Commit Graph

173 Commits

Author SHA1 Message Date
Jacques Lucke
67c7485bfd 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
Jacques Lucke
3103daab20 Cleanup: avoid unnecessary use of unique_ptr 2024-10-05 12:04:00 +02:00
Jacques Lucke
64a0895409 Cleanup: Geometry Nodes: extract zone eval code into separate files 2024-10-04 15:35:18 +02:00
Jacques Lucke
5163af816d Fix: Geometry Nodes: propagate edit data through foreach zone
Without this, gizmos don't work in some cases.
2024-09-30 14:14:22 +02:00
Jacques Lucke
6810084a47 Attributes: improve API to iterate over attributes
This improve the API in multiple aspects:
* No need for an additional `lookup` call to get the current attribute. This
  would internally iterate over all attributes again. This leads to O(n^2)
  behavior. Note that there are still other reasons for O(n^2) behavior when
  processing attributes (where n is the number of attributes).
* Remove the need to return a value from the iteration code to indicate that the
  iteration should continue. This is now the default behavior. The iteration can
  still be stopped by calling `iter.stop()`.
* Easier access to `is_builtin` property.
* Iterator callback only has a single parameter instead of two (of which one is
  sometimes unused).

Pull Request: https://projects.blender.org/blender/blender/pulls/128128
2024-09-26 12:59:00 +02:00
Campbell Barton
840c65f442 Cleanup: spelling in comments 2024-09-25 19:24:20 +10:00
Jacques Lucke
b8b497dcac Geometry Nodes: add Iteration socket to repeat zone
For most cases where the iteration index is needed, a For Each zone is the
better than using a Repeat zone. It's easier to use and more optimizable.
However, in some cases a Repeat zone is actually the right solution and the
index often useful in such cases too.

Pull Request: https://projects.blender.org/blender/blender/pulls/127521
2024-09-24 23:35:35 +02:00
Jacques Lucke
6e5e01e630 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
Jacques Lucke
9239c00eda Geometry Nodes: support showing viewer attribute for grease pencil in spreadsheet 2024-09-22 22:52:28 +02:00
Jacques Lucke
8af75d2fcc Geometry Nodes: improve node timings accuracy
Previously, we only measured the execution time of built-in nodes. To get
execution times of node groups, the time of each nested node was accumulated.
This can lead to very bad accuracy when multiple nodes are evaluated at the same
time.

With this patch, we measure the time spend in each compute context more directly
instead of relying on accumulating many small measurements. This also opens up
some potential optimization opportunities, because we can skip measuring the
time for contexts that we don't care about. However, that is not implemented
yet.

The time shown in the UI can still be misleading when many things are going on
at the same time, but it should at least be more accurate in more situations
now.

Pull Request: https://projects.blender.org/blender/blender/pulls/127658
2024-09-16 12:07:52 +02:00
Jacques Lucke
35bb4f4711 Geometry Nodes: support accessing repeat zone lazy-function graph from Python
The tricky thing here is that this graph is only generated while geometry nodes
is evaluated and is generally only stored temporarily. To make it accessible via
Python, the accessor method will cause a reevaluation specifically to log the
generated graph.
2024-09-15 00:56:53 +02:00
Jacques Lucke
54a13d462f Debug: support getting dot graphs from Python
This allows building tools that simplify Blender core development.

The depsgraph already exposed the dot graph using the `debug_relations_graphviz`
method. This has been extended to return the data as a string. The filepath is
optional now.

Similar functions have been added for node trees. Note that these should be used
on evaluated node trees.
2024-09-14 17:10:33 +02:00
Jacques Lucke
97290aab8d Fix: Geometry Nodes: add missing default value in repeat zone graph
This (internal) output is probably never used, but better set it now instead of
trying to find the cause for a crash later on if it's actually used.
2024-09-12 18:25:12 +02:00
Jacques Lucke
5ee60600a3 Geometry Nodes: improve debug graph for repeat zone
This makes some labels more self-explanatory in the graph generated with
`graph.to_dot()`.
2024-09-12 18:20:52 +02:00
Jacques Lucke
5ca7aa1cf3 Cleanup: Geometry Nodes: extract reusable functions for node tree zones 2024-09-12 16:12:13 +02:00
Jacques Lucke
b279a6d703 Refactor: Geometry Nodes: remove AnonymousAttributeID in favor of just strings
This removes `AnonymousAttributeID` which was "attached" to every anonymous
attribute before. It adds more complexity than is justified for its
functionality.

