Files
test2/source/blender/nodes/NOD_geometry_nodes_lazy_function.hh
Jacques Lucke 7d2c854261 Geometry Nodes: generalize modifier simulation cache storage names
The main goal here is to rename things in a way that makes sense for
simulation baking, but also for the upcoming bake node.

This also removes some versioning code from 3.6 which initialized the
default bake path. Baked data from back then can't be loaded anymore
anyway, and the way the default path is generated is different now as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/111845
2023-09-03 16:14:11 +02:00

389 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/**
* For evaluation, geometry node groups are converted to a lazy-function graph. The generated graph
* is cached per node group, so it only has to be generated once after a change.
*
* Node groups are *not* inlined into the lazy-function graph. This could be added in the future as
* it might improve performance in some cases, but generally does not seem necessary. Inlining node
* groups also has disadvantages like making per-node-group caches less useful, resulting in more
* overhead.
*
* Instead, group nodes are just like all other nodes in the lazy-function graph. What makes them
* special is that they reference the lazy-function graph of the group they reference.
*
* During lazy-function graph generation, a mapping between the #bNodeTree and
* #lazy_function::Graph is build that can be used when evaluating the graph (e.g. for logging).
*/
#include <variant>
#include "FN_lazy_function_graph.hh"
#include "FN_lazy_function_graph_executor.hh"
#include "NOD_geometry_nodes_log.hh"
#include "NOD_multi_function.hh"
#include "BLI_compute_context.hh"
#include "BKE_bake_items.hh"
#include "BKE_node_tree_zones.hh"
struct Object;
struct Depsgraph;
struct Scene;
namespace blender::nodes {
using lf::LazyFunction;
using mf::MultiFunction;
/** The structs in here describe the different possible behaviors of a simulation input node. */
namespace sim_input {
/**
* The data is just passed through the node. Data that is incompatible with simulations (like
* anonymous attributes), is removed though.
*/
struct PassThrough {
};
/**
* The input is not evaluated, instead the values provided here are output by the node.
*/
struct OutputCopy {
float delta_time;
bke::bake::BakeStateRef state;
};
/**
* Same as above, but the values can be output by move, instead of copy. This can reduce the amount
* of unnecessary copies, when the old simulation state is not needed anymore.
*/
struct OutputMove {
float delta_time;
bke::bake::BakeState state;
};
using Behavior = std::variant<PassThrough, OutputCopy, OutputMove>;
} // namespace sim_input
/** The structs in here describe the different possible behaviors of a simulation output node. */
namespace sim_output {
/**
* The data is just passed through the node. Data that is incompatible with simulations (like
* anonymous attributes), is removed though.
*/
struct PassThrough {
};
/**
* Same as above, but also calls the given function with the data that is passed through the node.
* This allows the caller of geometry nodes (e.g. the modifier), to cache the new simulation state.
*/
struct StoreAndPassThrough {
std::function<void(bke::bake::BakeState state)> store_fn;
};
/**
* The inputs are not evaluated, instead the given cached items are output directly.
*/
struct ReadSingle {
bke::bake::BakeStateRef state;
};
/**
* The inputs are not evaluated, instead of a mix of the two given states is output.
*/
struct ReadInterpolated {
/** Factor between 0 and 1 that determines the influence of the two simulation states. */
float mix_factor;
bke::bake::BakeStateRef prev_state;
bke::bake::BakeStateRef next_state;
};
using Behavior = std::variant<PassThrough, StoreAndPassThrough, ReadSingle, ReadInterpolated>;
} // namespace sim_output
/** Controls the behavior of one simulation zone. */
struct SimulationZoneBehavior {
sim_input::Behavior input;
sim_output::Behavior output;
};
class GeoNodesSimulationParams {
public:
/**
* Get the expected behavior for the simulation zone with the given id (see #bNestedNodeRef).
* It's possible that this method called multiple times for the same id. In this case, the same
* pointer should be returned in each call.
*/
virtual SimulationZoneBehavior *get(const int zone_id) const = 0;
};
/**
* Data that is passed into geometry nodes evaluation from the modifier.
