While `ComputeContextBuilder` worked well for building simple linear compute contexts, it was fairly limiting for all the slightly more complex cases where an entire tree of compute contexts is built. Using `ComputeContextCache` that is easier to do more explicitly. There were only very few cases where using `ComputeContextBuilder` would have still helped a bit, but it's not really worth keeping that abstraction around just for those few cases. Pull Request: https://projects.blender.org/blender/blender/pulls/137370
125 lines
4.1 KiB
C++
125 lines
4.1 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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/** \file
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* \ingroup bli
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*
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* When logging computed values, we generally want to know where the value was computed. For
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* example, geometry nodes logs socket values so that they can be displayed in the ui. For that we
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* can combine the logged value with a `ComputeContext`, which identifies the place where the value
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* was computed.
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*
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* This is not a trivial problem because e.g. just storing a pointer to the socket a value
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* belongs to is not enough. That's because the same socket may correspond to many different values
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* when the socket is used in a node group that is used multiple times. In this case, not only does
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* the socket have to be stored but also the entire nested node group path that led to the
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* evaluation of the socket.
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*
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* Storing the entire "context path" for every logged value is not feasible, because that path can
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* become quite long. So that would need much more memory, more compute overhead and makes it
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* complicated to compare if two contexts are the same. If the identifier for a compute context
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* would have a variable size, it would also be much harder to create a map from context to values.
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*
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* The solution implemented below uses the following key ideas:
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* - Every compute context can be hashed to a unique fixed size value (`ComputeContextHash`). While
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* technically there could be hash collisions, the hashing algorithm has to be chosen to make
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* that practically impossible. This way an entire context path, possibly consisting of many
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* nested contexts, is represented by a single value that can be stored easily.
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* - A nested compute context is build as singly linked list, where every compute context has a
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* pointer to the parent compute context. Note that a link in the other direction is not possible
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* because the same parent compute context may be used by many different children which possibly
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* run on different threads.
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*/
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#include "BLI_string_ref.hh"
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#include "BLI_struct_equality_utils.hh"
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namespace blender {
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/**
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* A hash that uniquely identifies a specific (non-fixed-size) compute context. The hash has to
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* have enough bits to make collisions practically impossible.
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*/
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struct ComputeContextHash {
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uint64_t v1 = 0;
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uint64_t v2 = 0;
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uint64_t hash() const
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{
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return v1;
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}
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BLI_STRUCT_EQUALITY_OPERATORS_2(ComputeContextHash, v1, v2)
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void mix_in(const void *data, int64_t len);
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friend std::ostream &operator<<(std::ostream &stream, const ComputeContextHash &hash);
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};
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/**
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* Identifies the context in which a computation happens. This context can be used to identify
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* values logged during the computation. For more details, see the comment at the top of the file.
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*
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* This class should be subclassed to implement specific contexts.
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*/
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class ComputeContext {
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private:
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/**
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* Only used for debugging currently.
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*/
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const char *static_type_;
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/**
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* Pointer to the context that this context is child of. That allows nesting compute contexts.
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*/
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const ComputeContext *parent_ = nullptr;
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protected:
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/**
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* The hash that uniquely identifies this context. It's a combined hash of this context as well
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* as all the parent contexts.
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*/
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ComputeContextHash hash_;
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public:
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ComputeContext(const char *static_type, const ComputeContext *parent)
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: static_type_(static_type), parent_(parent)
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{
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if (parent != nullptr) {
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hash_ = parent_->hash_;
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}
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}
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virtual ~ComputeContext() = default;
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const ComputeContextHash &hash() const
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{
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return hash_;
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}
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const char *static_type() const
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{
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return static_type_;
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}
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const ComputeContext *parent() const
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{
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return parent_;
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}
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/**
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* Print the entire nested context stack.
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*/
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void print_stack(std::ostream &stream, StringRef name) const;
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/**
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* Print information about this specific context. This has to be implemented by each subclass.
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*/
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virtual void print_current_in_line(std::ostream &stream) const = 0;
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friend std::ostream &operator<<(std::ostream &stream, const ComputeContext &compute_context);
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};
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} // namespace blender
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