Merge pull request #40900 from Chaosus/vs_optimization

[3.2] Optimizations for Fresnel and TextureUniform nodes in visual shaders
This commit is contained in:
Rémi Verschelde 2020-10-02 09:20:11 +02:00 committed by GitHub
commit e6a8235682
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 107 additions and 28 deletions

View File

@ -64,6 +64,40 @@ bool VisualShaderNode::is_port_separator(int p_index) const {
return false;
}
bool VisualShaderNode::is_output_port_connected(int p_port) const {
if (connected_output_ports.has(p_port)) {
return connected_output_ports[p_port] > 0;
}
return false;
}
void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
if (p_connected) {
connected_output_ports[p_port]++;
} else {
connected_output_ports[p_port]--;
}
}
bool VisualShaderNode::is_input_port_connected(int p_port) const {
if (connected_input_ports.has(p_port)) {
return connected_input_ports[p_port];
}
return false;
}
void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
connected_input_ports[p_port] = p_connected;
}
bool VisualShaderNode::is_generate_input_var(int p_port) const {
return true;
}
bool VisualShaderNode::is_code_generated() const {
return true;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
@ -387,6 +421,7 @@ void VisualShader::remove_node(Type p_type, int p_id) {
g->connections.erase(E);
if (E->get().from_node == p_id) {
g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
}
}
E = N;
@ -482,6 +517,8 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from
c.to_port = p_to_port;
g->connections.push_back(c);
g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
_queue_update();
}
@ -514,6 +551,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
c.to_port = p_to_port;
g->connections.push_back(c);
g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
_queue_update();
return OK;
@ -528,6 +567,8 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
g->connections.erase(E);
g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
_queue_update();
return;
}
@ -1078,6 +1119,36 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
// then this node
Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
for (int i = 0; i < params.size(); i++) {
def_tex_params.push_back(params[i]);
}
Ref<VisualShaderNodeInput> input = vsnode;
bool skip_global = input.is_valid() && for_preview;
if (!skip_global) {
global_code += vsnode->generate_global(get_mode(), type, node);
String class_name = vsnode->get_class_name();
if (class_name == "VisualShaderNodeCustom") {
class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
for (int i = 0; i < TYPE_MAX; i++) {
global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
}
r_classes.insert(class_name);
}
}
if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
processed.insert(node);
return OK;
}
code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
Vector<String> input_vars;
@ -1124,6 +1195,9 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
}
} else {
if (!vsnode->is_generate_input_var(i)) {
continue;
}
Variant defval = vsnode->get_input_port_default_value(i);
if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
@ -1191,33 +1265,6 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
}
Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
for (int i = 0; i < params.size(); i++) {
def_tex_params.push_back(params[i]);
}
Ref<VisualShaderNodeInput> input = vsnode;
bool skip_global = input.is_valid() && for_preview;
if (!skip_global) {
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
global_code += vsnode->generate_global(get_mode(), type, node);
}
String class_name = vsnode->get_class_name();
if (class_name == "VisualShaderNodeCustom") {
class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
for (int i = 0; i < TYPE_MAX; i++) {
global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
}
r_classes.insert(class_name);
}
}
code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
code += "\n"; //

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@ -174,6 +174,8 @@ class VisualShaderNode : public Resource {
int port_preview;
Map<int, Variant> default_input_values;
Map<int, bool> connected_input_ports;
Map<int, int> connected_output_ports;
protected:
bool simple_decl;
@ -213,6 +215,14 @@ public:
virtual bool is_port_separator(int p_index) const;
bool is_output_port_connected(int p_port) const;
void set_output_port_connected(int p_port, bool p_connected);
bool is_input_port_connected(int p_port) const;
void set_input_port_connected(int p_port, bool p_connected);
virtual bool is_generate_input_var(int p_port) const;
virtual bool is_code_generated() const;
virtual Vector<StringName> get_editable_properties() const;
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;

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@ -3266,6 +3266,10 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
}
}
bool VisualShaderNodeTextureUniform::is_code_generated() const {
return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform sampler2D " + get_uniform_name();
@ -3749,6 +3753,13 @@ String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
return "result";
}
bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
if (p_port == 2) {
return false;
}
return true;
}
String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String normal;
@ -3764,7 +3775,15 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader:
view = p_input_vars[1];
}
return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
if (is_input_port_connected(2)) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
} else {
if (get_input_port_default_value(2)) {
return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
} else {
return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
}
}
}
String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {

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@ -1445,6 +1445,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
virtual bool is_code_generated() const;
Vector<StringName> get_editable_properties() const;
void set_texture_type(TextureType p_type);
@ -1580,6 +1582,7 @@ public:
virtual String get_output_port_name(int p_port) const;
virtual String get_input_port_default_hint(int p_port) const;
virtual bool is_generate_input_var(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const;
VisualShaderNodeFresnel();