Value-initialization has the potential to be more efficient. Also, the code becomes simpler.
1931 lines
72 KiB
C++
1931 lines
72 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "MOD_nodes_evaluator.hh"
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#include "BKE_type_conversions.hh"
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#include "NOD_geometry_exec.hh"
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#include "NOD_socket_declarations.hh"
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#include "DEG_depsgraph_query.h"
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#include "FN_field.hh"
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#include "FN_field_cpp_type.hh"
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#include "FN_multi_function.hh"
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#include "BLT_translation.h"
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#include "BLI_enumerable_thread_specific.hh"
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#include "BLI_generic_value_map.hh"
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#include "BLI_stack.hh"
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#include "BLI_task.h"
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#include "BLI_task.hh"
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#include "BLI_vector_set.hh"
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#include <chrono>
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namespace blender::modifiers::geometry_nodes {
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using fn::Field;
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using fn::GField;
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using fn::ValueOrField;
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using fn::ValueOrFieldCPPType;
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using nodes::GeoNodeExecParams;
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using namespace fn::multi_function_types;
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enum class ValueUsage : uint8_t {
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/* The value is definitely used. */
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Required,
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/* The value may be used. */
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Maybe,
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/* The value will definitely not be used. */
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Unused,
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};
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struct SingleInputValue {
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/**
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* Points either to null or to a value of the type of input.
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*/
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void *value = nullptr;
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};
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struct MultiInputValue {
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/**
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* Ordered sockets connected to this multi-input.
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*/
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Vector<DSocket> origins;
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/**
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* A value for every origin socket. The order is determined by #origins.
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* Note, the same origin can occur multiple times. However, it is guaranteed that values coming
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* from the same origin have the same value (the pointer is different, but they point to values
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* that would compare equal).
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*/
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Vector<void *> values;
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/**
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* Number of non-null values.
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*/
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int provided_value_count = 0;
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bool all_values_available() const
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{
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return this->missing_values() == 0;
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}
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int missing_values() const
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{
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return this->values.size() - this->provided_value_count;
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}
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void add_value(const DSocket origin, void *value)
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{
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const int index = this->find_available_index(origin);
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this->values[index] = value;
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this->provided_value_count++;
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}
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private:
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int find_available_index(DSocket origin) const
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{
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for (const int i : origins.index_range()) {
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if (values[i] != nullptr) {
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continue;
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}
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if (origins[i] != origin) {
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continue;
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}
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return i;
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}
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BLI_assert_unreachable();
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return -1;
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}
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};
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struct InputState {
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/**
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* Type of the socket. If this is null, the socket should just be ignored.
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*/
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const CPPType *type = nullptr;
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/**
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* Value of this input socket. By default, the value is empty. When other nodes are done
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* computing their outputs, the computed values will be forwarded to linked input sockets.
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* The value will then live here until it is consumed by the node or it was found that the value
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* is not needed anymore.
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* Whether the `single` or `multi` value is used depends on the socket.
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*/
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union {
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SingleInputValue *single;
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MultiInputValue *multi;
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} value;
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/**
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* How the node intends to use this input. By default all inputs may be used. Based on which
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* outputs are used, a node can tell the evaluator that an input will definitely be used or is
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* never used. This allows the evaluator to free values early, avoid copies and other unnecessary
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* computations.
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*/
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ValueUsage usage = ValueUsage::Maybe;
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/**
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* True when this input is/was used for an execution. While a node is running, only the inputs
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* that have this set to true are allowed to be used. This makes sure that inputs created while
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* the node is running correctly trigger the node to run again. Furthermore, it gives the node a
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* consistent view of which inputs are available that does not change unexpectedly.
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*
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* While the node is running, this can be checked without a lock, because no one is writing to
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* it. If this is true, the value can be read without a lock as well, because the value is not
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* changed by others anymore.
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*/
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bool was_ready_for_execution = false;
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/**
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* True when this input has to be computed for logging/debugging purposes, regardless of whether
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* it is needed for some output.
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*/
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bool force_compute = false;
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};
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struct OutputState {
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/**
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* If this output has been computed and forwarded already. If this is true, the value is not
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* computed/forwarded again.
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*/
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bool has_been_computed = false;
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/**
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* Keeps track of how the output value is used. If a connected input becomes required, this
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* output has to become required as well. The output becomes ignored when it has zero potential
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* users that are counted below.
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*/
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ValueUsage output_usage = ValueUsage::Maybe;
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/**
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* This is a copy of `output_usage` that is done right before node execution starts. This is
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* done so that the node gets a consistent view of what outputs are used, even when this changes
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* while the node is running (the node might be reevaluated in that case).
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*
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* While the node is running, this can be checked without a lock, because no one is writing to
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* it.
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*/
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ValueUsage output_usage_for_execution = ValueUsage::Maybe;
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/**
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* Counts how many times the value from this output might be used. If this number reaches zero,
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* the output is not needed anymore.
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*/
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int potential_users = 0;
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};
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enum class NodeScheduleState {
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/**
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* Default state of every node.
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*/
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NotScheduled,
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/**
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* The node has been added to the task group and will be executed by it in the future.
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*/
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Scheduled,
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/**
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* The node is currently running.
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*/
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Running,
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/**
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* The node is running and has been rescheduled while running. In this case the node will run
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* again. However, we don't add it to the task group immediately, because then the node might run
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* twice at the same time, which is not allowed. Instead, once the node is done running, it will
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* reschedule itself.
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*/
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RunningAndRescheduled,
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};
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struct NodeState {
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/**
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* Needs to be locked when any data in this state is accessed that is not explicitly marked as
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* otherwise.
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*/
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std::mutex mutex;
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/**
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* States of the individual input and output sockets. One can index into these arrays without
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* locking. However, to access the data inside a lock is generally necessary.
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*
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* These spans have to be indexed with the socket index. Unavailable sockets have a state as
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* well. Maybe we can handle unavailable sockets differently in Blender in general, so I did not
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* want to add complexity around it here.
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*/
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MutableSpan<InputState> inputs;
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MutableSpan<OutputState> outputs;
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/**
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* Most nodes have inputs that are always required. Those have special handling to avoid an extra
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* call to the node execution function.
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*/
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bool non_lazy_inputs_handled = false;
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/**
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* Used to check that nodes that don't support laziness do not run more than once.
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*/
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bool has_been_executed = false;
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/**
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* Becomes true when the node will never be executed again and its inputs are destructed.
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* Generally, a node has finished once all of its outputs with (potential) users have been
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* computed.
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*/
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bool node_has_finished = false;
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/**
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* Counts the number of values that still have to be forwarded to this node until it should run
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* again. It counts values from a multi input socket separately.
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* This is used as an optimization so that nodes are not scheduled unnecessarily in many cases.
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*/
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int missing_required_inputs = 0;
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/**
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* A node is always in one specific schedule state. This helps to ensure that the same node does
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* not run twice at the same time accidentally.
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*/
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NodeScheduleState schedule_state = NodeScheduleState::NotScheduled;
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};
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/**
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* Container for a node and its state. Packing them into a single struct allows the use of
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* `VectorSet` instead of a `Map` for `node_states_` which simplifies parallel loops over all
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* states.
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*
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* Equality operators and a hash function for `DNode` are provided so that one can lookup this type
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* in `node_states_` just with a `DNode`.
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*/
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struct NodeWithState {
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DNode node;
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/* Store a pointer instead of `NodeState` directly to keep it small and movable. */
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NodeState *state = nullptr;
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friend bool operator==(const NodeWithState &a, const NodeWithState &b)
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{
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return a.node == b.node;
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}
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friend bool operator==(const NodeWithState &a, const DNode &b)
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{
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return a.node == b;
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}
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friend bool operator==(const DNode &a, const NodeWithState &b)
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{
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return a == b.node;
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}
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uint64_t hash() const
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{
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return node.hash();
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}
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static uint64_t hash_as(const DNode &node)
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{
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return node.hash();
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}
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};
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class GeometryNodesEvaluator;
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/**
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* Utility class that wraps a node whose state is locked. Having this is a separate class is useful
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* because it allows methods to communicate that they expect the node to be locked.
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*/
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class LockedNode : NonCopyable, NonMovable {
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public:
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/**
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* This is the node that is currently locked.
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*/
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const DNode node;
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NodeState &node_state;
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/**
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* Used to delay notifying (and therefore locking) other nodes until the current node is not
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* locked anymore. This might not be strictly necessary to avoid deadlocks in the current code,
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* but it is a good measure to avoid accidentally adding a deadlock later on. By not locking
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* more than one node per thread at a time, deadlocks are avoided.
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*
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* The notifications will be send right after the node is not locked anymore.
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*/
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Vector<DOutputSocket> delayed_required_outputs;
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Vector<DOutputSocket> delayed_unused_outputs;
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Vector<DNode> delayed_scheduled_nodes;
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LockedNode(const DNode node, NodeState &node_state) : node(node), node_state(node_state)
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{
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}
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};
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static const CPPType *get_socket_cpp_type(const SocketRef &socket)
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{
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const bNodeSocketType *typeinfo = socket.typeinfo();
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if (typeinfo->geometry_nodes_cpp_type == nullptr) {
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return nullptr;
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}
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const CPPType *type = typeinfo->geometry_nodes_cpp_type;
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if (type == nullptr) {
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return nullptr;
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}
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/* The evaluator only supports types that have special member functions. */
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if (!type->has_special_member_functions()) {
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return nullptr;
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}
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return type;
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}
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static const CPPType *get_socket_cpp_type(const DSocket socket)
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{
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return get_socket_cpp_type(*socket.socket_ref());
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}
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/**
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* \note This is not supposed to be a long term solution. Eventually we want that nodes can
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* specify more complex defaults (other than just single values) in their socket declarations.
