The issue here was that the node-tree-update code was accessing data in `bmain` when it shouldn't. The fix is to just use the correct API for this use-case when updating a temporary node tree. It doesn't need `bmain` in this case. Pull Request: https://projects.blender.org/blender/blender/pulls/147611
1105 lines
40 KiB
C++
1105 lines
40 KiB
C++
/* SPDX-FileCopyrightText: 2007 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup nodes
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*/
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#include <cstring>
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#include "DNA_light_types.h"
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#include "DNA_linestyle_types.h"
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#include "DNA_material_types.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_world_types.h"
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#include "BLI_array.hh"
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#include "BLI_linklist.h"
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#include "BLI_listbase.h"
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#include "BLI_map.hh"
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#include "BLI_math_vector.h"
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#include "BLI_set.hh"
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#include "BLI_stack.hh"
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#include "BLI_threads.h"
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#include "BLI_utildefines.h"
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#include "BLI_vector.hh"
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#include "BKE_context.hh"
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#include "BKE_global.hh"
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#include "BKE_layer.hh"
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#include "BKE_lib_id.hh"
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#include "BKE_linestyle.h"
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#include "BKE_material.hh"
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#include "BKE_node.hh"
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#include "BKE_node_legacy_types.hh"
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#include "BKE_node_runtime.hh"
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#include "BKE_node_tree_update.hh"
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#include "BKE_scene.hh"
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#include "RNA_prototypes.hh"
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#include "UI_resources.hh"
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#include "NOD_shader.h"
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#include "node_common.h"
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#include "node_exec.hh"
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#include "node_shader_util.hh"
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#include "node_util.hh"
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using blender::Array;
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using blender::Vector;
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static bool shader_tree_poll(const bContext *C, blender::bke::bNodeTreeType * /*treetype*/)
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{
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Scene *scene = CTX_data_scene(C);
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const char *engine_id = scene->r.engine;
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/* Allow empty engine string too,
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* this is from older versions that didn't have registerable engines yet. */
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return (engine_id[0] == '\0' || STREQ(engine_id, RE_engine_id_CYCLES) ||
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!BKE_scene_use_shading_nodes_custom(scene));
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}
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static void shader_get_from_context(const bContext *C,
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blender::bke::bNodeTreeType * /*treetype*/,
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bNodeTree **r_ntree,
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ID **r_id,
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ID **r_from)
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{
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SpaceNode *snode = CTX_wm_space_node(C);
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Scene *scene = CTX_data_scene(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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BKE_view_layer_synced_ensure(scene, view_layer);
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Object *ob = BKE_view_layer_active_object_get(view_layer);
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if (snode->shaderfrom == SNODE_SHADER_OBJECT) {
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if (ob) {
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*r_from = &ob->id;
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if (ob->type == OB_LAMP) {
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*r_id = static_cast<ID *>(ob->data);
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*r_ntree = ((Light *)ob->data)->nodetree;
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}
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else {
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Material *ma = BKE_object_material_get(ob, ob->actcol);
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if (ma) {
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*r_id = &ma->id;
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*r_ntree = ma->nodetree;
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}
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}
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}
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}
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#ifdef WITH_FREESTYLE
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else if (snode->shaderfrom == SNODE_SHADER_LINESTYLE) {
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FreestyleLineStyle *linestyle = BKE_linestyle_active_from_view_layer(view_layer);
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if (linestyle) {
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*r_from = nullptr;
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*r_id = &linestyle->id;
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*r_ntree = linestyle->nodetree;
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}
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}
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#endif
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else { /* SNODE_SHADER_WORLD */
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if (scene->world) {
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*r_from = nullptr;
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*r_id = &scene->world->id;
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*r_ntree = scene->world->nodetree;
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}
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}
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}
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static void foreach_nodeclass(void *calldata, blender::bke::bNodeClassCallback func)
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{
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func(calldata, NODE_CLASS_INPUT, N_("Input"));
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func(calldata, NODE_CLASS_OUTPUT, N_("Output"));
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func(calldata, NODE_CLASS_SHADER, N_("Shader"));
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func(calldata, NODE_CLASS_TEXTURE, N_("Texture"));
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func(calldata, NODE_CLASS_OP_COLOR, N_("Color"));
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func(calldata, NODE_CLASS_OP_VECTOR, N_("Vector"));
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func(calldata, NODE_CLASS_CONVERTER, N_("Converter"));
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func(calldata, NODE_CLASS_SCRIPT, N_("Script"));
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func(calldata, NODE_CLASS_GROUP, N_("Group"));
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func(calldata, NODE_CLASS_INTERFACE, N_("Interface"));
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func(calldata, NODE_CLASS_LAYOUT, N_("Layout"));
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}
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static void localize(bNodeTree *localtree, bNodeTree * /*ntree*/)
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{
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/* replace muted nodes and reroute nodes by internal links */
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LISTBASE_FOREACH_MUTABLE (bNode *, node, &localtree->nodes) {
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if (node->is_muted() || node->is_reroute()) {
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if (node->is_group() && node->id) {
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/* Free the group like in #ntree_shader_groups_flatten. */
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bNodeTree *group = reinterpret_cast<bNodeTree *>(node->id);
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blender::bke::node_tree_free_tree(*group);
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MEM_freeN(group);
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node->id = nullptr;
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}
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blender::bke::node_internal_relink(*localtree, *node);
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blender::bke::node_tree_free_local_node(*localtree, *node);
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}
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}
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}
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static void update(bNodeTree *ntree)
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{
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blender::bke::node_tree_set_output(*ntree);
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ntree_update_reroute_nodes(ntree);
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}
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static bool shader_validate_link(eNodeSocketDatatype from, eNodeSocketDatatype to)
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{
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/* Can't connect shader into other socket types, other way around is fine
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* since it will be interpreted as emission. */
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if (from == SOCK_SHADER) {
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return to == SOCK_SHADER;
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}
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if (ELEM(to, SOCK_BUNDLE, SOCK_CLOSURE, SOCK_MENU) ||
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ELEM(from, SOCK_BUNDLE, SOCK_CLOSURE, SOCK_MENU))
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{
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return from == to;
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}
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return true;
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}
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static bool shader_node_tree_socket_type_valid(blender::bke::bNodeTreeType * /*ntreetype*/,
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blender::bke::bNodeSocketType *socket_type)
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{
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return blender::bke::node_is_static_socket_type(*socket_type) && ELEM(socket_type->type,
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SOCK_FLOAT,
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SOCK_INT,
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SOCK_BOOLEAN,
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SOCK_VECTOR,
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SOCK_RGBA,
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SOCK_SHADER,
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SOCK_BUNDLE,
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SOCK_CLOSURE,
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SOCK_MENU);
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}
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blender::bke::bNodeTreeType *ntreeType_Shader;