It was originally introduced to keep the reference count of the anonymous
attribute so that it can be deleted automatically when the attribute is not
referenced anymore. For quite some time we have had deterministic attribute
life-times though which don't rely on the reference count anymore.

Anonymous attributes are sometimes shown in the UI as "friendly looking" string
like `"UV Map" from Cube`. Some information necessary for this was also stored
in `AnonymousAttributeID`. However, this can also be solved differently.
Specifically, this functionality has now been added directly to
`AttributeFieldInput`.

This refactor also allows removing `AttributeIDRef` which was mainly introduced
because we had to keep the `AnonymousAttributeID` attached with the attribute
name. Just using simple string types to identify attributes can reduce the
mental overhead quite significantly. This will be done as a separate refactor
though.

Pull Request: https://projects.blender.org/blender/blender/pulls/127081
2024-09-03 15:38:51 +02:00
Jacques Lucke
a40967685a Cleanup: Geometry Nodes: deduplicate code 2024-09-02 14:33:40 +02:00
Jacques Lucke
e8b81065bc Geometry Nodes: support custom warnings in node groups
This implements the `Warning` node that allows node groups to communicate
expectations about input values to the user.

By default, the `Warning` node is only evaluated if the node group that contains
it is evaluated in any way. This is better than always evaluating it, because
that could trigger lots of unnecessary evaluation in parts of the potentially
large node tree which should be ignored. In this basic mode, the output of the
node should not be connected to anything and it must not be in a zone.

For more fine-grained control for when the `Warning` node should be evaluated,
one can use the boolean output which is just a pass-through of the `Show` input.
If this output is used, the `Warning` node will only be evaluated if its output
is used. A simple way to use it is to control a Switch node with it that e.g.
"disables" a specific output when the inputs are invalid. In this case, the
`Warning` node may also be in a zone.

The node allows the user to choose between 3 severity levels: Error, Warning and
Info. Those are the same levels that we use internally. Currently, the error and
warning mode are pretty much the same, but that may change in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/125544
2024-08-29 16:03:25 +02:00
Jacques Lucke
5861b078f7 Core: rename ID.flag and ID.tag values
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.

Pull Request: https://projects.blender.org/blender/blender/pulls/125811
2024-08-07 12:12:17 +02:00
Jacques Lucke
9e88ff1b4b Cleanup: use correct index when building group node lazy function
This shouldn't make any difference right now, because the main inputs
and outputs of a group always come first. But it's better to not rely on that
here if it can be avoided.
2024-07-28 14:21:56 +02:00
Jacques Lucke
1f026f7ac2 Cleanup: improve method names
These methods don't build separate nodes anymore, just the sockets.
2024-07-28 14:20:18 +02:00
Jacques Lucke
23eb662cb8 Cleanup: extract functions for evaluating function on single values or fields 2024-07-19 20:32:12 +02:00
Jacques Lucke
259af59e17 Merge branch 'blender-v4.2-release' 2024-07-10 18:01:26 +02:00
Jacques Lucke
6390f2e4c6 Fix #124391: crash in complex node setup with multi-threading
The lazy-function for a logical-or made the wrong assumption that
`try_get_input_data_ptr_or_request` returns null when `try_get_input_data_ptr`
returns null for the same input right before that. That's not true, because the
input might have been computed by another thread in the mean-time.

This wrong assumption lead to a bug because lazy-functions are always assumed to
either request more unavailable inputs, or compute all requested outputs. Here,
the lazy-function did neither. It wanted to request a new input, but it was
available already.

