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blender-archive/source/blender/nodes/NOD_geometry_exec.hh
Jacques Lucke b084b57fbf Geometry Nodes: new geometry nodes evaluator
The old geometry nodes evaluator was quite basic and missed many features.
It was useful to get the geometry nodes project started. However, nowadays
we run into its limitations from time to time.

The new evaluator is more complex, but comes with new capabilities.
The two most important capabilities are that it can now execute nodes in
parallel and it supports lazy evaluation.

The performance improvement by multi-threading depends a lot on the specific
node tree. In our demo files, the speedup is measurable but not huge. This
is mainly because they are bottlenecked by one or two nodes that have to be
executed one after the other (often the Boolean or Attribute Proximity nodes)
or because the bottleneck is multi-threaded already (often openvdb nodes).

Lazy evaluation of inputs is only supported by the Switch node for now.
Previously, geometry nodes would always compute both inputs and then just
discard the one that is not used. Now, only the input that is required
is computed.

For some more details read D11191, T87620 and the in-code documentation.

Differential Revision: https://developer.blender.org/D11191
2021-05-20 11:35:13 +02:00

302 lines
9.9 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.
*/
#pragma once
#include "FN_generic_value_map.hh"
#include "BKE_attribute_access.hh"
#include "BKE_geometry_set.hh"
#include "BKE_geometry_set_instances.hh"
#include "BKE_node_ui_storage.hh"
#include "DNA_node_types.h"
#include "NOD_derived_node_tree.hh"
struct Depsgraph;
struct ModifierData;
namespace blender::nodes {
using bke::geometry_set_realize_instances;
using bke::OutputAttribute;
using bke::OutputAttribute_Typed;
using bke::ReadAttributeLookup;
using bke::WriteAttributeLookup;
using fn::CPPType;
using fn::GMutablePointer;
using fn::GMutableSpan;
using fn::GPointer;
using fn::GSpan;
using fn::GValueMap;
using fn::GVArray;
using fn::GVArray_GSpan;
using fn::GVArray_Span;
using fn::GVArray_Typed;
using fn::GVArrayPtr;
using fn::GVMutableArray;
using fn::GVMutableArray_GSpan;
using fn::GVMutableArray_Typed;
using fn::GVMutableArrayPtr;
/**
* This class exists to separate the memory management details of the geometry nodes evaluator from
* the node execution functions and related utilities.
*/
class GeoNodeExecParamsProvider {
public:
DNode dnode;
const Object *self_object = nullptr;
const ModifierData *modifier = nullptr;
Depsgraph *depsgraph = nullptr;
/**
* Returns true when the node is allowed to get/extract the input value. The identifier is
* expected to be valid. This may return false if the input value has been consumed already.
*/
virtual bool can_get_input(StringRef identifier) const = 0;
/**
* Returns true when the node is allowed to set the output value. The identifier is expected to
* be valid. This may return false if the output value has been set already.
*/
virtual bool can_set_output(StringRef identifier) const = 0;
/**
* Take ownership of an input value. The caller is responsible for destructing the value. It does
* not have to be freed, because the memory is managed by the geometry nodes evaluator.
*/
virtual GMutablePointer extract_input(StringRef identifier) = 0;
/**
* Similar to #extract_input, but has to be used for multi-input sockets.
*/
virtual Vector<GMutablePointer> extract_multi_input(StringRef identifier) = 0;
/**
* Get the input value for the identifier without taking ownership of it.
*/
virtual GPointer get_input(StringRef identifier) const = 0;
/**
* Prepare a memory buffer for an output value of the node. The returned memory has to be
* initialized by the caller. The identifier and type are expected to be correct.
*/
virtual GMutablePointer alloc_output_value(const CPPType &type) = 0;
/**
* The value has been allocated with #alloc_output_value.
*/
virtual void set_output(StringRef identifier, GMutablePointer value) = 0;
/* A description for these methods is provided in GeoNodeExecParams. */
virtual void set_input_unused(StringRef identifier) = 0;
virtual bool output_is_required(StringRef identifier) const = 0;
virtual bool lazy_require_input(StringRef identifier) = 0;
virtual bool lazy_output_is_required(StringRef identifier) const = 0;
};
class GeoNodeExecParams {
private:
GeoNodeExecParamsProvider *provider_;
public:
GeoNodeExecParams(GeoNodeExecParamsProvider &provider) : provider_(&provider)
{
}
/**
* Get the input value for the input socket with the given identifier.
*
* The node calling becomes responsible for destructing the value before it is done
* executing. This method can only be called once for each identifier.
*/
GMutablePointer extract_input(StringRef identifier)
{
#ifdef DEBUG
this->check_input_access(identifier);
#endif
return provider_->extract_input(identifier);
}
/**
