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