. */
return nullptr;
}
}
if (const ID *id_orig = DEG_get_original_id(const_cast<ID *>(&btree.id))) {
if (id_orig->tag & ID_TAG_MISSING) {
return nullptr;
}
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
for (const bNodeTreeInterfaceSocket *interface_bsocket : btree.interface_inputs()) {
const bke::bNodeSocketType *typeinfo = interface_bsocket->socket_typeinfo();
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
if (typeinfo->geometry_nodes_cpp_type == nullptr) {
return nullptr;
}
}
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
for (const bNodeTreeInterfaceSocket *interface_bsocket : btree.interface_outputs()) {
const bke::bNodeSocketType *typeinfo = interface_bsocket->socket_typeinfo();
Nodes: Panels integration with blend files and UI Part 3/3 of #109135, #110272 Switch to new node group interfaces and deprecate old DNA and API. This completes support for panels in node drawing and in node group interface declarations in particular. The new node group interface DNA and RNA code has been added in parts 1 and 2 (#110885, #110952) but has not be enabled yet. This commit completes the integration by * enabling the new RNA API * using the new API in UI * read/write new interfaces from blend files * add versioning for backward compatibility * add forward-compatible writing code to reconstruct old interfaces All places accessing node group interface declarations should now be using the new API. A runtime cache has been added that allows simple linear access to socket inputs and outputs even when a panel hierarchy is used. Old DNA has been deprecated and should only be accessed for versioning (inputs/outputs renamed to inputs_legacy/outputs_legacy to catch errors). Versioning code ensures both backward and forward compatibility of existing files. The API for old interfaces is removed. The new API is very similar but is defined on the `ntree.interface` instead of the `ntree` directly. Breaking change notifications and detailed instructions for migrating will be added. A python test has been added for the node group API functions. This includes new functionality such as creating panels and moving items between different levels. This patch does not yet contain panel representations in the modifier UI. This has been tested in a separate branch and will be added with a later PR (#108565). Pull Request: https://projects.blender.org/blender/blender/pulls/111348
2023-08-30 12:37:21 +02:00
if (typeinfo->geometry_nodes_cpp_type == nullptr) {
return nullptr;
}
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
std::unique_ptr<GeometryNodesLazyFunctionGraphInfo> &lf_graph_info_ptr =
btree.runtime->geometry_nodes_lazy_function_graph_info;
if (lf_graph_info_ptr) {
return lf_graph_info_ptr.get();
}
std::lock_guard lock{btree.runtime->geometry_nodes_lazy_function_graph_info_mutex};
if (lf_graph_info_ptr) {
return lf_graph_info_ptr.get();
}
auto lf_graph_info = std::make_unique<GeometryNodesLazyFunctionGraphInfo>();
GeometryNodesLazyFunctionBuilder builder{btree, *lf_graph_info};
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
builder.build();
lf_graph_info_ptr = std::move(lf_graph_info);
return lf_graph_info_ptr.get();
}
destruct_ptr<lf::LocalUserData> GeoNodesLFUserData::get_local(LinearAllocator<> &allocator)
{
return allocator.construct<GeoNodesLFLocalUserData>(*this);
}
void GeoNodesLFLocalUserData::ensure_tree_logger(const GeoNodesLFUserData &user_data) const
{
if (geo_eval_log::GeoModifierLog *log = user_data.call_data->eval_log) {
tree_logger_.emplace(&log->get_local_tree_logger(*user_data.compute_context));
return;
}
this->tree_logger_.emplace(nullptr);
}
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
std::optional<FoundNestedNodeID> find_nested_node_id(const GeoNodesLFUserData &user_data,
const int node_id)
{
FoundNestedNodeID found;
Vector<int> node_ids;
for (const ComputeContext *context = user_data.compute_context; context != nullptr;
context = context->parent())
{
if (const auto *node_context = dynamic_cast<const bke::GroupNodeComputeContext *>(context)) {
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
node_ids.append(node_context->node_id());
}
else if (dynamic_cast<const bke::RepeatZoneComputeContext *>(context) != nullptr) {
found.is_in_loop = true;
}
else if (dynamic_cast<const bke::SimulationZoneComputeContext *>(context) != nullptr) {
found.is_in_simulation = true;
}
Geometry Nodes: new For Each Geometry Element zone This adds a new type of zone to Geometry Nodes that allows executing some nodes for each element in a geometry. ## Features * The `Selection` input allows iterating over a subset of elements on the set domain. * Fields passed into the input node are available as single values inside of the zone. * The input geometry can be split up into separate (completely independent) geometries for each element (on all domains except face corner). * New attributes can be created on the input geometry by outputting a single value from each iteration. * New geometries can be generated in each iteration. * All of these geometries are joined to form the final output. * Attributes from the input geometry are propagated to the output geometries. ## Evaluation The evaluation strategy is similar to the one used for repeat zones. Namely, it dynamically builds a `lazy_function::Graph` once it knows how many iterations are necessary. It contains a separate node for each iteration. The inputs for each iteration are hardcoded into the graph. The outputs of each iteration a passed to a separate lazy-function that reduces all the values down to the final outputs. This final output can have a huge number of inputs and that is not ideal for multi-threading yet, but that can still be improved in the future. ## Performance There is a non-neglilible amount of overhead for each iteration. The overhead is way larger than the per-element overhead when just doing field evaluation. Therefore, normal field evaluation should be preferred when possible. That can partially still be optimized if there is only some number crunching going on in the zone but that optimization is not implemented yet. However, processing many small geometries (e.g. each hair of a character separately) will likely **always be slower** than working on fewer larger geoemtries. The additional flexibility you get by processing each element separately comes at the cost that Blender can't optimize the operation as well. For node groups that need to handle lots of geometry elements, we recommend trying to design the node setup so that iteration over tiny sub-geometries is not required. An opposite point is true as well though. It can be faster to process more medium sized geometries in parallel than fewer very large geometries because of more multi-threading opportunities. The exact threshold between tiny, medium and large geometries depends on a lot of factors though. Overall, this initial version of the new zone does not implement all optimization opportunities yet, but the points mentioned above will still hold true later. Pull Request: https://projects.blender.org/blender/blender/pulls/127331
