This patch is a response to T92588 and is implemented as a Function/Shader node. This node has support for Float, Vector and Color data types. For Vector it supports uniform and non-uniform mixing. For Color it now has the option to remove factor clamping. It replaces the Mix RGB for Shader and Geometry node trees. As discussed in T96219, this patch converts existing nodes in .blend files. The old node is still available in the Python API but hidden from the menus. Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht Maniphest Tasks: T92588 Differential Revision: https://developer.blender.org/D13749
539 lines
14 KiB
C++
539 lines
14 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#include "scene/constant_fold.h"
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#include "scene/shader_graph.h"
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#include "util/foreach.h"
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#include "util/log.h"
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CCL_NAMESPACE_BEGIN
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ConstantFolder::ConstantFolder(ShaderGraph *graph,
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ShaderNode *node,
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ShaderOutput *output,
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Scene *scene)
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: graph(graph), node(node), output(output), scene(scene)
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{
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}
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bool ConstantFolder::all_inputs_constant() const
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{
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foreach (ShaderInput *input, node->inputs) {
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if (input->link) {
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return false;
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}
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}
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return true;
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}
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void ConstantFolder::make_constant(float value) const
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{
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VLOG_DEBUG << "Folding " << node->name << "::" << output->name() << " to constant (" << value
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<< ").";
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foreach (ShaderInput *sock, output->links) {
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sock->set(value);
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sock->constant_folded_in = true;
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}
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graph->disconnect(output);
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}
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void ConstantFolder::make_constant(float3 value) const
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{
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VLOG_DEBUG << "Folding " << node->name << "::" << output->name() << " to constant " << value
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<< ".";
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foreach (ShaderInput *sock, output->links) {
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sock->set(value);
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sock->constant_folded_in = true;
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}
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graph->disconnect(output);
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}
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void ConstantFolder::make_constant_clamp(float value, bool clamp) const
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{
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make_constant(clamp ? saturatef(value) : value);
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}
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void ConstantFolder::make_constant_clamp(float3 value, bool clamp) const
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{
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if (clamp) {
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value.x = saturatef(value.x);
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value.y = saturatef(value.y);
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value.z = saturatef(value.z);
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}
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make_constant(value);
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}
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void ConstantFolder::make_zero() const
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{
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if (output->type() == SocketType::FLOAT) {
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make_constant(0.0f);
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}
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else if (SocketType::is_float3(output->type())) {
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make_constant(zero_float3());
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}
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else {
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assert(0);
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}
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}
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void ConstantFolder::make_one() const
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{
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if (output->type() == SocketType::FLOAT) {
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make_constant(1.0f);
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}
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else if (SocketType::is_float3(output->type())) {
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make_constant(one_float3());
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}
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else {
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assert(0);
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}
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}
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void ConstantFolder::bypass(ShaderOutput *new_output) const
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{
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assert(new_output);
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VLOG_DEBUG << "Folding " << node->name << "::" << output->name() << " to socket "
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<< new_output->parent->name << "::" << new_output->name() << ".";
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/* Remove all outgoing links from socket and connect them to new_output instead.