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*/
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static bool get_implicit_socket_input(const SocketRef &socket, void *r_value)
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{
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const NodeRef &node = socket.node();
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const nodes::NodeDeclaration *node_declaration = node.declaration();
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if (node_declaration == nullptr) {
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return false;
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}
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const nodes::SocketDeclaration &socket_declaration = *node_declaration->inputs()[socket.index()];
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if (socket_declaration.input_field_type() == nodes::InputSocketFieldType::Implicit) {
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const bNode &bnode = *socket.bnode();
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if (socket.typeinfo()->type == SOCK_VECTOR) {
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if (bnode.type == GEO_NODE_SET_CURVE_HANDLES) {
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StringRef side = ((NodeGeometrySetCurveHandlePositions *)bnode.storage)->mode ==
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GEO_NODE_CURVE_HANDLE_LEFT ?
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"handle_left" :
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"handle_right";
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new (r_value) ValueOrField<float3>(bke::AttributeFieldInput::Create<float3>(side));
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return true;
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}
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if (bnode.type == GEO_NODE_EXTRUDE_MESH) {
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new (r_value)
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ValueOrField<float3>(Field<float3>(std::make_shared<bke::NormalFieldInput>()));
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return true;
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}
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new (r_value) ValueOrField<float3>(bke::AttributeFieldInput::Create<float3>("position"));
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return true;
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}
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if (socket.typeinfo()->type == SOCK_INT) {
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if (ELEM(bnode.type, FN_NODE_RANDOM_VALUE, GEO_NODE_INSTANCE_ON_POINTS)) {
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new (r_value)
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ValueOrField<int>(Field<int>(std::make_shared<bke::IDAttributeFieldInput>()));
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return true;
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}
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new (r_value) ValueOrField<int>(Field<int>(std::make_shared<fn::IndexFieldInput>()));
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return true;
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}
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}
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return false;
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}
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static void get_socket_value(const SocketRef &socket, void *r_value)
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{
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if (get_implicit_socket_input(socket, r_value)) {
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return;
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}
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const bNodeSocketType *typeinfo = socket.typeinfo();
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typeinfo->get_geometry_nodes_cpp_value(*socket.bsocket(), r_value);
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}
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static bool node_supports_laziness(const DNode node)
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{
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return node->typeinfo()->geometry_node_execute_supports_laziness;
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}
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struct NodeTaskRunState {
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/** The node that should be run on the same thread after the current node finished. */
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DNode next_node_to_run;
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};
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/** Implements the callbacks that might be called when a node is executed. */
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class NodeParamsProvider : public nodes::GeoNodeExecParamsProvider {
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private:
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GeometryNodesEvaluator &evaluator_;
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NodeState &node_state_;
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NodeTaskRunState *run_state_;
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public:
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NodeParamsProvider(GeometryNodesEvaluator &evaluator,
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DNode dnode,
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NodeState &node_state,
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NodeTaskRunState *run_state);
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bool can_get_input(StringRef identifier) const override;
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bool can_set_output(StringRef identifier) const override;
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GMutablePointer extract_input(StringRef identifier) override;
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Vector<GMutablePointer> extract_multi_input(StringRef identifier) override;
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GPointer get_input(StringRef identifier) const override;
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GMutablePointer alloc_output_value(const CPPType &type) override;
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void set_output(StringRef identifier, GMutablePointer value) override;
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void set_input_unused(StringRef identifier) override;
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bool output_is_required(StringRef identifier) const override;
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bool lazy_require_input(StringRef identifier) override;
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bool lazy_output_is_required(StringRef identifier) const override;
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void set_default_remaining_outputs() override;
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};
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class GeometryNodesEvaluator {
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private:
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/**
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* This allocator lives on after the evaluator has been destructed. Therefore outputs of the
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* entire evaluator should be allocated here.
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*/
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LinearAllocator<> &outer_allocator_;
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/**
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* A local linear allocator for each thread. Only use this for values that do not need to live
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* longer than the lifetime of the evaluator itself. Considerations for the future:
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* - We could use an allocator that can free here, some temporary values don't live long.
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* - If we ever run into false sharing bottlenecks, we could use local allocators that allocate
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* on cache line boundaries. Note, just because a value is allocated in one specific thread,
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* does not mean that it will only be used by that thread.
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*/
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threading::EnumerableThreadSpecific<LinearAllocator<>> local_allocators_;
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/**
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* Every node that is reachable from the output gets its own state. Once all states have been
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* constructed, this map can be used for lookups from multiple threads.
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*/
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VectorSet<NodeWithState> node_states_;
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/**
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* Contains all the tasks for the nodes that are currently scheduled.
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*/
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TaskPool *task_pool_ = nullptr;
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GeometryNodesEvaluationParams ¶ms_;
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const blender::bke::DataTypeConversions &conversions_;
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friend NodeParamsProvider;
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public:
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GeometryNodesEvaluator(GeometryNodesEvaluationParams ¶ms)
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: outer_allocator_(params.allocator),
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params_(params),
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conversions_(blender::bke::get_implicit_type_conversions())
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{
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}
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void execute()
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{
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task_pool_ = BLI_task_pool_create(this, TASK_PRIORITY_HIGH);
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this->create_states_for_reachable_nodes();
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this->forward_group_inputs();
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this->schedule_initial_nodes();
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/* This runs until all initially requested inputs have been computed. */
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BLI_task_pool_work_and_wait(task_pool_);
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BLI_task_pool_free(task_pool_);
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this->extract_group_outputs();
