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blender-archive/source/blender/blenkernel/BKE_node_runtime.hh
Jacques Lucke d3f07998ed Cleanup: simplify debugging
This makes it easy to set breakpoints where false is returned.
2022-08-31 13:57:08 +02:00

528 lines
16 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <memory>
#include <mutex>
#include "BLI_multi_value_map.hh"
#include "BLI_utility_mixins.hh"
#include "BLI_vector.hh"
#include "DNA_node_types.h"
#include "BKE_node.h"
struct bNode;
struct bNodeSocket;
struct bNodeTree;
struct bNodeType;
namespace blender::nodes {
struct FieldInferencingInterface;
class NodeDeclaration;
} // namespace blender::nodes
namespace blender::bke {
class bNodeTreeRuntime : NonCopyable, NonMovable {
public:
/**
* Keeps track of what changed in the node tree until the next update.
* Should not be changed directly, instead use the functions in `BKE_node_tree_update.h`.
* #eNodeTreeChangedFlag.
*/
uint32_t changed_flag = 0;
/**
* A hash of the topology of the node tree leading up to the outputs. This is used to determine
* of the node tree changed in a way that requires updating geometry nodes or shaders.
*/
uint32_t output_topology_hash = 0;
/**
* Used to cache run-time information of the node tree.
* #eNodeTreeRuntimeFlag.
*/
uint8_t runtime_flag = 0;
/** Information about how inputs and outputs of the node group interact with fields. */
std::unique_ptr<nodes::FieldInferencingInterface> field_inferencing_interface;
/**
* Protects access to all topology cache variables below. This is necessary so that the cache can
* be updated on a const #bNodeTree.
*/
std::mutex topology_cache_mutex;
bool topology_cache_is_dirty = true;
bool topology_cache_exists = false;
/**
* Under some circumstances, it can be useful to use the cached data while editing the
* #bNodeTree. By default, this is protected against using an assert.
*/
mutable std::atomic<int> allow_use_dirty_topology_cache = 0;
/** Only valid when #topology_cache_is_dirty is false. */
Vector<bNode *> nodes;
Vector<bNodeLink *> links;
Vector<bNodeSocket *> sockets;
Vector<bNodeSocket *> input_sockets;
Vector<bNodeSocket *> output_sockets;
MultiValueMap<const bNodeType *, bNode *> nodes_by_type;
Vector<bNode *> toposort_left_to_right;
Vector<bNode *> toposort_right_to_left;
bool has_link_cycle = false;
bool has_undefined_nodes_or_sockets = false;
bNode *group_output_node = nullptr;
};
/**
* Run-time data for every socket. This should only contain data that is somewhat persistent (i.e.
* data that lives longer than a single depsgraph evaluation + redraw). Data that's only used in
* smaller scopes should generally be stored in separate arrays and/or maps.
*/
class bNodeSocketRuntime : NonCopyable, NonMovable {
public:
/**
* References a socket declaration that is owned by `node->declaration`. This is only runtime
* data. It has to be updated when the node declaration changes. Access can be allowed by using
* #AllowUsingOutdatedInfo.
*/
const SocketDeclarationHandle *declaration = nullptr;
/** #eNodeTreeChangedFlag. */
uint32_t changed_flag = 0;
/** Only valid when #topology_cache_is_dirty is false. */
Vector<bNodeLink *> directly_linked_links;
Vector<bNodeSocket *> directly_linked_sockets;
Vector<bNodeSocket *> logically_linked_sockets;
Vector<bNodeSocket *> logically_linked_skipped_sockets;
bNode *owner_node = nullptr;
bNodeSocket *internal_link_input = nullptr;
int index_in_node = -1;
int index_in_all_sockets = -1;
int index_in_inout_sockets = -1;
};
/**
* Run-time data for every node. This should only contain data that is somewhat persistent (i.e.
* data that lives longer than a single depsgraph evaluation + redraw). Data that's only used in
* smaller scopes should generally be stored in separate arrays and/or maps.
*/
class bNodeRuntime : NonCopyable, NonMovable {
public:
/**
* Describes the desired interface of the node. This is run-time data only.
* The actual interface of the node may deviate from the declaration temporarily.
* It's possible to sync the actual state of the node to the desired state. Currently, this is
* only done when a node is created or loaded.
