Files
Omar Emara fdf95b53fa Compositor: Add Convolve node
This patch adds a simple Convolve node to the compositor.

Pull Request: https://projects.blender.org/blender/blender/pulls/144619
2025-08-28 15:58:39 +02:00

879 lines
26 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <cstdint>
#include <optional>
#include <string>
#include <variant>
#include "MEM_guardedalloc.h"
#include "BLI_assert.h"
#include "BLI_cpp_type.hh"
#include "BLI_generic_pointer.hh"
#include "BLI_generic_span.hh"
#include "BLI_math_matrix_types.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_utildefines.h"
#include "GPU_shader.hh"
#include "GPU_state.hh"
#include "GPU_texture.hh"
#include "GPU_texture_pool.hh"
#include "COM_context.hh"
#include "COM_derived_resources.hh"
#include "COM_domain.hh"
#include "COM_result.hh"
namespace blender::compositor {
Result::Result(Context &context) : context_(&context) {}
Result::Result(Context &context, ResultType type, ResultPrecision precision)
: context_(&context), type_(type), precision_(precision)
{
}
Result::Result(Context &context, blender::gpu::TextureFormat format)
: context_(&context), type_(Result::type(format)), precision_(Result::precision(format))
{
}
bool Result::is_single_value_only_type(ResultType type)
{
switch (type) {
case ResultType::Float:
case ResultType::Color:
case ResultType::Float4:
case ResultType::Float3:
case ResultType::Float2:
case ResultType::Int:
case ResultType::Int2:
case ResultType::Bool:
case ResultType::Menu:
return false;
case ResultType::String:
return true;
}
BLI_assert_unreachable();
return true;
}
blender::gpu::TextureFormat Result::gpu_texture_format(ResultType type, ResultPrecision precision)
{
switch (precision) {
case ResultPrecision::Half:
switch (type) {
case ResultType::Float:
return blender::gpu::TextureFormat::SFLOAT_16;
case ResultType::Color:
case ResultType::Float4:
return blender::gpu::TextureFormat::SFLOAT_16_16_16_16;
case ResultType::Float3:
/* RGB textures are not fully supported by hardware, so we store Float3 results in RGBA
* textures. */
return blender::gpu::TextureFormat::SFLOAT_16_16_16_16;
case ResultType::Float2:
return blender::gpu::TextureFormat::SFLOAT_16_16;
case ResultType::Int:
return blender::gpu::TextureFormat::SINT_16;
case ResultType::Int2:
return blender::gpu::TextureFormat::SINT_16_16;
case ResultType::Bool:
/* No bool texture formats, so we store in an 8-bit integer. Precision doesn't matter. */
return blender::gpu::TextureFormat::SINT_8;
case ResultType::Menu:
/* Menu values are technically stored in 32-bit integers, but 8 is sufficient in
* practice. */
return blender::gpu::TextureFormat::SINT_8;
case ResultType::String:
/* Single only types do not support GPU code path. */
BLI_assert(Result::is_single_value_only_type(type));
BLI_assert_unreachable();
break;
}
break;
case ResultPrecision::Full:
switch (type) {
case ResultType::Float:
return blender::gpu::TextureFormat::SFLOAT_32;
case ResultType::Color:
case ResultType::Float4:
return blender::gpu::TextureFormat::SFLOAT_32_32_32_32;
case ResultType::Float3:
/* RGB textures are not fully supported by hardware, so we store Float3 results in RGBA
* textures. */
return blender::gpu::TextureFormat::SFLOAT_32_32_32_32;
case ResultType::Float2:
return blender::gpu::TextureFormat::SFLOAT_32_32;
case ResultType::Int:
return blender::gpu::TextureFormat::SINT_32;
case ResultType::Int2:
return blender::gpu::TextureFormat::SINT_32_32;
case ResultType::Bool:
/* No bool texture formats, so we store in an 8-bit integer. Precision doesn't matter. */
return blender::gpu::TextureFormat::SINT_8;
case ResultType::Menu:
/* Menu values are technically stored in 32-bit integers, but 8 is sufficient in
* practice. */
return blender::gpu::TextureFormat::SINT_8;
case ResultType::String:
/* Single only types do not support GPU storage. */
