Previously, all information outside the render area did not get considered because transform operations such as translation and rotation might cause the output area to be smaller.
In this patch, the whole image gets flipped regardless of the output area, which makes the behavior consistent with the GPU compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/119278
Rendering with F12 causes some inconsistencies between canvases and areas of interest. This is due to some corrections of composite node canvas to fit to the render size, which are not necessary for the Viewer Node. This patch fixes the issue by considering the input image as a whole before translating.
Note: this is still consistent with immediate realization of transform nodes in GPU compositor, where nodes are to be evaluated from left to right.
Pull Request: https://projects.blender.org/blender/blender/pulls/119276
This patch implements the GPU Bloom glare for the CPU compositor, and
adds a new option for it, leaving the Fog Glow option unimplemented once
again for the GPU compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/119128
This patch unifies the anti-aliasing of plane deforms between the CPU
and GPU compositors. The CPU used a multi-sample approach, where the
mask was computed 8 times with a jitter, then averaged to get smooth
edges. The GPU relied on the anisotropic filtering with zero boundaries
to smooth the edges.
Furthermore, the CPU implementation ignored the anti-aliasing for the
deformed image and also relied anisotropic filtering like the GPU, so
its outputs were different.
To unify both implementation, we use the existing SMAA anti-aliasing
algorithm instead, and use the anti-aliased mask for the image output as
well. This affects both the Corner Pin and Plane Deform nodes.
A consequence of this change for the Plane Deform node is that motion
blur will appear to have less samples, that's because it was sampled
8-times more in the previous implementation. But users can just increase
the samples in the node to account for that.
Pull Request: https://projects.blender.org/blender/blender/pulls/118853
This patch unifies the variable size blur between the CPU and GPU
compositor. The difference is due to how weights are computed and used.
The CPU computed a nested array of weights for every possible size, that
is, from size 1 to the base size. Then, it assumed the kernel was
separable and reconstructed a 2D kernel by selecting two 1D weights
array and multiplying them for every pixel of the blur window.
The GPU on the other hand computes a single quadrant of the 2D weights
kernel and sampled it directly in the blur window. We favor the GPU
implementation since it makes no assumptions about the separability of
the weights kernel and since the CPU has no performance advantage even
with the assumption in place.
Pull Request: https://projects.blender.org/blender/blender/pulls/118834
New ("fullframe") CPU compositor backend is being used now, and all the code
related to "tiled" CPU compositor is just never used anymore. The new backend
is faster, uses less memory, better matches GPU compositor, etc.
TL;DR: 20 thousand lines of code gone.
This commit:
- Removes various bits and pieces related to "tiled" compositor (execution
groups, one-pixel-at-a-time node processing, read/write buffer operations
related to node execution groups).
- "GPU" (OpenCL) execution device, that was only used by several nodes of
the tiled compositor.
- With that, remove CLEW external library too, since nothing within Blender
uses OpenCL directly anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/118819
Blender would crash if the input of the Classic Kuwahara node is
translated. This is due to an out of bound access due to the miss-use of
IndexRange, where it was assumed to have a start-end constructor, while
it was in fact a start-size one. Fix this by computing the size from the
area and supplying it to the constructor.
This patch unifies the Keying node between the CPU and GPU. The
difference was due to imprecision when computing pixel saturation in the
CPU code. This typically happens when the pixel is gray-scale, and
should have a zero saturation, but it came out negative due to
imprecision. To fix this, reorder the mix expression so that the minimum
and maximum values are differenced first.
Ideally, the code shouldn't have such abrupt conditionals and should be
more robust to tiny imprecisions, but that would break the behavior and
should be evaluated separately.
Pull Request: https://projects.blender.org/blender/blender/pulls/118625
The CPU compositor always adds a filter for normal and albedo even if
they don't contain any data, that is, when they are not connected to
anything, by inflating a buffer with the editor value, which is not even
accesible to the user. In anycase, such a solid color will not help do
anything in the denoise operation.
This patch aligns the implementation by only adding the abeldo and
normal filter if they contain actual data, speeding up the operation in
the process.
Pull Request: https://projects.blender.org/blender/blender/pulls/118553
This patch unifies the implementation of the separable Blur operation
across CPU and GPU. The difference is due to the fact that the CPU code
ignores pixels that are across the image boundary and adjusts the
weights accordingly, while the GPU code assumes extended boundaries.
Like the rest of the Blur nodes the CPU implementation is adjusted to
assume extended boundaries until an option to change the boundary
condition is added. The alpha version of this operation will be handled
in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/118517
Currently, the Hue Correct node uses the adjusted hue when adjusting the
saturation and value of the input, so if the user adjusted the reds to
become blue, in order to change the saturation of the same area, one
would need to adjust the blues, which would overlap with the existing
blues.
This is contrary to how other compositing software like GIMP and Natron
do it, and it is less intuitive. So this patch changes the node to use
the original hue to the saturation and value curves as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/118487
The CPU and GPU implementations of the compositor Texture node sample
the texture at different locations, producing differences. This is
primarly an issue with half pixel offsets to evaluate the texture at the
center of the pixels.
