This patch removes the operation stream cache code from the compositor.
This code path has been disabled already since 4137fdf555, so this patch
just removes the dead code.
Pull Request: https://projects.blender.org/blender/blender/pulls/135513
145 lines
8.5 KiB
C++
145 lines
8.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include <memory>
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#include "BLI_vector.hh"
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#include "NOD_derived_node_tree.hh"
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#include "COM_compile_state.hh"
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#include "COM_context.hh"
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#include "COM_node_operation.hh"
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#include "COM_operation.hh"
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namespace blender::compositor {
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using namespace nodes::derived_node_tree_types;
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/* ------------------------------------------------------------------------------------------------
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* Evaluator
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*
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* The evaluator is the main class of the compositor and the entry point of its execution. It is
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* constructed from a compositor node tree and a compositor context. It compiles the node tree into
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* an operations stream, evaluating the operations in the process. It should be noted that
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* operations are eagerly evaluated as soon as they are compiled, as opposed to compiling the whole
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* operations stream and then evaluating it in a separate step. This is done because the evaluator
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* uses the evaluated results of previously compiled operations to compile the operations that
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* follow them in an optimized manner.
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*
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* Evaluation starts by computing an optimized node execution schedule by calling the
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* compute_schedule function, see the discussion in COM_scheduler.hh for more details. For the node
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* tree shown below, the execution schedule is denoted by the node numbers. The compiler then goes
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* over the execution schedule in order and compiles each node into either a Node Operation or a
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* Pixel Operation, depending on the node type, see the is_pixel_node function. A pixel operation
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* is constructed from a group of nodes forming a contiguous subset of the node execution schedule.
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* For instance, in the node tree shown below, nodes 3 and 4 are compiled together into a pixel
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* operation and node 5 is compiled into its own pixel operation, both of which are contiguous
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* subsets of the node execution schedule. This process is described in details in the following
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* section.
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*
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* Pixel Operation 1 Pixel Operation 2
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* +-----------------------------------+ +------------------+
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* .------------. | .------------. .------------. | | .------------. | .------------.
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* | Node 1 | | | Node 3 | | Node 4 | | | | Node 5 | | | Node 6 |
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* | |----|--| |--| |---|-----|--| |--|--| |
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* | | .-|--| | | | | .--|--| | | | |
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* '------------' | | '------------' '------------' | | | '------------' | '------------'
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* | +-----------------------------------+ | +------------------+
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* .------------. | |
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* | Node 2 | | |
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* | |--'----------------------------------------'
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* | |
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* '------------'
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*
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* For non pixel nodes, the compilation process is straight forward, the compiler instantiates a
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* node operation from the node, map its inputs to the results of the outputs they are linked to,
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* and evaluates the operations. However, for pixel nodes, since a group of nodes can be compiled
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* together into a pixel operation, the compilation process is a bit involved. The compiler uses
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* an instance of the Compile State class to keep track of the compilation process. The compiler
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* state stores the so called "pixel compile unit", which is the current group of nodes that will
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* eventually be compiled together into a pixel operation. While going over the schedule, the
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* compiler adds the pixel nodes to the compile unit until it decides that the compile unit is
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* complete and should be compiled. This is typically decided when the current node is not
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* compatible with the compile unit and can't be added to it, only then it compiles the compile
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* unit into a pixel operation and resets it to ready it to track the next potential group of
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* nodes that will form a pixel operation. This decision is made based on various criteria in the
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* should_compile_pixel_compile_unit function. See the discussion in COM_compile_state.hh for more
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* details of those criteria, but perhaps the most evident of which is whether the node is actually
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* a pixel node, if it isn't, then it evidently can't be added to the compile unit and the compile
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* unit is should be compiled.
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*
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* For the node tree above, the compilation process is as follows. The compiler goes over the node
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* execution schedule in order considering each node. Nodes 1 and 2 are not pixel node so they are
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* compiled into node operations and added to the operations stream. The current compile unit is
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* empty, so it is not compiled. Node 3 is a pixel node, and since the compile unit is currently
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* empty, it is unconditionally added to it. Node 4 is a pixel node, it was decided---for the sake
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* of the demonstration---that it is compatible with the compile unit and can be added to it. Node
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* 5 is a pixel node, but it was decided---for the sake of the demonstration---that it is not
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* compatible with the compile unit, so the compile unit is considered complete and is compiled
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* first, adding the first pixel operation to the operations stream and resetting the compile
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* unit. Node 5 is then added to the now empty compile unit similar to node 3. Node 6 is not a
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* pixel node, so the compile unit is considered complete and is compiled first, adding the first
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* pixel operation to the operations stream and resetting the compile unit. Finally, node 6 is
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* compiled into a node operation similar to nodes 1 and 2 and added to the operations stream. */
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class Evaluator {
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private:
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/* A reference to the compositor context. */
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Context &context_;
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/* A derived node tree representing the compositor node tree. */
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std::unique_ptr<DerivedNodeTree> derived_node_tree_;
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/* The compiled operations stream, which contains all compiled operations so far. */
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Vector<std::unique_ptr<Operation>> operations_stream_;
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public:
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/* Construct an evaluator from a context. */
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Evaluator(Context &context);
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/* Evaluates the compositor node tree by compiling it into an operations stream and evaluating
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* it. */
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void evaluate();
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private:
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/* Check if the compositor node tree is valid by checking if it has things like cyclic links and
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* undefined nodes or sockets. If the node tree is valid, true is returned. Otherwise, false is
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* returned, and an appropriate error message is set by calling the context's set_info_message
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* method. */
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bool validate_node_tree();
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/* Compile the given node into a node operation, map each input to the result of the output
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* linked to it, update the compile state, add the newly created operation to the operations
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* stream, and evaluate the operation. */
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void evaluate_node(DNode node, CompileState &compile_state);
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/* Map each input of the node operation to the result of the output linked to it. Unlinked inputs
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* are mapped to the result of a newly created Input Single Value Operation, which is added to
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* the operations stream and evaluated. Since this method might add operations to the operations
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* stream, the actual node operation should only be added to the stream once this method is
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* called. */
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void map_node_operation_inputs_to_their_results(DNode node,
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NodeOperation *operation,
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CompileState &compile_state);
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/* Compile the pixel compile unit into a pixel operation, map each input of the operation to
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* the result of the output linked to it, update the compile state, add the newly created
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* operation to the operations stream, evaluate the operation, and finally reset the pixel
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* compile unit. */
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void evaluate_pixel_compile_unit(CompileState &compile_state);
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/* Map each input of the pixel operation to the result of the output linked to it. This might
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* also correct the reference counts of the results, see the implementation for more details. */
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void map_pixel_operation_inputs_to_their_results(PixelOperation *operation,
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CompileState &compile_state);
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/* Cancels the evaluation by informing the static cache manager of the cancellation and freeing
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* the results of the operations that were already evaluated, that's because later operations
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* that use the already allocated results will not be evaluated, so they consequently will not
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* release the results that they use and we need to free them manually. */
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void cancel_evaluation();
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};
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} // namespace blender::compositor
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