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void register_node_tree_type_sh()
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{
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blender::bke::bNodeTreeType *tt = ntreeType_Shader = MEM_new<blender::bke::bNodeTreeType>(
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__func__);
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tt->type = NTREE_SHADER;
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tt->idname = "ShaderNodeTree";
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tt->group_idname = "ShaderNodeGroup";
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tt->ui_name = N_("Shader Editor");
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tt->ui_icon = ICON_NODE_MATERIAL;
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tt->ui_description = N_("Edit materials, lights, and world shading using nodes");
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tt->foreach_nodeclass = foreach_nodeclass;
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tt->localize = localize;
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tt->update = update;
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tt->poll = shader_tree_poll;
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tt->get_from_context = shader_get_from_context;
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tt->validate_link = shader_validate_link;
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tt->valid_socket_type = shader_node_tree_socket_type_valid;
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tt->rna_ext.srna = &RNA_ShaderNodeTree;
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blender::bke::node_tree_type_add(*tt);
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}
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/* GPU material from shader nodes */
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bNode *ntreeShaderOutputNode(bNodeTree *ntree, int target)
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{
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/* Make sure we only have single node tagged as output. */
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blender::bke::node_tree_set_output(*ntree);
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/* Find output node that matches type and target. If there are
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* multiple, we prefer exact target match and active nodes. */
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bNode *output_node = nullptr;
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (!ELEM(node->type_legacy,
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SH_NODE_OUTPUT_MATERIAL,
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SH_NODE_OUTPUT_WORLD,
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SH_NODE_OUTPUT_LIGHT))
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{
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continue;
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}
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if (node->custom1 == SHD_OUTPUT_ALL) {
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if (output_node == nullptr) {
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output_node = node;
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}
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else if (output_node->custom1 == SHD_OUTPUT_ALL) {
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if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
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output_node = node;
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}
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}
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}
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else if (node->custom1 == target) {
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if (output_node == nullptr) {
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output_node = node;
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}
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else if (output_node->custom1 == SHD_OUTPUT_ALL) {
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output_node = node;
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}
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else if ((node->flag & NODE_DO_OUTPUT) && !(output_node->flag & NODE_DO_OUTPUT)) {
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output_node = node;
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}
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}
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}
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return output_node;
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}
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/* Find socket with a specified identifier. */
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static bNodeSocket *ntree_shader_node_find_socket(ListBase *sockets, const char *identifier)
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{
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LISTBASE_FOREACH (bNodeSocket *, sock, sockets) {
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if (STREQ(sock->identifier, identifier)) {
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return sock;
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}
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}
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return nullptr;
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}
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/* Find input socket with a specified identifier. */
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static bNodeSocket *ntree_shader_node_find_input(bNode *node, const char *identifier)
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{
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return ntree_shader_node_find_socket(&node->inputs, identifier);
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}
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/* Find output socket with a specified identifier. */
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static bNodeSocket *ntree_shader_node_find_output(bNode *node, const char *identifier)
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{
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return ntree_shader_node_find_socket(&node->outputs, identifier);
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}
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/* Find input socket at a specific position. */
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static bNodeSocket *ntree_shader_node_input_get(bNode *node, int n)
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{
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return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->inputs, n));
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}
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/* Find output socket at a specific position. */
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static bNodeSocket *ntree_shader_node_output_get(bNode *node, int n)
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{
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return reinterpret_cast<bNodeSocket *>(BLI_findlink(&node->outputs, n));
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}
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static void ntree_shader_unlink_script_nodes(bNodeTree *ntree)
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{
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/* To avoid more trouble in the node tree processing (especially inside
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* `ntree_shader_weight_tree_invert()`) we disconnect the script node since they are not
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* supported in EEVEE (see #101702). */
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LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
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if ((link->tonode->type_legacy == SH_NODE_SCRIPT) ||
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(link->fromnode->type_legacy == SH_NODE_SCRIPT))
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{
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blender::bke::node_remove_link(ntree, *link);
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}
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}
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}
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struct branchIterData {
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bool (*node_filter)(const bNode *node);
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int node_count;
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};
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static bool ntree_branch_count_and_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
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{
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branchIterData *iter = (branchIterData *)userdata;
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if (fromnode->runtime->tmp_flag == -1 &&
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(iter->node_filter == nullptr || iter->node_filter(fromnode)))
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{
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fromnode->runtime->tmp_flag = iter->node_count;
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iter->node_count++;
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}
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if (tonode->runtime->tmp_flag == -1 &&
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(iter->node_filter == nullptr || iter->node_filter(tonode)))
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{
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tonode->runtime->tmp_flag = iter->node_count;
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iter->node_count++;
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}
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return true;
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}
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/* Create a copy of a branch starting from a given node. */
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static void ntree_shader_copy_branch(bNodeTree *ntree,
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bNode *start_node,
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bool (*node_filter)(const bNode *node))
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{
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auto gather_branch_nodes = [](bNode *fromnode, bNode * /*tonode*/, void *userdata) {
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blender::Set<bNode *> *set = static_cast<blender::Set<bNode *> *>(userdata);
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set->add(fromnode);
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return true;
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};
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blender::Set<bNode *> branch_nodes = {start_node};
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blender::bke::node_chain_iterator_backwards(
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ntree, start_node, gather_branch_nodes, &branch_nodes, 0);
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/* Initialize `runtime->tmp_flag`. */
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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node->runtime->tmp_flag = -1;
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}
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/* Count and tag all nodes inside the displacement branch of the tree. */
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branchIterData iter_data;
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iter_data.node_filter = node_filter;
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iter_data.node_count = 0;
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blender::bke::node_chain_iterator_backwards(
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ntree, start_node, ntree_branch_count_and_tag_nodes, &iter_data, 1);
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/* Copies of the non-filtered nodes on the branch. */
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Array<bNode *> nodes_copy(iter_data.node_count);
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LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
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if (node->runtime->tmp_flag >= 0) {
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int id = node->runtime->tmp_flag;
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/* Avoid creating unique names in the new tree, since it is very slow.
