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test2/source/blender/compositor/intern/evaluator.cc

252 lines
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C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "DNA_node_types.h"
#include "NOD_derived_node_tree.hh"
#include "COM_compile_state.hh"
#include "COM_context.hh"
#include "COM_evaluator.hh"
#include "COM_input_single_value_operation.hh"
#include "COM_multi_function_procedure_operation.hh"
#include "COM_node_operation.hh"
#include "COM_operation.hh"
#include "COM_result.hh"
#include "COM_scheduler.hh"
#include "COM_shader_operation.hh"
#include "COM_utilities.hh"
namespace blender::compositor {
using namespace nodes::derived_node_tree_types;
Evaluator::Evaluator(Context &context) : context_(context) {}
void Evaluator::evaluate()
{
context_.reset();
if (!is_compiled_) {
compile_and_evaluate();
}
else {
for (const std::unique_ptr<Operation> &operation : operations_stream_) {
if (context_.is_canceled()) {
this->cancel_evaluation();
break;
}
operation->evaluate();
}
}
if (context_.profiler()) {
context_.profiler()->finalize(context_.get_node_tree());
}
}
void Evaluator::reset()
{
operations_stream_.clear();
derived_node_tree_.reset();
is_compiled_ = false;
}
bool Evaluator::validate_node_tree()
{
if (derived_node_tree_->has_link_cycles()) {
context_.set_info_message("Compositor node tree has cyclic links!");
return false;
}
if (derived_node_tree_->has_undefined_nodes_or_sockets()) {
context_.set_info_message("Compositor node tree has undefined nodes or sockets!");
return false;
}
return true;
}
void Evaluator::compile_and_evaluate()
{
derived_node_tree_ = std::make_unique<DerivedNodeTree>(context_.get_node_tree());
if (!validate_node_tree()) {
return;
}
if (context_.is_canceled()) {
this->cancel_evaluation();
reset();
return;
}
const Schedule schedule = compute_schedule(context_, *derived_node_tree_);
CompileState compile_state(schedule);
for (const DNode &node : schedule) {
if (context_.is_canceled()) {
this->cancel_evaluation();
reset();
return;
}
if (compile_state.should_compile_pixel_compile_unit(node)) {
compile_and_evaluate_pixel_compile_unit(compile_state);
}
if (is_pixel_node(node)) {
compile_state.add_node_to_pixel_compile_unit(node);
}
else {
compile_and_evaluate_node(node, compile_state);
}
}
is_compiled_ = true;
}
void Evaluator::compile_and_evaluate_node(DNode node, CompileState &compile_state)
{
NodeOperation *operation = node->typeinfo->get_compositor_operation(context_, node);
compile_state.map_node_to_node_operation(node, operation);
map_node_operation_inputs_to_their_results(node, operation, compile_state);
/* This has to be done after input mapping because the method may add Input Single Value
* Operations to the operations stream, which needs to be evaluated before the operation itself
* is evaluated. */
operations_stream_.append(std::unique_ptr<Operation>(operation));
operation->compute_results_reference_counts(compile_state.get_schedule());
operation->evaluate();
}
void Evaluator::map_node_operation_inputs_to_their_results(DNode node,
NodeOperation *operation,
CompileState &compile_state)
{
for (const bNodeSocket *input : node->input_sockets()) {
const DInputSocket dinput{node.context(), input};
DSocket dorigin = get_input_origin_socket(dinput);
/* The origin socket is an output, which means the input is linked. So map the input to the
* result we get from the output. */
if (dorigin->is_output()) {
Result &result = compile_state.get_result_from_output_socket(DOutputSocket(dorigin));
operation->map_input_to_result(input->identifier, &result);
continue;
}
/* Otherwise, the origin socket is an input, which either means the input is unlinked and the
* origin is the input socket itself or the input is connected to an unlinked input of a group
* input node and the origin is the input of the group input node. So map the input to the
* result of a newly created Input Single Value Operation. */
InputSingleValueOperation *input_operation = new InputSingleValueOperation(
context_, DInputSocket(dorigin));