*
* In the future, we may want to keep more data only in the declaration, so that it does not have
* to be synced to other places that are stored in files. That especially applies to data that
* can't be edited by users directly (e.g. min/max values of sockets, tooltips, ...).
*
* The declaration of a node can be recreated at any time when it is used. Caching it here is
* just a bit more efficient when it is used a lot. To make sure that the cache is up-to-date,
* call #nodeDeclarationEnsure before using it.
*
* Currently, the declaration is the same for every node of the same type. Going forward, that is
* intended to change though. Especially when nodes become more dynamic with respect to how many
* sockets they have.
*/
NodeDeclarationHandle *declaration = nullptr;
/** #eNodeTreeChangedFlag. */
uint32_t changed_flag = 0;
/** Only valid if #topology_cache_is_dirty is false. */
Vector<bNodeSocket *> inputs;
Vector<bNodeSocket *> outputs;
Vector<bNodeLink *> internal_links;
Map<StringRefNull, bNodeSocket *> inputs_by_identifier;
Map<StringRefNull, bNodeSocket *> outputs_by_identifier;
int index_in_tree = -1;
bool has_linked_inputs = false;
bool has_linked_outputs = false;
bNodeTree *owner_tree = nullptr;
};
namespace node_tree_runtime {
class AllowUsingOutdatedInfo : NonCopyable, NonMovable {
private:
const bNodeTree &tree_;
public:
AllowUsingOutdatedInfo(const bNodeTree &tree) : tree_(tree)
{
tree_.runtime->allow_use_dirty_topology_cache.fetch_add(1);
}
~AllowUsingOutdatedInfo()
{
tree_.runtime->allow_use_dirty_topology_cache.fetch_sub(1);
}
};
inline bool topology_cache_is_available(const bNodeTree &tree)
{
if (!tree.runtime->topology_cache_exists) {
return false;
}
if (tree.runtime->allow_use_dirty_topology_cache.load() > 0) {
return true;
}
if (tree.runtime->topology_cache_is_dirty) {
return false;
}
return true;
}
inline bool topology_cache_is_available(const bNode &node)
{
const bNodeTree *ntree = node.runtime->owner_tree;
if (ntree == nullptr) {
return false;
}
return topology_cache_is_available(*ntree);
}
inline bool topology_cache_is_available(const bNodeSocket &socket)
{
const bNode *node = socket.runtime->owner_node;
if (node == nullptr) {
return false;
}
return topology_cache_is_available(*node);
}
} // namespace node_tree_runtime
} // namespace blender::bke
/* -------------------------------------------------------------------- */
/** \name #bNodeTree Inline Methods
* \{ */
inline blender::Span<bNode *> bNodeTree::nodes_by_type(const blender::StringRefNull type_idname)
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->nodes_by_type.lookup(nodeTypeFind(type_idname.c_str()));
}
inline blender::Span<const bNode *> bNodeTree::nodes_by_type(
const blender::StringRefNull type_idname) const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->nodes_by_type.lookup(nodeTypeFind(type_idname.c_str()));
}
inline blender::Span<const bNode *> bNodeTree::toposort_left_to_right() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->toposort_left_to_right;
}
inline blender::Span<const bNode *> bNodeTree::toposort_right_to_left() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->toposort_right_to_left;
}
inline blender::Span<const bNode *> bNodeTree::all_nodes() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->nodes;
}
inline blender::Span<bNode *> bNodeTree::all_nodes()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->nodes;
}
inline bool bNodeTree::has_link_cycle() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->has_link_cycle;
}
inline bool bNodeTree::has_undefined_nodes_or_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->has_undefined_nodes_or_sockets;
}
inline const bNode *bNodeTree::group_output_node() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->group_output_node;
}
inline blender::Span<const bNodeSocket *> bNodeTree::all_input_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->input_sockets;
}
inline blender::Span<bNodeSocket *> bNodeTree::all_input_sockets()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->input_sockets;
}
inline blender::Span<const bNodeSocket *> bNodeTree::all_output_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->output_sockets;
}
inline blender::Span<bNodeSocket *> bNodeTree::all_output_sockets()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->output_sockets;
}
inline blender::Span<const bNodeSocket *> bNodeTree::all_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->sockets;
}
inline blender::Span<bNodeSocket *> bNodeTree::all_sockets()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->sockets;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #bNode Inline Methods
* \{ */