2024-09-24 11:52:02 +02:00
else if (dynamic_cast<const bke::ForeachGeometryElementZoneComputeContext *>(context) !=
nullptr)
{
found.is_in_loop = true;
}
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
}
std::reverse(node_ids.begin(), node_ids.end());
node_ids.append(node_id);
const bNestedNodeRef *nested_node_ref =
user_data.call_data->root_ntree->nested_node_ref_from_node_id_path(node_ids);
Geometry Nodes: refactor simulation storage and how simulation nodes access it Goals of the refactor: * Internal support for baking individual simulation zones (not exposed in the UI yet). * More well-defined access to simulation data in geometry nodes. Especially, it should be more obvious where data is modified. A similar approach should also work for the Bake node. Previously, there were a bunch of simulation specific properties in `GeoNodesModifierData` and then the simulation input and output nodes would have to figure out what to do with that data. Now, there is a new `GeoNodesSimulationParams` which controls the behavior of simulation zones. Contrary to before, different simulation zones can now be handled independently, even if that is not really used yet. `GeoNodesSimulationParams` has to be subclassed by a user of the geometry nodes API. The subclass controls what each simulation input and output node does. This some of the logic that was part of the node before, into the modifier. The way we store simulation data is "transposed". Previously, we stored zone data per frame, but now we store frame data per zone. This allows different zones to be more independent. Consequently, the way the simulation cache is accessed changed. I kept things simpler for now, avoiding many of the methods we had before, and directly accessing the data more often which is often simple enough. This change also makes it theoretically possible to store baked data for separate zones independently. A downside of this is, that existing baked data can't be read anymore. We don't really have compatibility guarantees for this format yet, so it's ok. Users will have to bake again. The bake folder for the modifier now contains an extra subfolder for every zone. Drawing the cached/baked frames in the timeline is less straight forward now. Currently, it just draws the state of one of the zones, which usually is identical to that of all other zones. This will change in the future though, and then the timeline drawing also needs some new UI work. Pull Request: https://projects.blender.org/blender/blender/pulls/111623
2023-08-31 16:28:03 +02:00
if (nested_node_ref == nullptr) {
return std::nullopt;
}
found.id = nested_node_ref->id;
return found;
}
GeoNodesOperatorDepsgraphs::~GeoNodesOperatorDepsgraphs()
{
if (Depsgraph *graph = this->extra) {
DEG_graph_free(graph);
}
}
static const ID *get_only_evaluated_id(const Depsgraph &depsgraph, const ID &id_orig)
{
const ID *id = DEG_get_evaluated_id(&depsgraph, const_cast<ID *>(&id_orig));
if (id == &id_orig) {
return nullptr;
}
return id;
}
const ID *GeoNodesOperatorDepsgraphs::get_evaluated_id(const ID &id_orig) const
{
if (const Depsgraph *graph = this->active) {
if (const ID *id = get_only_evaluated_id(*graph, id_orig)) {
return id;
}
}
if (const Depsgraph *graph = this->extra) {
if (const ID *id = get_only_evaluated_id(*graph, id_orig)) {
return id;
}
}
return nullptr;
}
const Object *GeoNodesCallData::self_object() const
{
if (this->modifier_data) {
return this->modifier_data->self_object;
}
if (this->operator_data) {
return DEG_get_evaluated_object(this->operator_data->depsgraphs->active,
const_cast<Object *>(this->operator_data->self_object_orig));
}
return nullptr;
}
Geometry Nodes: new evaluation system This refactors the geometry nodes evaluation system. No changes for the user are expected. At a high level the goals are: * Support using geometry nodes outside of the geometry nodes modifier. * Support using the evaluator infrastructure for other purposes like field evaluation. * Support more nodes, especially when many of them are disabled behind switch nodes. * Support doing preprocessing on node groups. For more details see T98492. There are fairly detailed comments in the code, but here is a high level overview for how it works now: * There is a new "lazy-function" system. It is similar in spirit to the multi-function system but with different goals. Instead of optimizing throughput for highly parallelizable work, this system is designed to compute only the data that is actually necessary. What data is necessary can be determined dynamically during evaluation. Many lazy-functions can be composed in a graph to form a new lazy-function, which can again be used in a graph etc. * Each geometry node group is converted into a lazy-function graph prior to evaluation. To evaluate geometry nodes, one then just has to evaluate that graph. Node groups are no longer inlined into their parents. Next steps for the evaluation system is to reduce the use of threads in some situations to avoid overhead. Many small node groups don't benefit from multi-threading at all. This is much easier to do now because not everything has to be inlined in one huge node tree anymore. Differential Revision: https://developer.blender.org/D15914
2022-09-13 08:44:26 +02:00
} // namespace blender::nodes