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blender-archive/source/blender/modifiers/intern/MOD_nodes_evaluator.cc
Jacques Lucke 1388e9de8a Geometry Nodes: improve node locking in evaluator
This makes the parts where a node is locked more explicit. Also, now the thread
is isolated when the node is locked. This prevents some kinds of deadlocks
(which haven't happened in practice yet).
2021-06-17 10:43:39 +02:00

1566 lines
58 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "MOD_nodes_evaluator.hh"
#include "NOD_geometry_exec.hh"
#include "NOD_type_conversions.hh"
#include "DEG_depsgraph_query.h"
#include "FN_generic_value_map.hh"
#include "FN_multi_function.hh"
#include "BLI_enumerable_thread_specific.hh"
#include "BLI_stack.hh"
#include "BLI_task.h"
#include "BLI_task.hh"
#include "BLI_vector_set.hh"
namespace blender::modifiers::geometry_nodes {
using fn::CPPType;
using fn::GValueMap;
using nodes::GeoNodeExecParams;
using namespace fn::multi_function_types;
enum class ValueUsage : uint8_t {
/* The value is definitely used. */
Required,
/* The value may be used. */
Maybe,
/* The value will definitely not be used. */
Unused,
};
struct SingleInputValue {
/**
* Points either to null or to a value of the type of input.
*/
void *value = nullptr;
};
struct MultiInputValueItem {
/**
* The socket where this value is coming from. This is required to sort the inputs correctly
* based on the link order later on.
*/
DSocket origin;
/**
* Should only be null directly after construction. After that it should always point to a value
* of the correct type.
*/
void *value = nullptr;
};
struct MultiInputValue {
/**
* Collection of all the inputs that have been provided already. Note, the same origin can occur
* multiple times. However, it is guaranteed that if two items have the same origin, they will
* also have the same value (the pointer is different, but they point to values that would
* compare equal).
*/
Vector<MultiInputValueItem> items;
/**
* Number of items that need to be added until all inputs have been provided.
*/
int expected_size = 0;
};
struct InputState {
/**
* Type of the socket. If this is null, the socket should just be ignored.
*/
const CPPType *type = nullptr;
/**
* Value of this input socket. By default, the value is empty. When other nodes are done
* computing their outputs, the computed values will be forwarded to linked input sockets.
* The value will then live here until it is consumed by the node or it was found that the value
* is not needed anymore.
* Whether the `single` or `multi` value is used depends on the socket.
*/
union {
SingleInputValue *single;
MultiInputValue *multi;
} value;
/**
* How the node intends to use this input. By default all inputs may be used. Based on which
* outputs are used, a node can tell the evaluator that an input will definitely be used or is
* never used. This allows the evaluator to free values early, avoid copies and other unnecessary
* computations.
*/
ValueUsage usage = ValueUsage::Maybe;
/**
* True when this input is/was used for an execution. While a node is running, only the inputs
* that have this set to true are allowed to be used. This makes sure that inputs created while
* the node is running correctly trigger the node to run again. Furthermore, it gives the node a
* consistent view of which inputs are available that does not change unexpectedly.
*
* While the node is running, this can be checked without a lock, because no one is writing to
* it. If this is true, the value can be read without a lock as well, because the value is not
* changed by others anymore.
*/
bool was_ready_for_execution = false;
};
struct OutputState {
/**
* If this output has been computed and forwarded already. If this is true, the value is not
* computed/forwarded again.
*/
bool has_been_computed = false;
/**
* Keeps track of how the output value is used. If a connected input becomes required, this
* output has to become required as well. The output becomes ignored when it has zero potential
* users that are counted below.
*/
ValueUsage output_usage = ValueUsage::Maybe;
/**
* This is a copy of `output_usage` that is done right before node execution starts. This is
* done so that the node gets a consistent view of what outputs are used, even when this changes
* while the node is running (the node might be reevaluated in that case).
*
* While the node is running, this can be checked without a lock, because no one is writing to
* it.
*/
ValueUsage output_usage_for_execution = ValueUsage::Maybe;
/**
* Counts how many times the value from this output might be used. If this number reaches zero,
* the output is not needed anymore.