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* The graph->relink method affects node inputs, so it's not safe to use in constant
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* folding if the node has multiple outputs and will thus be folded multiple times. */
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vector<ShaderInput *> outputs = output->links;
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graph->disconnect(output);
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foreach (ShaderInput *sock, outputs) {
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graph->connect(new_output, sock);
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}
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}
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void ConstantFolder::discard() const
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{
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assert(output->type() == SocketType::CLOSURE);
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VLOG_DEBUG << "Discarding closure " << node->name << ".";
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graph->disconnect(output);
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}
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void ConstantFolder::bypass_or_discard(ShaderInput *input) const
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{
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assert(input->type() == SocketType::CLOSURE);
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if (input->link) {
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bypass(input->link);
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}
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else {
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discard();
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}
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}
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bool ConstantFolder::try_bypass_or_make_constant(ShaderInput *input, bool clamp) const
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{
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if (input->type() != output->type()) {
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return false;
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}
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else if (!input->link) {
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if (input->type() == SocketType::FLOAT) {
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make_constant_clamp(node->get_float(input->socket_type), clamp);
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return true;
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}
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else if (SocketType::is_float3(input->type())) {
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make_constant_clamp(node->get_float3(input->socket_type), clamp);
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return true;
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}
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}
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else if (!clamp) {
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bypass(input->link);
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return true;
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}
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else {
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/* disconnect other inputs if we can't fully bypass due to clamp */
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foreach (ShaderInput *other, node->inputs) {
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if (other != input && other->link) {
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graph->disconnect(other);
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}
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}
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}
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return false;
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}
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bool ConstantFolder::is_zero(ShaderInput *input) const
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{
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if (!input->link) {
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if (input->type() == SocketType::FLOAT) {
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return node->get_float(input->socket_type) == 0.0f;
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}
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else if (SocketType::is_float3(input->type())) {
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return node->get_float3(input->socket_type) == zero_float3();
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}
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}
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return false;
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}
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bool ConstantFolder::is_one(ShaderInput *input) const
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{
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if (!input->link) {
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if (input->type() == SocketType::FLOAT) {
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return node->get_float(input->socket_type) == 1.0f;
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}
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else if (SocketType::is_float3(input->type())) {
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return node->get_float3(input->socket_type) == one_float3();
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}
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}
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return false;
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}
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/* Specific nodes */
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void ConstantFolder::fold_mix(NodeMix type, bool clamp) const
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{
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ShaderInput *fac_in = node->input("Fac");
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ShaderInput *color1_in = node->input("Color1");
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ShaderInput *color2_in = node->input("Color2");
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float fac = saturatef(node->get_float(fac_in->socket_type));
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bool fac_is_zero = !fac_in->link && fac == 0.0f;
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bool fac_is_one = !fac_in->link && fac == 1.0f;
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/* remove no-op node when factor is 0.0 */
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if (fac_is_zero) {
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/* note that some of the modes will clamp out of bounds values even without use_clamp */
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if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) {
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if (try_bypass_or_make_constant(color1_in, clamp)) {
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return;
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}
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}
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}
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switch (type) {
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case NODE_MIX_BLEND:
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/* remove useless mix colors nodes */
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if (color1_in->link && color2_in->link) {
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if (color1_in->link == color2_in->link) {
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try_bypass_or_make_constant(color1_in, clamp);
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break;
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}
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}
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else if (!color1_in->link && !color2_in->link) {
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float3 color1 = node->get_float3(color1_in->socket_type);
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float3 color2 = node->get_float3(color2_in->socket_type);
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if (color1 == color2) {
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try_bypass_or_make_constant(color1_in, clamp);
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break;
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}
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}
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/* remove no-op mix color node when factor is 1.0 */
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if (fac_is_one) {
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try_bypass_or_make_constant(color2_in, clamp);
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break;
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}
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break;
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case NODE_MIX_ADD:
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/* 0 + X (fac 1) == X */
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if (is_zero(color1_in) && fac_is_one) {
