Files
test/source/blender/compositor/operations/COM_GlareBaseOperation.h
Aras Pranckevicius f5f7024040 Cleanup: Remove now-unused "tiled" compositor implementation
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
2024-02-28 16:59:16 +01:00

56 lines
1.3 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "COM_NodeOperation.h"
#include "DNA_node_types.h"
namespace blender::compositor {
/* Utility functions used by glare, tone-map and lens distortion. */
/* Some macros for color handling. */
typedef float fRGB[4];
/* TODO: replace with BLI_math_vector. */
/* multiply c2 by color rgb, rgb as separate arguments */
#define fRGB_rgbmult(c, r, g, b) \
{ \
c[0] *= (r); \
c[1] *= (g); \
c[2] *= (b); \
} \
(void)0
class GlareBaseOperation : public NodeOperation {
private:
/**
* \brief settings of the glare node.
*/
const NodeGlare *settings_;
bool is_output_rendered_;
public:
void set_glare_settings(const NodeGlare *settings)
{
settings_ = settings;
}
void get_area_of_interest(int input_idx, const rcti &output_area, rcti &r_input_area) final;
void update_memory_buffer(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs) final;
protected:
GlareBaseOperation();
virtual void generate_glare(float *data,
MemoryBuffer *input_tile,
const NodeGlare *settings) = 0;
};
} // namespace blender::compositor