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this->destruct_node_states();
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}
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void create_states_for_reachable_nodes()
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{
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/* This does a depth first search for all the nodes that are reachable from the group
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* outputs. This finds all nodes that are relevant. */
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Stack<DNode> nodes_to_check;
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/* Start at the output sockets. */
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for (const DInputSocket &socket : params_.output_sockets) {
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nodes_to_check.push(socket.node());
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}
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for (const DSocket &socket : params_.force_compute_sockets) {
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nodes_to_check.push(socket.node());
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}
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/* Use the local allocator because the states do not need to outlive the evaluator. */
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LinearAllocator<> &allocator = local_allocators_.local();
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while (!nodes_to_check.is_empty()) {
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const DNode node = nodes_to_check.pop();
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if (node_states_.contains_as(node)) {
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/* This node has been handled already. */
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continue;
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}
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/* Create a new state for the node. */
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NodeState &node_state = *allocator.construct<NodeState>().release();
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node_states_.add_new({node, &node_state});
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/* Push all linked origins on the stack. */
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for (const InputSocketRef *input_ref : node->inputs()) {
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const DInputSocket input{node.context(), input_ref};
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input.foreach_origin_socket(
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[&](const DSocket origin) { nodes_to_check.push(origin.node()); });
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}
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}
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|
|
|
/* Initialize the more complex parts of the node states in parallel. At this point no new
|
|
* node states are added anymore, so it is safe to lookup states from `node_states_` from
|
|
* multiple threads. */
|
|
threading::parallel_for(
|
|
IndexRange(node_states_.size()), 50, [&, this](const IndexRange range) {
|
|
LinearAllocator<> &allocator = this->local_allocators_.local();
|
|
for (const NodeWithState &item : node_states_.as_span().slice(range)) {
|
|
this->initialize_node_state(item.node, *item.state, allocator);
|
|
}
|
|
});
|
|
|
|
/* Mark input sockets that have to be computed. */
|
|
for (const DSocket &socket : params_.force_compute_sockets) {
|
|
NodeState &node_state = *node_states_.lookup_key_as(socket.node()).state;
|
|
if (socket->is_input()) {
|
|
node_state.inputs[socket->index()].force_compute = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void initialize_node_state(const DNode node, NodeState &node_state, LinearAllocator<> &allocator)
|
|
{
|
|
/* Construct arrays of the correct size. */
|
|
node_state.inputs = allocator.construct_array<InputState>(node->inputs().size());
|
|
node_state.outputs = allocator.construct_array<OutputState>(node->outputs().size());
|
|
|
|
/* Initialize input states. */
|
|
for (const int i : node->inputs().index_range()) {
|
|
InputState &input_state = node_state.inputs[i];
|
|
const DInputSocket socket = node.input(i);
|
|
if (!socket->is_available()) {
|
|
/* Unavailable sockets should never be used. */
|
|
input_state.type = nullptr;
|
|
input_state.usage = ValueUsage::Unused;
|
|
continue;
|
|
}
|
|
const CPPType *type = get_socket_cpp_type(socket);
|
|
input_state.type = type;
|
|
if (type == nullptr) {
|
|
/* This is not a known data socket, it shouldn't be used. */
|
|
input_state.usage = ValueUsage::Unused;
|
|
continue;
|
|
}
|
|
/* Construct the correct struct that can hold the input(s). */
|
|
if (socket->is_multi_input_socket()) {
|
|
input_state.value.multi = allocator.construct<MultiInputValue>().release();
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
/* Count how many values should be added until the socket is complete. */
|
|
socket.foreach_origin_socket([&](DSocket origin) { multi_value.origins.append(origin); });
|
|
/* If no links are connected, we do read the value from socket itself. */
|
|
if (multi_value.origins.is_empty()) {
|
|
multi_value.origins.append(socket);
|
|
}
|
|
multi_value.values.resize(multi_value.origins.size(), nullptr);
|
|
}
|
|
else {
|
|
input_state.value.single = allocator.construct<SingleInputValue>().release();
|
|
}
|
|
}
|
|
/* Initialize output states. */
|
|
for (const int i : node->outputs().index_range()) {
|
|
OutputState &output_state = node_state.outputs[i];
|
|
const DOutputSocket socket = node.output(i);
|
|
if (!socket->is_available()) {
|
|
/* Unavailable outputs should never be used. */
|
|
output_state.output_usage = ValueUsage::Unused;
|
|
continue;
|
|
}
|
|
const CPPType *type = get_socket_cpp_type(socket);
|
|
if (type == nullptr) {
|
|
/* Non data sockets should never be used. */
|
|
output_state.output_usage = ValueUsage::Unused;
|
|
continue;
|
|
}
|
|
/* Count the number of potential users for this socket. */
|
|
socket.foreach_target_socket(
|
|
[&, this](const DInputSocket target_socket,
|
|
const DOutputSocket::TargetSocketPathInfo &UNUSED(path_info)) {
|
|
const DNode target_node = target_socket.node();
|
|
if (!this->node_states_.contains_as(target_node)) {
|
|
/* The target node is not computed because it is not computed to the output. */
|
|
return;
|
|
}
|
|
output_state.potential_users += 1;
|
|
});
|
|
if (output_state.potential_users == 0) {
|
|
/* If it does not have any potential users, it is unused. It might become required again in
|
|
* `schedule_initial_nodes`. */
|
|
output_state.output_usage = ValueUsage::Unused;
|
|
}
|
|
}
|
|
}
|
|
|
|
void destruct_node_states()
|
|
{
|
|
threading::parallel_for(
|
|
IndexRange(node_states_.size()), 50, [&, this](const IndexRange range) {
|
|
for (const NodeWithState &item : node_states_.as_span().slice(range)) {
|
|
this->destruct_node_state(item.node, *item.state);
|
|
}
|
|
});
|
|
}
|
|
|
|
void destruct_node_state(const DNode node, NodeState &node_state)
|
|
{
|
|
/* Need to destruct stuff manually, because it's allocated by a custom allocator. */
|
|
for (const int i : node->inputs().index_range()) {
|
|
InputState &input_state = node_state.inputs[i];
|
|
if (input_state.type == nullptr) {
|
|
continue;
|
|
}
|
|
const InputSocketRef &socket_ref = node->input(i);
|
|
if (socket_ref.is_multi_input_socket()) {
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
for (void *value : multi_value.values) {
|
|
if (value != nullptr) {
|
|
input_state.type->destruct(value);
|
|
}
|
|
}
|
|
multi_value.~MultiInputValue();
|
|
}
|
|
else {
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
void *value = single_value.value;
|
|
if (value != nullptr) {
|
|
input_state.type->destruct(value);
|
|
}
|
|
single_value.~SingleInputValue();
|
|
}
|
|
}
|
|
|
|
destruct_n(node_state.inputs.data(), node_state.inputs.size());
|
|
destruct_n(node_state.outputs.data(), node_state.outputs.size());
|
|
|
|
node_state.~NodeState();
|
|
}
|
|
|
|
void forward_group_inputs()
|
|
{
|
|
for (auto &&item : params_.input_values.items()) {
|
|
const DOutputSocket socket = item.key;
|
|
GMutablePointer value = item.value;
|
|
|
|
const DNode node = socket.node();
|
|
if (!node_states_.contains_as(node)) {
|
|
/* The socket is not connected to any output. */
|
|
this->log_socket_value({socket}, value);
|
|
value.destruct();
|
|
continue;
|
|
}
|
|
this->forward_output(socket, value, nullptr);
|
|
}
|
|
}
|
|
|
|
void schedule_initial_nodes()
|
|
{
|
|
for (const DInputSocket &socket : params_.output_sockets) {
|
|
const DNode node = socket.node();
|
|
NodeState &node_state = this->get_node_state(node);
|
|
this->with_locked_node(node, node_state, nullptr, [&](LockedNode &locked_node) {
|
|
/* Setting an input as required will schedule any linked node. */
|
|
this->set_input_required(locked_node, socket);
|
|
});
|
|
}
|
|
for (const DSocket socket : params_.force_compute_sockets) {
|
|
const DNode node = socket.node();
|
|
NodeState &node_state = this->get_node_state(node);
|
|
this->with_locked_node(node, node_state, nullptr, [&](LockedNode &locked_node) {
|
|
if (socket->is_input()) {
|
|
this->set_input_required(locked_node, DInputSocket(socket));
|
|
}
|
|
else {
|
|
OutputState &output_state = node_state.outputs[socket->index()];
|
|
output_state.output_usage = ValueUsage::Required;
|
|
this->schedule_node(locked_node);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
void schedule_node(LockedNode &locked_node)
|
|
{
|
|
switch (locked_node.node_state.schedule_state) {
|
|
case NodeScheduleState::NotScheduled: {
|
|
/* The node will be scheduled once it is not locked anymore. We could schedule the node
|
|
* right here, but that would result in a deadlock if the task pool decides to run the task
|
|
* immediately (this only happens when Blender is started with a single thread). */
|
|
locked_node.node_state.schedule_state = NodeScheduleState::Scheduled;
|
|
locked_node.delayed_scheduled_nodes.append(locked_node.node);
|
|
break;
|
|
}
|
|
case NodeScheduleState::Scheduled: {
|
|
/* Scheduled already, nothing to do. */
|
|
break;
|
|
}
|
|
case NodeScheduleState::Running: {
|
|
/* Reschedule node while it is running.
|
|
* The node will reschedule itself when it is done. */
|
|
locked_node.node_state.schedule_state = NodeScheduleState::RunningAndRescheduled;
|
|
break;
|
|
}
|
|
case NodeScheduleState::RunningAndRescheduled: {
|
|
/* Scheduled already, nothing to do. */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void run_node_from_task_pool(TaskPool *task_pool, void *task_data)
|
|
{
|
|
void *user_data = BLI_task_pool_user_data(task_pool);
|
|
GeometryNodesEvaluator &evaluator = *(GeometryNodesEvaluator *)user_data;
|
|
const NodeWithState *root_node_with_state = (const NodeWithState *)task_data;
|
|
|
|
/* First, the node provided by the task pool is executed. During the execution other nodes
|
|
* might be scheduled. One of those nodes is not added to the task pool but is executed in the
|
|
* loop below directly. This has two main benefits:
|
|
* - Fewer round trips through the task pool which add threading overhead.
|
|
* - Helps with cpu cache efficiency, because a thread is more likely to process data that it
|
|
* has processed shortly before.