BLI_assert(Result::is_single_value_only_type(type));
BLI_assert_unreachable();
break;
}
break;
}
BLI_assert_unreachable();
return blender::gpu::TextureFormat::SFLOAT_32_32_32_32;
}
eGPUDataFormat Result::gpu_data_format(ResultType type)
{
switch (type) {
case ResultType::Float:
case ResultType::Color:
case ResultType::Float4:
case ResultType::Float3:
case ResultType::Float2:
return GPU_DATA_FLOAT;
case ResultType::Int:
case ResultType::Int2:
case ResultType::Bool:
case ResultType::Menu:
return GPU_DATA_INT;
case ResultType::String:
/* Single only types do not support GPU storage. */
BLI_assert(Result::is_single_value_only_type(type));
BLI_assert_unreachable();
break;
}
BLI_assert_unreachable();
return GPU_DATA_FLOAT;
}
blender::gpu::TextureFormat Result::gpu_texture_format(blender::gpu::TextureFormat format,
ResultPrecision precision)
{
switch (precision) {
case ResultPrecision::Half:
switch (format) {
/* Already half precision, return the input format. */
case blender::gpu::TextureFormat::SFLOAT_16:
case blender::gpu::TextureFormat::SFLOAT_16_16:
case blender::gpu::TextureFormat::SFLOAT_16_16_16:
case blender::gpu::TextureFormat::SFLOAT_16_16_16_16:
case blender::gpu::TextureFormat::SINT_16:
case blender::gpu::TextureFormat::SINT_16_16:
return format;
/* Used to store booleans where precision doesn't matter. */
case blender::gpu::TextureFormat::SINT_8:
return format;
case blender::gpu::TextureFormat::SFLOAT_32:
return blender::gpu::TextureFormat::SFLOAT_16;
case blender::gpu::TextureFormat::SFLOAT_32_32:
return blender::gpu::TextureFormat::SFLOAT_16_16;
case blender::gpu::TextureFormat::SFLOAT_32_32_32:
return blender::gpu::TextureFormat::SFLOAT_16_16_16;
case blender::gpu::TextureFormat::SFLOAT_32_32_32_32:
return blender::gpu::TextureFormat::SFLOAT_16_16_16_16;
case blender::gpu::TextureFormat::SINT_32:
return blender::gpu::TextureFormat::SINT_16;
case blender::gpu::TextureFormat::SINT_32_32:
return blender::gpu::TextureFormat::SINT_16_16;
default:
break;
}
break;
case ResultPrecision::Full:
switch (format) {
/* Already full precision, return the input format. */
case blender::gpu::TextureFormat::SFLOAT_32:
case blender::gpu::TextureFormat::SFLOAT_32_32:
case blender::gpu::TextureFormat::SFLOAT_32_32_32:
case blender::gpu::TextureFormat::SFLOAT_32_32_32_32:
case blender::gpu::TextureFormat::SINT_32:
case blender::gpu::TextureFormat::SINT_32_32:
return format;
/* Used to store booleans where precision doesn't matter. */
case blender::gpu::TextureFormat::SINT_8:
return format;
case blender::gpu::TextureFormat::SFLOAT_16:
return blender::gpu::TextureFormat::SFLOAT_32;
case blender::gpu::TextureFormat::SFLOAT_16_16:
return blender::gpu::TextureFormat::SFLOAT_32_32;
case blender::gpu::TextureFormat::SFLOAT_16_16_16:
return blender::gpu::TextureFormat::SFLOAT_32_32_32;
case blender::gpu::TextureFormat::SFLOAT_16_16_16_16:
return blender::gpu::TextureFormat::SFLOAT_32_32_32_32;
case blender::gpu::TextureFormat::SINT_16:
return blender::gpu::TextureFormat::SINT_32;
case blender::gpu::TextureFormat::SINT_16_16:
return blender::gpu::TextureFormat::SINT_32_32;
default:
break;
}
break;
}
BLI_assert_unreachable();
return format;
}
ResultPrecision Result::precision(blender::gpu::TextureFormat format)
{
switch (format) {
case blender::gpu::TextureFormat::SFLOAT_16:
case blender::gpu::TextureFormat::SFLOAT_16_16:
case blender::gpu::TextureFormat::SFLOAT_16_16_16:
case blender::gpu::TextureFormat::SFLOAT_16_16_16_16:
case blender::gpu::TextureFormat::SINT_16:
case blender::gpu::TextureFormat::SINT_16_16:
return ResultPrecision::Half;
case blender::gpu::TextureFormat::SFLOAT_32:
case blender::gpu::TextureFormat::SFLOAT_32_32:
case blender::gpu::TextureFormat::SFLOAT_32_32_32:
case blender::gpu::TextureFormat::SFLOAT_32_32_32_32:
case blender::gpu::TextureFormat::SINT_32:
case blender::gpu::TextureFormat::SINT_32_32:
