This patch adds support for Group Input nodes in scene compositor node
trees. The inputs return the pass that correspond to their name in the
active scene and view-layer. Image is an alias for the combined pass.
This fixes#137943 for the compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/139584
This adds a new Format String node which simplifies constructing strings from
multiple values. The node takes a format string and a dynamic number of
additional parameters as input. The format string determines how the other
inputs are inserted into the string. Only integer, float and string inputs are
supported for now.
It supports two different format syntaxes:
* Python compatible format syntax which also mostly matches the behavior of the
`fmt` C++ library. Most of this is supported, but there are some small
limitations.
* Syntax of the form `###.##` where each `#` stands for a digit. This is the
syntax that was introduced in #134860.
This node greatly simplifies common string operations which would have required
potentially many nodes before to convert numbers to strings and to concatenate
them. It also makes new conversions possible that were not supported before.
This node can also be used to insert e.g. frame numbers into a file path which
was surprisingly complex before.
This node has special behavior for the name of new inputs. For the purpose of
the node, the name of the inputs must be valid identifiers and it's usually
helpful when they are short. New names are therefore initialized to be single
characters. If possible, the first character of the linked input is used. This
works well when connecting e.g. a Separate Vector/Color node. Otherwise, inputs
are named `a` to `z` by default. If that's not possible, the source socket name
is used instead (converted to be a valid identifier). If that still doesn't
work, the name is made unique using the normal `.001` mechanism except that `_`
instead of `.` is used as separator to make the name a valid identifier.
Python Syntax references:
* Python: https://docs.python.org/3/library/string.html#formatspec
* `fmt`: https://fmt.dev/latest/syntax/
More detailed notes about compatibility with the above syntax specifications:
* Conversion using e.g. `!r` like in Python is not supported (maybe the future).
* Sub-attribute access like `{vector.x}` is not supported (maybe the future).
* Using `%` like in Python is not supported (maybe in future).
* Using `#` for an alternate form is not supported. This might help in the
future to make the syntax compatible with #134860.
* Using `L` like in the `fmt` library is not supported because it depends on the
locale which is not good for determinism.
* Grouping with e.g. thousands separators using e.g. `,` or `_` like in Python
is not supported (maybe in future). Need to think about the locale here too.
* Mixing of unnamed (`{}`) and named (`{x} or {0}`) specifiers is allowed.
However, all unnamed specifiers must come before any named specifier.
The implementation uses the `fmt` library for the actual formatting. However,
the inputs are preprocessed to give us more control over the exact supported
syntax and error messages. The code is already somewhat written so that many
strings could be formatted with the same format but that's not actually used yet
because we don't have string fields yet.
Error messages are propagated using a new mechanism that allows a limited form
of error propagation from multi-functions to the node that evaluates them.
Currently, this only works in fairly limited circumstances, e.g. it does not
work during field evaluation. Since this node is never part of field evaluation
yet, that limitation seems ok, but it's something to work on at some point.
Properly supporting that requires some more changes to propagate enough context
information everywhere. Also showing errors of field evaluation on the field
node itself (instead of on the evaluation node) requires even more work because
our current logging system is not setup to support that yet.
This node comes with a few new requirements for the socket items system: names
must be valid identifiers and they are initialized in a non-trivial way.
Overall, this was fairly straight forward to implement but currently it requires
to adding a bunch of new members to all the accessors that don't really need it.
This is something that we should simplify at some point even if I'm not entirely
sure how yet. The same new requirements used in this node would probably also
exist in a potential future expression node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138860
Function nodes can be evaluated when determining which inputs are used. However,
for general function nodes the output value is considered to be unknown if any
of the inputs is considered to be unknown. For some built-in nodes we can do
better than that.
This patch improves the behavior for the following cases, previously the output
was always unknown:
* Float Math:
* `0.0 * x = 0.0`
* `x * 0.0 = 0.0`
* Integer Math:
* `0 * x = 0`
* `x * 0 = 0`
* Boolean Math:
* `false AND x = false`
* `x AND false = false`
* `true OR x = true`
* `x OR true = true`
* `false NAND x = true`
* `x NAND false = true`
* `true NOR x = false`
* `x NOR true = false`
* `false IMPLY x = true`
* `x IMPLY true = true`
* `false NIMPLY x = false`
* `x NIMPLY true = false`
This helps the inferencing code to be smarter on some cases.
