The declaration of group nodes using unavailable linked groups contains
a `skip_updating_sockets` tag, which indicates that the node shouldn't
change. This information was not used properly further down the line.
Versioning code in `do_versions_after_linking_260` inserted new group input
and output nodes. And (reasonably?) expected sockets to exist on those nodes.
However, `nodeAddStaticNode` did not initialize sockets on nodes with that use
`declare_dynamic` yet. This patch changes it so that `declare_dynamic` is used
in more places, which caused issues during file loading when node groups are
updated in somewhat arbitrary order (not in an order that is based on which
groups use which).
Differential Revision: https://developer.blender.org/D17183
Since a year and a half ago we've been switching to a new way to
represent what sockets a node should have called "declarations"
that's easier to use, clearer, and more flexible for upcoming
features like dynamic socket counts or generic type sockets.
All builtin nodes with a static set of sockets have switched, but one
missing area has been group nodes and group input/output nodes. These
nodes have **dynamic** declarations which change based on their
properties or the group they're inside of. This patch addresses that,
in preparation for using the same dynamic declaration feature for
simulation nodes.
Generally there shouldn't be user-visible differences, but one benefit
is that user-created socket descriptions are now visible directly in
the node editor for group nodes and group input/output nodes.
The commit contains a few changes:
- Add a node type callback for building dynamic declarations with
different arguments
- Add an `Extend` socket declaration for the "virtual" sockets used
for connecting new links
- A similar `Custom` socket declaration is used for addon-defined socket
- Simplify the node update loop to use the declaration to build update
sockets
- Replace the "group update" functions with the declaration building
- Move the node group input/output link creation to link drag operator
- Make the field status part of group node declarations
(not for group input/output nodes though)
- Some fixes for declarations to make them update and build properly
Differential Revision: https://developer.blender.org/D16850
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.
Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.
Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
Since internal links are only runtime data, we have the flexibility to
allocating every link individually. Instead we can store links directly
in the node runtime vector. This allows avoiding many small allocations
when copying and changing node trees.
In the future we could use a smaller type like a pair of sockets
instead of `bNodeLink` to save memory.
Differential Revision: https://developer.blender.org/D16960
Improve animation playback performance in EEVEE for materials using Mix
nodes. Socket availability was being set and reset on every evaluation
of Mix nodes, during animation playback, this was causing the graph to
be marked dirty, and the whole graph being re-evaluated on every frame,
causing performance issues during playback.
Additionally, do a bit of cleanup, traversing the node sockets with
the next link to improve clarity and reduce errors. Also refactoring
`nodeSetSocketAvailability` to early out and increase clarity on no-op.
Differential Revision: https://developer.blender.org/D16929
Previously, the lifetimes of anonymous attributes were determined by
reference counts which were non-deterministic when multiple threads
are used. Now the lifetimes of anonymous attributes are handled
more explicitly and deterministically. This is a prerequisite for any kind
of caching, because caching the output of nodes that do things
non-deterministically and have "invisible inputs" (reference counts)
doesn't really work.
For more details for how deterministic lifetimes are achieved, see D16858.
No functional changes are expected. Small performance changes are expected
as well (within few percent, anything larger regressions should be reported as
bugs).
Differential Revision: https://developer.blender.org/D16858
- Move from blenkernel to the node editor, the only place it was used
- Use two vectors instead of ListBase
- Remove define for validating the clipboard, which shouldn't be skipped
- Comment formatting, other small cleanups to whitespace
Differential Revision: https://developer.blender.org/D16880
When these declarations are built without the help of the special
builder class, it's much more convenient to set them directly rather
than with a constructor, etc. In most other situations the declarations
should be const anyway, so theoretically this doesn't affect safety too
much. Most construction of declarations should still use the builder.
Separate the "insert nodes into group" operation into more distinct
phases. This helps to clarify what is actually happening, to avoid
redundant updates to group nodes every time a new socket is discovered,
and to make use of the topology cache to avoid the "accidentally
quadratic" alrogithms that we have slowly been removing from node
editing.
The change is motivated by the desire to use dynamic node declarations
for group nodes and group input/output nodes, where it is helpful to
avoid updating the declaration and sockets multiple times.
This is essentially a left-over from the initial transition to fields where this was
forgotten. The mesh primitive nodes used to create a named uv map attribute
with a hard-coded name. The standard way to deal with that in geometry nodes
now is to output the attribute as a socket instead. The user can then decide
to store it as a named attribute or not.
The benefits of not always storing the named attribute in the node are:
* Improved performance and lower memory usage when the uv map is not
used.
* It's more obvious that there actually is a uv map.
* The hard-coded name was inconsistent.
The versioning code inserts a new Store Named Attribute node that
stores the uv map immediatly. In many cases, users can probably just
remove this node without affecting their final result, but we can't
detect that.
There is one behavior change which is that the stored uv map will be
a 3d vector instead of a 2d vector which is what the nodes originally created.
We could store the uv map as 2d vector inthe Store Named Attribute node,
but that has the problem that older Blender versions don't support this
and would crash immediately. Users can just change this to 2d vector
manually if they don't care about forward compatibility.
There is a plan to support 2d vectors more natively in geometry nodes: T92765.
This change breaks forward compatibility in the case when the uv map
was used.