return ResultPrecision::Full;
/* Used to store booleans where precision doesn't matter. */
case blender::gpu::TextureFormat::SINT_8:
return ResultPrecision::Full;
default:
break;
}
BLI_assert_unreachable();
return ResultPrecision::Full;
}
ResultType Result::type(blender::gpu::TextureFormat format)
{
switch (format) {
case blender::gpu::TextureFormat::SFLOAT_16:
case blender::gpu::TextureFormat::SFLOAT_32:
return ResultType::Float;
case blender::gpu::TextureFormat::SFLOAT_16_16:
case blender::gpu::TextureFormat::SFLOAT_32_32:
return ResultType::Float2;
case blender::gpu::TextureFormat::SFLOAT_16_16_16:
case blender::gpu::TextureFormat::SFLOAT_32_32_32:
return ResultType::Float3;
case blender::gpu::TextureFormat::SFLOAT_16_16_16_16:
case blender::gpu::TextureFormat::SFLOAT_32_32_32_32:
return ResultType::Color;
case blender::gpu::TextureFormat::SINT_16:
case blender::gpu::TextureFormat::SINT_32:
return ResultType::Int;
case blender::gpu::TextureFormat::SINT_16_16:
case blender::gpu::TextureFormat::SINT_32_32:
return ResultType::Int2;
case blender::gpu::TextureFormat::SINT_8:
return ResultType::Bool;
default:
break;
}
BLI_assert_unreachable();
return ResultType::Color;
}
ResultType Result::float_type(const int channels_count)
{
switch (channels_count) {
case 1:
return ResultType::Float;
case 2:
return ResultType::Float2;
case 3:
return ResultType::Float3;
case 4:
return ResultType::Color;
default:
break;
}
BLI_assert_unreachable();
return ResultType::Color;
}
const CPPType &Result::cpp_type(const ResultType type)
{
switch (type) {
case ResultType::Float:
return CPPType::get<float>();
case ResultType::Int:
return CPPType::get<int32_t>();
case ResultType::Color:
return CPPType::get<float4>();
case ResultType::Float4:
return CPPType::get<float4>();
case ResultType::Float2:
return CPPType::get<float2>();
case ResultType::Float3:
return CPPType::get<float3>();
case ResultType::Int2:
return CPPType::get<int2>();
case ResultType::Bool:
return CPPType::get<bool>();
case ResultType::Menu:
return CPPType::get<nodes::MenuValue>();
case ResultType::String:
return CPPType::get<std::string>();
}
BLI_assert_unreachable();
return CPPType::get<float>();
}
const char *Result::type_name(const ResultType type)
{
switch (type) {
case ResultType::Float:
return "float";
case ResultType::Float2:
return "float2";
case ResultType::Float3:
return "float3";
case ResultType::Float4:
return "float4";
case ResultType::Color:
return "color";
case ResultType::Int2:
return "int2";
case ResultType::Int:
return "int";
case ResultType::Bool:
return "bool";
case ResultType::Menu:
return "menu";
case ResultType::String:
return "string";
}
BLI_assert_unreachable();
return "";
}
Result::operator blender::gpu::Texture *() const
{
return this->gpu_texture();
}
const CPPType &Result::get_cpp_type() const
{
return Result::cpp_type(this->type());
}
blender::gpu::TextureFormat Result::get_gpu_texture_format() const
{
return Result::gpu_texture_format(type_, precision_);
}
eGPUDataFormat Result::get_gpu_data_format() const
{
return Result::gpu_data_format(type_);
}
void Result::allocate_texture(const Domain domain,
const bool from_pool,
const std::optional<ResultStorageType> storage_type)
{
/* Make sure we are not allocating a result that should not be computed. */
BLI_assert(this->should_compute());
BLI_assert(!Result::is_single_value_only_type(this->type()));
is_single_value_ = false;
this->allocate_data(domain.size, from_pool, storage_type);
domain_ = domain;
}
void Result::allocate_single_value()
{
/* Make sure we are not allocating a result that should not be computed. */
BLI_assert(this->should_compute());
is_single_value_ = true;
/* Single values are stored in 1x1 image as well as the single value members. Further, they are
* always allocated from the pool. Finally, single value only types do not support GPU code