The solution is to handle the return value of
`try_get_input_data_ptr_or_request` properly.

Pull Request: https://projects.blender.org/blender/blender/pulls/124465
2024-07-10 18:00:48 +02:00
Jacques Lucke
9816dba416 Fix: compilation with clang on linux 2024-07-10 17:47:26 +02:00
Jacques Lucke
24dc9a21b1 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
Jacques Lucke
43c3ab9acb Geometry Nodes: refactor multi-input handling in lazy-function graph generation
The goal here is to remove the assumption that multi-inputs will always
have a corresponding node that packs all individual values into a `Vector`
(which is what `LazyFunctionForMultiInput` is doing).
2024-06-28 12:49:44 +02:00
Jacques Lucke
811c75e8b7 Fix #122121: index switch does not work in some cases
Looks like a copy paste error from the normal Switch node.
2024-06-14 19:04:43 +02:00
Campbell Barton
494686b29f Fix potential dangling reference errors 2024-05-31 13:41:11 +10:00
Iliya Katueshenock
0507dc8c2a Geometry Nodes: skip unused output of multi-function when evaluating on single values
This is slight optimization. Number of nodes with additional outputs like `Valid`
flag of other math-related things will be more in future, its better to strict api
and do not evaluate even singles. This also can reduce number of logged values.

Pull Request: https://projects.blender.org/blender/blender/pulls/121799
2024-05-28 12:00:14 +02:00
Iliya Katueshenock
7fac204909 Cleanup: unnecessary copy
This partially reverts 521cd53f29.

Pull Request: https://projects.blender.org/blender/blender/pulls/121783
2024-05-23 14:07:43 +02:00
Campbell Barton
521cd53f29 Fix dangling references to temporary variables 2024-05-14 13:13:04 +10:00
Iliya Katueshenock
75d17b1db5 Cleanup: Move BKE_node to namespace
Move all header file into namespace.
Unnecessary namespaces was removed from implementations file.
Part of forward declarations in header was moved in the top part
of file just to do not have a lot of separate namespaces.

Pull Request: https://projects.blender.org/blender/blender/pulls/121637
2024-05-13 16:07:12 +02:00
Jacques Lucke
176c6ef329 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 0c585a1b8a.
* 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
Hans Goudey
b3ecfcd77d Node Tools: Avoid depsgraph evaluation when possible
Currently for node tools we create and evaluate a temporary depsgraph
with all the selected object data-blocks and all data-blocks referenced
by the node tree.

Needless to say, this can be very slow when those data-blocks contain
arbitrary procedural operations. Re-evaluating all the selected objects
is particularly because it will give a slowdown even in very basic uses
of node tools.

Originally I hoped that geometry nodes could be made to work with
original as well as evaluated data-blocks. But that would require far
too many tricky changes and arguably isn't right design-wise anyway.
Instead of that, this commit makes node tools dependency graph
evaluation more fine-grained in a few ways.

1. Remove the evaluation of selected objects. These are always visible
   in the viewport and part of the active depsgraph anyway. To protect
   against cyclic dependencies, we now compare `orig_id` instead of the
   object pointer itself.
2. Evaluate the node group and its dependencies in a separate depsgraph
   used only when necessary. This allows using the original node tree
   without any copies when it doesn't reference any data-blocks.
3. Evaluate IDs from node group inputs (from the redo panel) in the extra
   depsgraph as well, only when necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/120723
2024-04-24 17:08:25 +02:00
Jacques Lucke
1609541bbf Fix #120875: crash when deleting all group output nodes
This didn't take `geometry_nodes_default_cpp_value` into account properly.
2024-04-22 13:29:51 +02:00
Iliya Katueshenock
942ca6be6d Fix #120071: quadratic complexity for dangling reroute check
To know if link is connected to dangling reroute and can be skipped
as value-less, we need to know if reroute is dangling. This requires
graph traversal. Currently this is done by non-recursive iteration.
But this can lead quadratic complexity for some of the cases.
Other way is to make this linear while cache building.