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* The names on the new nodes will be invalid. */
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blender::Map<const bNodeSocket *, bNodeSocket *> socket_map;
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nodes_copy[id] = blender::bke::node_copy_with_mapping(ntree,
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*node,
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LIB_ID_CREATE_NO_USER_REFCOUNT |
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LIB_ID_CREATE_NO_MAIN,
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std::nullopt,
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std::nullopt,
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socket_map,
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true);
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bNode *copy = nodes_copy[id];
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copy->runtime->tmp_flag = -2; /* Copy */
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copy->runtime->original = node->runtime->original;
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/* Make sure to clear all sockets links as they are invalid. */
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LISTBASE_FOREACH (bNodeSocket *, sock, ©->inputs) {
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sock->link = nullptr;
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}
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LISTBASE_FOREACH (bNodeSocket *, sock, ©->outputs) {
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sock->link = nullptr;
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}
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}
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}
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/* Unlink the original nodes from this branch and link the copies. */
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LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
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bool from_copy = link->fromnode->runtime->tmp_flag >= 0;
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bool to_copy = link->tonode->runtime->tmp_flag >= 0;
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if (from_copy && to_copy) {
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bNode *from_node = nodes_copy[link->fromnode->runtime->tmp_flag];
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bNode *to_node = nodes_copy[link->tonode->runtime->tmp_flag];
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blender::bke::node_add_link(
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*ntree,
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*from_node,
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*ntree_shader_node_find_output(from_node, link->fromsock->identifier),
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*to_node,
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*ntree_shader_node_find_input(to_node, link->tosock->identifier));
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}
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else if (to_copy) {
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bNode *to_node = nodes_copy[link->tonode->runtime->tmp_flag];
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blender::bke::node_add_link(
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*ntree,
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*link->fromnode,
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*link->fromsock,
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*to_node,
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*ntree_shader_node_find_input(to_node, link->tosock->identifier));
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}
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else if (from_copy && branch_nodes.contains(link->tonode)) {
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bNode *from_node = nodes_copy[link->fromnode->runtime->tmp_flag];
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blender::bke::node_add_link(
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*ntree,
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*from_node,
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*ntree_shader_node_find_output(from_node, link->fromsock->identifier),
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*link->tonode,
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*link->tosock);
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blender::bke::node_remove_link(ntree, *link);
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}
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}
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}
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/* Generate emission node to convert regular data to closure sockets.
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* Returns validity of the tree.
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*/