Differential Revision: https://developer.blender.org/D16637
Add `bNode::index()` to allow accessing node indices directly without
manually de-referencing the runtime struct. Also adds some asserts to
make sure the access is valid and to check the nodes runtime vector.
Eagerly maintain the node's index in the tree so it can be accessed
without relying on the topology cache.
Differential Revision: https://developer.blender.org/D16683
You shouldn't be able to retrieve a mutable node from a const node tree
or a mutable socket from a const node. Use const_cast in one place in
order to correct this without duplicating the function, which is still
awkward in the C-API.
In a few places, nodes were added without updating the Identifiers and
vector. In other places nodes we removed without removing from and
rebuilding the vector. This is solved in a few ways. First I exposed
a function to rebuild the vector from scratch, and added unique ID
finding to a few places.
The changes to node group building and separating are more involved,
mostly because it was hard to see the correct behavior without some
refactoring. Now `VectorSet` is used to store nodes involved in the
operation. Some things are handled more simply with the topology
cache and by passing a span of nodes.
This patch adds an integer identifier to nodes that doesn't change when
the node name changes. This identifier can be used by different systems
to reference a node. This may be important to store caches and simulation
states per node, because otherwise those would always be invalidated
when a node name changes.
Additionally, this kind of identifier could make some things more efficient,
because with it an integer is enough to identify a node and one does not
have to store the node name.
I observed a 10% improvement in evaluation time in a file with an extreme
number of simple math nodes, due to reduced logging overhead-- from
0.226s to 0.205s.
Differential Revision: https://developer.blender.org/D15775
This cache was never written to, only "copied" between sockets in one
case, it dates back at least a decade. It doesn't make sense to store
caches on node trees directly anyway, since they can be used in
multiple places.
The main goal here is to move towards more self contained node
definitions. Previously, one would have to change `blenkernel` to
add a new node which is not necessary anymore. There is no need
for all these register functions to "leak out" of the nodes module.
Differential Revision: https://developer.blender.org/D16612
This is not used for anything in practice currently. The original intention
was probably to generate different socket subtypes, but that is solved
differently now (e.g. using `NodeSocketFloatDistance`). It's possible
that an addon tried to use this but it's rather unlikely.
Differential Revision: https://developer.blender.org/D13188
The node level was an indication of how deep the node was in the tree.
It was only used for detecting link cycles. Now that the node topology
cache from 25e307d725 exists, this calculation can be removed
completely.
The level calculation was quadratic and very slow on larger node trees.
In the mouse house file with a few thousand nodes, it took 23ms on
every single update. Another benefit is storing slightly less runtime
data, though this was only 2 bytes per node.
Differential Revision: https://developer.blender.org/D16566
Instead of generating a dependency sorted node list whenever evaluating
texture or EEVEE/viewport shader nodes, use the existing sorted array
from the topology cache. This may be more efficient because the
algorithm isn't quadratic. It's also the second-to-last place to
use `node.runtime->level`, which can be removed soon.
Differential Revision: https://developer.blender.org/D16565
* This patch just moves runtime data to the runtime struct to cleanup
the dna struct. Arguably, some of this data should not even be there
because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
The corresponding rna property `width_hidden` is kept to avoid
script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
This allows for optimizations because one does not have to iterate
over all nodes anymore to find all nodes within a frame.
Differential Revision: https://developer.blender.org/D16106
This commit adds a new "Image Info" node to retrieve various
information from an image like its width, height, and whether
it has an alpha channel. It is also possible to retrieve the FPS
and frame count of video files.
Differential Revision: https://developer.blender.org/D15042
This was caused by rBc39eb09ae587e1d9. The optimization broke the case
when the socket is not in the provided node tree. Now there are two separate
functions, one that always does the slow check to see of the socket is really
in the node tree and a potentially much faster version when we are sure
that the socket is in the tree.
The new Xcode 14.1 brings the new Apple Clang compiler which
considers sprintf unsafe and geenrates deprecation warnings
suggesting to sue snprintf instead. This only happens for C++
code by default, and C code can still use sprintf without any
warning.
This changes does the following:
- Whenever is trivial replace sprintf() with BLI_snprintf.
- For all other cases use the newly introduced BLI_sprintf
which is a wrapper around sprintf() but without warning.
There is a discouragement note in the BLI_sprintf comment to
suggest use of BLI_snprintf when the size is known.
Differential Revision: https://developer.blender.org/D16410
**Problem**
Currently multiple input sockets are created when a new node group is
made from selected nodes. Some of these are linked from the same source.
It is not convenient to sort out and remove multiple input sockets that
represent the same input. These inputs usually have meaningless names
like 'value', 'x', etc.
**Solution**
Create common input sockets for each link starting from the same input.
Move links inside the new group's node tree and reroute it to connect
the common input socket to the original nodes. This is done by building
up a mapping between the incoming link sources to the input interfaces
created for them. The input interfaces are reused by the rest of the
links having the same source.
This patch also changes the way the input sockets get their names.
Output socket names of the group nodes usually are specific and are
given consciously. Use the output socket names from group nodes instead
of the inputs where the links point to.
Differential Revision: https://developer.blender.org/D15802
Use the newly added node topology cache to find the node that contains
a socket rather than looping through all nodes every time. The change
improves performance of drawing a some large node trees by 2-3x.