Pull Request: https://projects.blender.org/blender/blender/pulls/120375
2024-04-08 16:19:40 +02:00
Jacques Lucke
fe2a47b5a7 BLI: add chunked list data structure that uses linear allocator
This adds a new special purpose container data structure that can be
used to gather many elements into many (potentially small) lists efficiently.

I originally worked on this data structure because I might want to use it
in #118772. However, also it's useful in the geometry nodes logger already.
I'm measuring a 10-20% speed improvement in my many-math-nodes file
when I enable logging for all sockets (not just the ones that are currently visible).

Pull Request: https://projects.blender.org/blender/blender/pulls/118774
2024-02-28 22:22:21 +01:00
Jacques Lucke
64febcf155 Fix #116820: make sure that simulation runs when it contains an active viewer
Previously, the viewer node would work, but since the simulation output node
was never evaluated, the new simulation state was never stored. Now make
sure that the simulation output node is executed when there is an active viewer
inside the simulation.

Pull Request: https://projects.blender.org/blender/blender/pulls/118804
2024-02-27 20:37:52 +01:00
Jacques Lucke
442429a97c BLI: support formatting StringRef with the fmt library
People were manually converting it to `std::string_view` in many places already.
It's easy enough to allow using `StringRef` directly by providing a `format_as` function.

Also see https://fmt.dev/latest/api.html#udt.

Pull Request: https://projects.blender.org/blender/blender/pulls/117788
2024-02-03 19:14:51 +01:00
Jacques Lucke
319b911784 Cleanup: move hash and ghash utils to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/117761
2024-02-02 19:55:06 +01:00
Jacques Lucke
2d2b087fcf Geometry Nodes: support baking data block references
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.

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

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

### Automatic Mapping Generation

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

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

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

### Accessing the Mapping

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

### Weak ID References

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

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

### Manual Mapping Management

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

Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00
Lukas Tönne
5ad49f4142 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
Jacques Lucke
b92443e1d9 Geometry Nodes: optimize single value access in NodeSocketValue
The goal is to get rid of some constant overhead to avoid the small regression mentioned in https://projects.blender.org/blender/blender/pulls/116231#issuecomment-1086124.

Now it is possible to get more direct access to single values stored in `NodeSocketValue`.

Benchmark using the `many_math_nodes` file:
```
version          3.3      3.6      4.0      patch    main
many_math_nodes  0.5352s  0.0606s  0.0293s  0.0292s  0.0304s
```

Pull Request: https://projects.blender.org/blender/blender/pulls/117309
2024-01-21 13:22:16 +01:00
Sergey Sharybin
f8c283d2b7 Fix: Assert in geometry nodes in specific files
Possibly also fixes write past array boundaries.

Happens with the mikassa-shading.blend file, by simply opening
the file in debug mode. The fix is suggested by Jacques.

Pull Request: https://projects.blender.org/blender/blender/pulls/117331
2024-01-19 14:52:43 +01:00
Jacques Lucke
2be41131fa Fix: memory leak
Previously, the `ZoneBuildInfo` values were never destructed. That worked, because
it rarely contained any allocations. This changed in b6f8e1396b.
2024-01-09 22:10:11 +01:00
Iliya Katueshenock
b6f8e1396b Geometry Nodes: refactor indices for zone socket mapping
This simplifies the code that creates the zone socket mappings at the cost of
slightly more memory per zone, which is not significant.

Previously, `IndexRange` was used where it now uses `Vector<int>`.

Pull Request: https://projects.blender.org/blender/blender/pulls/116939
2024-01-09 18:16:43 +01:00
Hans Goudey
29d6648550 Fix #116885: Index Switch node assert fails when removing all items
`set_default_remaining_node_outputs` didn't work because the mapping
between the original node group sockets and the lazy function outputs
wasn't set up during the construction of the node type, as done by the
bake node and others.
2024-01-08 14:04:31 -05:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Hans Goudey
19b46e0816 Cleanup: Make format 2023-12-20 14:54:50 -05:00