This implements the `Warning` node that allows node groups to communicate expectations about input values to the user. By default, the `Warning` node is only evaluated if the node group that contains it is evaluated in any way. This is better than always evaluating it, because that could trigger lots of unnecessary evaluation in parts of the potentially large node tree which should be ignored. In this basic mode, the output of the node should not be connected to anything and it must not be in a zone. For more fine-grained control for when the `Warning` node should be evaluated, one can use the boolean output which is just a pass-through of the `Show` input. If this output is used, the `Warning` node will only be evaluated if its output is used. A simple way to use it is to control a Switch node with it that e.g. "disables" a specific output when the inputs are invalid. In this case, the `Warning` node may also be in a zone. The node allows the user to choose between 3 severity levels: Error, Warning and Info. Those are the same levels that we use internally. Currently, the error and warning mode are pretty much the same, but that may change in the future. Pull Request: https://projects.blender.org/blender/blender/pulls/125544
487 lines
16 KiB
C++
487 lines
16 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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/**
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* For evaluation, geometry node groups are converted to a lazy-function graph. The generated graph
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* is cached per node group, so it only has to be generated once after a change.
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*
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* Node groups are *not* inlined into the lazy-function graph. This could be added in the future as
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* it might improve performance in some cases, but generally does not seem necessary. Inlining node
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* groups also has disadvantages like making per-node-group caches less useful, resulting in more
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* overhead.
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*
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* Instead, group nodes are just like all other nodes in the lazy-function graph. What makes them
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* special is that they reference the lazy-function graph of the group they reference.
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*
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* During lazy-function graph generation, a mapping between the #bNodeTree and
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* #lazy_function::Graph is build that can be used when evaluating the graph (e.g. for logging).
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*/
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#include <variant>
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#include "FN_lazy_function_graph.hh"
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#include "FN_lazy_function_graph_executor.hh"
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#include "NOD_geometry_nodes_log.hh"
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#include "NOD_multi_function.hh"
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#include "BLI_compute_context.hh"
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#include "BLI_math_quaternion_types.hh"
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#include "BKE_bake_items.hh"
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#include "BKE_node_tree_zones.hh"
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struct Object;
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struct Depsgraph;
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struct Scene;
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namespace blender::nodes {
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using lf::LazyFunction;
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using mf::MultiFunction;
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/** The structs in here describe the different possible behaviors of a simulation input node. */
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namespace sim_input {
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/**
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* The data is just passed through the node. Data that is incompatible with simulations (like
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* anonymous attributes), is removed though.
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*/
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struct PassThrough {};
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/**
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* The input is not evaluated, instead the values provided here are output by the node.
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*/
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struct OutputCopy {
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float delta_time;
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bke::bake::BakeStateRef state;
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};
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/**
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* Same as #OutputCopy, but the values can be output by move, instead of copy.
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* This can reduce the amount of unnecessary copies,
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* when the old simulation state is not needed anymore.
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*/
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struct OutputMove {
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float delta_time;
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bke::bake::BakeState state;
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};
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using Behavior = std::variant<PassThrough, OutputCopy, OutputMove>;
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} // namespace sim_input
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/** The structs in here describe the different possible behaviors of a simulation output node. */
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namespace sim_output {
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/**
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* Output the data that comes from the corresponding simulation input node, ignoring the nodes in
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* the zone.
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*/
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struct PassThrough {};
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/**
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* Computes the simulation step and calls the given function to cache the new simulation state.
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* The new simulation state is the output of the node.
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*/
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struct StoreNewState {
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std::function<void(bke::bake::BakeState state)> store_fn;
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};
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/**
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* The inputs are not evaluated, instead the given cached items are output directly.
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*/
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struct ReadSingle {
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bke::bake::BakeStateRef state;
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};
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/**
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* The inputs are not evaluated, instead of a mix of the two given states is output.
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*/
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struct ReadInterpolated {
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/** Factor between 0 and 1 that determines the influence of the two simulation states. */
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float mix_factor;
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bke::bake::BakeStateRef prev_state;
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bke::bake::BakeStateRef next_state;
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};
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/**
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* Used when there was some issue loading the baked data from disk.