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static bool ntree_shader_implicit_closure_cast(bNodeTree *ntree)
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{
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bool modified = false;
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LISTBASE_FOREACH_MUTABLE (bNodeLink *, link, &ntree->links) {
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if ((link->fromsock->type != SOCK_SHADER) && (link->tosock->type == SOCK_SHADER)) {
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bNode *emission_node = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_EMISSION);
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bNodeSocket *in_sock = ntree_shader_node_find_input(emission_node, "Color");
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bNodeSocket *out_sock = ntree_shader_node_find_output(emission_node, "Emission");
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blender::bke::node_add_link(
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*ntree, *link->fromnode, *link->fromsock, *emission_node, *in_sock);
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blender::bke::node_add_link(*ntree, *emission_node, *out_sock, *link->tonode, *link->tosock);
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blender::bke::node_remove_link(ntree, *link);
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modified = true;
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}
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else if ((link->fromsock->type == SOCK_SHADER) && (link->tosock->type != SOCK_SHADER)) {
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blender::bke::node_remove_link(ntree, *link);
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BKE_ntree_update_without_main(*ntree);
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modified = true;
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}
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}
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if (modified) {
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BKE_ntree_update_without_main(*ntree);
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}
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return true;
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}
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/* Socket already has a link to it. Add weights together. */
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static void ntree_weight_tree_merge_weight(bNodeTree *ntree,
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bNode * /*fromnode*/,
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bNodeSocket *fromsock,
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bNode **tonode,
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bNodeSocket **tosock)
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{
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bNode *addnode = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
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addnode->custom1 = NODE_MATH_ADD;
|
|
addnode->runtime->tmp_flag = -2; /* Copy */
|
|
bNodeSocket *addsock_out = ntree_shader_node_output_get(addnode, 0);
|
|
bNodeSocket *addsock_in0 = ntree_shader_node_input_get(addnode, 0);
|
|
bNodeSocket *addsock_in1 = ntree_shader_node_input_get(addnode, 1);
|
|
bNodeLink *oldlink = fromsock->link;
|
|
blender::bke::node_add_link(
|
|
*ntree, *oldlink->fromnode, *oldlink->fromsock, *addnode, *addsock_in0);
|
|
blender::bke::node_add_link(*ntree, **tonode, **tosock, *addnode, *addsock_in1);
|
|
blender::bke::node_remove_link(ntree, *oldlink);
|
|
*tonode = addnode;
|
|
*tosock = addsock_out;
|
|
}
|
|
|
|
static bool ntree_weight_tree_tag_nodes(bNode *fromnode, bNode *tonode, void *userdata)
|
|
{
|
|
int *node_count = (int *)userdata;
|
|
bool to_node_from_weight_tree = ELEM(tonode->type_legacy,
|
|
SH_NODE_ADD_SHADER,
|
|
SH_NODE_MIX_SHADER,
|
|
SH_NODE_OUTPUT_WORLD,
|
|
SH_NODE_OUTPUT_MATERIAL,
|
|
SH_NODE_SHADERTORGB);
|
|
if (tonode->runtime->tmp_flag == -1 && to_node_from_weight_tree) {
|
|
tonode->runtime->tmp_flag = *node_count;
|
|
*node_count += (tonode->type_legacy == SH_NODE_MIX_SHADER) ? 4 : 1;
|
|
}
|
|
if (fromnode->runtime->tmp_flag == -1 &&
|
|
ELEM(fromnode->type_legacy, SH_NODE_ADD_SHADER, SH_NODE_MIX_SHADER))
|
|
{
|
|
fromnode->runtime->tmp_flag = *node_count;
|
|
*node_count += (fromnode->type_legacy == SH_NODE_MIX_SHADER) ? 4 : 1;
|
|
}
|
|
return to_node_from_weight_tree;
|
|
}
|
|
|
|
/* Invert evaluation order of the weight tree (add & mix closure nodes) to feed the closure nodes
|
|
* with their respective weights. */
|
|
static void ntree_shader_weight_tree_invert(bNodeTree *ntree, bNode *output_node)
|
|
{
|
|
bNodeLink *displace_link = nullptr;
|
|
bNodeSocket *displace_output = ntree_shader_node_find_input(output_node, "Displacement");
|
|
if (displace_output && displace_output->link) {
|
|
/* Remove any displacement link to avoid tagging it later on. */
|
|
