90 lines
3.7 KiB
C++
90 lines
3.7 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_string_ref.hh"
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#include "BLI_vector.hh"
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#include "DNA_node_types.h"
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#include "GPU_material.hh"
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#include "NOD_derived_node_tree.hh"
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namespace blender::realtime_compositor {
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using namespace nodes::derived_node_tree_types;
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/* ------------------------------------------------------------------------------------------------
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* Shader Node
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*
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* A shader node encapsulates a compositor node tree that is capable of being used together with
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* other shader nodes to construct a Shader Operation using the GPU material compiler. A GPU node
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* stack for each of the node inputs and outputs is stored and populated during construction in
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* order to represent the node as a GPU node inside the GPU material graph, see GPU_material.hh for
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* more information. Derived classes should implement the compile method to add the node and link
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* it to the GPU material given to the method. The compiler is expected to initialize the input
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* links of the node before invoking the compile method. See the discussion in
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* COM_shader_operation.hh for more information. */
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class ShaderNode {
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private:
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/* The node that this operation represents. */
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DNode node_;
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/* The GPU node stacks of the inputs of the node. Those are populated during construction in the
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* populate_inputs method. The links of the inputs are initialized by the GPU material compiler
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* prior to calling the compile method. There is an extra stack at the end to mark the end of the
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* array, as this is what the GPU module functions expect. */
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Vector<GPUNodeStack> inputs_;
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/* The GPU node stacks of the outputs of the node. Those are populated during construction in the
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* populate_outputs method. There is an extra stack at the end to mark the end of the array, as
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* this is what the GPU module functions expect. */
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Vector<GPUNodeStack> outputs_;
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public:
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/* Construct the node by populating both its inputs and outputs. */
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ShaderNode(DNode node);
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virtual ~ShaderNode() = default;
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/* Compile the node by adding the appropriate GPU material graph nodes and linking the
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* appropriate resources. */
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virtual void compile(GPUMaterial *material) = 0;
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/* Returns a contiguous array containing the GPU node stacks of each input. */
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GPUNodeStack *get_inputs_array();
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/* Returns a contiguous array containing the GPU node stacks of each output. */
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GPUNodeStack *get_outputs_array();
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/* Returns the GPU node stack of the input with the given identifier. */
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GPUNodeStack &get_input(StringRef identifier);
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/* Returns the GPU node stack of the output with the given identifier. */
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GPUNodeStack &get_output(StringRef identifier);
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/* Returns the GPU node link of the input with the given identifier, if the input is not linked,
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* a uniform link carrying the value of the input will be created a returned. It is expected that
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* the caller will use the returned link in a GPU material, otherwise, the link may not be
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* properly freed. */
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GPUNodeLink *get_input_link(StringRef identifier);
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protected:
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/* Returns a reference to the derived node that this operation represents. */
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const DNode &node() const;
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/* Returns a reference to the node this operations represents. */
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const bNode &bnode() const;
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private:
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/* Populate the inputs of the node. The input link is set to nullptr and is expected to be
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* initialized by the GPU material compiler before calling the compile method. */
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void populate_inputs();
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/* Populate the outputs of the node. The output link is set to nullptr and is expected to be
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* initialized by the compile method. */
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void populate_outputs();
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};
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} // namespace blender::realtime_compositor
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