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*/
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struct ReadError {
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std::string message;
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};
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using Behavior = std::variant<PassThrough, StoreNewState, ReadSingle, ReadInterpolated, ReadError>;
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} // namespace sim_output
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/** Controls the behavior of one simulation zone. */
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struct SimulationZoneBehavior {
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sim_input::Behavior input;
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sim_output::Behavior output;
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bke::bake::BakeDataBlockMap *data_block_map = nullptr;
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};
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class GeoNodesSimulationParams {
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public:
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/**
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* Get the expected behavior for the simulation zone with the given id (see #bNestedNodeRef).
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* It's possible that this method called multiple times for the same id. In this case, the same
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* pointer should be returned in each call.
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*/
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virtual SimulationZoneBehavior *get(const int zone_id) const = 0;
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};
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struct BakeNodeBehavior {
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/** The set of possible behaviors are the same for both of these nodes currently. */
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sim_output::Behavior behavior;
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bke::bake::BakeDataBlockMap *data_block_map = nullptr;
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};
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class GeoNodesBakeParams {
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public:
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virtual BakeNodeBehavior *get(const int id) const = 0;
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};
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struct GeoNodesSideEffectNodes {
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MultiValueMap<ComputeContextHash, const lf::FunctionNode *> nodes_by_context;
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/**
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* The repeat zone is identified by the compute context of the parent and the identifier of the
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* repeat output node.
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*/
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MultiValueMap<std::pair<ComputeContextHash, int32_t>, int> iterations_by_repeat_zone;
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};
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/**
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* Data that is passed into geometry nodes evaluation from the modifier.
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*/
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struct GeoNodesModifierData {
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/** Object that is currently evaluated. */
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const Object *self_object = nullptr;
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/** Depsgraph that is evaluating the modifier. */
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Depsgraph *depsgraph = nullptr;
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};
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struct GeoNodesOperatorDepsgraphs {
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/** Current evaluated depsgraph from the viewport. Shouldn't be null. */
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const Depsgraph *active = nullptr;
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/**
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* Depsgraph containing IDs referenced by the node tree and the node tree itself and from node
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* group inputs (the redo panel).
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*/
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Depsgraph *extra = nullptr;
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~GeoNodesOperatorDepsgraphs();
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/**
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* The evaluated data-block might be in the scene's active depsgraph, in that case we should use
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* it directly. Otherwise retrieve it from the extra depsgraph that was built for all other
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* data-blocks. Return null if it isn't found, generally geometry nodes can handle null ID
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* pointers.
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*/
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const ID *get_evaluated_id(const ID &id_orig) const;
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};
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struct GeoNodesOperatorData {
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eObjectMode mode;
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/** The object currently effected by the operator. */
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const Object *self_object_orig = nullptr;
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const GeoNodesOperatorDepsgraphs *depsgraphs = nullptr;
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Scene *scene_orig = nullptr;
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int2 mouse_position;
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int2 region_size;
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float3 cursor_position;
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math::Quaternion cursor_rotation;
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float4x4 viewport_winmat;
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float4x4 viewport_viewmat;
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bool viewport_is_perspective;
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int active_point_index = -1;
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int active_edge_index = -1;
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int active_face_index = -1;
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};
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struct GeoNodesCallData {
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/**
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* Top-level node tree of the current evaluation.
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*/
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const bNodeTree *root_ntree = nullptr;
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/**
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* Optional logger that keeps track of data generated during evaluation to allow for better
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* debugging afterwards.
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*/
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geo_eval_log::GeoModifierLog *eval_log = nullptr;
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/**
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* Optional injected behavior for simulations.
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*/
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GeoNodesSimulationParams *simulation_params = nullptr;
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/**
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* Optional injected behavior for bake nodes.
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*/
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GeoNodesBakeParams *bake_params = nullptr;
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/**
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* Some nodes should be executed even when their output is not used (e.g. active viewer nodes and
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* the node groups they are contained in).
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*/
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const GeoNodesSideEffectNodes *side_effect_nodes = nullptr;
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/**
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* Controls in which compute contexts we want to log socket values. Logging them in all contexts
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* can result in slowdowns. In the majority of cases, the logged socket values are freed without
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* being looked at anyway.
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*
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* If this is null, all socket values will be logged.
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*/
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const Set<ComputeContextHash> *socket_log_contexts = nullptr;
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/**
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* Data from the modifier that is being evaluated.