|
|
*/
|
|
DNode next_node_to_run = root_node_with_state->node;
|
|
while (next_node_to_run) {
|
|
NodeTaskRunState run_state;
|
|
evaluator.node_task_run(next_node_to_run, &run_state);
|
|
next_node_to_run = run_state.next_node_to_run;
|
|
}
|
|
}
|
|
|
|
void node_task_run(const DNode node, NodeTaskRunState *run_state)
|
|
{
|
|
/* These nodes are sometimes scheduled. We could also check for them in other places, but
|
|
* it's the easiest to do it here. */
|
|
if (node->is_group_input_node() || node->is_group_output_node()) {
|
|
return;
|
|
}
|
|
|
|
NodeState &node_state = *node_states_.lookup_key_as(node).state;
|
|
|
|
const bool do_execute_node = this->node_task_preprocessing(node, node_state, run_state);
|
|
|
|
/* Only execute the node if all prerequisites are met. There has to be an output that is
|
|
* required and all required inputs have to be provided already. */
|
|
if (do_execute_node) {
|
|
this->execute_node(node, node_state, run_state);
|
|
}
|
|
|
|
this->node_task_postprocessing(node, node_state, do_execute_node, run_state);
|
|
}
|
|
|
|
bool node_task_preprocessing(const DNode node,
|
|
NodeState &node_state,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
bool do_execute_node = false;
|
|
this->with_locked_node(node, node_state, run_state, [&](LockedNode &locked_node) {
|
|
BLI_assert(node_state.schedule_state == NodeScheduleState::Scheduled);
|
|
node_state.schedule_state = NodeScheduleState::Running;
|
|
|
|
/* Early return if the node has finished already. */
|
|
if (locked_node.node_state.node_has_finished) {
|
|
return;
|
|
}
|
|
/* Prepare outputs and check if actually any new outputs have to be computed. */
|
|
if (!this->prepare_node_outputs_for_execution(locked_node)) {
|
|
return;
|
|
}
|
|
/* Initialize inputs that don't support laziness. This is done after at least one output is
|
|
* required and before we check that all required inputs are provided. This reduces the
|
|
* number of "round-trips" through the task pool by one for most nodes. */
|
|
if (!node_state.non_lazy_inputs_handled) {
|
|
this->require_non_lazy_inputs(locked_node);
|
|
node_state.non_lazy_inputs_handled = true;
|
|
}
|
|
/* Prepare inputs and check if all required inputs are provided. */
|
|
if (!this->prepare_node_inputs_for_execution(locked_node)) {
|
|
return;
|
|
}
|
|
do_execute_node = true;
|
|
});
|
|
return do_execute_node;
|
|
}
|
|
|
|
/* A node is finished when it has computed all outputs that may be used have been computed and
|
|
* when no input is still forced to be computed. */
|
|
bool finish_node_if_possible(LockedNode &locked_node)
|
|
{
|
|
if (locked_node.node_state.node_has_finished) {
|
|
/* Early return in case this node is known to have finished already. */
|
|
return true;
|
|
}
|
|
|
|
/* Check if there is any output that might be used but has not been computed yet. */
|
|
for (OutputState &output_state : locked_node.node_state.outputs) {
|
|
if (output_state.has_been_computed) {
|
|
continue;
|
|
}
|
|
if (output_state.output_usage != ValueUsage::Unused) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/* Check if there is an input that still has to be computed. */
|
|
for (InputState &input_state : locked_node.node_state.inputs) {
|
|
if (input_state.force_compute) {
|
|
if (!input_state.was_ready_for_execution) {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If there are no remaining outputs, all the inputs can be destructed and/or can become
|
|
* unused. This can also trigger a chain reaction where nodes to the left become finished
|
|
* too. */
|
|
for (const int i : locked_node.node->inputs().index_range()) {
|
|
const DInputSocket socket = locked_node.node.input(i);
|
|
InputState &input_state = locked_node.node_state.inputs[i];
|
|
if (input_state.usage == ValueUsage::Maybe) {
|
|
this->set_input_unused(locked_node, socket);
|
|
}
|
|
else if (input_state.usage == ValueUsage::Required) {
|
|
/* The value was required, so it cannot become unused. However, we can destruct the
|
|
* value. */
|
|
this->destruct_input_value_if_exists(locked_node, socket);
|
|
}
|
|
}
|
|
locked_node.node_state.node_has_finished = true;
|
|
return true;
|
|
}
|
|
|
|
bool prepare_node_outputs_for_execution(LockedNode &locked_node)
|
|
{
|
|
bool execution_is_necessary = false;
|
|
for (OutputState &output_state : locked_node.node_state.outputs) {
|
|
/* Update the output usage for execution to the latest value. */
|
|
output_state.output_usage_for_execution = output_state.output_usage;
|
|
if (!output_state.has_been_computed) {
|
|
if (output_state.output_usage == ValueUsage::Required) {
|
|
/* Only evaluate when there is an output that is required but has not been computed. */
|
|
execution_is_necessary = true;
|
|
}
|
|
}
|
|
}
|
|
return execution_is_necessary;
|
|
}
|
|
|
|
void require_non_lazy_inputs(LockedNode &locked_node)
|
|
{
|
|
this->foreach_non_lazy_input(locked_node, [&](const DInputSocket socket) {
|
|
this->set_input_required(locked_node, socket);
|
|
});
|
|
}
|
|
|
|
void foreach_non_lazy_input(LockedNode &locked_node, FunctionRef<void(DInputSocket socket)> fn)
|
|
{
|
|
if (node_supports_laziness(locked_node.node)) {
|
|
/* In the future only some of the inputs may support laziness. */
|
|
return;
|
|
}
|
|
/* Nodes that don't support laziness require all inputs. */
|
|
for (const int i : locked_node.node->inputs().index_range()) {
|
|
InputState &input_state = locked_node.node_state.inputs[i];
|
|
if (input_state.type == nullptr) {
|
|
/* Ignore unavailable/non-data sockets. */
|
|
continue;
|
|
}
|
|
fn(locked_node.node.input(i));
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Checks if requested inputs are available and "marks" all the inputs that are available
|
|
* during the node execution. Inputs that are provided after this function ends but before the
|
|
* node is executed, cannot be read by the node in the execution (note that this only affects
|
|
* nodes that support lazy inputs).
|
|
*/
|
|
bool prepare_node_inputs_for_execution(LockedNode &locked_node)
|
|
{
|
|
for (const int i : locked_node.node_state.inputs.index_range()) {
|
|
InputState &input_state = locked_node.node_state.inputs[i];
|
|
if (input_state.type == nullptr) {
|
|
/* Ignore unavailable and non-data sockets. */
|
|
continue;
|
|
}
|
|
const DInputSocket socket = locked_node.node.input(i);
|
|
const bool is_required = input_state.usage == ValueUsage::Required;
|
|
|
|
/* No need to check this socket again. */
|
|
if (input_state.was_ready_for_execution) {
|
|
continue;
|
|
}
|
|
|
|
if (socket->is_multi_input_socket()) {
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
/* Checks if all the linked sockets have been provided already. */
|
|
if (multi_value.all_values_available()) {
|
|
input_state.was_ready_for_execution = true;
|
|
}
|
|
else if (is_required) {
|
|
/* The input is required but is not fully provided yet. Therefore the node cannot be
|
|
* executed yet. */
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
if (single_value.value != nullptr) {
|
|
input_state.was_ready_for_execution = true;
|
|
}
|
|
else if (is_required) {
|
|
/* The input is required but has not been provided yet. Therefore the node cannot be
|
|
* executed yet. */
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
/* All required inputs have been provided. */
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Actually execute the node. All the required inputs are available and at least one output is
|
|
* required.
|
|
*/
|
|
void execute_node(const DNode node, NodeState &node_state, NodeTaskRunState *run_state)
|
|
{
|
|
const bNode &bnode = *node->bnode();
|
|
|
|
if (node_state.has_been_executed) {
|
|
if (!node_supports_laziness(node)) {
|
|
/* Nodes that don't support laziness must not be executed more than once. */
|
|
BLI_assert_unreachable();
|
|
}
|
|
}
|
|
node_state.has_been_executed = true;
|
|
|
|
/* Use the geometry node execute callback if it exists. */
|
|
if (bnode.typeinfo->geometry_node_execute != nullptr) {
|
|
this->execute_geometry_node(node, node_state, run_state);
|
|
return;
|
|
}
|
|
|
|
/* Use the multi-function implementation if it exists. */
|
|
const nodes::NodeMultiFunctions::Item &fn_item = params_.mf_by_node->try_get(node);
|
|
if (fn_item.fn != nullptr) {
|
|
this->execute_multi_function_node(node, fn_item, node_state, run_state);
|
|
return;
|
|
}
|
|
|
|
this->execute_unknown_node(node, node_state, run_state);
|
|
}
|
|
|
|
void execute_geometry_node(const DNode node, NodeState &node_state, NodeTaskRunState *run_state)
|
|
{
|
|
using Clock = std::chrono::steady_clock;
|
|
const bNode &bnode = *node->bnode();
|
|
|
|
NodeParamsProvider params_provider{*this, node, node_state, run_state};
|
|
GeoNodeExecParams params{params_provider};
|
|
Clock::time_point begin = Clock::now();
|
|
bnode.typeinfo->geometry_node_execute(params);
|
|
Clock::time_point end = Clock::now();
|
|
const std::chrono::microseconds duration =
|
|
std::chrono::duration_cast<std::chrono::microseconds>(end - begin);
|
|
if (params_.geo_logger != nullptr) {
|
|
params_.geo_logger->local().log_execution_time(node, duration);
|
|
}
|
|
}
|
|
|
|
void execute_multi_function_node(const DNode node,
|
|
const nodes::NodeMultiFunctions::Item &fn_item,
|
|
NodeState &node_state,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
