Files
test2/source/blender/nodes/shader/node_shader_util.cc
Omar Emara 5841cb21f7 Fix #146759: Radial Tilling node crashes in the compositor
The Radial Tilling node crashes in the compositor in GPU mode. This is
because the compositor does not yet support 2D vectors in shader code
generation, but properly supports and expects them in the interface,
which the Radial Tilling node declares. This results in a bad shader
which crashes Blender.

To properly fix this, we need to:

- Support 2D vectors in compositor GPU material shader code generation.
- Support 2D vectors in shader node GPU stack construction.
- Adjust the interface of radial tilling to actually use 2D vectors.

This seems risky for 5.0, so this patch temporarily drops support for
the node in the compositor in 5.0. Then once 2D vectors are supported,
it can be enabled again.

Pull Request: https://projects.blender.org/blender/blender/pulls/147627
2025-10-09 17:23:12 +02:00

455 lines
12 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#include <optional>
#include "DNA_node_types.h"
#include "DNA_space_types.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BKE_context.hh"
#include "BKE_node_runtime.hh"
#include "IMB_colormanagement.hh"
#include "node_shader_util.hh"
#include "NOD_socket_search_link.hh"
#include "RE_engine.h"
#include "node_exec.hh"
bool sh_node_poll_default(const blender::bke::bNodeType * /*ntype*/,
const bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STREQ(ntree->idname, "ShaderNodeTree")) {
*r_disabled_hint = RPT_("Not a shader node tree");
return false;
}
return true;
}
static bool sh_geo_poll_default(const blender::bke::bNodeType * /*ntype*/,
const bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree")) {
*r_disabled_hint = RPT_("Not a shader or geometry node tree");
return false;
}
return true;
}
static bool common_poll_default(const blender::bke::bNodeType * /*ntype*/,
const bNodeTree *ntree,
const char **r_disabled_hint)
{
if (!STR_ELEM(ntree->idname, "ShaderNodeTree", "GeometryNodeTree", "CompositorNodeTree")) {
*r_disabled_hint = RPT_("Not a shader, geometry, or compositor node tree");
return false;
}
return true;
}
void sh_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
const std::optional<int16_t> legacy_type)
{
blender::bke::node_type_base(*ntype, idname, legacy_type);
ntype->poll = sh_node_poll_default;
ntype->insert_link = node_insert_link_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}
void sh_geo_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
const std::optional<int16_t> legacy_type)
{
blender::bke::node_type_base(*ntype, idname, legacy_type);
ntype->poll = sh_geo_poll_default;
ntype->insert_link = node_insert_link_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}
void common_node_type_base(blender::bke::bNodeType *ntype,
std::string idname,
const std::optional<int16_t> legacy_type)
{
sh_node_type_base(ntype, idname, legacy_type);
ntype->poll = common_poll_default;
ntype->gather_link_search_ops = blender::nodes::search_link_ops_for_basic_node;
}
bool line_style_shader_nodes_poll(const bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return snode->shaderfrom == SNODE_SHADER_LINESTYLE;
}
bool world_shader_nodes_poll(const bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return snode->shaderfrom == SNODE_SHADER_WORLD;
}
bool object_shader_nodes_poll(const bContext *C)
{
const SpaceNode *snode = CTX_wm_space_node(C);
return snode->shaderfrom == SNODE_SHADER_OBJECT;
}
bool object_cycles_shader_nodes_poll(const bContext *C)
{
if (!object_shader_nodes_poll(C)) {
return false;
}
const RenderEngineType *engine_type = CTX_data_engine_type(C);
return STREQ(engine_type->idname, "CYCLES");
}
bool object_eevee_shader_nodes_poll(const bContext *C)
{
if (!object_shader_nodes_poll(C)) {
return false;
}
const RenderEngineType *engine_type = CTX_data_engine_type(C);
return STREQ(engine_type->idname, "BLENDER_EEVEE") ||
STREQ(engine_type->idname, "BLENDER_EEVEE");
}
/* ****** */