*/
int potential_users = 0;
};
enum class NodeScheduleState {
/**
* Default state of every node.
*/
NotScheduled,
/**
* The node has been added to the task group and will be executed by it in the future.
*/
Scheduled,
/**
* The node is currently running.
*/
Running,
/**
* The node is running and has been rescheduled while running. In this case the node will run
* again. However, we don't add it to the task group immediately, because then the node might run
* twice at the same time, which is not allowed. Instead, once the node is done running, it will
* reschedule itself.
*/
RunningAndRescheduled,
};
struct NodeState {
/**
* Needs to be locked when any data in this state is accessed that is not explicitly marked as
* otherwise.
*/
std::mutex mutex;
/**
* States of the individual input and output sockets. One can index into these arrays without
* locking. However, to access the data inside a lock is generally necessary.
*
* These spans have to be indexed with the socket index. Unavailable sockets have a state as
* well. Maybe we can handle unavailable sockets differently in Blender in general, so I did not
* want to add complexity around it here.
*/
MutableSpan<InputState> inputs;
MutableSpan<OutputState> outputs;
/**
* Nodes that don't support laziness have some special handling the first time they are executed.
*/
bool non_lazy_node_is_initialized = false;
/**
* Used to check that nodes that don't support laziness do not run more than once.
*/
bool has_been_executed = false;
/**
* Becomes true when the node will never be executed again and its inputs are destructed.
* Generally, a node has finished once all of its outputs with (potential) users have been
* computed.
*/
bool node_has_finished = false;
/**
* Counts the number of values that still have to be forwarded to this node until it should run
* again. It counts values from a multi input socket separately.
* This is used as an optimization so that nodes are not scheduled unnecessarily in many cases.
*/
int missing_required_inputs = 0;
/**
* A node is always in one specific schedule state. This helps to ensure that the same node does
* not run twice at the same time accidentally.
*/
NodeScheduleState schedule_state = NodeScheduleState::NotScheduled;
};
/**
* Container for a node and its state. Packing them into a single struct allows the use of
* `VectorSet` instead of a `Map` for `node_states_` which simplifies parallel loops over all
* states.
*
* Equality operators and a hash function for `DNode` are provided so that one can lookup this type
* in `node_states_` just with a `DNode`.
*/
struct NodeWithState {
DNode node;
/* Store a pointer instead of `NodeState` directly to keep it small and movable. */
NodeState *state = nullptr;
friend bool operator==(const NodeWithState &a, const NodeWithState &b)
{
return a.node == b.node;
}
friend bool operator==(const NodeWithState &a, const DNode &b)
{
return a.node == b;
}
friend bool operator==(const DNode &a, const NodeWithState &b)
{
return a == b.node;
}
uint64_t hash() const
{
return node.hash();
}
static uint64_t hash_as(const DNode &node)
{
return node.hash();
}
};
class GeometryNodesEvaluator;
/**
* Utility class that wraps a node whose state is locked. Having this is a separate class is useful
* because it allows methods to communicate that they expect the node to be locked.
*/
class LockedNode : NonCopyable, NonMovable {
public:
/**
* This is the node that is currently locked.
*/
const DNode node;
NodeState &node_state;
/**
* Used to delay notifying (and therefore locking) other nodes until the current node is not
* locked anymore. This might not be strictly necessary to avoid deadlocks in the current code,
* but it is a good measure to avoid accidentally adding a deadlock later on. By not locking
* more than one node per thread at a time, deadlocks are avoided.
*
* The notifications will be send right after the node is not locked anymore.