The CPU compositor only adds the offsets if interpolation is disabled,
regardless if the texture is of type image or not. Further the offset
was wrong, since it was not a half pixel offset, but a full pixel one.
The offsets should always be added, since it won't make a difference in
the non interpolated case, and it should always be added especially if
interpolation is enabled. A comment in the old code mentions something
about artifacts, but it is possible that this is a consequence of the
wrong offset that was used.
This patch always adds a half pixel offset, following the GPU code.
Pull Request: https://projects.blender.org/blender/blender/pulls/118377
Currently, some compositor operations produce en empty output buffer by
specifying a COM_AREA_NONE canvas to indicate an invalid output, for
instance, when the Mask operation references an invalid mask. The
intention is that this buffer would signal that a fallback value should
fill the canvas of consumer operations.
The aforementioned behavior is currently implemented in a rather hacky
way, where it is implemented using the Translate operation as part of
canvas conversion in COM_convert_canvas, where the operation would clear
the entire buffer with zeros since out of bounds checking would always
take the out of bound case due to the empty buffer.
This behavior is problematic because we can't control the fallback
value, which would ideally be an opaque black color. Moreover, since
implicit type conversion happen before canvas conversion by design,
value typed buffers would eventually become transparent, which is rather
unexpected to the end user since float/value outputs can't have
transparency.
This is not a good design or implementation, but a redesign will be too
complex for now. So to fix this, we workaround it by handling the empty
buffer case explicitly in the Translate operation and fill the output
using a fallback black color, which works for both value and color typed
buffers, since this would also be the output of the value to color
implicit conversion.
Pull Request: https://projects.blender.org/blender/blender/pulls/118340
The File Output node crashes if it has no image input. That's because we
would be attempting to save a zero sized image. So ensure that the node
has a non zero canvas before saving anything.
Caused by previous change for full-frame compositor.
The determine_canvas() is still used by the tiled compositor,
so restore it to the state which makes both compositors to work.
Pull Request: https://projects.blender.org/blender/blender/pulls/118254
This aligns the node behavior to GPU compositor.
The implementation is a bit of a stretch of the full-frame
constant-foldable operations, but this is as good as it can
get in a short time.
The alternative could be to somehow inject a SetValue
operation, but since it expects ahead-of-time known value it
is not as straight forward.
Pull Request: https://projects.blender.org/blender/blender/pulls/118248
The Translate node crashed for single inputs in the Full Frame
compositor, that's because it always assumed image inputs. So fix this
by handling the single value case.
This patch adjusts the Variable Size Bokeh Blur node such that it
matches between CPU and GPU. The GPU implementation is mostly followed
for the reasons stated below.
The first difference is a bug in the CPU implementation, where the upper
limit of the blur window is not considered, but the lower limit is.
The second difference is due to CPU ignoring outside pixels instead of
clamping them to border, which is done until an option is added to the
node to control the boundary condition.
The third difference is due to CPU ignoring the bounding box input.
The fourth difference is that CPU doesn't allow zero maximum blur
radius, which is a valid option.
The fifth difference is that the threshold option, which is only used
for the Defocus node, was considered in a greater than manner, while it
should be greater than or equal. Since the default threshold of one
should allow a blur size of one.
The GPU implementation now considers the maximum size of its input,
following the CPU implementation.
Pull Request: https://projects.blender.org/blender/blender/pulls/117947
The Inpaint node crashes for large images. That's because the output
buffer was only allocated for a single chunk. So allocate the entire
output buffer in the tile initialization step.
This patch adjusts the Bokeh Blur node such that it matches between CPU
and GPU. The GPU implementation is followed for the reasons stated
below.
The first difference is a bug in the CPU implementation, where the upper
limit of the blur window is not considered, but the lower limit is.
The second difference is due to an additional weight of 1.0 for blur
size less than 2, which was apparently in place to workaround the
aforementioned bug, since for zero sized blurs, the blur loop will not
run due to the missing upper limit.
The third difference is due to CPU ignoring outside pixels instead of
clamping them to border, which is done until an option is added to the
node to control the boundary condition.
An extra difference existed between Tiled and Full-frame, where the
canvas had different rounding methods, so that was unified.
Pull Request: https://projects.blender.org/blender/blender/pulls/117847
This patch ports the newly redesigned GPU Inpaint node to the CPU. The
code is mostly identical to the GPU code with the necessary adjustments
to make it work with CPU.
See #114849 for more information.
Pull Request: https://projects.blender.org/blender/blender/pulls/117716
This patch unifies the implementation of the Bilateral Blur node across
CPU and GPU. The difference is due to two things. First, the CPU code
had a bug where the upper limit of the blur window was not included in
the accumulation. Second, CPU ignored pixels outside of the image while
GPU clamped them to the nearest boundary pixel. The latter difference
was aligned with GPU until we eventually add an option to control
boundary handing.
