Many ui features for geometry nodes need access to information generated during evaluation: * Node warnings. * Attribute search. * Viewer node. * Socket inspection (not in master yet). The way we logged the required information before had some disadvantages: * Viewer node used a completely separate system from node warnings and attribute search. * Most of the context of logged information is lost when e.g. the same node group is used multiple times. * A global lock was needed every time something is logged. This new implementation solves these problems: * All four mentioned ui features use the same underlying logging system. * All context information for logged values is kept intact. * Every thread has its own local logger. The logged informatiton is combined in the end. Differential Revision: https://developer.blender.org/D11785
60 lines
2.1 KiB
C++
60 lines
2.1 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#pragma once
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#include "BLI_map.hh"
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#include "NOD_derived_node_tree.hh"
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#include "NOD_geometry_nodes_eval_log.hh"
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#include "NOD_node_tree_multi_function.hh"
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#include "FN_generic_pointer.hh"
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#include "DNA_modifier_types.h"
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namespace geo_log = blender::nodes::geometry_nodes_eval_log;
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namespace blender::modifiers::geometry_nodes {
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using namespace nodes::derived_node_tree_types;
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using fn::GMutablePointer;
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using fn::GPointer;
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struct GeometryNodesEvaluationParams {
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blender::LinearAllocator<> allocator;
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Map<DOutputSocket, GMutablePointer> input_values;
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Vector<DInputSocket> output_sockets;
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/* These sockets will be computed but are not part of the output. Their value can be retrieved in
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* `log_socket_value_fn`. These sockets are not part of `output_sockets` because then the
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* evaluator would have to keep the socket values in memory until the end, which might not be
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* necessary in all cases. Sometimes `log_socket_value_fn` might just want to look at the value
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* and then it can be freed. */
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Vector<DSocket> force_compute_sockets;
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nodes::MultiFunctionByNode *mf_by_node;
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const NodesModifierData *modifier_;
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Depsgraph *depsgraph;
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Object *self_object;
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geo_log::GeoLogger *geo_logger;
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Vector<GMutablePointer> r_output_values;
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};
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void evaluate_geometry_nodes(GeometryNodesEvaluationParams ¶ms);
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} // namespace blender::modifiers::geometry_nodes
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