displace_link = displace_output->link;
|
|
displace_output->link = nullptr;
|
|
}
|
|
bNodeLink *thickness_link = nullptr;
|
|
bNodeSocket *thickness_output = ntree_shader_node_find_input(output_node, "Thickness");
|
|
if (thickness_output && thickness_output->link) {
|
|
/* Remove any thickness link to avoid tagging it later on. */
|
|
thickness_link = thickness_output->link;
|
|
thickness_output->link = nullptr;
|
|
}
|
|
/* Init tmp flag. */
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->runtime->tmp_flag = -1;
|
|
}
|
|
/* Tag nodes from the weight tree. Only tag output node and mix/add shader nodes. */
|
|
output_node->runtime->tmp_flag = 0;
|
|
int node_count = 1;
|
|
blender::bke::node_chain_iterator_backwards(
|
|
ntree, output_node, ntree_weight_tree_tag_nodes, &node_count, 0);
|
|
/* Make a mirror copy of the weight tree. */
|
|
Array<bNode *> nodes_copy(node_count);
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->runtime->tmp_flag >= 0) {
|
|
int id = node->runtime->tmp_flag;
|
|
|
|
switch (node->type_legacy) {
|
|
case SH_NODE_SHADERTORGB:
|
|
case SH_NODE_OUTPUT_LIGHT:
|
|
case SH_NODE_OUTPUT_WORLD:
|
|
case SH_NODE_OUTPUT_MATERIAL: {
|
|
/* Start the tree with full weight. */
|
|
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_VALUE);
|
|
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_output_get(nodes_copy[id], 0)->default_value)
|
|
->value = 1.0f;
|
|
break;
|
|
}
|
|
case SH_NODE_ADD_SHADER: {
|
|
/* Simple passthrough node. Each original inputs will get the same weight. */
|
|
/* TODO(fclem): Better use some kind of reroute node? */
|
|
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_ADD;
|
|
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
|
|
->value = 0.0f;
|
|
break;
|
|
}
|
|
case SH_NODE_MIX_SHADER: {
|
|
/* We need multiple nodes to emulate the mix node in reverse. */
|
|
bNode *fromnode, *tonode;
|
|
bNodeSocket *fromsock, *tosock;
|
|
int id_start = id;
|
|
/* output = (factor * input_weight) */
|
|
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_MULTIPLY;
|
|
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
|
|
id++;
|
|
/* output = ((1.0 - factor) * input_weight) <=> (input_weight - factor * input_weight) */
|
|
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_SUBTRACT;
|
|
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
|
|
id++;
|
|
/* Node sanitizes the input mix factor by clamping it. */
|
|
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_ADD;
|
|
nodes_copy[id]->custom2 = SHD_MATH_CLAMP;
|
|
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
|
|
->value = 0.0f;
|
|
/* Copy default value if no link present. */
|
|
bNodeSocket *fac_sock = ntree_shader_node_find_input(node, "Fac");
|
|
if (!fac_sock->link) {
|
|
float default_value = ((bNodeSocketValueFloat *)fac_sock->default_value)->value;
|
|
bNodeSocket *dst_sock = ntree_shader_node_input_get(nodes_copy[id], 1);
|
|
((bNodeSocketValueFloat *)dst_sock->default_value)->value = default_value;
|
|
}
|
|
id++;
|
|
/* Reroute the weight input to the 3 processing nodes. Simplify linking later-on. */
|
|
/* TODO(fclem): Better use some kind of reroute node? */
|
|
nodes_copy[id] = blender::bke::node_add_static_node(nullptr, *ntree, SH_NODE_MATH);
|
|
nodes_copy[id]->custom1 = NODE_MATH_ADD;
|
|
nodes_copy[id]->runtime->tmp_flag = -2; /* Copy */
|
|
((bNodeSocketValueFloat *)ntree_shader_node_input_get(nodes_copy[id], 0)->default_value)
|
|
->value = 0.0f;
|
|
id++;
|
|
/* Link between nodes for the subtraction. */
|
|
fromnode = nodes_copy[id_start];
|
|
tonode = nodes_copy[id_start + 1];
|
|
fromsock = ntree_shader_node_output_get(fromnode, 0);
|
|
tosock = ntree_shader_node_input_get(tonode, 1);
|
|
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
|
|
/* Link mix input to first node. */
|
|
fromnode = nodes_copy[id_start + 2];
|
|
tonode = nodes_copy[id_start];
|
|
fromsock = ntree_shader_node_output_get(fromnode, 0);
|
|
tosock = ntree_shader_node_input_get(tonode, 1);
|
|
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
|
|
/* Link weight input to both multiply nodes. */
|
|
fromnode = nodes_copy[id_start + 3];
|
|
fromsock = ntree_shader_node_output_get(fromnode, 0);
|
|
tonode = nodes_copy[id_start];
|
|
tosock = ntree_shader_node_input_get(tonode, 0);
|
|
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
|
|
tonode = nodes_copy[id_start + 1];
|
|
tosock = ntree_shader_node_input_get(tonode, 0);
|
|
blender::bke::node_add_link(*ntree, *fromnode, *fromsock, *tonode, *tosock);
|
|
break;
|
|
}
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
/* Recreate links between copied nodes. */
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->runtime->tmp_flag >= 0) {
|
|
/* Naming can be confusing here. We use original node-link name for from/to prefix.
|
|
* The final link is in reversed order. */
|
|
int socket_index;
|
|
LISTBASE_FOREACH_INDEX (bNodeSocket *, sock, &node->inputs, socket_index) {
|
|
bNodeSocket *tosock;
|
|
bNode *tonode;
|
|
|
|
switch (node->type_legacy) {
|
|