* paths, so we always allocate on CPU. */
if (Result::is_single_value_only_type(this->type())) {
this->allocate_data(int2(1), true, ResultStorageType::CPU);
}
else {
this->allocate_data(int2(1), true);
}
domain_ = Domain::identity();
/* It is important that we initialize single values because the variant member that stores single
* values need to have its type initialized. */
switch (type_) {
case ResultType::Float:
this->set_single_value(0.0f);
break;
case ResultType::Color:
this->set_single_value(float4(0.0f));
break;
case ResultType::Float4:
this->set_single_value(float4(0.0f));
break;
case ResultType::Float2:
this->set_single_value(float2(0.0f));
break;
case ResultType::Float3:
this->set_single_value(float3(0.0f));
break;
case ResultType::Int:
this->set_single_value(0);
break;
case ResultType::Int2:
this->set_single_value(int2(0));
break;
case ResultType::Bool:
this->set_single_value(false);
break;
case ResultType::Menu:
this->set_single_value(nodes::MenuValue(0));
break;
case ResultType::String:
this->set_single_value(std::string(""));
break;
}
}
void Result::allocate_invalid()
{
this->allocate_single_value();
}
Result Result::upload_to_gpu(const bool from_pool) const
{
BLI_assert(storage_type_ == ResultStorageType::CPU);
BLI_assert(this->is_allocated());
Result result = Result(*context_, this->type(), this->precision());
result.allocate_texture(this->domain().size, from_pool, ResultStorageType::GPU);
GPU_texture_update(result, this->get_gpu_data_format(), this->cpu_data().data());
return result;
}
Result Result::download_to_cpu() const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
BLI_assert(this->is_allocated());
Result result = Result(*context_, this->type(), this->precision());
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
void *data = GPU_texture_read(*this, this->get_gpu_data_format(), 0);
result.steal_data(data, this->domain().size);
return result;
}
void Result::bind_as_texture(gpu::Shader *shader, const char *texture_name) const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
/* Make sure any prior writes to the texture are reflected before reading from it. */
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
const int texture_image_unit = GPU_shader_get_sampler_binding(shader, texture_name);
GPU_texture_bind(this->gpu_texture(), texture_image_unit);
}
void Result::bind_as_image(gpu::Shader *shader, const char *image_name, bool read) const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
/* Make sure any prior writes to the texture are reflected before reading from it. */
if (read) {
GPU_memory_barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
const int image_unit = GPU_shader_get_sampler_binding(shader, image_name);
GPU_texture_image_bind(this->gpu_texture(), image_unit);
}
void Result::unbind_as_texture() const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
GPU_texture_unbind(this->gpu_texture());
}
void Result::unbind_as_image() const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
GPU_texture_image_unbind(this->gpu_texture());
}
void Result::share_data(const Result &source)
{
BLI_assert(type_ == source.type_);
BLI_assert(!this->is_allocated() && source.is_allocated());
/* Overwrite everything except reference count. */
const int reference_count = reference_count_;
*this = source;
reference_count_ = reference_count;
/* External data is intrinsically shared, and data_reference_count_ is nullptr in this case since
* it is not needed. */
if (!is_external_) {
(*data_reference_count_)++;
}
}
void Result::steal_data(Result &source)
{
BLI_assert(type_ == source.type_);
BLI_assert(precision_ == source.precision_);
BLI_assert(!this->is_allocated() && source.is_allocated());
/* Overwrite everything except reference counts. */
const int reference_count = reference_count_;
*this = source;
reference_count_ = reference_count;
source = Result(*context_, type_, precision_);