static void nodestack_get_vec(float *in, short type_in, bNodeStack *ns)
{
const float *from = ns->vec;
if (type_in == SOCK_FLOAT) {
if (ns->sockettype == SOCK_FLOAT) {
*in = *from;
}
else {
*in = (from[0] + from[1] + from[2]) / 3.0f;
}
}
else if (type_in == SOCK_VECTOR) {
if (ns->sockettype == SOCK_FLOAT) {
in[0] = from[0];
in[1] = from[0];
in[2] = from[0];
}
else {
copy_v3_v3(in, from);
}
}
else { /* type_in==SOCK_RGBA */
if (ns->sockettype == SOCK_RGBA) {
copy_v4_v4(in, from);
}
else if (ns->sockettype == SOCK_FLOAT) {
in[0] = from[0];
in[1] = from[0];
in[2] = from[0];
in[3] = 1.0f;
}
else {
copy_v3_v3(in, from);
in[3] = 1.0f;
}
}
}
void node_gpu_stack_from_data(GPUNodeStack *gs, int type, bNodeStack *ns)
{
memset(gs, 0, sizeof(*gs));
if (ns == nullptr) {
/* node_get_stack() will generate nullptr bNodeStack pointers
* for unknown/unsupported types of sockets. */
zero_v4(gs->vec);
gs->link = nullptr;
gs->type = GPU_NONE;
gs->hasinput = false;
gs->hasoutput = false;
gs->sockettype = type;
}
else {
nodestack_get_vec(gs->vec, type, ns);
gs->link = (GPUNodeLink *)ns->data;
if (type == SOCK_FLOAT) {
gs->type = GPU_FLOAT;
}
else if (type == SOCK_INT) {
gs->type = GPU_FLOAT; /* HACK: Support as float. */
}
else if (type == SOCK_BOOLEAN) {
gs->type = GPU_FLOAT; /* HACK: Support as float. */
}
else if (type == SOCK_VECTOR) {
gs->type = GPU_VEC3;
}
else if (type == SOCK_RGBA) {
gs->type = GPU_VEC4;
}
else if (type == SOCK_SHADER) {
gs->type = GPU_CLOSURE;
}
else {
gs->type = GPU_NONE;
}
gs->hasinput = ns->hasinput && ns->data;
/* XXX Commented out the ns->data check here, as it seems it's not always set,
* even though there *is* a valid connection/output... But that might need
* further investigation.
*/
gs->hasoutput = ns->hasoutput /*&& ns->data*/;
gs->sockettype = ns->sockettype;
}
}
void node_data_from_gpu_stack(bNodeStack *ns, GPUNodeStack *gs)
{
copy_v4_v4(ns->vec, gs->vec);
ns->data = gs->link;
ns->sockettype = gs->sockettype;
}
static void gpu_stack_from_data_list(GPUNodeStack *gs, ListBase *sockets, bNodeStack **ns)
{
int i;
LISTBASE_FOREACH_INDEX (bNodeSocket *, socket, sockets, i) {
node_gpu_stack_from_data(&gs[i], socket->type, ns[i]);
}
gs[i].end = true;
}
static void data_from_gpu_stack_list(ListBase *sockets, bNodeStack **ns, GPUNodeStack *gs)
{
int i = 0;
LISTBASE_FOREACH (bNodeSocket *, socket, sockets) {
if (ELEM(
socket->type, SOCK_FLOAT, SOCK_INT, SOCK_BOOLEAN, SOCK_VECTOR, SOCK_RGBA, SOCK_SHADER))
{
node_data_from_gpu_stack(ns[i], &gs[i]);
i++;
}
}
}
bool blender::bke::node_supports_active_flag(const bNode &node, int sub_activity)
{
BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
switch (sub_activity) {
case NODE_ACTIVE_TEXTURE:
return node.typeinfo->nclass == NODE_CLASS_TEXTURE;
case NODE_ACTIVE_PAINT_CANVAS:
return ELEM(node.type_legacy, SH_NODE_TEX_IMAGE, SH_NODE_ATTRIBUTE);
}
return false;
}
static bNode *node_get_active(bNodeTree *ntree, int sub_activity)
{
BLI_assert(ELEM(sub_activity, NODE_ACTIVE_TEXTURE, NODE_ACTIVE_PAINT_CANVAS));
/* this is the node we texture paint and draw in textured draw */
bNode *inactivenode = nullptr, *activetexnode = nullptr, *activegroup = nullptr;
bool hasgroup = false;
if (!ntree) {
return nullptr;
}
for (bNode *node : ntree->all_nodes()) {
if (node->flag & sub_activity) {
activetexnode = node;
/* if active we can return immediately */
if (node->flag & NODE_ACTIVE) {
return node;
}
}
else if (!inactivenode && blender::bke::node_supports_active_flag(*node, sub_activity)) {
inactivenode = node;
}
else if (node->type_legacy == NODE_GROUP) {
if (node->flag & NODE_ACTIVE) {
activegroup = node;
}
else {
hasgroup = true;
}
}
}
/* first, check active group for textures */
if (activegroup) {
bNode *tnode = node_get_active((bNodeTree *)activegroup->id, sub_activity);
/* active node takes priority, so ignore any other possible nodes here */
if (tnode) {
return tnode;
}
}
if (activetexnode) {
return activetexnode;
}
if (hasgroup) {
/* node active texture node in this tree, look inside groups */