LinearAllocator<> &allocator = local_allocators_.local();
|
|
|
|
bool any_input_is_field = false;
|
|
Vector<const void *, 16> input_values;
|
|
Vector<const ValueOrFieldCPPType *, 16> input_types;
|
|
for (const int i : node->inputs().index_range()) {
|
|
const InputSocketRef &socket_ref = node->input(i);
|
|
if (!socket_ref.is_available()) {
|
|
continue;
|
|
}
|
|
BLI_assert(!socket_ref.is_multi_input_socket());
|
|
InputState &input_state = node_state.inputs[i];
|
|
BLI_assert(input_state.was_ready_for_execution);
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
BLI_assert(single_value.value != nullptr);
|
|
const ValueOrFieldCPPType &field_cpp_type = static_cast<const ValueOrFieldCPPType &>(
|
|
*input_state.type);
|
|
input_values.append(single_value.value);
|
|
input_types.append(&field_cpp_type);
|
|
if (field_cpp_type.is_field(single_value.value)) {
|
|
any_input_is_field = true;
|
|
}
|
|
}
|
|
|
|
if (any_input_is_field) {
|
|
this->execute_multi_function_node__field(
|
|
node, fn_item, node_state, allocator, input_values, input_types, run_state);
|
|
}
|
|
else {
|
|
this->execute_multi_function_node__value(
|
|
node, *fn_item.fn, node_state, allocator, input_values, input_types, run_state);
|
|
}
|
|
}
|
|
|
|
void execute_multi_function_node__field(const DNode node,
|
|
const nodes::NodeMultiFunctions::Item &fn_item,
|
|
NodeState &node_state,
|
|
LinearAllocator<> &allocator,
|
|
Span<const void *> input_values,
|
|
Span<const ValueOrFieldCPPType *> input_types,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
Vector<GField> input_fields;
|
|
for (const int i : input_values.index_range()) {
|
|
const void *input_value_or_field = input_values[i];
|
|
const ValueOrFieldCPPType &field_cpp_type = *input_types[i];
|
|
input_fields.append(field_cpp_type.as_field(input_value_or_field));
|
|
}
|
|
|
|
std::shared_ptr<fn::FieldOperation> operation;
|
|
if (fn_item.owned_fn) {
|
|
operation = std::make_shared<fn::FieldOperation>(fn_item.owned_fn, std::move(input_fields));
|
|
}
|
|
else {
|
|
operation = std::make_shared<fn::FieldOperation>(*fn_item.fn, std::move(input_fields));
|
|
}
|
|
|
|
int output_index = 0;
|
|
for (const int i : node->outputs().index_range()) {
|
|
const OutputSocketRef &socket_ref = node->output(i);
|
|
if (!socket_ref.is_available()) {
|
|
continue;
|
|
}
|
|
OutputState &output_state = node_state.outputs[i];
|
|
const DOutputSocket socket{node.context(), &socket_ref};
|
|
const ValueOrFieldCPPType *cpp_type = static_cast<const ValueOrFieldCPPType *>(
|
|
get_socket_cpp_type(socket_ref));
|
|
GField new_field{operation, output_index};
|
|
void *buffer = allocator.allocate(cpp_type->size(), cpp_type->alignment());
|
|
cpp_type->construct_from_field(buffer, std::move(new_field));
|
|
this->forward_output(socket, {cpp_type, buffer}, run_state);
|
|
output_state.has_been_computed = true;
|
|
output_index++;
|
|
}
|
|
}
|
|
|
|
void execute_multi_function_node__value(const DNode node,
|
|
const MultiFunction &fn,
|
|
NodeState &node_state,
|
|
LinearAllocator<> &allocator,
|
|
Span<const void *> input_values,
|
|
Span<const ValueOrFieldCPPType *> input_types,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
MFParamsBuilder params{fn, 1};
|
|
for (const int i : input_values.index_range()) {
|
|
const void *input_value_or_field = input_values[i];
|
|
const ValueOrFieldCPPType &field_cpp_type = *input_types[i];
|
|
const CPPType &base_type = field_cpp_type.base_type();
|
|
const void *input_value = field_cpp_type.get_value_ptr(input_value_or_field);
|
|
params.add_readonly_single_input(GVArray::ForSingleRef(base_type, 1, input_value));
|
|
}
|
|
|
|
Vector<GMutablePointer, 16> output_buffers;
|
|
for (const int i : node->outputs().index_range()) {
|
|
const DOutputSocket socket = node.output(i);
|
|
if (!socket->is_available()) {
|
|
output_buffers.append({});
|
|
continue;
|
|
}
|
|
const ValueOrFieldCPPType *value_or_field_type = static_cast<const ValueOrFieldCPPType *>(
|
|
get_socket_cpp_type(socket));
|
|
const CPPType &base_type = value_or_field_type->base_type();
|
|
void *value_or_field_buffer = allocator.allocate(value_or_field_type->size(),
|
|
value_or_field_type->alignment());
|
|
value_or_field_type->default_construct(value_or_field_buffer);
|
|
void *value_buffer = value_or_field_type->get_value_ptr(value_or_field_buffer);
|
|
base_type.destruct(value_buffer);
|
|
params.add_uninitialized_single_output(GMutableSpan{base_type, value_buffer, 1});
|
|
output_buffers.append({value_or_field_type, value_or_field_buffer});
|
|
}
|
|
|
|
MFContextBuilder context;
|
|
fn.call(IndexRange(1), params, context);
|
|
|
|
for (const int i : output_buffers.index_range()) {
|
|
GMutablePointer buffer = output_buffers[i];
|
|
if (buffer.get() == nullptr) {
|
|
continue;
|
|
}
|
|
const DOutputSocket socket = node.output(i);
|
|
this->forward_output(socket, buffer, run_state);
|
|
|
|
OutputState &output_state = node_state.outputs[i];
|
|
output_state.has_been_computed = true;
|
|
}
|
|
}
|
|
|
|
void execute_unknown_node(const DNode node, NodeState &node_state, NodeTaskRunState *run_state)
|
|
{
|
|
LinearAllocator<> &allocator = local_allocators_.local();
|
|
for (const OutputSocketRef *socket : node->outputs()) {
|
|
if (!socket->is_available()) {
|
|
continue;
|
|
}
|
|
const CPPType *type = get_socket_cpp_type(*socket);
|
|
if (type == nullptr) {
|
|
continue;
|
|
}
|
|
/* Just forward the default value of the type as a fallback. That's typically better than
|
|
* crashing or doing nothing. */
|
|
OutputState &output_state = node_state.outputs[socket->index()];
|
|
output_state.has_been_computed = true;
|
|
void *buffer = allocator.allocate(type->size(), type->alignment());
|
|
this->construct_default_value(*type, buffer);
|
|
this->forward_output({node.context(), socket}, {*type, buffer}, run_state);
|
|
}
|
|
}
|
|
|
|
void node_task_postprocessing(const DNode node,
|
|
NodeState &node_state,
|
|
bool was_executed,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
this->with_locked_node(node, node_state, run_state, [&](LockedNode &locked_node) {
|
|
const bool node_has_finished = this->finish_node_if_possible(locked_node);
|
|
const bool reschedule_requested = node_state.schedule_state ==
|
|
NodeScheduleState::RunningAndRescheduled;
|
|
node_state.schedule_state = NodeScheduleState::NotScheduled;
|
|
if (reschedule_requested && !node_has_finished) {
|
|
/* Either the node rescheduled itself or another node tried to schedule it while it ran. */
|
|
this->schedule_node(locked_node);
|
|
}
|
|
if (was_executed) {
|
|
this->assert_expected_outputs_have_been_computed(locked_node);
|
|
}
|
|
});
|
|
}
|
|
|
|
void assert_expected_outputs_have_been_computed(LockedNode &locked_node)
|
|
{
|
|
#ifdef DEBUG
|
|
/* Outputs can only be computed when all required inputs have been provided. */
|
|
if (locked_node.node_state.missing_required_inputs > 0) {
|
|
return;
|
|
}
|
|
/* If the node is still scheduled, it is not necessary that all its expected outputs are
|
|
* computed yet. */
|
|
if (locked_node.node_state.schedule_state == NodeScheduleState::Scheduled) {
|
|
return;
|
|
}
|
|
|
|
const bool supports_laziness = node_supports_laziness(locked_node.node);
|
|
/* Iterating over sockets instead of the states directly, because that makes it easier to
|
|
* figure out which socket is missing when one of the asserts is hit. */
|
|
for (const OutputSocketRef *socket_ref : locked_node.node->outputs()) {
|
|
OutputState &output_state = locked_node.node_state.outputs[socket_ref->index()];
|
|
if (supports_laziness) {
|
|
/* Expected that at least all required sockets have been computed. If more outputs become
|
|
* required later, the node will be executed again. */
|
|
if (output_state.output_usage_for_execution == ValueUsage::Required) {
|
|
BLI_assert(output_state.has_been_computed);
|
|
}
|
|
}
|
|
else {
|
|
/* Expect that all outputs that may be used have been computed, because the node cannot
|
|
* be executed again. */
|
|
if (output_state.output_usage_for_execution != ValueUsage::Unused) {
|
|
BLI_assert(output_state.has_been_computed);
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
UNUSED_VARS(locked_node);
|
|
#endif
|
|
}
|
|
|
|
void extract_group_outputs()
|
|
{
|
|
for (const DInputSocket &socket : params_.output_sockets) {
|
|
BLI_assert(socket->is_available());
|
|
BLI_assert(!socket->is_multi_input_socket());
|
|
|
|
const DNode node = socket.node();
|
|
NodeState &node_state = this->get_node_state(node);
|
|
InputState &input_state = node_state.inputs[socket->index()];
|
|
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
void *value = single_value.value;
|
|
|
|
/* The value should have been computed by now. If this assert is hit, it means that there
|
|
* was some scheduling issue before. */
|
|
BLI_assert(value != nullptr);
|
|
|
|
/* Move value into memory owned by the outer allocator. */
|
|
const CPPType &type = *input_state.type;
|
|
void *buffer = outer_allocator_.allocate(type.size(), type.alignment());
|
|
type.move_construct(value, buffer);
|
|
|
|
params_.r_output_values.append({type, buffer});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Load the required input from the socket or trigger nodes to the left to compute the value.
|
|
* \return True when the node will be triggered by another node again when the value is computed.
