- Rename name/filename/path to filepath when it's used for full paths.
- Rename name/path to dirpath when it refers to a directory.
- Rename file to filepath or path (when it may be a file or dir).
- Rename ImBuf::name & anim::name to filepath.
Rename BLI_make_existing_file to BLI_file_ensure_parent_dir_exists.
The previous name read as if it would make (touch) the file,
where as it ensures the directory component of the path exists.
Move from BLI_path to BLI_fileops as path utilities should only
manipulate paths and not deal with file IO creation
(this has more in common with BLI_file_touch for e.g.).
In some cases comments at the end of control statements were wrapped
onto new lines which made it read as if they applied to the next line
instead of the (now) previous line.
Relocate comments to the previous line or in some cases the end of the
line (before the brace) to avoid confusion.
Note that in quite a few cases these blocks didn't read well
even before MultiLine was used as comments after the brace caused
wrapping across multiple lines in a way that didn't follow
formatting used everywhere else.
This patch implements the Mask node for the realtime compositor. The
evaluation of the mask is not GPU accelerated, but is cached as a form
of temporary implementation until we implement a GPU evaluator for
masks.
One limitation currently is that we do not redraw the viewport while the
mask is getting edited by the user, because always doing that will be
redundant in most situations, and conditioning the redraw requires a lot
of work that should be handled outside of this patch.
This is similar to the Texture node implementation in 151a53110c.
Pull Request: https://projects.blender.org/blender/blender/pulls/107464
This patch changes the priority for choosing the active output to
prioritize viewer nodes as opposed to composite nodes. This is done to
better work with the workflow of using the Connect To Viewer operator
and better match the expected behavior from users.
The CPU compositor sanitizes the colors after HSV/HSL conversion by
clamping negative values to zero. The realtime compositor did no such
sanitization. This patch fixes that by introducing similar sanitization.
This patch implements the Corner Pin node for the realtime compositor.
This is different from the existing compositor in that single value
inputs produce single value outputs, instead of assuming the size of the
render.
Pull Request: https://projects.blender.org/blender/blender/pulls/107363
This patch refactors the static cache manager to be split into multiple
smaller Cached Resources Containers. This is a non factional change, and
was done to simplify future implementations of cached resources as they
become more elaborate.
This patch implements the Texture node for the realtime compositor. The
evaluation of the texture is not GPU accelerated, but is cached as a
form of temporary implementation since the Texture node is deprecated
and will be removed in the future. Furthermore, texture node evaluation
is not supported for now.
This patch also introduces the concept of an ID static cache, which
uses the DrawDataList mechanism to invalidate the cache as needed,
consequently, a DrawDataList was added to the Tex ID structure.
An improvement that should be implemented outside of this patch is to
implement support for proxy textures in results to avoid redundant
copies in the execute method of the texture node. This should be
straightforward bit will be implemented in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/107291
This patch implements the ID Mask node for the realtime compositor.
The node can be implemented as a GPU shader operation when the
anti-aliasing option is disabled, which is something we should do when
the evaluator allows nodes be executed as both standard and GPU shader
operations.
Pull Request: https://projects.blender.org/blender/blender/pulls/106593
When a node input is connected to a group node input that is unlinked
and is of a different type, no implicit conversion takes place, so the
value is unexpected.
This patch fixes that by considering the types of both sockets and do
implicit conversion if necessary.
This patch implements the Map UV node for the realtime compositor. This
is different from the CPU implementation in that it relies on the
approximate EWA filtering provided by the driver's implementation of
anisotropic filtering to displace the texture. This is easier and faster
than implementing EWA manually in the shader and has identical quality
where it matters.
Pull Request: https://projects.blender.org/blender/blender/pulls/106765
This patch implements the Fog Glow option in the Glare node. The
implementation does not match the existing implementation in the CPU
compositor, because it is computationally infeasible for the realtime
compositor. Instead, this implementation is similar to how Bloom is
implemented in EEVEE, based on the talk:
"Next Generation Post Processing in Call of Duty: Advanced Warfare".
This is just a temporary solution as requested by users until we either
implement an accurate implementation using FFT, provide a separate
option for EEVEE bloom, or roll out a different solution altogether.
Pull Request: https://projects.blender.org/blender/blender/pulls/106042
This patch implements the Displace node for the realtime compositor.