for (bNode *node : ntree->all_nodes()) {
if (node->type_legacy == NODE_GROUP) {
bNode *tnode = node_get_active((bNodeTree *)node->id, sub_activity);
if (tnode && ((tnode->flag & sub_activity) || !inactivenode)) {
return tnode;
}
}
}
}
return inactivenode;
}
namespace blender::bke {
bNode *node_get_active_texture(bNodeTree &ntree)
{
return node_get_active(&ntree, NODE_ACTIVE_TEXTURE);
}
bNode *node_get_active_paint_canvas(bNodeTree &ntree)
{
return node_get_active(&ntree, NODE_ACTIVE_PAINT_CANVAS);
}
} // namespace blender::bke
void ntreeExecGPUNodes(bNodeTreeExec *exec,
GPUMaterial *mat,
bNode *output_node,
const int *depth_level)
{
bNodeExec *nodeexec;
bNode *node;
int n;
bNodeStack *stack;
bNodeStack *nsin[MAX_SOCKET]; /* arbitrary... watch this */
bNodeStack *nsout[MAX_SOCKET]; /* arbitrary... watch this */
GPUNodeStack gpuin[MAX_SOCKET + 1], gpuout[MAX_SOCKET + 1];
bool do_it;
stack = exec->stack;
for (n = 0, nodeexec = exec->nodeexec; n < exec->totnodes; n++, nodeexec++) {
node = nodeexec->node;
if (depth_level && node->runtime->tmp_flag != *depth_level) {
continue;
}
do_it = false;
/* for groups, only execute outputs for edited group */
if (node->typeinfo->nclass == NODE_CLASS_OUTPUT) {
if ((output_node != nullptr) && (node == output_node)) {
do_it = true;
}
}
else {
do_it = node->runtime->need_exec;
node->runtime->need_exec = 0;
}
if (do_it) {
BLI_assert(!depth_level || node->runtime->tmp_flag >= 0);
if (node->typeinfo->gpu_fn) {
node_get_stack(node, stack, nsin, nsout);
gpu_stack_from_data_list(gpuin, &node->inputs, nsin);
gpu_stack_from_data_list(gpuout, &node->outputs, nsout);
if (node->typeinfo->gpu_fn(mat, node, &nodeexec->data, gpuin, gpuout)) {
data_from_gpu_stack_list(&node->outputs, nsout, gpuout);
}
}
}
}
}
void node_shader_gpu_bump_tex_coord(GPUMaterial *mat, bNode * /*node*/, GPUNodeLink **link)
{
GPU_link(mat, "differentiate_texco", *link, link);
}
void node_shader_gpu_default_tex_coord(GPUMaterial *mat, bNode *node, GPUNodeLink **link)
{
if (!*link) {
*link = GPU_attribute(mat, CD_ORCO, "");
node_shader_gpu_bump_tex_coord(mat, node, link);
}
}
void node_shader_gpu_tex_mapping(GPUMaterial *mat,
bNode *node,
GPUNodeStack *in,
GPUNodeStack * /*out*/)
{
NodeTexBase *base = (NodeTexBase *)node->storage;
TexMapping *texmap = &base->tex_mapping;
float domin = (texmap->flag & TEXMAP_CLIP_MIN) != 0;
float domax = (texmap->flag & TEXMAP_CLIP_MAX) != 0;
if (domin || domax || !(texmap->flag & TEXMAP_UNIT_MATRIX)) {
static float max[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
static float min[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
GPUNodeLink *tmin, *tmax, *tmat0, *tmat1, *tmat2, *tmat3;
tmin = GPU_uniform((domin) ? texmap->min : min);
tmax = GPU_uniform((domax) ? texmap->max : max);
tmat0 = GPU_uniform((float *)texmap->mat[0]);
tmat1 = GPU_uniform((float *)texmap->mat[1]);
tmat2 = GPU_uniform((float *)texmap->mat[2]);
tmat3 = GPU_uniform((float *)texmap->mat[3]);
GPU_link(mat, "mapping_mat4", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
if (texmap->type == TEXMAP_TYPE_NORMAL) {
GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
}
}
}
void get_XYZ_to_RGB_for_gpu(XYZ_to_RGB *data)
{
blender::float3x3 xyz_to_rgb = IMB_colormanagement_get_xyz_to_scene_linear();
data->r[0] = xyz_to_rgb[0][0];
data->r[1] = xyz_to_rgb[1][0];
data->r[2] = xyz_to_rgb[2][0];
data->g[0] = xyz_to_rgb[0][1];
data->g[1] = xyz_to_rgb[1][1];
data->g[2] = xyz_to_rgb[2][1];
data->b[0] = xyz_to_rgb[0][2];
data->b[1] = xyz_to_rgb[1][2];
data->b[2] = xyz_to_rgb[2][2];
}
bool node_socket_not_zero(const GPUNodeStack &socket)
{
return socket.link || socket.vec[0] > 1e-5f;
}
bool node_socket_not_white(const GPUNodeStack &socket)
{
return socket.link || socket.vec[0] < 1.0f || socket.vec[1] < 1.0f || socket.vec[2] < 1.0f;
}
bool node_socket_not_black(const GPUNodeStack &socket)
{
return socket.link || socket.vec[0] > 1e-5f || socket.vec[1] > 1e-5f || socket.vec[2] > 1e-5f;
}