|
|
*/
|
|
bool set_input_required(LockedNode &locked_node, const DInputSocket input_socket)
|
|
{
|
|
BLI_assert(locked_node.node == input_socket.node());
|
|
InputState &input_state = locked_node.node_state.inputs[input_socket->index()];
|
|
|
|
/* Value set as unused cannot become used again. */
|
|
BLI_assert(input_state.usage != ValueUsage::Unused);
|
|
|
|
if (input_state.was_ready_for_execution) {
|
|
return false;
|
|
}
|
|
|
|
if (input_state.usage == ValueUsage::Required) {
|
|
/* If the input was not ready for execution but is required, the node will be triggered again
|
|
* once the input has been computed. */
|
|
return true;
|
|
}
|
|
input_state.usage = ValueUsage::Required;
|
|
|
|
/* Count how many values still have to be added to this input until it is "complete". */
|
|
int missing_values = 0;
|
|
if (input_socket->is_multi_input_socket()) {
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
missing_values = multi_value.missing_values();
|
|
}
|
|
else {
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
if (single_value.value == nullptr) {
|
|
missing_values = 1;
|
|
}
|
|
}
|
|
if (missing_values == 0) {
|
|
return false;
|
|
}
|
|
/* Increase the total number of missing required inputs. This ensures that the node will be
|
|
* scheduled correctly when all inputs have been provided. */
|
|
locked_node.node_state.missing_required_inputs += missing_values;
|
|
|
|
/* Get all origin sockets, because we have to tag those as required as well. */
|
|
Vector<DSocket> origin_sockets;
|
|
input_socket.foreach_origin_socket(
|
|
[&](const DSocket origin_socket) { origin_sockets.append(origin_socket); });
|
|
|
|
if (origin_sockets.is_empty()) {
|
|
/* If there are no origin sockets, just load the value from the socket directly. */
|
|
this->load_unlinked_input_value(locked_node, input_socket, input_state, input_socket);
|
|
locked_node.node_state.missing_required_inputs -= 1;
|
|
return false;
|
|
}
|
|
bool requested_from_other_node = false;
|
|
for (const DSocket &origin_socket : origin_sockets) {
|
|
if (origin_socket->is_input()) {
|
|
/* Load the value directly from the origin socket. In most cases this is an unlinked
|
|
* group input. */
|
|
this->load_unlinked_input_value(locked_node, input_socket, input_state, origin_socket);
|
|
locked_node.node_state.missing_required_inputs -= 1;
|
|
}
|
|
else {
|
|
/* The value has not been computed yet, so when it will be forwarded by another node, this
|
|
* node will be triggered. */
|
|
requested_from_other_node = true;
|
|
locked_node.delayed_required_outputs.append(DOutputSocket(origin_socket));
|
|
}
|
|
}
|
|
/* If this node will be triggered by another node, we don't have to schedule it now. */
|
|
if (requested_from_other_node) {
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void set_input_unused(LockedNode &locked_node, const DInputSocket socket)
|
|
{
|
|
InputState &input_state = locked_node.node_state.inputs[socket->index()];
|
|
|
|
/* A required socket cannot become unused. */
|
|
BLI_assert(input_state.usage != ValueUsage::Required);
|
|
|
|
if (input_state.usage == ValueUsage::Unused) {
|
|
/* Nothing to do in this case. */
|
|
return;
|
|
}
|
|
input_state.usage = ValueUsage::Unused;
|
|
|
|
/* If the input is unused, its value can be destructed now. */
|
|
this->destruct_input_value_if_exists(locked_node, socket);
|
|
|
|
if (input_state.was_ready_for_execution) {
|
|
/* If the value was already computed, we don't need to notify origin nodes. */
|
|
return;
|
|
}
|
|
|
|
/* Notify origin nodes that might want to set its inputs as unused as well. */
|
|
socket.foreach_origin_socket([&](const DSocket origin_socket) {
|
|
if (origin_socket->is_input()) {
|
|
/* Values from these sockets are loaded directly from the sockets, so there is no node to
|
|
* notify. */
|
|
return;
|
|
}
|
|
/* Delay notification of the other node until this node is not locked anymore. */
|
|
locked_node.delayed_unused_outputs.append(DOutputSocket(origin_socket));
|
|
});
|
|
}
|
|
|
|
void send_output_required_notification(const DOutputSocket socket, NodeTaskRunState *run_state)
|
|
{
|
|
const DNode node = socket.node();
|
|
NodeState &node_state = this->get_node_state(node);
|
|
OutputState &output_state = node_state.outputs[socket->index()];
|
|
|
|
this->with_locked_node(node, node_state, run_state, [&](LockedNode &locked_node) {
|
|
if (output_state.output_usage == ValueUsage::Required) {
|
|
/* Output is marked as required already. So the node is scheduled already. */
|
|
return;
|
|
}
|
|
/* The origin node needs to be scheduled so that it provides the requested input
|
|
* eventually. */
|
|
output_state.output_usage = ValueUsage::Required;
|
|
this->schedule_node(locked_node);
|
|
});
|
|
}
|
|
|
|
void send_output_unused_notification(const DOutputSocket socket, NodeTaskRunState *run_state)
|
|
{
|
|
const DNode node = socket.node();
|
|
NodeState &node_state = this->get_node_state(node);
|
|
OutputState &output_state = node_state.outputs[socket->index()];
|
|
|
|
this->with_locked_node(node, node_state, run_state, [&](LockedNode &locked_node) {
|
|
output_state.potential_users -= 1;
|
|
if (output_state.potential_users == 0) {
|
|
/* The socket might be required even though the output is not used by other sockets. That
|
|
* can happen when the socket is forced to be computed. */
|
|
if (output_state.output_usage != ValueUsage::Required) {
|
|
/* The output socket has no users anymore. */
|
|
output_state.output_usage = ValueUsage::Unused;
|
|
/* Schedule the origin node in case it wants to set its inputs as unused as well. */
|
|
this->schedule_node(locked_node);
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
void add_node_to_task_pool(const DNode node)
|
|
{
|
|
/* Push the task to the pool while it is not locked to avoid a deadlock in case when the task
|
|
* is executed immediately. */
|
|
const NodeWithState *node_with_state = node_states_.lookup_key_ptr_as(node);
|
|
BLI_task_pool_push(
|
|
task_pool_, run_node_from_task_pool, (void *)node_with_state, false, nullptr);
|
|
}
|
|
|
|
/**
|
|
* Moves a newly computed value from an output socket to all the inputs that might need it.
|
|
* Takes ownership of the value and destructs if it is unused.
|
|
*/
|
|
void forward_output(const DOutputSocket from_socket,
|
|
GMutablePointer value_to_forward,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
BLI_assert(value_to_forward.get() != nullptr);
|
|
|
|
LinearAllocator<> &allocator = local_allocators_.local();
|
|
|
|
Vector<DSocket> log_original_value_sockets;
|
|
Vector<DInputSocket> forward_original_value_sockets;
|
|
log_original_value_sockets.append(from_socket);
|
|
|
|
from_socket.foreach_target_socket(
|
|
[&](const DInputSocket to_socket, const DOutputSocket::TargetSocketPathInfo &path_info) {
|
|
if (!this->should_forward_to_socket(to_socket)) {
|
|
return;
|
|
}
|
|
BLI_assert(to_socket == path_info.sockets.last());
|
|
GMutablePointer current_value = value_to_forward;
|
|
for (const DSocket &next_socket : path_info.sockets) {
|
|
const DNode next_node = next_socket.node();
|
|
const bool is_last_socket = to_socket == next_socket;
|
|
const bool do_conversion_if_necessary = is_last_socket ||
|
|
next_node->is_group_output_node() ||
|
|
(next_node->is_group_node() &&
|
|
!next_node->is_muted());
|
|
if (do_conversion_if_necessary) {
|
|
const CPPType &next_type = *get_socket_cpp_type(next_socket);
|
|
if (*current_value.type() != next_type) {
|
|
void *buffer = allocator.allocate(next_type.size(), next_type.alignment());
|
|
this->convert_value(*current_value.type(), next_type, current_value.get(), buffer);
|
|
if (current_value.get() != value_to_forward.get()) {
|
|
current_value.destruct();
|
|
}
|
|
current_value = {next_type, buffer};
|
|
}
|
|
}
|
|
if (current_value.get() == value_to_forward.get()) {
|
|
/* Log the original value at the current socket. */
|
|
log_original_value_sockets.append(next_socket);
|
|
}
|
|
else {
|
|
/* Multi-input sockets are logged when all values are available. */
|
|
if (!(next_socket->is_input() && next_socket->as_input().is_multi_input_socket())) {
|
|
/* Log the converted value at the socket. */
|
|
this->log_socket_value({next_socket}, current_value);
|
|
}
|
|
}
|
|
}
|
|
if (current_value.get() == value_to_forward.get()) {
|
|
/* The value has not been converted, so forward the original value. */
|
|
forward_original_value_sockets.append(to_socket);
|
|
}
|
|
else {
|
|
/* The value has been converted. */
|
|
this->add_value_to_input_socket(to_socket, from_socket, current_value, run_state);
|
|
}
|
|
});
|
|
this->log_socket_value(log_original_value_sockets, value_to_forward);
|
|
this->forward_to_sockets_with_same_type(
|
|
allocator, forward_original_value_sockets, value_to_forward, from_socket, run_state);
|
|
}
|
|
|
|
bool should_forward_to_socket(const DInputSocket socket)
|
|
{
|
|
