tornavis/source/blender/compositor/realtime_compositor/COM_evaluator.hh

174 lines
10 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <memory>
#include "BLI_vector.hh"
#include "DNA_node_types.h"
#include "NOD_derived_node_tree.hh"
#include "COM_compile_state.hh"
#include "COM_context.hh"
#include "COM_node_operation.hh"
#include "COM_operation.hh"
#include "COM_shader_operation.hh"
namespace blender::realtime_compositor {
using namespace nodes::derived_node_tree_types;
/* ------------------------------------------------------------------------------------------------
* Evaluator
*
* The evaluator is the main class of the compositor and the entry point of its execution. The
* evaluator compiles the compositor node tree and evaluates it to compute its output. It is
* constructed from a compositor node tree and a compositor context. Upon calling the evaluate
* method, the evaluator will check if the node tree is already compiled into an operations stream,
* and if it is, it will go over it and evaluate the operations in order. It is then the
* responsibility of the caller to call the reset method when the node tree changes to invalidate
* the operations stream. A reset is also required if the resources used by the node tree change,
* for instances, when the dimensions of an image used by the node tree changes. This is necessary
* because the evaluator compiles the node tree into an operations stream that is specifically
* optimized for the structure of the resources used by the node tree.
*
* Otherwise, if the node tree is not yet compiled, the evaluator will compile it into an
* operations stream, evaluating the operations in the process. It should be noted that operations
* are evaluated as soon as they are compiled, as opposed to compiling the whole operations stream
* and then evaluating it in a separate step. This is important because, as mentioned before, the
* operations stream is optimized specifically for the structure of the resources used by the node
* tree, which is only known after the operations are evaluated. In other words, the evaluator uses
* the evaluated results of previously compiled operations to compile the operations that follow
* them in an optimized manner.
*
* Compilation starts by computing an optimized node execution schedule by calling the
* compute_schedule function, see the discussion in COM_scheduler.hh for more details. For the node
* tree shown below, the execution schedule is denoted by the node numbers. The compiler then goes
* over the execution schedule in order and compiles each node into either a Node Operation or a
* Shader Operation, depending on the node type, see the is_shader_node function. A Shader
* operation is constructed from a group of nodes forming a contiguous subset of the node execution
* schedule. For instance, in the node tree shown below, nodes 3 and 4 are compiled together into a
* shader operation and node 5 is compiled into its own shader operation, both of which are
* contiguous subsets of the node execution schedule. This process is described in details in the
* following section.
*
* Shader Operation 1 Shader Operation 2
* +-----------------------------------+ +------------------+
* .------------. | .------------. .------------. | | .------------. | .------------.
* | Node 1 | | | Node 3 | | Node 4 | | | | Node 5 | | | Node 6 |
* | |----|--| |--| |---|-----|--| |--|--| |
* | | .-|--| | | | | .--|--| | | | |
* '------------' | | '------------' '------------' | | | '------------' | '------------'
* | +-----------------------------------+ | +------------------+
* .------------. | |
* | Node 2 | | |
* | |--'----------------------------------------'
* | |
* '------------'
*
* For non shader nodes, the compilation process is straight forward, the compiler instantiates a
* node operation from the node, map its inputs to the results of the outputs they are linked to,
* and evaluates the operations. However, for shader nodes, since a group of nodes can be compiled
* together into a shader operation, the compilation process is a bit involved. The compiler uses
* an instance of the Compile State class to keep track of the compilation process. The compiler
* state stores the so called "shader compile unit", which is the current group of nodes that will
* eventually be compiled together into a shader operation. While going over the schedule, the
* compiler adds the shader nodes to the compile unit until it decides that the compile unit is
* complete and should be compiled. This is typically decided when the current node is not
* compatible with the compile unit and can't be added to it, only then it compiles the compile
* unit into a shader operation and resets it to ready it to track the next potential group of
* nodes that will form a shader operation. This decision is made based on various criteria in the
* should_compile_shader_compile_unit function. See the discussion in COM_compile_state.hh for more
* details of those criteria, but perhaps the most evident of which is whether the node is actually
* a shader node, if it isn't, then it evidently can't be added to the compile unit and the compile
* unit is should be compiled.
