Problem here is that muted nodes and reroute nodes are supposed to be removed from the execution node tree during the localize function. However, this is function is apparently only used during preview renders and must be considered a hack (is there anything that is not a hack in BI?) Now the mute/reroute check happens in the node tree exec functions still used by BI and the legacy compositor and texture nodes. It uses the same internal_connect function from nodes to assign input stack indices directly to outputs (which also avoids overhead). Localize function also still does this. Cycles/Tile should also implement muting/reroute in their intermediate node layers by using this function, then it could be removed from localize too.
87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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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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* The Original Code is Copyright (C) 2007 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/nodes/intern/node_exec.h
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* \ingroup nodes
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*/
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#ifndef __NODE_EXEC_H__
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#define __NODE_EXEC_H__
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#include "DNA_listBase.h"
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#include "BLI_utildefines.h"
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#include "BKE_node.h"
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#include "RNA_types.h"
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struct bNodeTree;
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struct bNode;
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struct bNodeStack;
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/* Node execution data */
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typedef struct bNodeExec {
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struct bNode *node; /* backpointer to node */
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void *data; /* custom data storage */
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} bNodeExec;
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/* Execution Data for each instance of node tree execution */
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typedef struct bNodeTreeExec {
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struct bNodeTree *nodetree; /* backpointer to node tree */
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int totnodes; /* total node count */
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struct bNodeExec *nodeexec; /* per-node execution data */
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int stacksize;
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struct bNodeStack *stack; /* socket data stack */
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/* only used by material and texture trees to keep one stack for each thread */
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ListBase *threadstack; /* one instance of the stack for each thread */
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} bNodeTreeExec;
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/* stores one stack copy for each thread (material and texture trees) */
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typedef struct bNodeThreadStack {
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struct bNodeThreadStack *next, *prev;
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struct bNodeStack *stack;
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int used;
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} bNodeThreadStack;
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struct bNodeStack *node_get_socket_stack(struct bNodeStack *stack, struct bNodeSocket *sock);
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void node_get_stack(struct bNode *node, struct bNodeStack *stack, struct bNodeStack **in, struct bNodeStack **out);
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struct bNodeTreeExec *ntree_exec_begin(struct bNodeTree *ntree);
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void ntree_exec_end(struct bNodeTreeExec *exec);
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void ntreeExecNodes(struct bNodeTreeExec *exec, void *callerdata, int thread);
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struct bNodeThreadStack *ntreeGetThreadStack(struct bNodeTreeExec *exec, int thread);
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void ntreeReleaseThreadStack(struct bNodeThreadStack *nts);
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void ntreeExecThreadNodes(struct bNodeTreeExec *exec, struct bNodeThreadStack *nts, void *callerdata, int thread);
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#endif
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