case SH_NODE_SHADERTORGB:
|
|
case SH_NODE_OUTPUT_LIGHT:
|
|
case SH_NODE_OUTPUT_WORLD:
|
|
case SH_NODE_OUTPUT_MATERIAL:
|
|
case SH_NODE_ADD_SHADER: {
|
|
tonode = nodes_copy[node->runtime->tmp_flag];
|
|
tosock = ntree_shader_node_output_get(tonode, 0);
|
|
break;
|
|
}
|
|
case SH_NODE_MIX_SHADER: {
|
|
if (socket_index == 0) {
|
|
/* Mix Factor. */
|
|
tonode = nodes_copy[node->runtime->tmp_flag + 2];
|
|
tosock = ntree_shader_node_input_get(tonode, 1);
|
|
}
|
|
else if (socket_index == 1) {
|
|
/* Shader 1. */
|
|
tonode = nodes_copy[node->runtime->tmp_flag + 1];
|
|
tosock = ntree_shader_node_output_get(tonode, 0);
|
|
}
|
|
else {
|
|
/* Shader 2. */
|
|
tonode = nodes_copy[node->runtime->tmp_flag];
|
|
tosock = ntree_shader_node_output_get(tonode, 0);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
BLI_assert(0);
|
|
break;
|
|
}
|
|
|
|
if (sock->link) {
|
|
bNodeSocket *fromsock;
|
|
bNode *fromnode = sock->link->fromnode;
|
|
|
|
switch (fromnode->type_legacy) {
|
|
case SH_NODE_ADD_SHADER: {
|
|
fromnode = nodes_copy[fromnode->runtime->tmp_flag];
|
|
fromsock = ntree_shader_node_input_get(fromnode, 1);
|
|
if (fromsock->link) {
|
|
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
|
|
}
|
|
break;
|
|
}
|
|
case SH_NODE_MIX_SHADER: {
|
|
fromnode = nodes_copy[fromnode->runtime->tmp_flag + 3];
|
|
fromsock = ntree_shader_node_input_get(fromnode, 1);
|
|
if (fromsock->link) {
|
|
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
|
|
}
|
|
break;
|
|
}
|
|
case SH_NODE_BACKGROUND:
|
|
case SH_NODE_BSDF_METALLIC:
|
|
case SH_NODE_BSDF_DIFFUSE:
|
|
case SH_NODE_BSDF_GLASS:
|
|
case SH_NODE_BSDF_GLOSSY:
|
|
case SH_NODE_BSDF_HAIR_PRINCIPLED:
|
|
case SH_NODE_BSDF_HAIR:
|
|
case SH_NODE_BSDF_PRINCIPLED:
|
|
case SH_NODE_BSDF_RAY_PORTAL:
|
|
case SH_NODE_BSDF_REFRACTION:
|
|
case SH_NODE_BSDF_TOON:
|
|
case SH_NODE_BSDF_TRANSLUCENT:
|
|
case SH_NODE_BSDF_TRANSPARENT:
|
|
case SH_NODE_BSDF_SHEEN:
|
|
case SH_NODE_EEVEE_SPECULAR:
|
|
case SH_NODE_EMISSION:
|
|
case SH_NODE_HOLDOUT:
|
|
case SH_NODE_SUBSURFACE_SCATTERING:
|
|
case SH_NODE_VOLUME_ABSORPTION:
|
|
case SH_NODE_VOLUME_PRINCIPLED:
|
|
case SH_NODE_VOLUME_SCATTER:
|
|
case SH_NODE_VOLUME_COEFFICIENTS:
|
|
fromsock = ntree_shader_node_find_input(fromnode, "Weight");
|
|
/* Make "weight" sockets available so that links to it are available as well and are
|
|
* not ignored in other places. */
|
|
fromsock->flag &= ~SOCK_UNAVAIL;
|
|
if (fromsock->link) {
|
|
ntree_weight_tree_merge_weight(ntree, fromnode, fromsock, &tonode, &tosock);
|
|
}
|
|
break;
|
|
default:
|
|
fromsock = sock->link->fromsock;
|
|
break;
|
|
}
|
|
|
|
/* Manually add the link to the socket to avoid calling:
|
|
* `BKE_ntree_update(G.main, oop)`. */
|
|
fromsock->link = &blender::bke::node_add_link(
|
|
*ntree, *fromnode, *fromsock, *tonode, *tosock);
|
|
BLI_assert(fromsock->link);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/* Restore displacement & thickness link. */
|
|
if (displace_link) {
|
|
blender::bke::node_add_link(*ntree,
|
|
*displace_link->fromnode,
|
|
*displace_link->fromsock,
|
|
*output_node,
|
|
*displace_output);
|
|
}
|
|
if (thickness_link) {
|
|
blender::bke::node_add_link(*ntree,
|
|
*thickness_link->fromnode,
|
|
*thickness_link->fromsock,
|
|
*output_node,
|
|
*thickness_output);
|
|
}
|
|
BKE_ntree_update_without_main(*ntree);
|
|
}
|
|
|
|
static bool closure_node_filter(const bNode *node)
|
|
{
|
|
switch (node->type_legacy) {
|
|
case SH_NODE_ADD_SHADER:
|
|
case SH_NODE_MIX_SHADER:
|
|
case SH_NODE_BACKGROUND:
|
|
case SH_NODE_BSDF_METALLIC:
|
|
case SH_NODE_BSDF_DIFFUSE:
|
|
case SH_NODE_BSDF_GLASS:
|
|
case SH_NODE_BSDF_GLOSSY:
|
|
case SH_NODE_BSDF_HAIR_PRINCIPLED:
|
|
case SH_NODE_BSDF_HAIR:
|
|
case SH_NODE_BSDF_PRINCIPLED:
|
|
case SH_NODE_BSDF_RAY_PORTAL:
|
|
case SH_NODE_BSDF_REFRACTION:
|
|
case SH_NODE_BSDF_TOON:
|
|
case SH_NODE_BSDF_TRANSLUCENT:
|
|
case SH_NODE_BSDF_TRANSPARENT:
|
|
case SH_NODE_BSDF_SHEEN:
|
|
case SH_NODE_EEVEE_SPECULAR:
|
|
case SH_NODE_EMISSION:
|
|
case SH_NODE_HOLDOUT:
|
|
case SH_NODE_SUBSURFACE_SCATTERING:
|
|
case SH_NODE_VOLUME_ABSORPTION:
|
|
case SH_NODE_VOLUME_PRINCIPLED:
|
|
case SH_NODE_VOLUME_SCATTER:
|
|
case SH_NODE_VOLUME_COEFFICIENTS:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/* Shader to rgba needs their associated closure duplicated and the weight tree generated for. */
|
|
static void ntree_shader_shader_to_rgba_branches(bNodeTree *ntree)
|
|
{
|
|
Vector<bNode *> shader_to_rgba_nodes;
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->type_legacy == SH_NODE_SHADERTORGB) {
|
|
shader_to_rgba_nodes.append(node);
|
|
}
|
|
}
|
|
|
|
for (bNode *shader_to_rgba : shader_to_rgba_nodes) {
|
|
bNodeSocket *closure_input = ntree_shader_node_input_get(shader_to_rgba, 0);
|
|
if (closure_input->link == nullptr) {
|
|
continue;
|
|
}
|
|
ntree_shader_copy_branch(ntree, shader_to_rgba, closure_node_filter);
|
|
BKE_ntree_update_without_main(*ntree);
|
|
|
|
ntree_shader_weight_tree_invert(ntree, shader_to_rgba);
|
|
}
|
|
}
|
|
|
|