operation->map_input_to_result(input->identifier, &input_operation->get_result());
operations_stream_.append(std::unique_ptr<InputSingleValueOperation>(input_operation));
input_operation->evaluate();
}
}
/* Create one of the concrete subclasses of the PixelOperation based on the context and compile
* state. Deleting the operation is the caller's responsibility. */
static PixelOperation *create_pixel_operation(Context &context, CompileState &compile_state)
{
const Schedule &schedule = compile_state.get_schedule();
PixelCompileUnit &compile_unit = compile_state.get_pixel_compile_unit();
/* Use multi-function procedure to execute the pixel compile unit for CPU contexts or if the
* compile unit is single value and would thus be more efficient to execute on the CPU. */
if (!context.use_gpu() || compile_state.is_pixel_compile_unit_single_value()) {
return new MultiFunctionProcedureOperation(context, compile_unit, schedule);
}
return new ShaderOperation(context, compile_unit, schedule);
}
void Evaluator::compile_and_evaluate_pixel_compile_unit(CompileState &compile_state)
{
PixelCompileUnit &compile_unit = compile_state.get_pixel_compile_unit();
/* Pixel operations might have limitations on the number of outputs they can have, so we might
* have to split the compile unit into smaller units to workaround this limitation. In practice,
* splitting will almost always never happen due to the scheduling strategy we use, so the base
* case remains fast. */
int number_of_outputs = 0;
for (int i : compile_unit.index_range()) {
const DNode node = compile_unit[i];
number_of_outputs += compile_state.compute_pixel_node_operation_outputs_count(node);
if (number_of_outputs <= PixelOperation::maximum_number_of_outputs(context_)) {
continue;
}
/* The number of outputs surpassed the limit, so we split the compile unit into two equal parts
* and recursively call this method on each of them. It might seem unexpected that we split in
* half as opposed to split at the node that surpassed the limit, but that is because the act
* of splitting might actually introduce new outputs, since links that were previously internal
* to the compile unit might now be external. So we can't precisely split and guarantee correct
* units, and we just rely or recursive splitting until units are small enough. Further, half
* splitting helps balancing the shaders, where we don't want to have one gigantic shader and
* a tiny one. */
const int split_index = compile_unit.size() / 2;
const PixelCompileUnit start_compile_unit(compile_unit.as_span().take_front(split_index));
const PixelCompileUnit end_compile_unit(compile_unit.as_span().drop_front(split_index));
compile_state.get_pixel_compile_unit() = start_compile_unit;
this->compile_and_evaluate_pixel_compile_unit(compile_state);
compile_state.get_pixel_compile_unit() = end_compile_unit;
this->compile_and_evaluate_pixel_compile_unit(compile_state);
/* No need to continue, the above recursive calls will eventually exist the loop and do the
* actual compilation. */
return;
}
PixelOperation *operation = create_pixel_operation(context_, compile_state);
for (DNode node : compile_unit) {
compile_state.map_node_to_pixel_operation(node, operation);
}
map_pixel_operation_inputs_to_their_results(operation, compile_state);
operations_stream_.append(std::unique_ptr<Operation>(operation));
operation->compute_results_reference_counts(compile_state.get_schedule());
operation->evaluate();
compile_state.reset_pixel_compile_unit();
}
void Evaluator::map_pixel_operation_inputs_to_their_results(PixelOperation *operation,
CompileState &compile_state)
{
for (const auto item : operation->get_inputs_to_linked_outputs_map().items()) {
Result &result = compile_state.get_result_from_output_socket(item.value);
operation->map_input_to_result(item.key, &result);
}
}
void Evaluator::cancel_evaluation()
{
context_.cache_manager().skip_next_reset();
for (const std::unique_ptr<Operation> &operation : operations_stream_) {
operation->free_results();
}
}
} // namespace blender::compositor