*/
Vector<DOutputSocket> delayed_required_outputs;
Vector<DOutputSocket> delayed_unused_outputs;
Vector<DNode> delayed_scheduled_nodes;
LockedNode(const DNode node, NodeState &node_state) : node(node), node_state(node_state)
{
}
};
static const CPPType *get_socket_cpp_type(const DSocket socket)
{
return nodes::socket_cpp_type_get(*socket->typeinfo());
}
static const CPPType *get_socket_cpp_type(const SocketRef &socket)
{
return nodes::socket_cpp_type_get(*socket.typeinfo());
}
static bool node_supports_laziness(const DNode node)
{
return node->typeinfo()->geometry_node_execute_supports_laziness;
}
/** Implements the callbacks that might be called when a node is executed. */
class NodeParamsProvider : public nodes::GeoNodeExecParamsProvider {
private:
GeometryNodesEvaluator &evaluator_;
NodeState &node_state_;
public:
NodeParamsProvider(GeometryNodesEvaluator &evaluator, DNode dnode, NodeState &node_state);
bool can_get_input(StringRef identifier) const override;
bool can_set_output(StringRef identifier) const override;
GMutablePointer extract_input(StringRef identifier) override;
Vector<GMutablePointer> extract_multi_input(StringRef identifier) override;
GPointer get_input(StringRef identifier) const override;
GMutablePointer alloc_output_value(const CPPType &type) override;
void set_output(StringRef identifier, GMutablePointer value) override;
void set_input_unused(StringRef identifier) override;
bool output_is_required(StringRef identifier) const override;
bool lazy_require_input(StringRef identifier) override;
bool lazy_output_is_required(StringRef identifier) const override;
};
class GeometryNodesEvaluator {
private:
/**
* This allocator lives on after the evaluator has been destructed. Therefore outputs of the
* entire evaluator should be allocated here.
*/
LinearAllocator<> &outer_allocator_;
/**
* A local linear allocator for each thread. Only use this for values that do not need to live
* longer than the lifetime of the evaluator itself. Considerations for the future:
* - We could use an allocator that can free here, some temporary values don't live long.
* - If we ever run into false sharing bottlenecks, we could use local allocators that allocate
* on cache line boundaries. Note, just because a value is allocated in one specific thread,
* does not mean that it will only be used by that thread.
*/
threading::EnumerableThreadSpecific<LinearAllocator<>> local_allocators_;
/**
* Every node that is reachable from the output gets its own state. Once all states have been
* constructed, this map can be used for lookups from multiple threads.
*/
VectorSet<NodeWithState> node_states_;
/**
* Contains all the tasks for the nodes that are currently scheduled.
*/
TaskPool *task_pool_ = nullptr;
GeometryNodesEvaluationParams &params_;
const blender::nodes::DataTypeConversions &conversions_;
friend NodeParamsProvider;
public:
GeometryNodesEvaluator(GeometryNodesEvaluationParams &params)
: outer_allocator_(params.allocator),
params_(params),
conversions_(blender::nodes::get_implicit_type_conversions())
{
}
void execute()
{
task_pool_ = BLI_task_pool_create(this, TASK_PRIORITY_HIGH);
this->create_states_for_reachable_nodes();
this->forward_group_inputs();
this->schedule_initial_nodes();
/* This runs until all initially requested inputs have been computed. */
BLI_task_pool_work_and_wait(task_pool_);
BLI_task_pool_free(task_pool_);
this->extract_group_outputs();
this->destruct_node_states();
}
void create_states_for_reachable_nodes()
{
/* This does a depth first search for all the nodes that are reachable from the group
* outputs. This finds all nodes that are relevant. */
Stack<DNode> nodes_to_check;
/* Start at the output sockets. */
for (const DInputSocket &socket : params_.output_sockets) {
nodes_to_check.push(socket.node());
}
/* Use the local allocator because the states do not need to outlive the evaluator. */
LinearAllocator<> &allocator = local_allocators_.local();
while (!nodes_to_check.is_empty()) {
const DNode node = nodes_to_check.pop();
if (node_states_.contains_as(node)) {
/* This node has been handled already. */
continue;
}
/* Create a new state for the node. */
NodeState &node_state = *allocator.construct<NodeState>().release();
node_states_.add_new({node, &node_state});
/* Push all linked origins on the stack. */
for (const InputSocketRef *input_ref : node->inputs()) {
const DInputSocket input{node.context(), input_ref};
input.foreach_origin_socket(
[&](const DSocket origin) { nodes_to_check.push(origin.node()); });
}
}
/* 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);
}
});
}
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();
/* Count how many values should be added until the socket is complete. */
socket.foreach_origin_socket(
[&](DSocket UNUSED(origin)) { input_state.value.multi->expected_size++; });
/* If no links are connected, we do read the value from socket itself. */
if (input_state.value.multi->expected_size == 0) {
input_state.value.multi->expected_size = 1;
}
}
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 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. */