A few utilities were added to the node operation and memory buffer
classes to do clamped pixel reading.
Pull Request: https://projects.blender.org/blender/blender/pulls/117751
Part of overall "improve image filtering situation" (#116980), this PR addresses
two issues:
- Bilinear (default) image filtering makes half a source pixel wide transparent
border around the image. This is very noticeable when scaling images/movies up
in VSE. However, when there is no scaling up but you have slightly rotated
image, this creates a "somewhat nice" anti-aliasing around the edge.
- The other filtering kinds (e.g. cubic) do not have this behavior. So they do
not create unexpected transparency when scaling up (yay), however for slightly
rotated images the edge is "jagged" (oh no).
More detail and images in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/117717
This change makes it so the OIDN is listening to the node execution
being cancelled, allowing for a more instant user feedback on the
compositor graph changes. It is especially visible when dealing with
4k images, and using pre-filter on the guiding passes.
Similar implementation to what Cycles does.
This change covers tiles and full-frame compositors.
The GPU compositor needs extra work to have this supported.
Pull Request: https://projects.blender.org/blender/blender/pulls/117698
This patch rewrites and optimizes the Double Edge Mask node to be orders
of magnitude faster. For a 1k complex mask, it is 650x faster, while for
a 1k simple mask, it is only 50x faster.
This improvement is attributed to the use of a new Jump Flooding
algorithm as well as multi-threading, matching the GPU implementation.
The result of the new implementation differs in that the boundaries of
the masks are now identified as the last pixels inside the mask.
Pull Request: https://projects.blender.org/blender/blender/pulls/117545
The Z Combine node switches its inputs when changing the Use Alpha
option if both Z values are equal. That's because the operations used by
the node internally use two different conditions, less than and less
than or equal. This patch fixes that by unifying it to the less than
case.
This patch changes all anti-aliasing operations to use SMAA instead of
the Scale3x-based operation. That's because SMAA is more accurate while
the Scale3x one is more a hack.
The Lighten mix mode in the Mix RGB node is wrong for factors less than
one. The lighten blend mode is a simple component-wise maximum in EEVEE,
Cycles, and other implementations. While the compositor seems to define
it as a weighted maximum using the factor as the weight. It should be
noted that its Darken counterpart is correctly implemented for the same
node, so Lighten should follow, which this patch do.
GPU compositor shares the EEVEE code, so it is already correct.
Pull Request: https://projects.blender.org/blender/blender/pulls/117630
The CPU implementation had the following downsides:
- The kernels sizes below 3 did not make much sense, often leading
to a full white image.
- The way how the total number of pixels in the kernel was calculated
quite strangely.
From these points of view the GPU compositor behaves more user friendly.
There is a versioning code which lowers the kernel size, to match the
result prior to these tweaks.
Pull Request: https://projects.blender.org/blender/blender/pulls/117505
There exist a bunch of "give me a (filtered) image pixel at this location"
functions, some with duplicated functionality, some with almost the same but
not quite, some that look similar but behave slightly differently, etc.
Some of them were in BLI, some were in ImBuf.
This commit tries to improve the situation by:
* Adding low level interpolation functions to `BLI_math_interp.hh`
- With documentation on their behavior,
- And with more unit tests.
* At `ImBuf` level, there are only convenience inline wrappers to the above BLI
functions (split off into a separate header `IMB_interp.hh`). However, since
these wrappers are inline, some things get a tiny bit faster as a side
effect. E.g. VSE image strip, scaling to 4K resolution (Windows/Ryzen5950X):
- Nearest filter: 2.33 -> 1.94ms
- Bilinear filter: 5.83 -> 5.69ms
- Subsampled3x3 filter: 28.6 -> 22.4ms
Details on the functions:
- All of them have `_byte` and `_fl` suffixes.
- They exist in 4-channel byte (uchar4) and float (float4), as well as
explicitly passed amount of channels for other float images.
- New functions in BLI `blender::math` namespace:
- `interpolate_nearest`
- `interpolate_bilinear`
- `interpolate_bilinear_wrap`. Note that unlike previous "wrap" function,
this one no longer requires the caller to do their own wrapping.
- `interpolate_cubic_bspline`. Previous similar function was called just
"bicubic" which could mean many different things.
- Same functions exist in `IMB_interp.hh`, they are just convenience that takes
ImBuf and uses data pointer, width, height from that.
Other bits:
- Renamed `mod_f_positive` to `floored_fmod` (better matches `safe_floored_modf`
and `floored_modulo` that exist elsewhere), made it branchless and added more
unit tests.
- `interpolate_bilinear_wrap_fl` no longer clamps result to 0..1 range. Instead,
moved the clamp to be outside of the call in `paint_image_proj.cc` and
`paint_utils.cc`. Though the need for clamping in there is also questionable.
Pull Request: https://projects.blender.org/blender/blender/pulls/117387
This patch changes the operation space of the Flip node from the global
space to the local space. This means that the Flip node will now flip
the image without changing its location.