*
* For the node tree above, the compilation process is as follows. The compiler goes over the node
* execution schedule in order considering each node. Nodes 1 and 2 are not shader node so they are
* compiled into node operations and added to the operations stream. The current compile unit is
* empty, so it is not compiled. Node 3 is a shader node, and since the compile unit is currently
* empty, it is unconditionally added to it. Node 4 is a shader node, it was decided---for the sake
* of the demonstration---that it is compatible with the compile unit and can be added to it. Node
* 5 is a shader node, but it was decided---for the sake of the demonstration---that it is not
* compatible with the compile unit, so the compile unit is considered complete and is compiled
* first, adding the first shader operation to the operations stream and resetting the compile
* unit. Node 5 is then added to the now empty compile unit similar to node 3. Node 6 is not a
* shader node, so the compile unit is considered complete and is compiled first, adding the first
* shader operation to the operations stream and resetting the compile unit. Finally, node 6 is
* compiled into a node operation similar to nodes 1 and 2 and added to the operations stream. */
class Evaluator {
private:
/* A reference to the compositor context. */
Context &context_;
/* A derived node tree representing the compositor node tree. This is constructed when the node
* tree is compiled and reset when the evaluator is reset, so it gets reconstructed every time
* the node tree changes. */
std::unique_ptr<DerivedNodeTree> derived_node_tree_;
/* The compiled operations stream. This contains ordered pointers to the operations that were
* compiled. This is initialized when the node tree is compiled and freed when the evaluator
* resets. The is_compiled_ member indicates whether the operation stream can be used or needs to
* be compiled first. Note that the operations stream can be empty even when compiled, this can
* happen when the node tree is empty or invalid for instance. */
Vector<std::unique_ptr<Operation>> operations_stream_;
/* True if the node tree is already compiled into an operations stream that can be evaluated
* directly. False if the node tree is not compiled yet and needs to be compiled. */
bool is_compiled_ = false;
public:
/* Construct an evaluator from a context. */
Evaluator(Context &context);
/* Evaluate the compositor node tree. If the node tree is already compiled into an operations
* stream, that stream will be evaluated directly. Otherwise, the node tree will be compiled and
* evaluated. */
void evaluate();
/* Invalidate the operations stream that was compiled for the node tree. This should be called
* when the node tree changes or the structure of any of the resources used by it changes. By
* structure, we mean things like the dimensions of the used images, while changes to their
* contents do not necessitate a reset. */
void reset();
private:
/* Check if the compositor node tree is valid by checking if it has:
* - Cyclic links.
* - Undefined nodes or sockets.
* - Unsupported nodes.
* If the node tree is valid, true is returned. Otherwise, false is returned, and an appropriate
* error message is set by calling the context's set_info_message method. */
bool validate_node_tree();
/* Compile the node tree into an operations stream and evaluate it. */
void compile_and_evaluate();
/* Compile the given node into a node operation, map each input to the result of the output
* linked to it, update the compile state, add the newly created operation to the operations
* stream, and evaluate the operation. */
void compile_and_evaluate_node(DNode node, CompileState &compile_state);
/* Map each input of the node operation to the result of the output linked to it. Unlinked inputs
* are mapped to the result of a newly created Input Single Value Operation, which is added to
* the operations stream and evaluated. Since this method might add operations to the operations
* stream, the actual node operation should only be added to the stream once this method is
* called. */
void map_node_operation_inputs_to_their_results(DNode node,
NodeOperation *operation,
CompileState &compile_state);
/* Compile the shader compile unit into a shader operation, map each input of the operation to
* the result of the output linked to it, update the compile state, add the newly created
* operation to the operations stream, evaluate the operation, and finally reset the shader
* compile unit. */
void compile_and_evaluate_shader_compile_unit(CompileState &compile_state);
/* Map each input of the shader operation to the result of the output linked to it. */
void map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
CompileState &compile_state);
};
} // namespace blender::realtime_compositor