Commit Graph

11 Commits

Author SHA1 Message Date
710e46cb2d Cleanup: Move specific node tree execution functions into respective module
`node_exec` had some code that was specific to texture/shader nodes.
These functions  arent used outside there module so limit there declarations.

Also make a function static that is only used in `node_exec.c`

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D13899
2022-01-26 15:29:31 -05:00
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
a0edee712a Cleanup: Remove unused node_type_exec for shader node
From what I can tell these are left over from Blender Internal render.

Test still pass locally, also tested a couple eevee scenes.

Reviewed By: JacquesLucke, brecht

Differential Revision: https://developer.blender.org/D13732
2022-01-05 11:52:57 -05:00
5336fdc6e3 Cleanup: Make shade node util header CPP only
Now that all shader nodes are converted to CPP
this header can now be made into a CPP header.
2022-01-04 23:25:27 -05:00
0f48b37aae Revert moving all shader nodes to c++
This reverts to following commits:
* rB5cad004d716da02f511bd34983ac7da820308676
* rB97e3a2d935ba9b21b127eda7ca104d4bcf4e48bd
* rBf60b95b5320f8d6abe6a629fe8fc4f1b94d0d91c
* rB0bd3cad04edf4bf9b9d3b1353f955534aa5e6740
* rBf72cc47d8edf849af98e196f721022bacf86a5e7
* rB3f7014ecc9d523997062eadd62888af5fc70a2b6
* rB0578921063fbb081239439062215f2538a31af4b
* rBc20098e6ec6adee874a12e510aa4a56d89f92838
* rBd5efda72f501ad95679d7ac554086a1fb18c1ac0

The original move to c++ that the other commits depended upon had some issues
that should be fixed before committing it again. The issues were reported in
T93797, T93809 and T93798.

We should also find a better rule for not using c-style casts going forward,
although that wouldn't have been reason enough to revert the commits.
Introducing something like a `MEM_new<T>` and `MEM_delete<T>`
function might help with the the most common case of casting the return
type of `MEM_malloc`.

Going forward, I recommend first committing the changes that don't
require converting files to c++. Then convert the shading node files
in smaller chunks. Especially don't mix fairly low risk changes like
moving some simple nodes, with higher risk changes.
2021-12-07 13:26:39 +01:00
b91ac86cfc Cleanup: Remove unnecessary generic includes from headers 2021-12-06 16:04:14 -05:00
Aaron Carlisle
d5efda72f5 Cleanup: Migrate all shader nodes to c++
This will be useful in the future to use the new socket builder API

Aditional changes:

- Declare variables where initialized
- Do not use relative includes

Differential Revision: https://developer.blender.org/D13465
2021-12-05 12:12:45 -05:00