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 (MultiInputValueItem &item : multi_value.items) {
input_state.type->destruct(item.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;
this->log_socket_value(socket, value);
const DNode node = socket.node();
if (!node_states_.contains_as(node)) {
/* The socket is not connected to any output. */
value.destruct();
continue;
}
this->forward_output(socket, value);
}
}
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, [&](LockedNode &locked_node) {
/* Setting an input as required will schedule any linked node. */
this->set_input_required(locked_node, socket);
});
}
}
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 *node_with_state = (const NodeWithState *)task_data;
evaluator.node_task_run(node_with_state->node, *node_with_state->state);
}
void node_task_run(const DNode node, NodeState &node_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;
}
const bool do_execute_node = this->node_task_preprocessing(node, node_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);
}
this->node_task_postprocessing(node, node_state);
}
bool node_task_preprocessing(const DNode node, NodeState &node_state)
{
bool do_execute_node = false;
this->with_locked_node(node, node_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 nodes 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_node_is_initialized && !node_supports_laziness(node)) {
this->initialize_non_lazy_node(locked_node);
node_state.non_lazy_node_is_initialized = 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. */
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. */
bool has_remaining_output = false;
for (OutputState &output_state : locked_node.node_state.outputs) {
if (output_state.has_been_computed) {
continue;
}
if (output_state.output_usage != ValueUsage::Unused) {
has_remaining_output = true;
break;
}
}
if (!has_remaining_output) {
/* 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 locked_node.node_state.node_has_finished;
}
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 initialize_non_lazy_node(LockedNode &locked_node)
{
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;
}
/* Nodes that don't support laziness require all inputs. */
const DInputSocket input_socket = locked_node.node.input(i);
this->set_input_required(locked_node, input_socket);
}
}
/**
* 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.items.size() == multi_value.expected_size) {
input_state.was_ready_for_execution = true;
this->log_socket_value(socket, input_state, multi_value.items);
}
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;
this->log_socket_value(socket, GPointer{input_state.type, single_value.value});
}
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)
{
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);
return;
}
/* Use the multi-function implementation if it exists. */
const MultiFunction *multi_function = params_.mf_by_node->lookup_default(node, nullptr);
if (multi_function != nullptr) {
this->execute_multi_function_node(node, *multi_function, node_state);
return;
}
this->execute_unknown_node(node, node_state);
}
void execute_geometry_node(const DNode node, NodeState &node_state)
{
const bNode &bnode = *node->bnode();
NodeParamsProvider params_provider{*this, node, node_state};
GeoNodeExecParams params{params_provider};
bnode.typeinfo->geometry_node_execute(params);
}
void execute_multi_function_node(const DNode node,
const MultiFunction &fn,
NodeState &node_state)
{
MFContextBuilder fn_context;
MFParamsBuilder fn_params{fn, 1};
LinearAllocator<> &allocator = local_allocators_.local();
/* Prepare the inputs for the multi function. */
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);
fn_params.add_readonly_single_input(GPointer{*input_state.type, single_value.value});
}
/* Prepare the outputs for the multi function. */
Vector<GMutablePointer> outputs;
for (const int i : node->outputs().index_range()) {
const OutputSocketRef &socket_ref = node->output(i);
if (!socket_ref.is_available()) {
continue;
}
const CPPType &type = *get_socket_cpp_type(socket_ref);
void *buffer = allocator.allocate(type.size(), type.alignment());
fn_params.add_uninitialized_single_output(GMutableSpan{type, buffer, 1});
outputs.append({type, buffer});
}
fn.call(IndexRange(1), fn_params, fn_context);
/* Forward the computed outputs. */
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};
GMutablePointer value = outputs[output_index];
this->forward_output(socket, value);
output_state.has_been_computed = true;
output_index++;
}
}
void execute_unknown_node(const DNode node, NodeState &node_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());
type->copy_to_uninitialized(type->default_value(), buffer);
this->forward_output({node.context(), socket}, {*type, buffer});
}
}
void node_task_postprocessing(const DNode node, NodeState &node_state)
{
this->with_locked_node(node, node_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);
}
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_to_uninitialized(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.