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*/
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GeoNodesModifierData *modifier_data = nullptr;
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/**
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* Data from execution as operator in 3D viewport.
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*/
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GeoNodesOperatorData *operator_data = nullptr;
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/**
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* Self object has slightly different semantics depending on how geometry nodes is called.
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* Therefor, it is not stored directly in the global data.
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*/
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const Object *self_object() const;
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};
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/**
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* Custom user data that is passed to every geometry nodes related lazy-function evaluation.
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*/
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struct GeoNodesLFUserData : public lf::UserData {
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/**
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* Data provided by the root caller of geometry nodes.
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*/
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const GeoNodesCallData *call_data = nullptr;
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/**
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* Current compute context. This is different depending in the (nested) node group that is being
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* evaluated.
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*/
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const ComputeContext *compute_context = nullptr;
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/**
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* Log socket values in the current compute context. Child contexts might use logging again.
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*/
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bool log_socket_values = true;
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destruct_ptr<lf::LocalUserData> get_local(LinearAllocator<> &allocator) override;
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};
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struct GeoNodesLFLocalUserData : public lf::LocalUserData {
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private:
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/**
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* Thread-local logger for the current node tree in the current compute context. It is only
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* instantiated when it is actually used and then cached for the current thread.
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*/
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mutable std::optional<geo_eval_log::GeoTreeLogger *> tree_logger_;
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public:
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GeoNodesLFLocalUserData(GeoNodesLFUserData & /*user_data*/) {}
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/**
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* Get the current tree logger. This method is not thread-safe, each thread is supposed to have
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* a separate logger.
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*/
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geo_eval_log::GeoTreeLogger *try_get_tree_logger(const GeoNodesLFUserData &user_data) const
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{
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if (!tree_logger_.has_value()) {
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this->ensure_tree_logger(user_data);
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}
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return *tree_logger_;
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}
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private:
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void ensure_tree_logger(const GeoNodesLFUserData &user_data) const;
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};
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/**
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* In the general case, this is #DynamicSocket. That means that to determine if a node group will
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* use a particular input, it has to be partially executed.
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*
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* In other cases, it's not necessary to look into the node group to determine if an input is
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* necessary.
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*/
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enum class InputUsageHintType {
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/** The input socket is never used. */
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Never,
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/** The input socket is used when a subset of the outputs is used. */
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DependsOnOutput,
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/** Can't determine statically if the input is used, check the corresponding output socket. */
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DynamicSocket,
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};
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struct InputUsageHint {
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InputUsageHintType type = InputUsageHintType::DependsOnOutput;
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/** Used in depends-on-output mode. */
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Vector<int> output_dependencies;
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};
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/**
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* Contains the mapping between the #bNodeTree and the corresponding lazy-function graph.
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* This is *not* a one-to-one mapping.
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*/
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struct GeometryNodeLazyFunctionGraphMapping {
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/**
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* This is an optimization to avoid partially evaluating a node group just to figure out which
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* inputs are needed.
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*/
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Vector<InputUsageHint> group_input_usage_hints;
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/**
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* A mapping used for logging intermediate values.
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*/
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MultiValueMap<const lf::Socket *, const bNodeSocket *> bsockets_by_lf_socket_map;
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/**
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* Mappings for some special node types. Generally, this mapping does not exist for all node
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* types, so better have more specialized mappings for now.
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*/
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Map<const bNode *, const lf::FunctionNode *> group_node_map;
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Map<const bNode *, const lf::FunctionNode *> possible_side_effect_node_map;
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Map<const bke::bNodeTreeZone *, const lf::FunctionNode *> zone_node_map;
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/* Indexed by #bNodeSocket::index_in_all_outputs. */
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Array<int> lf_input_index_for_output_bsocket_usage;
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/* Indexed by #bNodeSocket::index_in_all_outputs. */
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Array<int> lf_input_index_for_attribute_propagation_to_output;
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/* Indexed by #bNodeSocket::index_in_tree. */
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Array<int> lf_index_by_bsocket;
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};
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/**
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* Contains the information that is necessary to execute a geometry node tree.
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*/
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struct GeometryNodesGroupFunction {
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/**
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* The lazy-function that does what the node group does. Its inputs and outputs are described
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* below.
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*/
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const LazyFunction *function = nullptr;
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struct {
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/**
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* Main input values that come out of the Group Input node.