*/
struct GeoNodesModifierData {
/** Object that is currently evaluated. */
const Object *self_object = nullptr;
/** Depsgraph that is evaluating the modifier. */
Depsgraph *depsgraph = nullptr;
/** Optional logger. */
geo_eval_log::GeoModifierLog *eval_log = nullptr;
GeoNodesSimulationParams *simulation_params = nullptr;
/**
* Some nodes should be executed even when their output is not used (e.g. active viewer nodes and
* the node groups they are contained in).
*/
const MultiValueMap<ComputeContextHash, const lf::FunctionNode *> *side_effect_nodes = nullptr;
/**
* Controls in which compute contexts we want to log socket values. Logging them in all contexts
* can result in slowdowns. In the majority of cases, the logged socket values are freed without
* being looked at anyway.
*
* If this is null, all socket values will be logged.
*/
const Set<ComputeContextHash> *socket_log_contexts = nullptr;
};
struct GeoNodesOperatorData {
/** The object currently effected by the operator. */
const Object *self_object = nullptr;
/** Current evaluated depsgraph. */
Depsgraph *depsgraph = nullptr;
Scene *scene = nullptr;
};
/**
* Custom user data that is passed to every geometry nodes related lazy-function evaluation.
*/
struct GeoNodesLFUserData : public lf::UserData {
/**
* Data from the modifier that is being evaluated.
*/
GeoNodesModifierData *modifier_data = nullptr;
/**
* Data from execution as operator in 3D viewport.
*/
GeoNodesOperatorData *operator_data = nullptr;
/**
* Current compute context. This is different depending in the (nested) node group that is being
* evaluated.
*/
const ComputeContext *compute_context = nullptr;
/**
* Log socket values in the current compute context. Child contexts might use logging again.
*/
bool log_socket_values = true;
/**
* Top-level node tree of the current evaluation.
*/
const bNodeTree *root_ntree = nullptr;
destruct_ptr<lf::LocalUserData> get_local(LinearAllocator<> &allocator) override;
};
struct GeoNodesLFLocalUserData : public lf::LocalUserData {
public:
/**
* Thread-local logger for the current node tree in the current compute context.
*/
geo_eval_log::GeoTreeLogger *tree_logger = nullptr;
GeoNodesLFLocalUserData(GeoNodesLFUserData &user_data);
};
/**
* In the general case, this is #DynamicSocket. That means that to determine if a node group will
* use a particular input, it has to be partially executed.
*
* In other cases, it's not necessary to look into the node group to determine if an input is
* necessary.
*/
enum class InputUsageHintType {
/** The input socket is never used. */
Never,
/** The input socket is used when a subset of the outputs is used. */
DependsOnOutput,
/** Can't determine statically if the input is used, check the corresponding output socket. */
DynamicSocket,
};
struct InputUsageHint {
InputUsageHintType type = InputUsageHintType::DependsOnOutput;
/** Used in depends-on-output mode. */
Vector<int> output_dependencies;
};
/**
* Contains the mapping between the #bNodeTree and the corresponding lazy-function graph.
* This is *not* a one-to-one mapping.
*/
struct GeometryNodeLazyFunctionGraphMapping {
/**
* Contains mapping of sockets for special nodes like group input and group output.
*/
Map<const bNodeSocket *, lf::Socket *> dummy_socket_map;
/**
* The inputs sockets in the graph. Multiple group input nodes are combined into one in the
* lazy-function graph.
*/
Vector<const lf::OutputSocket *> group_input_sockets;
/**
* Dummy output sockets that correspond to the active group output node. If there is no such
* node, defaulted fallback outputs are created.
*/
Vector<const lf::InputSocket *> standard_group_output_sockets;
/**
* Dummy boolean sockets that have to be passed in from the outside and indicate whether a
* specific output will be used.
*/
Vector<const lf::OutputSocket *> group_output_used_sockets;
/**
* Dummy boolean sockets that can be used as group output that indicate whether a specific input
* will be used (this may depend on the used outputs as well as other inputs).
*/
Vector<const lf::InputSocket *> group_input_usage_sockets;
/**
* This is an optimization to avoid partially evaluating a node group just to figure out which
* inputs are needed.
*/
Vector<InputUsageHint> group_input_usage_hints;
/**
* If the node group propagates attributes from an input geometry to the output, it has to know
* which attributes should be propagated and which can be removed (for optimization purposes).
*/
Map<int, const lf::OutputSocket *> attribute_set_by_geometry_output;
/**
* A mapping used for logging intermediate values.