}
void Result::steal_data(void *data, int2 size)
{
BLI_assert(!this->is_allocated());
const int64_t array_size = int64_t(size.x) * int64_t(size.y);
cpu_data_ = GMutableSpan(this->get_cpp_type(), data, array_size);
storage_type_ = ResultStorageType::CPU;
domain_ = Domain(size);
data_reference_count_ = new int(1);
}
/* Returns true if the given GPU texture is compatible with the type and precision of the given
* result. */
[[maybe_unused]] static bool is_compatible_texture(const blender::gpu::Texture *texture,
const Result &result)
{
/* Float3 types are an exception, see the documentation on the get_gpu_texture_format method for
* more information. */
if (result.type() == ResultType::Float3) {
if (GPU_texture_format(texture) ==
Result::gpu_texture_format(blender::gpu::TextureFormat::SFLOAT_32_32_32,
result.precision()))
{
return true;
}
}
return GPU_texture_format(texture) == result.get_gpu_texture_format();
}
void Result::wrap_external(blender::gpu::Texture *texture)
{
BLI_assert(is_compatible_texture(texture, *this));
BLI_assert(!this->is_allocated());
gpu_texture_ = texture;
storage_type_ = ResultStorageType::GPU;
is_external_ = true;
is_single_value_ = false;
domain_ = Domain(int2(GPU_texture_width(texture), GPU_texture_height(texture)));
}
void Result::wrap_external(void *data, int2 size)
{
BLI_assert(!this->is_allocated());
const int64_t array_size = int64_t(size.x) * int64_t(size.y);
cpu_data_ = GMutableSpan(this->get_cpp_type(), data, array_size);
storage_type_ = ResultStorageType::CPU;
is_external_ = true;
domain_ = Domain(size);
}
void Result::wrap_external(const Result &result)
{
BLI_assert(type_ == result.type());
BLI_assert(precision_ == result.precision());
BLI_assert(!this->is_allocated());
/* Steal the data of the given result and mark it as wrapping external data, but create a
* temporary copy of the result first, since steal_data will reset it. */
Result result_copy = result;
this->steal_data(result_copy);
is_external_ = true;
}
void Result::set_transformation(const float3x3 &transformation)
{
domain_.transformation = transformation;
}
void Result::transform(const float3x3 &transformation)
{
domain_.transform(transformation);
}
RealizationOptions &Result::get_realization_options()
{
return domain_.realization_options;
}
const RealizationOptions &Result::get_realization_options() const
{
return domain_.realization_options;
}
void Result::set_reference_count(int count)
{
reference_count_ = count;
}
void Result::increment_reference_count(int count)
{
reference_count_ += count;
}
void Result::decrement_reference_count(int count)
{
reference_count_ -= count;
}
void Result::release()
{
/* Decrement the reference count, and if it is not yet zero, return and do not free. */
reference_count_--;
BLI_assert(reference_count_ >= 0);
if (reference_count_ != 0) {
return;
}
this->free();
}
void Result::free()
{
if (is_external_) {
return;
}
if (!this->is_allocated()) {
return;
}
/* Data is still shared with some other result, so decrement data reference count and reset data
* members without actually freeing the data itself. */
BLI_assert(*data_reference_count_ >= 1);
if (*data_reference_count_ != 1) {
(*data_reference_count_)--;
switch (storage_type_) {
case ResultStorageType::GPU:
gpu_texture_ = nullptr;
break;
case ResultStorageType::CPU:
cpu_data_ = GMutableSpan();
break;
}
data_reference_count_ = nullptr;
derived_resources_ = nullptr;
return;
}
switch (storage_type_) {
case ResultStorageType::GPU:
if (is_from_pool_) {
gpu::TexturePool::get().release_texture(this->gpu_texture());
}
else {
GPU_texture_free(this->gpu_texture());
}
gpu_texture_ = nullptr;
break;
case ResultStorageType::CPU:
MEM_freeN(this->cpu_data().data());
cpu_data_ = GMutableSpan();
break;
}
delete data_reference_count_;
data_reference_count_ = nullptr;
delete derived_resources_;
derived_resources_ = nullptr;