This partially solves #139319. Although in the provided file even more complex
reasoning is necessary to fully support it. For integers it would need to keep
track of the current possible values e.g. `{0, 1}` so that when the integer is
compared to 2, it can be determined that this will always be false. This kind of
inferencing is a bit out of reach for the time being, it's not impossible
though.
Pull Request: https://projects.blender.org/blender/blender/pulls/139331
Implementation of #127106.
This is just a visual representation of the field/single/grid
status of sockets to make the workflow more intuitive. With
a visual representation for volume grid sockets, volume features
should be unblocked for further development. The structure type
will also be used to distinguish list sockets in the interface.
Group input nodes now have a "Structure Type" option instead of
the existing "Single Value Only". Usually the auto option should be
enough, but in some cases where the inferencing cannot (yet) make
a clear determination, it can be helpful to choose a specific type.
The new visualization and the group input structure type option
are hidden behind a new experimental option for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/134811
This removes redundant labels from various input nodes like the Value, Integer
and Object node.
Design wise, this is mostly straight forward except for two aspects:
* Some input nodes some have a gizmo icon. In this case I just added the gizmo
icon on the same row.
* The checkbox in the Boolean input node should probably still have a label, so
I kept that.
Implementation wise this adds a new function to socket declarations that allows
us to override the draw behavior of individual sockets per node.
Pull Request: https://projects.blender.org/blender/blender/pulls/139432
This patch adds support for 2D and 4D vector sockets. The default value
structure for vectors was extended to include a new dimensions input,
which can be 2, 3, or 4. The default value was also extended to be a
float4, but only some of its components might be used depending on the
dimensions members.
Each vector subtype now has three variants ending with 2D or 4D as a
prefix depending on its dimensions, and the 2D/4D prefix was taken into
account for the socket type RNA enum functions.
All node systems currently always treat the vectors as 3D, but support
for it in the compositor will shortly follow in another patch.
Depends on #138805.
Pull Request: https://projects.blender.org/blender/blender/pulls/138824
Previously, the node group operator only had fairly basic flat drawing for the
inputs. Due to previous refactors, it's now possible to reuse the drawing code
of the Geometry Nodes modifier. That way the redo panel now has all the features
that also exist in the modifier. Also, future improvements will benefit both
systems and potentially more in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/139389
The goal is to simplify reusing the same code to draw the inputs of the node
tool operator.
This patch simply extracted all the modifier-specific code into callbacks which
are passed in from a higher level. The operator drawing code would basically
just need to provide different callback functions. Although some more additional
cleanups may become necessary to make that fully work.
Pull Request: https://projects.blender.org/blender/blender/pulls/139384
The goal is to be able to reuse parts of this code in all the places that call
Geometry Nodes. Currently, that's only a modifier and an operator. More places
may follow in the future though.
This patch does not implement any of the code-reuse yet, it just extracts the
code into a separate file. Follow-up patches will work towards better
code-reuse.
Note, this extracts the entire modifier drawing, including error messages,
baking etc. I found this to be easier, because they still often share a common
core (like getting the logged data).
Pull Request: https://projects.blender.org/blender/blender/pulls/139379
Nowadays, Geometry Nodes is not only evaluated by a modifier, but also by an
operator and in the future potentially by brushes. Therefore, the old name was
misleading because it sounded like it was specific to the modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/139378
This is used as base class for the compute contexts for group and evaluate
closure nodes. Furthermore, in the future this can be used for the compute
context that is passed into field evaluation.
Pull Request: https://projects.blender.org/blender/blender/pulls/139377
Node sockets have many different aspects that affect their visibility and
whether they are grayed out. This patch cleans up the methods used to check if
sockets are visible and adds descriptions that should make it more obvious which
ones should be used.