* When this function is called, the node will always be executed again eventually (either
* immediately, or when all required inputs have been computed by other nodes).
*/
void 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.usage == ValueUsage::Required) {
/* The value is already required, but the node might expect to be evaluated again. */
this->schedule_node(locked_node);
/* Returning here also ensure that the code below is executed at most once per input. */
return;
}
input_state.usage = ValueUsage::Required;
if (input_state.was_ready_for_execution) {
/* The value was already ready, but the node might expect to be evaluated again. */
this->schedule_node(locked_node);
return;
}
/* 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.expected_size - multi_value.items.size();
}
else {
SingleInputValue &single_value = *input_state.value.single;
if (single_value.value == nullptr) {
missing_values = 1;
}
}
if (missing_values == 0) {
/* The input is fully available already, but the node might expect to be evaluated again. */
this->schedule_node(locked_node);
return;
}
/* 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;
this->schedule_node(locked_node);
return;
}
bool will_be_triggered_by_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;
this->schedule_node(locked_node);
return;
}
/* The value has not been computed yet, so when it will be forwarded by another node, this
* node will be triggered. */
will_be_triggered_by_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 (!will_be_triggered_by_other_node) {
this->schedule_node(locked_node);
}
}
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, it's 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)
{
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, [&](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)
{
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, [&](LockedNode &locked_node) {
output_state.potential_users -= 1;
if (output_state.potential_users == 0) {
/* 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.
*/
void forward_output(const DOutputSocket from_socket, GMutablePointer value_to_forward)
{
BLI_assert(value_to_forward.get() != nullptr);
Vector<DInputSocket> to_sockets;
auto handle_target_socket_fn = [&, this](const DInputSocket to_socket) {
if (this->should_forward_to_socket(to_socket)) {
to_sockets.append(to_socket);
}
};
auto handle_skipped_socket_fn = [&, this](const DSocket socket) {
/* Log socket value on intermediate sockets to support e.g. attribute search or spreadsheet
* breadcrumbs on group nodes. */
this->log_socket_value(socket, value_to_forward);
};
from_socket.foreach_target_socket(handle_target_socket_fn, handle_skipped_socket_fn);
LinearAllocator<> &allocator = local_allocators_.local();
const CPPType &from_type = *value_to_forward.type();
Vector<DInputSocket> to_sockets_same_type;
for (const DInputSocket &to_socket : to_sockets) {
const CPPType &to_type = *get_socket_cpp_type(to_socket);
if (from_type == to_type) {
/* All target sockets that do not need a conversion will be handled afterwards. */
to_sockets_same_type.append(to_socket);
continue;
}
this->forward_to_socket_with_different_type(
allocator, value_to_forward, from_socket, to_socket, to_type);
}
this->forward_to_sockets_with_same_type(
allocator, to_sockets_same_type, value_to_forward, from_socket);
}
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_socket_with_different_type(LinearAllocator<> &allocator,
const GPointer value_to_forward,
const DOutputSocket from_socket,
const DInputSocket to_socket,
const CPPType &to_type)
{
const CPPType &from_type = *value_to_forward.type();
/* Allocate a buffer for the converted value. */
void *buffer = allocator.allocate(to_type.size(), to_type.alignment());
if (conversions_.is_convertible(from_type, to_type)) {
/* Do the conversion if possible. */
conversions_.convert_to_uninitialized(from_type, to_type, value_to_forward.get(), buffer);
}
else {
/* Cannot convert, use default value instead. */
to_type.copy_to_uninitialized(to_type.default_value(), buffer);
}
this->add_value_to_input_socket(to_socket, from_socket, {to_type, buffer});
}
void forward_to_sockets_with_same_type(LinearAllocator<> &allocator,
Span<DInputSocket> to_sockets,
GMutablePointer value_to_forward,
const DOutputSocket from_socket)
{
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);
}
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_to_uninitialized(value_to_forward.get(), buffer);
this->add_value_to_input_socket(to_socket, from_socket, {type, buffer});
}