static void iter_shader_to_rgba_depth_count(bNodeTree *ntree,
|
|
bNode *node_start,
|
|
int16_t &max_depth)
|
|
{
|
|
struct StackNode {
|
|
bNode *node;
|
|
int16_t depth;
|
|
};
|
|
|
|
blender::Stack<StackNode> stack;
|
|
blender::Stack<StackNode> zone_stack;
|
|
stack.push({node_start, 0});
|
|
|
|
while (!stack.is_empty() || !zone_stack.is_empty()) {
|
|
StackNode s_node = !stack.is_empty() ? stack.pop() : zone_stack.pop();
|
|
|
|
bNode *node = s_node.node;
|
|
int16_t depth_level = s_node.depth;
|
|
|
|
if (node->runtime->tmp_flag >= depth_level) {
|
|
/* We already iterated this branch at this or a greater depth. */
|
|
continue;
|
|
}
|
|
|
|
if (node->type_legacy == SH_NODE_SHADERTORGB) {
|
|
depth_level++;
|
|
max_depth = std::max(max_depth, depth_level);
|
|
}
|
|
|
|
node->runtime->tmp_flag = std::max(node->runtime->tmp_flag, depth_level);
|
|
|
|
LISTBASE_FOREACH (bNodeSocket *, sock, &node->inputs) {
|
|
bNodeLink *link = sock->link;
|
|
if (link == nullptr) {
|
|
continue;
|
|
}
|
|
if ((link->flag & NODE_LINK_VALID) == 0) {
|
|
/* Skip links marked as cyclic. */
|
|
continue;
|
|
}
|
|
stack.push({link->fromnode, depth_level});
|
|
}
|
|
|
|
/* Zone input nodes are linked to their corresponding zone output nodes, even if there is no
|
|
* bNodeLink between them. */
|
|
if (const blender::bke::bNodeZoneType *zone_type = blender::bke::zone_type_by_node_type(
|
|
node->type_legacy))
|
|
{
|
|
if (zone_type->output_type == node->type_legacy) {
|
|
if (bNode *zone_input_node = zone_type->get_corresponding_input(*ntree, *node)) {
|
|
zone_stack.push({zone_input_node, depth_level});
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void shader_node_disconnect_input(bNodeTree *ntree, bNode *node, int index)
|
|
{
|
|
bNodeLink *link = ntree_shader_node_input_get(node, index)->link;
|
|
if (link) {
|
|
blender::bke::node_remove_link(ntree, *link);
|
|
}
|
|
}
|
|
|
|
static void shader_node_disconnect_inactive_mix_branch(bNodeTree *ntree,
|
|
bNode *node,
|
|
int factor_socket_index,
|
|
int a_socket_index,
|
|
int b_socket_index,
|
|
bool clamp_factor)
|
|
{
|
|
bNodeSocket *factor_socket = ntree_shader_node_input_get(node, factor_socket_index);
|
|
if (factor_socket->link == nullptr) {
|
|
float factor = 0.5;
|
|
|
|
if (factor_socket->type == SOCK_FLOAT) {
|
|
factor = factor_socket->default_value_typed<bNodeSocketValueFloat>()->value;
|
|
if (clamp_factor) {
|
|
factor = clamp_f(factor, 0.0f, 1.0f);
|
|
}
|
|
}
|
|
else if (factor_socket->type == SOCK_VECTOR) {
|
|
const float *vfactor = factor_socket->default_value_typed<bNodeSocketValueVector>()->value;
|
|
float vfactor_copy[3];
|
|
for (int i = 0; i < 3; i++) {
|
|
if (clamp_factor) {
|
|
vfactor_copy[i] = clamp_f(vfactor[i], 0.0f, 1.0f);
|
|
}
|
|
else {
|
|
vfactor_copy[i] = vfactor[i];
|
|
}
|
|
}
|
|
if (vfactor_copy[0] == vfactor_copy[1] && vfactor_copy[0] == vfactor_copy[2]) {
|
|
factor = vfactor_copy[0];
|
|
}
|
|
}
|
|
|
|
if (factor == 1.0f && a_socket_index >= 0) {
|
|
shader_node_disconnect_input(ntree, node, a_socket_index);
|
|
}
|
|
else if (factor == 0.0f && b_socket_index >= 0) {
|
|
shader_node_disconnect_input(ntree, node, b_socket_index);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void ntree_shader_disconnect_inactive_mix_branches(bNodeTree *ntree)
|
|
{
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->typeinfo->type_legacy == SH_NODE_MIX_SHADER) {
|
|
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, 1, 2, true);
|
|
}
|
|
else if (node->typeinfo->type_legacy == SH_NODE_MIX) {
|
|
const NodeShaderMix *storage = static_cast<NodeShaderMix *>(node->storage);
|
|
if (storage->data_type == SOCK_FLOAT) {
|
|
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, 2, 3, storage->clamp_factor);
|
|
/* Disconnect links from data_type-specific sockets that are not currently in use */
|
|
for (int i : {1, 4, 5, 6, 7}) {
|
|
shader_node_disconnect_input(ntree, node, i);
|
|
}
|
|
}
|
|
else if (storage->data_type == SOCK_VECTOR) {
|
|
int factor_socket = storage->factor_mode == NODE_MIX_MODE_UNIFORM ? 0 : 1;
|
|
shader_node_disconnect_inactive_mix_branch(
|
|
ntree, node, factor_socket, 4, 5, storage->clamp_factor);
|
|
/* Disconnect links from data_type-specific sockets that are not currently in use */
|
|
int unused_factor_socket = factor_socket == 0 ? 1 : 0;
|
|
for (int i : {unused_factor_socket, 2, 3, 6, 7}) {
|
|
shader_node_disconnect_input(ntree, node, i);
|
|
}
|
|
}
|
|
else if (storage->data_type == SOCK_RGBA) {
|
|
/* Branch A can't be optimized-out, since its alpha is always used regardless of factor */
|
|
shader_node_disconnect_inactive_mix_branch(ntree, node, 0, -1, 7, storage->clamp_factor);
|
|
/* Disconnect links from data_type-specific sockets that are not currently in use */
|
|
for (int i : {1, 2, 3, 4, 5}) {
|
|
shader_node_disconnect_input(ntree, node, i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool ntree_branch_node_tag(bNode *fromnode, bNode *tonode, void * /*userdata*/)
|
|
{
|
|
fromnode->runtime->tmp_flag = 1;
|
|