This also fixes a few places where the wrong method was used which is more
obvious now.
Pull Request: https://projects.blender.org/blender/blender/pulls/139251
Previously, when a socket was detected to be unused, it was just grayed out.
This patch adds support for automatically hiding unused sockets based on this
convention: Menu inputs control visibility while other inputs only control
whether something is grayed out.
More specifically, an input is visible if any of these conditions is met:
* It affects the output currently.
* It never affects the output. In this case its usage does not depend on any
menu input.
* It is used if all non-menu inputs are considered to be unknown.
In the future, we could support customizing which inputs are allowed to control
visibility. For now it's good to use the convention that Blender generally
follows itself.
As before, panels are grayed out if they only contain grayed out sockets and
panels are hidden when they don't contain any visible sockets.
Hiding inputs works in group nodes, the Geometry Nodes modifier and node
operators. In theory it will work for all node tree types, but since only
Geometry Nodes supports the Menu Switch node currently, this patch currently
only makes a difference there.
The implementation reuses the existing `SocketUsageInferencer` with a different
sets of inputs. So no new core-inferencing logic was needed.
Design task: #132706.
Pull Request: https://projects.blender.org/blender/blender/pulls/138186
Node UIs can now have panels. Some of those may need to have their
labels translated using translation contexts. PanelDeclarations
already had a translation_context member, this commit adds a way to
specify this context, and to use it for translation on drawing the
node.
Pull Request: https://projects.blender.org/blender/blender/pulls/139124
This improves implicit node inputs in multiple ways:
* Fix crash when switching a group input socket type from e.g. vector to
integer, while the default input is set to "position". Now, the default input
type is reset automatically if it's invalid.
* Add Left/Right Handle as possible implicit vector inputs (next to Position and
Normal). Those were the only ones that we used internally that were not
exposed yet.
* When creating a new group input from an existing socket, also initialize the
default input based on the socket. E.g. when grouping a `Set Position` node,
the `Position` input of the group will now also use the position attribute by
default.
In addition to these user-level changes, some internal changes were done too:
* Use unified `NodeDefaultInputType` in node declaration instead of function
pointers which were hard to propagate to node groups.
* Use a new reusable `socket_type_supports_default_input_type` function in rna
to filter the list of possible input items.
Pull Request: https://projects.blender.org/blender/blender/pulls/139139
This patch implements basic support for evaluating function nodes on volume
grids. Conceptually, a function node always creates a new grid for the output,
though the output is often a modified version of the input. The topology of the
output grid is a union of all the input grids.
All input grids have to have the same transform. Otherwise one has to use
resampling to make grids compatible.
Non-grid inputs are allowed to be single values or fields. The fields are
evaluated in a voxel/tile context, so they compute a value per voxel or per
tile.
One optimization is missing that will probably be key in the future: the ability
to merge multiple function nodes and execute them at the same time. Currently
the entire function evaluation is started and finished for every function node
that outputs a grid. This will add significant overhead in some situations.
Implementing this optimization requires some more changes outside of the scope
of this patch though. It's good to have something that works first.
Note: Not all function nodes are supported yet, because we don't have grid types
for all of them yet. Most notably, there are no color/float4 grids yet.
Implementing those properly is not super straight forward and may require some
more changes, because there isn't a 1-to-1 mapping between grid types and socket
types (a float4 grid may correspond to a color or vector socket later on).
Using grids with function nodes and fields can result in false positive warnings
in the UI currently. That's a limitation of our current socket type inferencing
and can be improved once we have better socket shape inferencing.
Pull Request: https://projects.blender.org/blender/blender/pulls/125110
Previously, whenever the zone detection algorithm could not find a result, zones
were just not drawn at all. This can be very confusing because it's not
necessarily obvious that something is wrong in this case.
Now, invalid zones and links that made them invalid have an error.
Note, we can't generally detect the "valid part" of zones when there are invalid
links, because it's ambiguous which links are valid. However, the solution here
is to remember the last valid zones, and to look at which links would invalidate
those. Since the zone-detection results in runtime-only data currently, the
error won't show when reopening the file for now.