const DNode to_node = socket.node();
|
|
const NodeWithState *target_node_with_state = node_states_.lookup_key_ptr_as(to_node);
|
|
if (target_node_with_state == nullptr) {
|
|
/* If the socket belongs to a node that has no state, the entire node is not used. */
|
|
return false;
|
|
}
|
|
NodeState &target_node_state = *target_node_with_state->state;
|
|
InputState &target_input_state = target_node_state.inputs[socket->index()];
|
|
|
|
std::lock_guard lock{target_node_state.mutex};
|
|
/* Do not forward to an input socket whose value won't be used. */
|
|
return target_input_state.usage != ValueUsage::Unused;
|
|
}
|
|
|
|
void forward_to_sockets_with_same_type(LinearAllocator<> &allocator,
|
|
Span<DInputSocket> to_sockets,
|
|
GMutablePointer value_to_forward,
|
|
const DOutputSocket from_socket,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
if (to_sockets.is_empty()) {
|
|
/* Value is not used anymore, so it can be destructed. */
|
|
value_to_forward.destruct();
|
|
}
|
|
else if (to_sockets.size() == 1) {
|
|
/* Value is only used by one input socket, no need to copy it. */
|
|
const DInputSocket to_socket = to_sockets[0];
|
|
this->add_value_to_input_socket(to_socket, from_socket, value_to_forward, run_state);
|
|
}
|
|
else {
|
|
/* Multiple inputs use the value, make a copy for every input except for one. */
|
|
/* First make the copies, so that the next node does not start modifying the value while we
|
|
* are still making copies. */
|
|
const CPPType &type = *value_to_forward.type();
|
|
for (const DInputSocket &to_socket : to_sockets.drop_front(1)) {
|
|
void *buffer = allocator.allocate(type.size(), type.alignment());
|
|
type.copy_construct(value_to_forward.get(), buffer);
|
|
this->add_value_to_input_socket(to_socket, from_socket, {type, buffer}, run_state);
|
|
}
|
|
/* Forward the original value to one of the targets. */
|
|
const DInputSocket to_socket = to_sockets[0];
|
|
this->add_value_to_input_socket(to_socket, from_socket, value_to_forward, run_state);
|
|
}
|
|
}
|
|
|
|
void add_value_to_input_socket(const DInputSocket socket,
|
|
const DOutputSocket origin,
|
|
GMutablePointer value,
|
|
NodeTaskRunState *run_state)
|
|
{
|
|
BLI_assert(socket->is_available());
|
|
|
|
const DNode node = socket.node();
|
|
NodeState &node_state = this->get_node_state(node);
|
|
InputState &input_state = node_state.inputs[socket->index()];
|
|
|
|
this->with_locked_node(node, node_state, run_state, [&](LockedNode &locked_node) {
|
|
if (socket->is_multi_input_socket()) {
|
|
/* Add a new value to the multi-input. */
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
multi_value.add_value(origin, value.get());
|
|
|
|
if (multi_value.all_values_available()) {
|
|
this->log_socket_value({socket}, input_state, multi_value.values);
|
|
}
|
|
}
|
|
else {
|
|
/* Assign the value to the input. */
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
BLI_assert(single_value.value == nullptr);
|
|
single_value.value = value.get();
|
|
}
|
|
|
|
if (input_state.usage == ValueUsage::Required) {
|
|
node_state.missing_required_inputs--;
|
|
if (node_state.missing_required_inputs == 0) {
|
|
/* Schedule node if all the required inputs have been provided. */
|
|
this->schedule_node(locked_node);
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Loads the value of a socket that is not computed by another node. Note that the socket may
|
|
* still be linked to e.g. a Group Input node, but the socket on the outside is not connected to
|
|
* anything.
|
|
*
|
|
* \param input_socket: The socket of the node that wants to use the value.
|
|
* \param origin_socket: The socket that we want to load the value from.
|
|
*/
|
|
void load_unlinked_input_value(LockedNode &locked_node,
|
|
const DInputSocket input_socket,
|
|
InputState &input_state,
|
|
const DSocket origin_socket)
|
|
{
|
|
/* Only takes locked node as parameter, because the node needs to be locked. */
|
|
UNUSED_VARS(locked_node);
|
|
|
|
GMutablePointer value = this->get_value_from_socket(origin_socket, *input_state.type);
|
|
if (input_socket->is_multi_input_socket()) {
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
multi_value.add_value(origin_socket, value.get());
|
|
if (multi_value.all_values_available()) {
|
|
this->log_socket_value({input_socket}, input_state, multi_value.values);
|
|
}
|
|
}
|
|
else {
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
single_value.value = value.get();
|
|
Vector<DSocket> sockets_to_log_to = {input_socket};
|
|
if (origin_socket != input_socket) {
|
|
/* This might log the socket value for the #origin_socket more than once, but this is
|
|
* handled by the logging system gracefully. */
|
|
sockets_to_log_to.append(origin_socket);
|
|
}
|
|
/* TODO: Log to the intermediate sockets between the group input and where the value is
|
|
* actually used as well. */
|
|
this->log_socket_value(sockets_to_log_to, value);
|
|
}
|
|
}
|
|
|
|
void destruct_input_value_if_exists(LockedNode &locked_node, const DInputSocket socket)
|
|
{
|
|
InputState &input_state = locked_node.node_state.inputs[socket->index()];
|
|
if (socket->is_multi_input_socket()) {
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
for (void *&value : multi_value.values) {
|
|
if (value != nullptr) {
|
|
input_state.type->destruct(value);
|
|
value = nullptr;
|
|
}
|
|
}
|
|
multi_value.provided_value_count = 0;
|
|
}
|
|
else {
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
if (single_value.value != nullptr) {
|
|
input_state.type->destruct(single_value.value);
|
|
single_value.value = nullptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
GMutablePointer get_value_from_socket(const DSocket socket, const CPPType &required_type)
|
|
{
|
|
LinearAllocator<> &allocator = local_allocators_.local();
|
|
|
|
const CPPType &type = *get_socket_cpp_type(socket);
|
|
void *buffer = allocator.allocate(type.size(), type.alignment());
|
|
get_socket_value(*socket.socket_ref(), buffer);
|
|
|
|
if (type == required_type) {
|
|
return {type, buffer};
|
|
}
|
|
void *converted_buffer = allocator.allocate(required_type.size(), required_type.alignment());
|
|
this->convert_value(type, required_type, buffer, converted_buffer);
|
|
type.destruct(buffer);
|
|
return {required_type, converted_buffer};
|
|
}
|
|
|
|
void convert_value(const CPPType &from_type,
|
|
const CPPType &to_type,
|
|
const void *from_value,
|
|
void *to_value)
|
|
{
|
|
if (from_type == to_type) {
|
|
from_type.copy_construct(from_value, to_value);
|
|
return;
|
|
}
|
|
const ValueOrFieldCPPType *from_field_type = dynamic_cast<const ValueOrFieldCPPType *>(
|
|
&from_type);
|
|
const ValueOrFieldCPPType *to_field_type = dynamic_cast<const ValueOrFieldCPPType *>(&to_type);
|
|
|
|
if (from_field_type != nullptr && to_field_type != nullptr) {
|
|
const CPPType &from_base_type = from_field_type->base_type();
|
|
const CPPType &to_base_type = to_field_type->base_type();
|
|
if (conversions_.is_convertible(from_base_type, to_base_type)) {
|
|
if (from_field_type->is_field(from_value)) {
|
|
const GField &from_field = *from_field_type->get_field_ptr(from_value);
|
|
const MultiFunction &fn = *conversions_.get_conversion_multi_function(
|
|
MFDataType::ForSingle(from_base_type), MFDataType::ForSingle(to_base_type));
|
|
auto operation = std::make_shared<fn::FieldOperation>(fn, Vector<GField>{from_field});
|
|
to_field_type->construct_from_field(to_value, GField(std::move(operation), 0));
|
|
}
|
|
else {
|
|
to_field_type->default_construct(to_value);
|
|
const void *from_value_ptr = from_field_type->get_value_ptr(from_value);
|
|
void *to_value_ptr = to_field_type->get_value_ptr(to_value);
|
|
conversions_.get_conversion_functions(from_base_type, to_base_type)
|
|
->convert_single_to_initialized(from_value_ptr, to_value_ptr);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
if (conversions_.is_convertible(from_type, to_type)) {
|
|
/* Do the conversion if possible. */
|
|
conversions_.convert_to_uninitialized(from_type, to_type, from_value, to_value);
|
|
}
|
|
else {
|
|
/* Cannot convert, use default value instead. */
|
|
this->construct_default_value(to_type, to_value);
|
|
}
|
|
}
|
|
|
|
void construct_default_value(const CPPType &type, void *r_value)
|
|
{
|
|
type.value_initialize(r_value);
|
|
}
|
|
|
|
NodeState &get_node_state(const DNode node)
|
|
{
|
|
return *node_states_.lookup_key_as(node).state;
|
|
}
|
|
|
|
void log_socket_value(DSocket socket, InputState &input_state, Span<void *> values)
|
|
{
|
|
if (params_.geo_logger == nullptr) {
|
|
return;
|
|
}
|
|
|
|
Vector<GPointer, 16> value_pointers;
|
|
value_pointers.reserve(values.size());
|
|
const CPPType &type = *input_state.type;
|
|
for (const void *value : values) {
|
|
value_pointers.append({type, value});
|
|
}
|
|
params_.geo_logger->local().log_multi_value_socket(socket, value_pointers);
|
|
}
|
|
|
|
