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blender-archive/source/blender/nodes/shader/nodes/node_shader_math.cc
Jacques Lucke 6ee2abde82 Functions: use static names for multi-functions
Previously, the function names were stored in `std::string` and were often
created dynamically (especially when the function just output a constant).
This resulted in a lot of overhead.

Now the function name is just a `const char *` that should be statically
allocated. This is good enough for the majority of cases. If a multi-function
needs a more dynamic name, it can override the `MultiFunction::debug_name`
method.

In my test file with >400,000 simple math nodes, the execution time improves from
3s to 1s.
2021-11-21 12:48:07 +01:00

177 lines
5.4 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.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup shdnodes
*/
#include "node_shader_util.h"
#include "NOD_math_functions.hh"
/* **************** SCALAR MATH ******************** */
namespace blender::nodes {
static void sh_node_math_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>(N_("Value")).default_value(0.5f).min(-10000.0f).max(10000.0f);
b.add_input<decl::Float>(N_("Value"), "Value_001")
.default_value(0.5f)
.min(-10000.0f)
.max(10000.0f);
b.add_input<decl::Float>(N_("Value"), "Value_002")
.default_value(0.5f)
.min(-10000.0f)
.max(10000.0f);
b.add_output<decl::Float>(N_("Value"));
};
} // namespace blender::nodes
static const char *gpu_shader_get_name(int mode)
{
const blender::nodes::FloatMathOperationInfo *info =
blender::nodes::get_float_math_operation_info(mode);
if (!info) {
return nullptr;
}
if (info->shader_name.is_empty()) {
return nullptr;
}
return info->shader_name.c_str();
}
static int gpu_shader_math(GPUMaterial *mat,
bNode *node,
bNodeExecData *UNUSED(execdata),
GPUNodeStack *in,
GPUNodeStack *out)
{
const char *name = gpu_shader_get_name(node->custom1);
if (name != nullptr) {
int ret = GPU_stack_link(mat, node, name, in, out);
if (ret && node->custom2 & SHD_MATH_CLAMP) {
float min[3] = {0.0f, 0.0f, 0.0f};
float max[3] = {1.0f, 1.0f, 1.0f};
GPU_link(
mat, "clamp_value", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link);
}
return ret;
}
return 0;
}
static const blender::fn::MultiFunction *get_base_multi_function(bNode &node)
{
const int mode = node.custom1;
const blender::fn::MultiFunction *base_fn = nullptr;
blender::nodes::try_dispatch_float_math_fl_to_fl(
mode, [&](auto function, const blender::nodes::FloatMathOperationInfo &info) {
static blender::fn::CustomMF_SI_SO<float, float> fn{info.title_case_name.c_str(),
function};
base_fn = &fn;
});
if (base_fn != nullptr) {
return base_fn;
}
blender::nodes::try_dispatch_float_math_fl_fl_to_fl(
mode, [&](auto function, const blender::nodes::FloatMathOperationInfo &info) {
static blender::fn::CustomMF_SI_SI_SO<float, float, float> fn{info.title_case_name.c_str(),
function};
base_fn = &fn;
});
if (base_fn != nullptr) {
return base_fn;
}
blender::nodes::try_dispatch_float_math_fl_fl_fl_to_fl(
mode, [&](auto function, const blender::nodes::FloatMathOperationInfo &info) {
static blender::fn::CustomMF_SI_SI_SI_SO<float, float, float, float> fn{
info.title_case_name.c_str(), function};
base_fn = &fn;
});
if (base_fn != nullptr) {
return base_fn;
}
return nullptr;
}
class ClampWrapperFunction : public blender::fn::MultiFunction {
private:
const blender::fn::MultiFunction &fn_;
public:
ClampWrapperFunction(const blender::fn::MultiFunction &fn) : fn_(fn)
{
this->set_signature(&fn.signature());
}
void call(blender::IndexMask mask,
blender::fn::MFParams params,
blender::fn::MFContext context) const override
{
fn_.call(mask, params, context);
/* Assumes the output parameter is the last one. */
const int output_param_index = this->param_amount() - 1;
/* This has actually been initialized in the call above. */
blender::MutableSpan<float> results = params.uninitialized_single_output<float>(
output_param_index);
for (const int i : mask) {
float &value = results[i];
CLAMP(value, 0.0f, 1.0f);
}
}
};
static void sh_node_math_build_multi_function(blender::nodes::NodeMultiFunctionBuilder &builder)
{
const blender::fn::MultiFunction *base_function = get_base_multi_function(builder.node());
const bool clamp_output = builder.node().custom2 != 0;
if (clamp_output) {
builder.construct_and_set_matching_fn<ClampWrapperFunction>(*base_function);
}
else {
builder.set_matching_fn(base_function);
}
}
void register_node_type_sh_math(void)
{
static bNodeType ntype;
sh_fn_node_type_base(&ntype, SH_NODE_MATH, "Math", NODE_CLASS_CONVERTER, 0);
ntype.declare = blender::nodes::sh_node_math_declare;
node_type_label(&ntype, node_math_label);
node_type_gpu(&ntype, gpu_shader_math);
node_type_update(&ntype, node_math_update);
ntype.build_multi_function = sh_node_math_build_multi_function;
nodeRegisterType(&ntype);
}