Implementation wise, this works by keeping a potentially outdated version of the
last valid zones around, even when the zone detection failed. For that to work,
I had to change some node pointers to node identifiers in the zone structs, so
that it is safe to access them even if the nodes have been removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/139044
Currently, there was a lot of boilerplate to compute the compute context hash.
Now, the complexity is abstracted away to make it a simple function call.
Furthermore, this makes the compute context hash generation lazy. The goal here
is to make it very cheap to construct the compute context hash in the first,
while making it a little bit more expensive (still quite cheap overall) to
access the hash when any data has to be logged. This trade-off makes sense when
we want to pass the compute context to more lower-level places in order to be
able to create better error messages with more contextual information. For
example, we'd want to create error messages during multi-function evaluation
which happens during field evaluation within a node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138912
This patch adds support for the Factor and Percentage subtypes for
vector sockets. This is needed by the compositor, since it has some node
inputs that specify locations and sizes relative to image size, and
having factor and percentage subtypes for those improves the UX quite a
bit according to user feedback.
Pull Request: https://projects.blender.org/blender/blender/pulls/138805
Previously, the modifier name was used to identify it in a compute context or
viewer path. Using `ModifierData.persistent_uid` (which was only introduced
later) has two main benefits: * It is stable even when the modifier name
changes. * It's cheaper and easier to work with since it's just an integer
instead of a string.
Note: Pinned viewer nodes will need to be re-pinned after the change.
Pull Request: https://projects.blender.org/blender/blender/pulls/138864
Previously, the `UserData` and `LocalUserData` classes were only supposed to be
used by the lazy-function system. However, they are generic enough so that they
can also be used by the multi-function system. Therefore, this patch extracts
them into a separate header that can be used in both evaluation systems.
I'm doing this in preparation for being able to pass the geometry nodes logger
to multi-functions, to be able to report errors from there.
Pull Request: https://projects.blender.org/blender/blender/pulls/138861
There are very rare use-cases for having multiple Group Output nodes. However,
it's something that's been supported for a long time and removing it may be a
regression for some. In practice, it's usually a mistake when someone has
multiple Group Output nodes.
This patch adds a simple warning on inactive Group Output nodes to help the user
notice this case.
Pull Request: https://projects.blender.org/blender/blender/pulls/138743
This patch uses the add_node_discovery node registration mechanism
already used by Geometry and Function nodes. This is done to reduce the
number of places needed to add a new node.
Pull Request: https://projects.blender.org/blender/blender/pulls/138755
Previously, menu sockets were always drawn as dropdown. This patch adds the
ability to draw them expanded instead.
As before, in the node editor, only the expanded menu is drawn, without the
label. There is simply not enough space for both. However, in the modifier and
operator settings the label is drawn currently. We'll probably need to add a
separate `Hide Label` option (similar to `Hide Value`) for group inputs that
support it. That would also help a lot with e.g. object sockets.
Pull Request: https://projects.blender.org/blender/blender/pulls/138387
This patch adds a new `BLI_mutex.hh` header which adds `blender::Mutex` as alias
for either `tbb::mutex` or `std::mutex` depending on whether TBB is enabled.
Description copied from the patch:
```
/**
* blender::Mutex should be used as the default mutex in Blender. It implements a subset of the API
* of std::mutex but has overall better guaranteed properties. It can be used with RAII helpers
* like std::lock_guard. However, it is not compatible with e.g. std::condition_variable. So one
* still has to use std::mutex for that case.
*
* The mutex provided by TBB has these properties:
* - It's as fast as a spin-lock in the non-contended case, i.e. when no other thread is trying to
* lock the mutex at the same time.
* - In the contended case, it spins a couple of times but then blocks to avoid draining system
* resources by spinning for a long time.
* - It's only 1 byte large, compared to e.g. 40 bytes when using the std::mutex of GCC. This makes
* it more feasible to have many smaller mutexes which can improve scalability of algorithms
* compared to using fewer larger mutexes. Also it just reduces "memory slop" across Blender.