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try_bypass_or_make_constant(color2_in, clamp);
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}
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/* X + 0 (fac ?) == X */
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else if (is_zero(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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break;
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case NODE_MIX_SUB:
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/* X - 0 (fac ?) == X */
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if (is_zero(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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/* X - X (fac 1) == 0 */
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else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) {
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make_zero();
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}
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break;
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case NODE_MIX_MUL:
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/* X * 1 (fac ?) == X, 1 * X (fac 1) == X */
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if (is_one(color1_in) && fac_is_one) {
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try_bypass_or_make_constant(color2_in, clamp);
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}
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else if (is_one(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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/* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */
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else if (is_zero(color1_in)) {
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make_zero();
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}
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else if (is_zero(color2_in) && fac_is_one) {
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make_zero();
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}
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break;
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case NODE_MIX_DIV:
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/* X / 1 (fac ?) == X */
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if (is_one(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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/* 0 / ? (fac ?) == 0 */
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else if (is_zero(color1_in)) {
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make_zero();
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}
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break;
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default:
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break;
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}
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}
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void ConstantFolder::fold_mix_color(NodeMix type, bool clamp_factor, bool clamp) const
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{
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ShaderInput *fac_in = node->input("Factor");
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ShaderInput *color1_in = node->input("A");
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ShaderInput *color2_in = node->input("B");
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float fac = clamp_factor ? saturatef(node->get_float(fac_in->socket_type)) :
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node->get_float(fac_in->socket_type);
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bool fac_is_zero = !fac_in->link && fac == 0.0f;
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bool fac_is_one = !fac_in->link && fac == 1.0f;
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/* remove no-op node when factor is 0.0 */
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if (fac_is_zero) {
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/* note that some of the modes will clamp out of bounds values even without use_clamp */
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if (!(type == NODE_MIX_LIGHT || type == NODE_MIX_DODGE || type == NODE_MIX_BURN)) {
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if (try_bypass_or_make_constant(color1_in, clamp)) {
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return;
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}
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}
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}
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switch (type) {
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case NODE_MIX_BLEND:
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/* remove useless mix colors nodes */
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if (color1_in->link && color2_in->link) {
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if (color1_in->link == color2_in->link) {
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try_bypass_or_make_constant(color1_in, clamp);
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break;
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}
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}
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else if (!color1_in->link && !color2_in->link) {
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float3 color1 = node->get_float3(color1_in->socket_type);
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float3 color2 = node->get_float3(color2_in->socket_type);
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if (color1 == color2) {
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try_bypass_or_make_constant(color1_in, clamp);
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break;
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}
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}
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/* remove no-op mix color node when factor is 1.0 */
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if (fac_is_one) {
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try_bypass_or_make_constant(color2_in, clamp);
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break;
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}
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break;
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case NODE_MIX_ADD:
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/* 0 + X (fac 1) == X */
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if (is_zero(color1_in) && fac_is_one) {
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try_bypass_or_make_constant(color2_in, clamp);
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}
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/* X + 0 (fac ?) == X */
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else if (is_zero(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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break;
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case NODE_MIX_SUB:
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/* X - 0 (fac ?) == X */
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if (is_zero(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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/* X - X (fac 1) == 0 */
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else if (color1_in->link && color1_in->link == color2_in->link && fac_is_one) {
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make_zero();
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}
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break;
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case NODE_MIX_MUL:
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/* X * 1 (fac ?) == X, 1 * X (fac 1) == X */
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if (is_one(color1_in) && fac_is_one) {
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try_bypass_or_make_constant(color2_in, clamp);
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}
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else if (is_one(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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/* 0 * ? (fac ?) == 0, ? * 0 (fac 1) == 0 */
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else if (is_zero(color1_in)) {
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make_zero();
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}
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else if (is_zero(color2_in) && fac_is_one) {
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make_zero();
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}
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break;
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case NODE_MIX_DIV:
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/* X / 1 (fac ?) == X */
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if (is_one(color2_in)) {
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try_bypass_or_make_constant(color1_in, clamp);
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}
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/* 0 / ? (fac ?) == 0 */
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else if (is_zero(color1_in)) {
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make_zero();
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}
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break;
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default:
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break;
