Files
Omar Emara 8d1e26865d Compositor: Support strings sockets
This patch adds support for String sockets in the compositor. The
sockets are not yet used anywhere, but are added to aid development.

Pull Request: https://projects.blender.org/blender/blender/pulls/144327
2025-08-12 08:54:13 +02:00

246 lines
7.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <optional>
#include "BLI_assert.h"
#include "BLI_math_vector.hh"
#include "BLI_math_vector_types.hh"
#include "DNA_node_types.h"
#include "NOD_derived_node_tree.hh"
#include "NOD_node_declaration.hh"
#include "GPU_compute.hh"
#include "GPU_shader.hh"
#include "COM_result.hh"
#include "COM_utilities.hh"
namespace blender::compositor {
using namespace nodes::derived_node_tree_types;
using TargetSocketPathInfo = DOutputSocket::TargetSocketPathInfo;
bool is_socket_available(const bNodeSocket *socket)
{
return socket->is_available() && StringRef(socket->idname) != "NodeSocketVirtual";
}
DSocket get_input_origin_socket(DInputSocket input)
{
/* The input is unlinked. Return the socket itself. */
if (!input->is_logically_linked()) {
return input;
}
/* Only a single origin socket is guaranteed to exist. */
DSocket socket;
input.foreach_origin_socket([&](const DSocket origin) { socket = origin; });
/* The origin socket might be null if it is an output of a group node whose group has no Group
* Output node. The input is thus considered to be unlinked logically. */
if (!socket) {
return input;
}
return socket;
}
DOutputSocket get_output_linked_to_input(DInputSocket input)
{
/* Get the origin socket of this input, which will be an output socket if the input is linked
* to an output. */
const DSocket origin = get_input_origin_socket(input);
/* If the origin socket is an input, that means the input is unlinked, so return a null output
* socket. */
if (origin->is_input()) {
return DOutputSocket();
}
/* Now that we know the origin is an output, return a derived output from it. */
return DOutputSocket(origin);
}
ResultType socket_data_type_to_result_type(const eNodeSocketDatatype data_type,
const std::optional<int> dimensions)
{
switch (data_type) {
case SOCK_FLOAT:
return ResultType::Float;
case SOCK_INT:
return ResultType::Int;
case SOCK_BOOLEAN:
return ResultType::Bool;
case SOCK_VECTOR:
switch (dimensions.value_or(3)) {
case 2:
return ResultType::Float2;
case 3:
return ResultType::Float3;
case 4:
return ResultType::Float4;
default:
BLI_assert_unreachable();
return ResultType::Float;
}
case SOCK_RGBA:
return ResultType::Color;
case SOCK_MENU:
return ResultType::Menu;
case SOCK_STRING:
return ResultType::String;
default:
BLI_assert_unreachable();
return ResultType::Float;
}
}
ResultType get_node_socket_result_type(const bNodeSocket *socket)
{
const eNodeSocketDatatype socket_type = static_cast<eNodeSocketDatatype>(socket->type);
if (socket_type == SOCK_VECTOR) {
return socket_data_type_to_result_type(
socket_type, socket->default_value_typed<bNodeSocketValueVector>()->dimensions);
}
return socket_data_type_to_result_type(socket_type);
}
bool is_output_linked_to_node_conditioned(DOutputSocket output, FunctionRef<bool(DNode)> condition)
{
bool condition_satisfied = false;
output.foreach_target_socket(
[&](DInputSocket target, const TargetSocketPathInfo & /*path_info*/) {
if (condition(target.node())) {
condition_satisfied = true;
return;
}
});
return condition_satisfied;
}
int number_of_inputs_linked_to_output_conditioned(DOutputSocket output,
FunctionRef<bool(DInputSocket)> condition)
{
if (!output->is_logically_linked()) {
return 0;
}
int count = 0;
output.foreach_target_socket(
[&](DInputSocket target, const TargetSocketPathInfo & /*path_info*/) {
if (condition(target)) {
count++;
}
});
return count;
}
bool is_pixel_node(DNode node)
{
BLI_assert(bool(node->typeinfo->gpu_fn) == bool(node->typeinfo->build_multi_function));
return node->typeinfo->gpu_fn && node->typeinfo->build_multi_function;
}
static ImplicitInput get_implicit_input(const nodes::SocketDeclaration *socket_declaration)
{
/* We only support implicit textures coordinates, though this can be expanded in the future. */
if (socket_declaration->input_field_type == nodes::InputSocketFieldType::Implicit) {
return ImplicitInput::TextureCoordinates;
}
return ImplicitInput::None;
}
static int get_domain_priority(const bNodeSocket *input,
const nodes::SocketDeclaration *socket_declaration)
{
/* Negative priority means no priority is set and we fall back to the index, that is, we
* prioritize inputs according to their order. */
if (socket_declaration->compositor_domain_priority() < 0) {
return input->index();
}
return socket_declaration->compositor_domain_priority();
}
InputDescriptor input_descriptor_from_input_socket(const bNodeSocket *socket)
{
using namespace nodes;
InputDescriptor input_descriptor;
input_descriptor.type = get_node_socket_result_type(socket);
/* Default to the index of the input as its domain priority in case the node does not have a
* declaration. */
input_descriptor.domain_priority = socket->index();
/* Not every node has a declaration, in which case we assume the default values for the rest of
* the properties. */
const NodeDeclaration *node_declaration = socket->owner_node().declaration();
if (!node_declaration) {
return input_descriptor;
}
const SocketDeclaration *socket_declaration = node_declaration->inputs[socket->index()];
input_descriptor.domain_priority = get_domain_priority(socket, socket_declaration);
input_descriptor.expects_single_value = socket_declaration->structure_type ==
StructureType::Single;
input_descriptor.realization_mode = static_cast<InputRealizationMode>(
socket_declaration->compositor_realization_mode());
input_descriptor.implicit_input = get_implicit_input(socket_declaration);
return input_descriptor;
}
void compute_dispatch_threads_at_least(gpu::Shader *shader, int2 threads_range, int2 local_size)
{
/* If the threads range is divisible by the local size, dispatch the number of needed groups,
* which is their division. If it is not divisible, then dispatch an extra group to cover the
* remaining invocations, which means the actual threads range of the dispatch will be a bit
* larger than the given one. */
const int2 groups_to_dispatch = math::divide_ceil(threads_range, local_size);
GPU_compute_dispatch(shader, groups_to_dispatch.x, groups_to_dispatch.y, 1);
}
bool is_node_preview_needed(const DNode &node)
{
if (!(node->flag & NODE_PREVIEW)) {
return false;
}
if (node->flag & NODE_COLLAPSED) {
return false;
}
/* Only compute previews for nodes in the active context. */
if (node.context()->instance_key().value !=
node.context()->derived_tree().active_context().instance_key().value)
{
return false;
}
return true;
}
DOutputSocket find_preview_output_socket(const DNode &node)
{
if (!is_node_preview_needed(node)) {
return DOutputSocket();
}
for (const bNodeSocket *output : node->output_sockets()) {
if (!is_socket_available(output)) {
continue;
}
if (output->is_logically_linked()) {
return DOutputSocket(node.context(), output);
}
}
return DOutputSocket();
}
} // namespace blender::compositor