This is different from the CPU implementation in that it relies on the
approximate EWA filtering provided by the driver's implementation of
anisotropic filtering to displace the texture. This is easier and faster
than implementing EWA manually in the shader and has identical quality
where it matters.
Pull Request: https://projects.blender.org/blender/blender/pulls/106681
This patch implements the Z Combine node for the realtime compositor.
The patch also extends the SMAA implementation to work with float
textures as a prerequisite to the Z Combine implementation. Moreover, a
mechanism for computing multi-output operations was implemented, in
which unneeded outputs will allocate a dummy 1x1 texture for a correct
shader invocation, then those dummy textures will be cleaned up by
calling a routine right after evaluation.
This is different from the CPU implementation in that the while combine
mask is anti-aliased, including the alpha mask, which is not considered
in the CPU case.
The node can be implemented as a GPU shader operation when the
anti-aliasing option is disabled, which is something we should do when
the evaluator allows nodes be executed as both standard and GPU shader
operations.
Pull Request: https://projects.blender.org/blender/blender/pulls/106637
This patch refactors the texture samples code by mainly splitting the
eGPUSamplerState enum into multiple smaller enums and packing them
inside a GPUSamplerState struct. This was done because many members of
the enum were mutually exclusive, which was worked around during setting
up the samplers in the various backends, and additionally made the API
confusing, like the GPU_texture_wrap_mode function, which had two
mutually exclusive parameters.
The new structure also improved and clarified the backend sampler cache,
reducing the cache size from 514 samplers to just 130 samplers, which
also slightly improved the initialization time. Further, the
GPU_SAMPLER_MAX signal value was naturally incorporated into the
structure using the GPU_SAMPLER_STATE_TYPE_INTERNAL type.
The only expected functional change is in the realtime compositor, which
now supports per-axis repetition control, utilizing new API functions
for that purpose.
This patch is loosely based on an older patch D14366 by Ethan Hall.
Pull Request: https://projects.blender.org/blender/blender/pulls/105642
The issue was caused by uninitialized offset used for the scale
variable.
Follow the rest of the usages of the operation which initialize
it explicitly. This makes it very safe and easy fix to backport
to any LTS or corrective release.
Ideally should probably initialize all members in the class
itself, to avoid such situations in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/106325
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
For example
```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```
becomes
```
OIIOOutputDriver::~OIIOOutputDriver() {}
```
Saves quite some vertical space, which is especially handy for
constructors.
Pull Request: https://projects.blender.org/blender/blender/pulls/105594
When using the Low or Medium settings on the Glare node, the generated
glare has an offset toward the lower left corner of the image. That's
because the shader erroneously has logic that assumes non-normalized
coordinates, so its offsets are in the pixel space of the original
image. To fix this, we just use a fixed 0.5 offset in the output pixel
space to evaluate at the center of pixels.
In the future, we might look into using a more advanced downsampling
scheme to avoid temporal instability, which is a new requirement due to
the viewport compositor.
This patch implements the Anti-Aliasing node by porting SMAA from
Workbench into a generic library that can be used by the realtime
compositor and potentially other users. SMAA was encapsulated in an
algorithm to prepare it for use by other nodes that require SMAA
support.
Pull Request: https://projects.blender.org/blender/blender/pulls/106114
Translating an image in fullframe compositor now also translates
the backdrop image for the viewer node.
Attached gif shows the behavior. Notice how gizmo moves with correct
values with the image but the frame stays to indicate what will get
rendered.
Note: This patch is a continuation of [D12750]
(https://archive.blender.org/developer/D12750). In a previous patch,
display offset on screen was not computed correctly. This has now
been fixed.
Pull Request: https://projects.blender.org/blender/blender/pulls/105677
This patch implements the bicubic interpolation option in the transform
nodes. The path merely reuse the code in the shader image texture and
adds bicubic variants to the domain realization shader.
Pull Request: https://projects.blender.org/blender/blender/pulls/105533
In order to properly translate UI messages, they sometimes need to be
disambiguated using translation contexts. Until now, node sockets had
no way to specify contexts and collisions occurred.
This commit adds a way to declare contexts for each socket using:
`.translation_context()`
If no context is specified, the default null context is used.
Pull Request #105195
When using multiple compositor output nodes, compositing would fail
, showing a completely black output as it doesn't respect the active
node.
This patch will equalize the implementation with the viewer nodes.
Patch created by @OmarEmaraDev
Fixes: #86836
Pull Request #105235