* - It is *not* a fair mutex, i.e. it's not guaranteed that a thread will ever be able to lock the
* mutex when there are always more than one threads that try to lock it. In the majority of
* cases, using a fair mutex just causes extra overhead without any benefit. std::mutex is not
* guaranteed to be fair either.
*/
```
The performance benchmark suggests that the impact is negilible in almost
all cases. The only benchmarks that show interesting behavior are the once
testing foreach zones in Geometry Nodes. These tests are explicitly testing
overhead, which I still have to reduce over time. So it's not unexpected that
changing the mutex has an impact there. What's interesting is that on macos the
performance improves a lot while on linux it gets worse. Since that overhead
should eventually be removed almost entirely, I don't really consider that
blocking.
Links:
* Documentation of different mutex flavors in TBB:
https://www.intel.com/content/www/us/en/docs/onetbb/developer-guide-api-reference/2021-12/mutex-flavors.html
* Older implementation of a similar mutex by me:
https://archive.blender.org/developer/differential/0016/0016711/index.html
* Interesting read regarding how a mutex can be this small:
https://webkit.org/blog/6161/locking-in-webkit/
Pull Request: https://projects.blender.org/blender/blender/pulls/138370
Currently, the import nodes always reimport on each evaluation. This patch adds
support for caching the loaded geometries. This is integrated with
`BLI_memory_cache.hh` and thus also takes the cache size limit into account. If
an imported file is modified on disk, the cache is invalidated. However,
Geometry Nodes will not automatically reevaluate when a file changes, so the
user would have to trigger the evaluation in some other way.
This is an alternative solution to #124369. The main benefits are that the cache
invalidation happens automatically and that the cache system is more general and
does not have to know about e.g. the different file types.
Caching speeds up node setups that heavily rely on import nodes significantly.
Pull Request: https://projects.blender.org/blender/blender/pulls/138425
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
Overloaded version for utility function `get_item_as()` taking a pointer
as an argument (rather then reference) performs type verification,
avoiding the additional manual check.
Pull Request: https://projects.blender.org/blender/blender/pulls/138067
This makes it possible to search layer names in the
`Named Layer Selection` node as well as boolean
modifier inputs that are marked as a `Layer Selection`.
The layer selection UI is slightly updated:
* Use a slightly larger default width for the
`Named Layer Selection` node.
* Use the layer icon in the field that search for layer names.
* Use `Layer` placeholder string
Pull Request: https://projects.blender.org/blender/blender/pulls/137273
This reduces verbosity when using `LinearAllocator` or `ResourceScope` to
allocate values for a `CPPType`. Now, this is simplified and one also does not
have to manually add a destructor call anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/137685
Previously, it was not possible to add any of the existing zones using
link-drag-search, but only using normal search of the Add menu.
For most zones the intended behavior was fairly straight forward. Just for For
Each Element zone is a bit special, because it has two output geometries which
have different meaning.
I also had to update the link-drag-search a bit to remove the limitation that
only a single node can be added.
Pull Request: https://projects.blender.org/blender/blender/pulls/137684
The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.
This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/137629
This adds support for having viewer nodes in closures. The code attempt to
detect where the closure is evaluated and shows the data from there.
If the closure is evaluated in multiple Evaluate Closure nodes, currently it
just picks the first one it finds. Support for more user control in this case
may be added a bit later. If the Evaluate Closure node is in e.g. the repeat or
foreach zone, it will automatically use the inspection index of that zone to
determine what evaluation to look at specifically.
Overall, not too much had to change conceptually to support viewers in closures.
Just some code like converting between viewer paths and compute contexts had to
be generalized a little bit.
Pull Request: https://projects.blender.org/blender/blender/pulls/137625
This adds a simple `compute_context_for_edittree` function that returns the
"active" compute context for the given node editor. This is used in various
places, but previously one had to construct the compute context in multiple
steps (first find the root context (modifier/operator), then handle the tree
path). Since the edittree already has a specific active context, there should be
an easy way to retrieve that.
This also adds a few extra check that avoid redundant work that was done before.
Pull Request: https://projects.blender.org/blender/blender/pulls/137525