/* 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);
}
}
void add_value_to_input_socket(const DInputSocket socket,
const DOutputSocket origin,
GMutablePointer value)
{
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, [&](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.items.append({origin, value.get()});
}
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);
}
}
});
}
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.items.append({origin_socket, value.get()});
}
else {
SingleInputValue &single_value = *input_state.value.single;
single_value.value = value.get();
}
}
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 (MultiInputValueItem &item : multi_value.items) {
input_state.type->destruct(item.value);
}
multi_value.items.clear();
}
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();
bNodeSocket *bsocket = socket->bsocket();
const CPPType &type = *get_socket_cpp_type(socket);
void *buffer = allocator.allocate(type.size(), type.alignment());
blender::nodes::socket_cpp_value_get(*bsocket, buffer);
if (type == required_type) {
return {type, buffer};
}
if (conversions_.is_convertible(type, required_type)) {
/* Convert the loaded value to the required type if possible. */
void *converted_buffer = allocator.allocate(required_type.size(), required_type.alignment());
conversions_.convert_to_uninitialized(type, required_type, buffer, converted_buffer);
type.destruct(buffer);
return {required_type, converted_buffer};
}
/* Use a default fallback value when the loaded type is not compatible. */
void *default_buffer = allocator.allocate(required_type.size(), required_type.alignment());
required_type.copy_to_uninitialized(required_type.default_value(), default_buffer);
return {required_type, default_buffer};
}
NodeState &get_node_state(const DNode node)
{
return *node_states_.lookup_key_as(node).state;
}
void log_socket_value(const DSocket socket, Span<GPointer> values)
{
if (params_.log_socket_value_fn) {
params_.log_socket_value_fn(socket, values);
}
}
void log_socket_value(const DSocket socket,
InputState &input_state,
Span<MultiInputValueItem> values)
{
Vector<GPointer, 16> value_pointers;
value_pointers.reserve(values.size());
const CPPType &type = *input_state.type;
for (const MultiInputValueItem &item : values) {
value_pointers.append({type, item.value});
}
this->log_socket_value(socket, value_pointers);
}
void log_socket_value(const DSocket socket, GPointer value)
{
this->log_socket_value(socket, Span<GPointer>(&value, 1));
}
/* 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, 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);
}
for (const DOutputSocket &socket : locked_node.delayed_unused_outputs) {
this->send_output_unused_notification(socket);
}
for (const DNode &node : locked_node.delayed_scheduled_nodes) {
this->add_node_to_task_pool(node);
}
}
};
NodeParamsProvider::NodeParamsProvider(GeometryNodesEvaluator &evaluator,
DNode dnode,
NodeState &node_state)
: evaluator_(evaluator), node_state_(node_state)
{
this->dnode = dnode;
this->self_object = evaluator.params_.self_object;
this->modifier = &evaluator.params_.modifier_->modifier;
this->depsgraph = evaluator.params_.depsgraph;
}
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.items.size() == multi_value.expected_size;
}
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;
socket.foreach_origin_socket([&](DSocket origin) {
for (const MultiInputValueItem &item : multi_value.items) {
if (item.origin == origin) {
ret_values.append({*input_state.type, item.value});
return;
}
}
BLI_assert_unreachable();
});
if (ret_values.is_empty()) {
/* If the socket is not linked, we just use the value from the socket itself. */
BLI_assert(multi_value.items.size() == 1);
MultiInputValueItem &item = multi_value.items[0];
BLI_assert(item.origin == socket);
ret_values.append({*input_state.type, item.value});
}
multi_value.items.clear();
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);
evaluator_.log_socket_value(socket, value);
OutputState &output_state = node_state_.outputs[socket->index()];
BLI_assert(!output_state.has_been_computed);
evaluator_.forward_output(socket, value);
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_, [&](LockedNode &locked_node) {
evaluator_.set_input_required(locked_node, socket);
});
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_, [&](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 evaluate_geometry_nodes(GeometryNodesEvaluationParams &params)
{
GeometryNodesEvaluator evaluator{params};
evaluator.execute();
}
} // namespace blender::modifiers::geometry_nodes