}
bool Result::should_compute()
{
return reference_count_ != 0;
}
DerivedResources &Result::derived_resources()
{
if (!derived_resources_) {
derived_resources_ = new DerivedResources();
}
return *derived_resources_;
}
ResultType Result::type() const
{
return type_;
}
ResultPrecision Result::precision() const
{
return precision_;
}
void Result::set_type(ResultType type)
{
/* Changing the type can only be done if it wasn't allocated yet. */
BLI_assert(!this->is_allocated());
type_ = type;
}
void Result::set_precision(ResultPrecision precision)
{
/* Changing the precision can only be done if it wasn't allocated yet. */
BLI_assert(!this->is_allocated());
precision_ = precision;
}
bool Result::is_single_value() const
{
return is_single_value_;
}
bool Result::is_allocated() const
{
switch (storage_type_) {
case ResultStorageType::GPU:
return this->gpu_texture();
case ResultStorageType::CPU:
return this->cpu_data().data();
}
return false;
}
int Result::reference_count() const
{
return reference_count_;
}
int64_t Result::size_in_bytes() const
{
const int64_t pixel_size = this->get_cpp_type().size;
if (this->is_single_value()) {
return pixel_size;
}
const int2 image_size = this->domain().size;
return pixel_size * image_size.x * image_size.y;
}
GPointer Result::single_value() const
{
return std::visit([](const auto &value) { return GPointer(&value); }, single_value_);
}
GMutablePointer Result::single_value()
{
return std::visit([](auto &value) { return GMutablePointer(&value); }, single_value_);
}
void Result::update_single_value_data()
{
BLI_assert(this->is_single_value());
BLI_assert(this->is_allocated());
switch (storage_type_) {
case ResultStorageType::GPU:
switch (type_) {
case ResultType::Float:
case ResultType::Float2:
case ResultType::Float4:
case ResultType::Color:
case ResultType::Int:
case ResultType::Int2:
case ResultType::Bool:
case ResultType::Menu:
GPU_texture_update(
this->gpu_texture(), this->get_gpu_data_format(), this->single_value().get());
break;
case ResultType::Float3: {
/* Float3 results are stored in 4-component textures due to hardware limitations. So
* pad the value with a zero before updating. */
const float4 vector_value = float4(this->get_single_value<float3>(), 0.0f);
GPU_texture_update(this->gpu_texture(), GPU_DATA_FLOAT, vector_value);
break;
}
case ResultType::String:
/* Single only types do not support GPU storage. */
BLI_assert(Result::is_single_value_only_type(this->type()));
BLI_assert_unreachable();
break;
}
break;
case ResultStorageType::CPU:
this->get_cpp_type().copy_assign(this->single_value().get(), this->cpu_data().data());
break;
}
}
void Result::allocate_data(const int2 size,
const bool from_pool,
const std::optional<ResultStorageType> storage_type)
{
BLI_assert(!this->is_allocated());
const bool use_gpu = storage_type.has_value() ? storage_type.value() == ResultStorageType::GPU :
context_->use_gpu();
if (use_gpu) {
storage_type_ = ResultStorageType::GPU;
is_from_pool_ = from_pool;
const blender::gpu::TextureFormat format = this->get_gpu_texture_format();
const eGPUTextureUsage usage = GPU_TEXTURE_USAGE_GENERAL;
if (from_pool) {
gpu_texture_ = gpu::TexturePool::get().acquire_texture(size.x, size.y, format, usage);
}
else {
gpu_texture_ = GPU_texture_create_2d(__func__, size.x, size.y, 1, format, usage, nullptr);
}
}
else {
storage_type_ = ResultStorageType::CPU;
const CPPType &cpp_type = this->get_cpp_type();
const int64_t item_size = cpp_type.size;
const int64_t alignment = cpp_type.alignment;
const int64_t array_size = int64_t(size.x) * int64_t(size.y);
const int64_t memory_size = array_size * item_size;
void *data = MEM_mallocN_aligned(memory_size, alignment, AT);
cpp_type.default_construct_n(data, array_size);
cpu_data_ = GMutableSpan(cpp_type, data, array_size);
}
data_reference_count_ = new int(1);
}
} // namespace blender::compositor