*/
MultiValueMap<const lf::Socket *, const bNodeSocket *> bsockets_by_lf_socket_map;
/**
* Mappings for some special node types. Generally, this mapping does not exist for all node
* types, so better have more specialized mappings for now.
*/
Map<const bNode *, const lf::FunctionNode *> group_node_map;
Map<const bNode *, const lf::FunctionNode *> viewer_node_map;
Map<const bke::bNodeTreeZone *, const lf::FunctionNode *> zone_node_map;
/* Indexed by #bNodeSocket::index_in_all_outputs. */
Array<int> lf_input_index_for_output_bsocket_usage;
/* Indexed by #bNodeSocket::index_in_all_outputs. */
Array<int> lf_input_index_for_attribute_propagation_to_output;
/* Indexed by #bNodeSocket::index_in_tree. */
Array<int> lf_index_by_bsocket;
};
/**
* Data that is cached for every #bNodeTree.
*/
struct GeometryNodesLazyFunctionGraphInfo {
/**
* Contains resources that need to be freed when the graph is not needed anymore.
*/
ResourceScope scope;
/**
* The actual lazy-function graph.
*/
lf::Graph graph;
/**
* Mappings between the lazy-function graph and the #bNodeTree.
*/
GeometryNodeLazyFunctionGraphMapping mapping;
/**
* Approximate number of nodes in the graph if all sub-graphs were inlined.
* This can be used as a simple heuristic for the complexity of the node group.
*/
int num_inline_nodes_approximate = 0;
};
/**
* Logs intermediate values from the lazy-function graph evaluation into #GeoModifierLog based on
* the mapping between the lazy-function graph and the corresponding #bNodeTree.
*/
class GeometryNodesLazyFunctionLogger : public fn::lazy_function::GraphExecutor::Logger {
private:
const GeometryNodesLazyFunctionGraphInfo &lf_graph_info_;
public:
GeometryNodesLazyFunctionLogger(const GeometryNodesLazyFunctionGraphInfo &lf_graph_info);
void log_socket_value(const fn::lazy_function::Socket &lf_socket,
GPointer value,
const fn::lazy_function::Context &context) const override;
void dump_when_outputs_are_missing(const lf::FunctionNode &node,
Span<const lf::OutputSocket *> missing_sockets,
const lf::Context &context) const override;
void dump_when_input_is_set_twice(const lf::InputSocket &target_socket,
const lf::OutputSocket &from_socket,
const lf::Context &context) const override;
void log_before_node_execute(const lf::FunctionNode &node,
const lf::Params &params,
const lf::Context &context) const override;
};
std::unique_ptr<LazyFunction> get_simulation_output_lazy_function(
const bNode &node, GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
std::unique_ptr<LazyFunction> get_simulation_input_lazy_function(
const bNodeTree &node_tree,
const bNode &node,
GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
std::unique_ptr<LazyFunction> get_switch_node_lazy_function(const bNode &node);
struct FoundNestedNodeID {
int id;
bool is_in_simulation = false;
bool is_in_loop = false;
};
std::optional<FoundNestedNodeID> find_nested_node_id(const GeoNodesLFUserData &user_data,
const int node_id);
/**
* An anonymous attribute created by a node.
*/
class NodeAnonymousAttributeID : public bke::AnonymousAttributeID {
std::string long_name_;
std::string socket_name_;
public:
NodeAnonymousAttributeID(const Object &object,
const ComputeContext &compute_context,
const bNode &bnode,
const StringRef identifier,
const StringRef name);
std::string user_name() const override;
};
/**
* Tells the lazy-function graph evaluator which nodes have side effects based on the current
* context. For example, the same viewer node can have side effects in one context, but not in
* another (depending on e.g. which tree path is currently viewed in the node editor).
*/
class GeometryNodesLazyFunctionSideEffectProvider
: public fn::lazy_function::GraphExecutor::SideEffectProvider {
public:
Vector<const lf::FunctionNode *> get_nodes_with_side_effects(
const lf::Context &context) const override;
};
/**
* Main function that converts a #bNodeTree into a lazy-function graph. If the graph has been
* generated already, nothing is done. Under some circumstances a valid graph cannot be created. In
* those cases null is returned.
*/
const GeometryNodesLazyFunctionGraphInfo *ensure_geometry_nodes_lazy_function_graph(
const bNodeTree &btree);
} // namespace blender::nodes