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*/
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IndexRange main;
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/**
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* A boolean for every group output that indicates whether that output is needed. It's ok if
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* those are set to true even when an output is not used, but the other way around will lead to
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* bugs. The node group uses those values to compute the lifetimes of anonymous attributes.
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*/
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IndexRange output_usages;
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/**
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* Some node groups can propagate attributes from a geometry input to a geometry output. In
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* those cases, the caller of the node group has to decide which anonymous attributes have to
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* be kept alive on the geometry because the caller requires them.
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*/
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struct {
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IndexRange range;
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Vector<int> geometry_outputs;
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} attributes_to_propagate;
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} inputs;
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struct {
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/**
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* Main output values that are passed into the Group Output node.
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*/
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IndexRange main;
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/**
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* A boolean for every group input that indicates whether this input will be used. Oftentimes
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* this can be determined without actually computing much. This is used to compute anonymous
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* attribute lifetimes.
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*/
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IndexRange input_usages;
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} outputs;
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};
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/**
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* Data that is cached for every #bNodeTree.
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*/
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struct GeometryNodesLazyFunctionGraphInfo {
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/**
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* Contains resources that need to be freed when the graph is not needed anymore.
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*/
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ResourceScope scope;
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GeometryNodesGroupFunction function;
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/**
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* The actual lazy-function graph.
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*/
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lf::Graph graph;
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/**
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* Mappings between the lazy-function graph and the #bNodeTree.
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*/
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GeometryNodeLazyFunctionGraphMapping mapping;
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/**
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* Approximate number of nodes in the graph if all sub-graphs were inlined.
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* This can be used as a simple heuristic for the complexity of the node group.
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*/
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int num_inline_nodes_approximate = 0;
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};
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std::unique_ptr<LazyFunction> get_simulation_output_lazy_function(
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const bNode &node, GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
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std::unique_ptr<LazyFunction> get_simulation_input_lazy_function(
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const bNodeTree &node_tree,
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const bNode &node,
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GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
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std::unique_ptr<LazyFunction> get_switch_node_lazy_function(const bNode &node);
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std::unique_ptr<LazyFunction> get_index_switch_node_lazy_function(
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const bNode &node, GeometryNodesLazyFunctionGraphInfo &lf_graph_info);
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std::unique_ptr<LazyFunction> get_bake_lazy_function(
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const bNode &node, GeometryNodesLazyFunctionGraphInfo &own_lf_graph_info);
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std::unique_ptr<LazyFunction> get_menu_switch_node_lazy_function(
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const bNode &node, GeometryNodesLazyFunctionGraphInfo &lf_graph_info);
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std::unique_ptr<LazyFunction> get_menu_switch_node_socket_usage_lazy_function(const bNode &node);
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std::unique_ptr<LazyFunction> get_warning_node_lazy_function(const bNode &node);
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/**
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* Outputs the default value of each output socket that has not been output yet. This needs the
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* #bNode because otherwise the default values for the outputs are not known. The lazy-function
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* parameters do not differentiate between e.g. float and vector sockets. The #SocketValueVariant
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* type is used for both.
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*/
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void set_default_remaining_node_outputs(lf::Params ¶ms, const bNode &node);
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struct FoundNestedNodeID {
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int id;
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bool is_in_simulation = false;
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bool is_in_loop = false;
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};
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std::optional<FoundNestedNodeID> find_nested_node_id(const GeoNodesLFUserData &user_data,
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const int node_id);
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/**
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* An anonymous attribute created by a node.
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*/
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class NodeAnonymousAttributeID : public bke::AnonymousAttributeID {
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std::string long_name_;
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std::string socket_name_;
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public:
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NodeAnonymousAttributeID(const Object &object,
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const ComputeContext &compute_context,
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const bNode &bnode,
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const StringRef identifier,
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const StringRef name);
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std::string user_name() const override;
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};
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/**
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* Main function that converts a #bNodeTree into a lazy-function graph. If the graph has been
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* generated already, nothing is done. Under some circumstances a valid graph cannot be created. In
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* those cases null is returned.
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*/
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const GeometryNodesLazyFunctionGraphInfo *ensure_geometry_nodes_lazy_function_graph(
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const bNodeTree &btree);
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} // namespace blender::nodes
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