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blender-archive/source/blender/functions/FN_multi_function.hh

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#pragma once
/** \file
* \ingroup fn
*
* A `MultiFunction` encapsulates a function that is optimized for throughput (instead of latency).
* The throughput is optimized by always processing many elements at once, instead of each element
* separately. This is ideal for functions that are evaluated often (e.g. for every particle).
*
* By processing a lot of data at once, individual functions become easier to optimize for humans
* and for the compiler. Furthermore, performance profiles become easier to understand and show
* better where bottlenecks are.
*
* Every multi-function has a name and an ordered list of parameters. Parameters are used for input
* and output. In fact, there are three kinds of parameters: inputs, outputs and mutable (which is
* combination of input and output).
*
* To call a multi-function, one has to provide three things:
* - `MFParams`: This references the input and output arrays that the function works with. The
* arrays are not owned by MFParams.
* - `IndexMask`: An array of indices indicating which indices in the provided arrays should be
* touched/processed.
* - `MFContext`: Further information for the called function.
*
* A new multi-function is generally implemented as follows:
* 1. Create a new subclass of MultiFunction.
* 2. Implement a constructor that initialized the signature of the function.
* 3. Override the `call` function.
*/
#include "BLI_hash.hh"
#include "FN_multi_function_context.hh"
#include "FN_multi_function_params.hh"
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namespace blender::fn {
class MultiFunction {
private:
const MFSignature *signature_ref_ = nullptr;
public:
virtual ~MultiFunction()
{
}
virtual void call(IndexMask mask, MFParams params, MFContext context) const = 0;
virtual uint64_t hash() const
{
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return get_default_hash(this);
}
virtual bool equals(const MultiFunction &UNUSED(other)) const
{
return false;
}
int param_amount() const
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{
return signature_ref_->param_types.size();
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}
IndexRange param_indices() const
{
return signature_ref_->param_types.index_range();
}
MFParamType param_type(int param_index) const
{
return signature_ref_->param_types[param_index];
}
StringRefNull param_name(int param_index) const
{
return signature_ref_->param_names[param_index];
}
StringRefNull name() const
{
return signature_ref_->function_name;
}
virtual std::string debug_name() const;
bool depends_on_context() const
{
return signature_ref_->depends_on_context;
}
const MFSignature &signature() const
{
BLI_assert(signature_ref_ != nullptr);
return *signature_ref_;
}
protected:
/* Make the function use the given signature. This should be called once in the constructor of
* child classes. No copy of the signature is made, so the caller has to make sure that the
* signature lives as long as the multi function. It is ok to embed the signature into the child
* class. */
void set_signature(const MFSignature *signature)
{
/* Take a pointer as argument, so that it is more obvious that no copy is created. */
BLI_assert(signature != nullptr);
signature_ref_ = signature;
}
};
inline MFParamsBuilder::MFParamsBuilder(const MultiFunction &fn, int64_t mask_size)
: MFParamsBuilder(fn.signature(), IndexMask(mask_size))
{
}
inline MFParamsBuilder::MFParamsBuilder(const MultiFunction &fn, const IndexMask *mask)
: MFParamsBuilder(fn.signature(), *mask)
{
}
Geometry Nodes: initial scattering and geometry nodes This is the initial merge from the geometry-nodes branch. Nodes: * Attribute Math * Boolean * Edge Split * Float Compare * Object Info * Point Distribute * Point Instance * Random Attribute * Random Float * Subdivision Surface * Transform * Triangulate It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier. Notes on the Generic attribute access API The API adds an indirection for attribute access. That has the following benefits: * Most code does not have to care about how an attribute is stored internally. This is mainly necessary, because we have to deal with "legacy" attributes such as vertex weights and attributes that are embedded into other structs such as vertex positions. * When reading from an attribute, we generally don't care what domain the attribute is stored on. So we want to abstract away the interpolation that that adapts attributes from one domain to another domain (this is not actually implemented yet). Other possible improvements for later iterations include: * Actually implement interpolation between domains. * Don't use inheritance for the different attribute types. A single class for read access and one for write access might be enough, because we know all the ways in which attributes are stored internally. We don't want more different internal structures in the future. On the contrary, ideally we can consolidate the different storage formats in the future to reduce the need for this indirection. * Remove the need for heap allocations when creating attribute accessors. It includes commits from: * Dalai Felinto * Hans Goudey * Jacques Lucke * Léo Depoix
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namespace multi_function_types {
using fn::CPPType;
using fn::GMutableSpan;
using fn::GSpan;
using fn::MFContext;
using fn::MFContextBuilder;
using fn::MFDataType;
using fn::MFParams;
using fn::MFParamsBuilder;
using fn::MFParamType;
using fn::MultiFunction;
} // namespace multi_function_types
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} // namespace blender::fn