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}
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}
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void ConstantFolder::fold_math(NodeMathType type) const
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{
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ShaderInput *value1_in = node->input("Value1");
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ShaderInput *value2_in = node->input("Value2");
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switch (type) {
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case NODE_MATH_ADD:
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/* X + 0 == 0 + X == X */
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if (is_zero(value1_in)) {
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try_bypass_or_make_constant(value2_in);
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}
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else if (is_zero(value2_in)) {
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try_bypass_or_make_constant(value1_in);
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}
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break;
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case NODE_MATH_SUBTRACT:
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/* X - 0 == X */
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if (is_zero(value2_in)) {
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try_bypass_or_make_constant(value1_in);
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}
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break;
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case NODE_MATH_MULTIPLY:
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/* X * 1 == 1 * X == X */
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if (is_one(value1_in)) {
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try_bypass_or_make_constant(value2_in);
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}
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else if (is_one(value2_in)) {
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try_bypass_or_make_constant(value1_in);
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}
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/* X * 0 == 0 * X == 0 */
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else if (is_zero(value1_in) || is_zero(value2_in)) {
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make_zero();
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}
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break;
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case NODE_MATH_DIVIDE:
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/* X / 1 == X */
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if (is_one(value2_in)) {
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try_bypass_or_make_constant(value1_in);
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}
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/* 0 / X == 0 */
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else if (is_zero(value1_in)) {
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make_zero();
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}
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break;
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case NODE_MATH_POWER:
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/* 1 ^ X == X ^ 0 == 1 */
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if (is_one(value1_in) || is_zero(value2_in)) {
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make_one();
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}
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/* X ^ 1 == X */
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else if (is_one(value2_in)) {
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try_bypass_or_make_constant(value1_in);
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}
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default:
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break;
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}
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}
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void ConstantFolder::fold_vector_math(NodeVectorMathType type) const
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{
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ShaderInput *vector1_in = node->input("Vector1");
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ShaderInput *vector2_in = node->input("Vector2");
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ShaderInput *scale_in = node->input("Scale");
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switch (type) {
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case NODE_VECTOR_MATH_ADD:
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/* X + 0 == 0 + X == X */
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if (is_zero(vector1_in)) {
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try_bypass_or_make_constant(vector2_in);
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}
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else if (is_zero(vector2_in)) {
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try_bypass_or_make_constant(vector1_in);
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}
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break;
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case NODE_VECTOR_MATH_SUBTRACT:
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/* X - 0 == X */
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if (is_zero(vector2_in)) {
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try_bypass_or_make_constant(vector1_in);
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}
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break;
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case NODE_VECTOR_MATH_MULTIPLY:
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/* X * 0 == 0 * X == 0 */
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if (is_zero(vector1_in) || is_zero(vector2_in)) {
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make_zero();
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} /* X * 1 == 1 * X == X */
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else if (is_one(vector1_in)) {
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try_bypass_or_make_constant(vector2_in);
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}
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else if (is_one(vector2_in)) {
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try_bypass_or_make_constant(vector1_in);
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}
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break;
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case NODE_VECTOR_MATH_DIVIDE:
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/* X / 0 == 0 / X == 0 */
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if (is_zero(vector1_in) || is_zero(vector2_in)) {
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make_zero();
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} /* X / 1 == X */
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else if (is_one(vector2_in)) {
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try_bypass_or_make_constant(vector1_in);
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}
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break;
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case NODE_VECTOR_MATH_DOT_PRODUCT:
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case NODE_VECTOR_MATH_CROSS_PRODUCT:
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/* X * 0 == 0 * X == 0 */
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if (is_zero(vector1_in) || is_zero(vector2_in)) {
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make_zero();
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}
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break;
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case NODE_VECTOR_MATH_LENGTH:
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case NODE_VECTOR_MATH_ABSOLUTE:
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if (is_zero(vector1_in)) {
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make_zero();
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}
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break;
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case NODE_VECTOR_MATH_SCALE:
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/* X * 0 == 0 * X == 0 */
|
|
if (is_zero(vector1_in) || is_zero(scale_in)) {
|
|
make_zero();
|
|
} /* X * 1 == X */
|
|
else if (is_one(scale_in)) {
|
|
try_bypass_or_make_constant(vector1_in);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void ConstantFolder::fold_mapping(NodeMappingType type) const
|
|
{
|
|
ShaderInput *vector_in = node->input("Vector");
|
|
ShaderInput *location_in = node->input("Location");
|
|
ShaderInput *rotation_in = node->input("Rotation");
|
|
ShaderInput *scale_in = node->input("Scale");
|
|
|
|
if (is_zero(scale_in)) {
|
|
make_zero();
|
|
}
|
|
else if (
|
|
/* Can't constant fold since we always need to normalize the output. */
|
|
(type != NODE_MAPPING_TYPE_NORMAL) &&
|
|
/* Check all use values are zero, note location is not used by vector and normal types. */
|
|
(is_zero(location_in) || type == NODE_MAPPING_TYPE_VECTOR ||
|
|
type == NODE_MAPPING_TYPE_NORMAL) &&
|
|
is_zero(rotation_in) && is_one(scale_in)) {
|
|
try_bypass_or_make_constant(vector_in);
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|