void log_socket_value(Span<DSocket> sockets, GPointer value)
|
|
{
|
|
if (params_.geo_logger == nullptr) {
|
|
return;
|
|
}
|
|
params_.geo_logger->local().log_value_for_sockets(sockets, value);
|
|
}
|
|
|
|
void log_debug_message(DNode node, std::string message)
|
|
{
|
|
if (params_.geo_logger == nullptr) {
|
|
return;
|
|
}
|
|
params_.geo_logger->local().log_debug_message(node, std::move(message));
|
|
}
|
|
|
|
/* In most cases when `NodeState` is accessed, the node has to be locked first to avoid race
|
|
* conditions. */
|
|
template<typename Function>
|
|
void with_locked_node(const DNode node,
|
|
NodeState &node_state,
|
|
NodeTaskRunState *run_state,
|
|
const Function &function)
|
|
{
|
|
LockedNode locked_node{node, node_state};
|
|
|
|
node_state.mutex.lock();
|
|
/* Isolate this thread because we don't want it to start executing another node. This other
|
|
* node might want to lock the same mutex leading to a deadlock. */
|
|
threading::isolate_task([&] { function(locked_node); });
|
|
node_state.mutex.unlock();
|
|
|
|
/* Then send notifications to the other nodes after the node state is unlocked. This avoids
|
|
* locking two nodes at the same time on this thread and helps to prevent deadlocks. */
|
|
for (const DOutputSocket &socket : locked_node.delayed_required_outputs) {
|
|
this->send_output_required_notification(socket, run_state);
|
|
}
|
|
for (const DOutputSocket &socket : locked_node.delayed_unused_outputs) {
|
|
this->send_output_unused_notification(socket, run_state);
|
|
}
|
|
for (const DNode &node_to_schedule : locked_node.delayed_scheduled_nodes) {
|
|
if (run_state != nullptr && !run_state->next_node_to_run) {
|
|
/* Execute the node on the same thread after the current node finished. */
|
|
/* Currently, this assumes that it is always best to run the first node that is scheduled
|
|
* on the same thread. That is usually correct, because the geometry socket which carries
|
|
* the most data usually comes first in nodes. */
|
|
run_state->next_node_to_run = node_to_schedule;
|
|
}
|
|
else {
|
|
/* Push the node to the task pool so that another thread can start working on it. */
|
|
this->add_node_to_task_pool(node_to_schedule);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
NodeParamsProvider::NodeParamsProvider(GeometryNodesEvaluator &evaluator,
|
|
DNode dnode,
|
|
NodeState &node_state,
|
|
NodeTaskRunState *run_state)
|
|
: evaluator_(evaluator), node_state_(node_state), run_state_(run_state)
|
|
{
|
|
this->dnode = dnode;
|
|
this->self_object = evaluator.params_.self_object;
|
|
this->modifier = &evaluator.params_.modifier_->modifier;
|
|
this->depsgraph = evaluator.params_.depsgraph;
|
|
this->logger = evaluator.params_.geo_logger;
|
|
}
|
|
|
|
bool NodeParamsProvider::can_get_input(StringRef identifier) const
|
|
{
|
|
const DInputSocket socket = this->dnode.input_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
InputState &input_state = node_state_.inputs[socket->index()];
|
|
if (!input_state.was_ready_for_execution) {
|
|
return false;
|
|
}
|
|
|
|
if (socket->is_multi_input_socket()) {
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
return multi_value.all_values_available();
|
|
}
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
return single_value.value != nullptr;
|
|
}
|
|
|
|
bool NodeParamsProvider::can_set_output(StringRef identifier) const
|
|
{
|
|
const DOutputSocket socket = this->dnode.output_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
OutputState &output_state = node_state_.outputs[socket->index()];
|
|
return !output_state.has_been_computed;
|
|
}
|
|
|
|
GMutablePointer NodeParamsProvider::extract_input(StringRef identifier)
|
|
{
|
|
const DInputSocket socket = this->dnode.input_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
BLI_assert(!socket->is_multi_input_socket());
|
|
BLI_assert(this->can_get_input(identifier));
|
|
|
|
InputState &input_state = node_state_.inputs[socket->index()];
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
void *value = single_value.value;
|
|
single_value.value = nullptr;
|
|
return {*input_state.type, value};
|
|
}
|
|
|
|
Vector<GMutablePointer> NodeParamsProvider::extract_multi_input(StringRef identifier)
|
|
{
|
|
const DInputSocket socket = this->dnode.input_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
BLI_assert(socket->is_multi_input_socket());
|
|
BLI_assert(this->can_get_input(identifier));
|
|
|
|
InputState &input_state = node_state_.inputs[socket->index()];
|
|
MultiInputValue &multi_value = *input_state.value.multi;
|
|
|
|
Vector<GMutablePointer> ret_values;
|
|
for (void *&value : multi_value.values) {
|
|
BLI_assert(value != nullptr);
|
|
ret_values.append({*input_state.type, value});
|
|
value = nullptr;
|
|
}
|
|
return ret_values;
|
|
}
|
|
|
|
GPointer NodeParamsProvider::get_input(StringRef identifier) const
|
|
{
|
|
const DInputSocket socket = this->dnode.input_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
BLI_assert(!socket->is_multi_input_socket());
|
|
BLI_assert(this->can_get_input(identifier));
|
|
|
|
InputState &input_state = node_state_.inputs[socket->index()];
|
|
SingleInputValue &single_value = *input_state.value.single;
|
|
return {*input_state.type, single_value.value};
|
|
}
|
|
|
|
GMutablePointer NodeParamsProvider::alloc_output_value(const CPPType &type)
|
|
{
|
|
LinearAllocator<> &allocator = evaluator_.local_allocators_.local();
|
|
return {type, allocator.allocate(type.size(), type.alignment())};
|
|
}
|
|
|
|
void NodeParamsProvider::set_output(StringRef identifier, GMutablePointer value)
|
|
{
|
|
const DOutputSocket socket = this->dnode.output_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
OutputState &output_state = node_state_.outputs[socket->index()];
|
|
BLI_assert(!output_state.has_been_computed);
|
|
evaluator_.forward_output(socket, value, run_state_);
|
|
output_state.has_been_computed = true;
|
|
}
|
|
|
|
bool NodeParamsProvider::lazy_require_input(StringRef identifier)
|
|
{
|
|
BLI_assert(node_supports_laziness(this->dnode));
|
|
const DInputSocket socket = this->dnode.input_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
InputState &input_state = node_state_.inputs[socket->index()];
|
|
if (input_state.was_ready_for_execution) {
|
|
return false;
|
|
}
|
|
evaluator_.with_locked_node(this->dnode, node_state_, run_state_, [&](LockedNode &locked_node) {
|
|
if (!evaluator_.set_input_required(locked_node, socket)) {
|
|
/* Schedule the currently executed node again because the value is available now but was not
|
|
* ready for the current execution. */
|
|
evaluator_.schedule_node(locked_node);
|
|
}
|
|
});
|
|
return true;
|
|
}
|
|
|
|
void NodeParamsProvider::set_input_unused(StringRef identifier)
|
|
{
|
|
const DInputSocket socket = this->dnode.input_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
evaluator_.with_locked_node(this->dnode, node_state_, run_state_, [&](LockedNode &locked_node) {
|
|
evaluator_.set_input_unused(locked_node, socket);
|
|
});
|
|
}
|
|
|
|
bool NodeParamsProvider::output_is_required(StringRef identifier) const
|
|
{
|
|
const DOutputSocket socket = this->dnode.output_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
OutputState &output_state = node_state_.outputs[socket->index()];
|
|
if (output_state.has_been_computed) {
|
|
return false;
|
|
}
|
|
return output_state.output_usage_for_execution != ValueUsage::Unused;
|
|
}
|
|
|
|
bool NodeParamsProvider::lazy_output_is_required(StringRef identifier) const
|
|
{
|
|
BLI_assert(node_supports_laziness(this->dnode));
|
|
const DOutputSocket socket = this->dnode.output_by_identifier(identifier);
|
|
BLI_assert(socket);
|
|
|
|
OutputState &output_state = node_state_.outputs[socket->index()];
|
|
if (output_state.has_been_computed) {
|
|
return false;
|
|
}
|
|
return output_state.output_usage_for_execution == ValueUsage::Required;
|
|
}
|
|
|
|
void NodeParamsProvider::set_default_remaining_outputs()
|
|
{
|
|
LinearAllocator<> &allocator = evaluator_.local_allocators_.local();
|
|
|
|
for (const int i : this->dnode->outputs().index_range()) {
|
|
OutputState &output_state = node_state_.outputs[i];
|
|
if (output_state.has_been_computed) {
|
|
continue;
|
|
}
|
|
if (output_state.output_usage_for_execution == ValueUsage::Unused) {
|
|
continue;
|
|
}
|
|
|
|
const DOutputSocket socket = this->dnode.output(i);
|
|
const CPPType *type = get_socket_cpp_type(socket);
|
|
BLI_assert(type != nullptr);
|
|
void *buffer = allocator.allocate(type->size(), type->alignment());
|
|
type->value_initialize(buffer);
|
|
evaluator_.forward_output(socket, {type, buffer}, run_state_);
|
|
output_state.has_been_computed = true;
|
|
}
|
|
}
|
|
|
|
void evaluate_geometry_nodes(GeometryNodesEvaluationParams ¶ms)
|
|
{
|
|
GeometryNodesEvaluator evaluator{params};
|
|
evaluator.execute();
|
|
}
|
|
|
|
} // namespace blender::modifiers::geometry_nodes
|