inline blender::Span<bNodeSocket *> bNode::input_sockets()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->inputs;
}
inline blender::Span<bNodeSocket *> bNode::output_sockets()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->outputs;
}
inline blender::Span<const bNodeSocket *> bNode::input_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->inputs;
}
inline blender::Span<const bNodeSocket *> bNode::output_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->outputs;
}
inline bNodeSocket &bNode::input_socket(int index)
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->inputs[index];
}
inline bNodeSocket &bNode::output_socket(int index)
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->outputs[index];
}
inline const bNodeSocket &bNode::input_socket(int index) const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->inputs[index];
}
inline const bNodeSocket &bNode::output_socket(int index) const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->outputs[index];
}
inline const bNodeSocket &bNode::input_by_identifier(blender::StringRef identifier) const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->inputs_by_identifier.lookup_as(identifier);
}
inline const bNodeSocket &bNode::output_by_identifier(blender::StringRef identifier) const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->outputs_by_identifier.lookup_as(identifier);
}
inline blender::StringRefNull bNode::label_or_name() const
{
if (this->label[0] == '\0') {
return this->name;
}
return this->label;
}
inline bool bNode::is_muted() const
{
return this->flag & NODE_MUTED;
}
inline bool bNode::is_reroute() const
{
return this->type == NODE_REROUTE;
}
inline bool bNode::is_frame() const
{
return this->type == NODE_FRAME;
}
inline bool bNode::is_group() const
{
return ELEM(this->type, NODE_GROUP, NODE_CUSTOM_GROUP);
}
inline bool bNode::is_group_input() const
{
return this->type == NODE_GROUP_INPUT;
}
inline bool bNode::is_group_output() const
{
return this->type == NODE_GROUP_OUTPUT;
}
inline blender::Span<const bNodeLink *> bNode::internal_links_span() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->internal_links;
}
inline const blender::nodes::NodeDeclaration *bNode::declaration() const
{
BLI_assert(this->runtime->declaration != nullptr);
return this->runtime->declaration;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #bNodeLink Inline Methods
* \{ */
inline bool bNodeLink::is_muted() const
{
return this->flag & NODE_LINK_MUTED;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #bNodeSocket Inline Methods
* \{ */
inline int bNodeSocket::index() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->index_in_node;
}
inline int bNodeSocket::index_in_tree() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->index_in_all_sockets;
}
inline bool bNodeSocket::is_available() const
{
return (this->flag & SOCK_UNAVAIL) == 0;
}
inline bNode &bNodeSocket::owner_node()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->owner_node;
}
inline const bNodeTree &bNodeSocket::owner_tree() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->owner_node->runtime->owner_tree;
}
inline blender::Span<const bNodeSocket *> bNodeSocket::logically_linked_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->logically_linked_sockets;
}
inline blender::Span<const bNodeLink *> bNodeSocket::directly_linked_links() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->directly_linked_links;
}
inline blender::Span<bNodeLink *> bNodeSocket::directly_linked_links()
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->directly_linked_links;
}
inline blender::Span<const bNodeSocket *> bNodeSocket::directly_linked_sockets() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return this->runtime->directly_linked_sockets;
}
inline bool bNodeSocket::is_directly_linked() const
{
return !this->directly_linked_links().is_empty();
}
inline bool bNodeSocket::is_logically_linked() const
{
return !this->logically_linked_sockets().is_empty();
}
inline const bNodeSocket *bNodeSocket::internal_link_input() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
BLI_assert(this->in_out == SOCK_OUT);
return this->runtime->internal_link_input;
}
template<typename T> const T *bNodeSocket::default_value_typed() const
{
return static_cast<const T *>(this->default_value);
}
inline bool bNodeSocket::is_input() const
{
return this->in_out == SOCK_IN;
}
inline bool bNodeSocket::is_output() const
{
return this->in_out == SOCK_OUT;
}
inline bool bNodeSocket::is_multi_input() const
{
return this->flag & SOCK_MULTI_INPUT;
}
inline const bNode &bNodeSocket::owner_node() const
{
BLI_assert(blender::bke::node_tree_runtime::topology_cache_is_available(*this));
return *this->runtime->owner_node;
}
/** \} */