Debug code for graphviz output moved to a dedicated file COM_Debug.h/cpp. The DebugInfo class has only static functions, which are called from a number of places to keep track of what is happening in the compositor. If debugging is disabled these are just inline stubs, so we don't need #ifdefs everywhere and don't get any overhead. The graphviz output is much more useful now. DebugInfo keeps track of node names in a static string map for meaningful names. It uses a number of colors for various special operation classes. ExecutionGroups are indicated in graphviz with clusters. Currently the graphviz .dot files are stored in the BLI_temporary_dir() folder. A separate dot file is generated for each stage of the ExecutionGroup scheduling, this is intended to give some idea of the compositor progress, but could still be improved.
127 lines
4.1 KiB
C++
127 lines
4.1 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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*/
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class ExecutionGroup;
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#ifndef _COM_ExecutionSystemHelper_h
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#define _COM_ExecutionSystemHelper_h
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#include "DNA_node_types.h"
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#include <vector>
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#include "COM_Node.h"
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#include "COM_SocketConnection.h"
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#include "BKE_text.h"
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#include "COM_ExecutionGroup.h"
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using namespace std;
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/**
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*
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*/
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class ExecutionSystemHelper {
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public:
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/**
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* @brief add an bNodeTree to the nodes list and connections
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* @param system Execution system
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* @param nodes_start Starting index in the system's nodes list for nodes in this tree.
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* @param tree bNodeTree to add
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* @return Node representing the "Compositor node" of the maintree. or NULL when a subtree is added
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*/
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static void addbNodeTree(ExecutionSystem &system, int nodes_start, bNodeTree *tree, bNodeInstanceKey parent_key);
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/**
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* @brief add an editor node to the system.
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* this node is converted to a Node instance.
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* and the converted node is returned
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*
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* @param b_node node to add
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* @return Node that represents the bNode or null when not able to convert.
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*/
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static Node *addNode(vector<Node *>& nodes, bNode *b_node, bool isInActiveGroup, bool fast);
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/**
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* @brief Add a Node to a list
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*
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* @param nodes the list where the node needs to be added to
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* @param node the node to be added
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*/
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static void addNode(vector<Node *>& nodes, Node *node);
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/**
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* @brief Add an operation to the operation list
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*
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* The id of the operation is updated.
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*
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* @param operations the list where the operation need to be added to
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* @param operation the operation to add
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*/
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static void addOperation(vector<NodeOperation *> &operations, NodeOperation *operation);
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/**
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* @brief Add an ExecutionGroup to a list
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*
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* The id of the ExecutionGroup is updated.
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*
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* @param executionGroups the list where the executionGroup need to be added to
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* @param executionGroup the ExecutionGroup to add
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*/
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static void addExecutionGroup(vector<ExecutionGroup *>& executionGroups, ExecutionGroup *executionGroup);
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/**
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* Find all Node Operations that needs to be executed.
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* @param rendering
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* the rendering parameter will tell what type of execution we are doing
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* FALSE is editing, TRUE is rendering
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*/
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static void findOutputNodeOperations(vector<NodeOperation *> *result, vector<NodeOperation *>& operations, bool rendering);
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/**
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* @brief add a bNodeLink to the list of links
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* the bNodeLink will be wrapped in a SocketConnection
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*
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* @note Cyclic links will be ignored
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*
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* @param node_range list of possible nodes for lookup.
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* @param links list of links to add the bNodeLink to
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* @param bNodeLink the link to be added
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* @return the created SocketConnection or NULL
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*/
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static SocketConnection *addNodeLink(NodeRange &node_range, vector<SocketConnection *>& links, bNodeLink *bNodeLink);
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/**
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* @brief create a new SocketConnection and add to a vector of links
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* @param links the vector of links
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* @param fromSocket the startpoint of the connection
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* @param toSocket the endpoint of the connection
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* @return the new created SocketConnection
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*/
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static SocketConnection *addLink(vector<SocketConnection *>& links, OutputSocket *fromSocket, InputSocket *toSocket);
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("COM:ExecutionSystemHelper")
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#endif
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};
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#endif /* _COM_ExecutionSystemHelper_h */
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