tonode->runtime->tmp_flag = 1;
|
|
return true;
|
|
}
|
|
|
|
/* Avoid adding more node execution when multiple outputs are present. */
|
|
/* NOTE(@fclem): This is also a workaround for the old EEVEE SSS implementation where only the
|
|
* first executed SSS node gets a SSS profile. */
|
|
static void ntree_shader_pruned_unused(bNodeTree *ntree, bNode *output_node)
|
|
{
|
|
ntree_shader_disconnect_inactive_mix_branches(ntree);
|
|
|
|
bool changed = false;
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
node->runtime->tmp_flag = 0;
|
|
}
|
|
|
|
/* Avoid deleting the output node if it is the only node in the tree. */
|
|
if (output_node) {
|
|
output_node->runtime->tmp_flag = 1;
|
|
blender::bke::node_chain_iterator_backwards(
|
|
ntree, output_node, ntree_branch_node_tag, nullptr, 0);
|
|
}
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &ntree->nodes) {
|
|
if (node->type_legacy == SH_NODE_OUTPUT_AOV) {
|
|
node->runtime->tmp_flag = 1;
|
|
blender::bke::node_chain_iterator_backwards(ntree, node, ntree_branch_node_tag, nullptr, 0);
|
|
}
|
|
}
|
|
|
|
LISTBASE_FOREACH_MUTABLE (bNode *, node, &ntree->nodes) {
|
|
if (node->runtime->tmp_flag == 0) {
|
|
blender::bke::node_unlink_node(*ntree, *node);
|
|
blender::bke::node_free_node(ntree, *node);
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if (changed) {
|
|
BKE_ntree_update_without_main(*ntree);
|
|
}
|
|
}
|
|
|
|
void ntreeGPUMaterialNodes(bNodeTree *localtree, GPUMaterial *mat)
|
|
{
|
|
bNodeTreeExec *exec;
|
|
|
|
ntree_shader_unlink_script_nodes(localtree);
|
|
bNode *output = ntreeShaderOutputNode(localtree, SHD_OUTPUT_EEVEE);
|
|
|
|
/* Tree is valid if it contains no undefined implicit socket type cast. */
|
|
bool valid_tree = ntree_shader_implicit_closure_cast(localtree);
|
|
|
|
if (valid_tree) {
|
|
ntree_shader_pruned_unused(localtree, output);
|
|
if (output != nullptr) {
|
|
ntree_shader_shader_to_rgba_branches(localtree);
|
|
ntree_shader_weight_tree_invert(localtree, output);
|
|
}
|
|
}
|
|
|
|
exec = ntreeShaderBeginExecTree(localtree);
|
|
/* Execute nodes ordered by the number of ShaderToRGB nodes found in their path,
|
|
* so all closures can be properly evaluated. */
|
|
int16_t max_depth = 0;
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
node->runtime->tmp_flag = -1;
|
|
}
|
|
if (output != nullptr) {
|
|
iter_shader_to_rgba_depth_count(localtree, output, max_depth);
|
|
}
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
if (node->type_legacy == SH_NODE_OUTPUT_AOV) {
|
|
iter_shader_to_rgba_depth_count(localtree, node, max_depth);
|
|
}
|
|
}
|
|
for (int depth = max_depth; depth >= 0; depth--) {
|
|
ntreeExecGPUNodes(exec, mat, output, &depth);
|
|
LISTBASE_FOREACH (bNode *, node, &localtree->nodes) {
|
|
if (node->type_legacy == SH_NODE_OUTPUT_AOV) {
|
|
ntreeExecGPUNodes(exec, mat, node, &depth);
|
|
}
|
|
}
|
|
}
|
|
ntreeShaderEndExecTree(exec);
|
|
}
|
|
|
|
bNodeTreeExec *ntreeShaderBeginExecTree_internal(bNodeExecContext *context,
|
|
bNodeTree *ntree,
|
|
bNodeInstanceKey parent_key)
|
|
{
|
|
/* ensures only a single output node is enabled */
|
|
blender::bke::node_tree_set_output(*ntree);
|
|
|
|
/* common base initialization */
|
|
bNodeTreeExec *exec = ntree_exec_begin(context, ntree, parent_key);
|
|
|
|
/* allocate the thread stack listbase array */
|
|
exec->threadstack = MEM_calloc_arrayN<ListBase>(BLENDER_MAX_THREADS, "thread stack array");
|
|
|
|
LISTBASE_FOREACH (bNode *, node, &exec->nodetree->nodes) {
|
|
node->runtime->need_exec = 1;
|
|
}
|
|
|
|
return exec;
|
|
}
|
|
|
|
bNodeTreeExec *ntreeShaderBeginExecTree(bNodeTree *ntree)
|
|
{
|
|
bNodeExecContext context;
|
|
bNodeTreeExec *exec;
|
|
|
|
/* XXX hack: prevent exec data from being generated twice.
|
|
* this should be handled by the renderer!
|
|
*/
|
|
if (ntree->runtime->execdata) {
|
|
return ntree->runtime->execdata;
|
|
}
|
|
|
|
exec = ntreeShaderBeginExecTree_internal(&context, ntree, blender::bke::NODE_INSTANCE_KEY_BASE);
|
|
|
|
/* XXX: this should not be necessary, but is still used for compositor/shader/texture nodes,
|
|
* which only store the `ntree` pointer. Should be fixed at some point!
|
|
*/
|
|
ntree->runtime->execdata = exec;
|
|
|
|
return exec;
|
|
}
|
|
|
|
void ntreeShaderEndExecTree_internal(bNodeTreeExec *exec)
|
|
{
|
|
if (exec->threadstack) {
|
|
for (int a = 0; a < BLENDER_MAX_THREADS; a++) {
|
|
LISTBASE_FOREACH (bNodeThreadStack *, nts, &exec->threadstack[a]) {
|
|
if (nts->stack) {
|
|
MEM_freeN(nts->stack);
|
|
}
|
|
}
|
|
BLI_freelistN(&exec->threadstack[a]);
|
|
}
|
|
|
|
MEM_freeN(exec->threadstack);
|
|
exec->threadstack = nullptr;
|
|
}
|
|
|
|
ntree_exec_end(exec);
|
|
}
|
|
|
|
void ntreeShaderEndExecTree(bNodeTreeExec *exec)
|
|
{
|
|
if (exec) {
|
|
/* exec may get freed, so assign ntree */
|
|
bNodeTree *ntree = exec->nodetree;
|
|
ntreeShaderEndExecTree_internal(exec);
|
|
|
|
/* XXX: clear node-tree back-pointer to exec data,
|
|
* same problem as noted in #ntreeBeginExecTree. */
|
|
ntree->runtime->execdata = nullptr;
|
|
}
|
|
}
|