* Get the input value for the input socket with the given identifier.
*
* This method can only be called once for each identifier.
*/
template<typename T> T extract_input(StringRef identifier)
{
#ifdef DEBUG
this->check_input_access(identifier, &CPPType::get<T>());
#endif
GMutablePointer gvalue = this->extract_input(identifier);
return gvalue.relocate_out<T>();
}
/**
* Get input as vector for multi input socket with the given identifier.
*
* This method can only be called once for each identifier.
*/
template<typename T> Vector<T> extract_multi_input(StringRef identifier)
{
Vector<GMutablePointer> gvalues = provider_->extract_multi_input(identifier);
Vector<T> values;
for (GMutablePointer gvalue : gvalues) {
values.append(gvalue.relocate_out<T>());
}
return values;
}
/**
* Get the input value for the input socket with the given identifier.
*/
template<typename T> const T &get_input(StringRef identifier) const
{
#ifdef DEBUG
this->check_input_access(identifier, &CPPType::get<T>());
#endif
GPointer gvalue = provider_->get_input(identifier);
BLI_assert(gvalue.is_type<T>());
return *(const T *)gvalue.get();
}
/**
* Store the output value for the given socket identifier.
*/
template<typename T> void set_output(StringRef identifier, T &&value)
{
using StoredT = std::decay_t<T>;
const CPPType &type = CPPType::get<std::decay_t<T>>();
#ifdef DEBUG
this->check_output_access(identifier, type);
#endif
GMutablePointer gvalue = provider_->alloc_output_value(type);
new (gvalue.get()) StoredT(std::forward<T>(value));
provider_->set_output(identifier, gvalue);
}
/**
* Tell the evaluator that a specific input won't be used anymore.
*/
void set_input_unused(StringRef identifier)
{
provider_->set_input_unused(identifier);
}
/**
* Returns true when the output has to be computed.
* Nodes that support lazyness could use the #lazy_output_is_required variant to possibly avoid
* some computations.
*/
bool output_is_required(StringRef identifier) const
{
return provider_->output_is_required(identifier);
}
/**
* Tell the evaluator that a specific input is required.
* This returns true when the input will only be available in the next execution.
* False is returned if the input is available already.
* This can only be used when the node supports lazyness.
*/
bool lazy_require_input(StringRef identifier)
{
return provider_->lazy_require_input(identifier);
}
/**
* Asks the evaluator if a specific output is required right now. If this returns false, the
* value might still need to be computed later.
* This can only be used when the node supports lazyness.
*/
bool lazy_output_is_required(StringRef identifier)
{
return provider_->lazy_output_is_required(identifier);
}
/**
* Get the node that is currently being executed.
*/
const bNode &node() const
{
return *provider_->dnode->bnode();
}
const Object *self_object() const
{
return provider_->self_object;
}
Depsgraph *depsgraph() const
{
return provider_->depsgraph;
}
/**
* Add an error message displayed at the top of the node when displaying the node tree,
* and potentially elsewhere in Blender.
*/
void error_message_add(const NodeWarningType type, std::string message) const;
/**
* Creates a read-only attribute based on node inputs. The method automatically detects which
* input socket with the given name is available.
*
* \note This will add an error message if the string socket is active and
* the input attribute does not exist.
*/
GVArrayPtr get_input_attribute(const StringRef name,
const GeometryComponent &component,
const AttributeDomain domain,
const CustomDataType type,
const void *default_value) const;
template<typename T>
GVArray_Typed<T> get_input_attribute(const StringRef name,
const GeometryComponent &component,
const AttributeDomain domain,
const T &default_value) const
{
const CustomDataType type = bke::cpp_type_to_custom_data_type(CPPType::get<T>());
GVArrayPtr varray = this->get_input_attribute(name, component, domain, type, &default_value);
return GVArray_Typed<T>(std::move(varray));
}
/**
* Get the type of an input property or the associated constant socket types with the
* same names. Fall back to the default value if no attribute exists with the name.
*/
CustomDataType get_input_attribute_data_type(const StringRef name,
const GeometryComponent &component,
const CustomDataType default_type) const;
AttributeDomain get_highest_priority_input_domain(Span<std::string> names,
const GeometryComponent &component,
const AttributeDomain default_domain) const;
private:
/* Utilities for detecting common errors at when using this class. */
void check_input_access(StringRef identifier, const CPPType *requested_type = nullptr) const;
void check_output_access(StringRef identifier, const CPPType &value_type) const;
/* Find the active socket socket with the input name (not the identifier). */
const bNodeSocket *find_available_socket(const StringRef name) const;
};
} // namespace blender::nodes