Files
test/source/blender/compositor/intern/COM_compositor.cc
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

124 lines
4.0 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_threads.h"
#include "BLT_translation.h"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_scene.h"
#include "COM_ExecutionSystem.h"
#include "COM_WorkScheduler.h"
#include "COM_compositor.h"
#include "RE_compositor.hh"
static struct {
bool is_initialized = false;
ThreadMutex mutex;
} g_compositor;
/* Make sure node tree has previews.
* Don't create previews in advance, this is done when adding preview operations.
* Reserved preview size is determined by render output for now. */
static void compositor_init_node_previews(const RenderData *render_data, bNodeTree *node_tree)
{
/* We fit the aspect into COM_PREVIEW_SIZE x COM_PREVIEW_SIZE image to avoid
* insane preview resolution, which might even overflow preview dimensions. */
const float aspect = render_data->xsch > 0 ?
float(render_data->ysch) / float(render_data->xsch) :
1.0f;
int preview_width, preview_height;
if (aspect < 1.0f) {
preview_width = blender::compositor::COM_PREVIEW_SIZE;
preview_height = int(blender::compositor::COM_PREVIEW_SIZE * aspect);
}
else {
preview_width = int(blender::compositor::COM_PREVIEW_SIZE / aspect);
preview_height = blender::compositor::COM_PREVIEW_SIZE;
}
blender::bke::node_preview_init_tree(node_tree, preview_width, preview_height);
}
static void compositor_reset_node_tree_status(bNodeTree *node_tree)
{
node_tree->runtime->progress(node_tree->runtime->prh, 0.0);
node_tree->runtime->stats_draw(node_tree->runtime->sdh, IFACE_("Compositing"));
}
void COM_execute(Render *render,
RenderData *render_data,
Scene *scene,
bNodeTree *node_tree,
bool rendering,
const char *view_name)
{
/* Initialize mutex, TODO: this mutex init is actually not thread safe and
* should be done somewhere as part of blender startup, all the other
* initializations can be done lazily. */
if (!g_compositor.is_initialized) {
BLI_mutex_init(&g_compositor.mutex);
g_compositor.is_initialized = true;
}
BLI_mutex_lock(&g_compositor.mutex);
if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
/* During editing multiple compositor executions can be triggered.
* Make sure this is the most recent one. */
BLI_mutex_unlock(&g_compositor.mutex);
return;
}
compositor_init_node_previews(render_data, node_tree);
compositor_reset_node_tree_status(node_tree);
if (U.experimental.use_full_frame_compositor &&
node_tree->execution_mode == NTREE_EXECUTION_MODE_REALTIME)
{
/* Realtime GPU compositor. */
RE_compositor_execute(*render, *scene, *render_data, *node_tree, rendering, view_name);
}
else {
/* Tiled and Full Frame compositors. */
/* Initialize workscheduler. */
const bool use_opencl = (node_tree->flag & NTREE_COM_OPENCL) != 0;
blender::compositor::WorkScheduler::initialize(use_opencl,
BKE_render_num_threads(render_data));
/* Execute. */
const bool twopass = (node_tree->flag & NTREE_TWO_PASS) && !rendering;
if (twopass) {
blender::compositor::ExecutionSystem fast_pass(
render_data, scene, node_tree, rendering, true, view_name);
fast_pass.execute();
if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
BLI_mutex_unlock(&g_compositor.mutex);
return;
}
}
blender::compositor::ExecutionSystem system(
render_data, scene, node_tree, rendering, false, view_name);
system.execute();
}
BLI_mutex_unlock(&g_compositor.mutex);
}
void COM_deinitialize()
{
if (g_compositor.is_initialized) {
BLI_mutex_lock(&g_compositor.mutex);
blender::compositor::WorkScheduler::deinitialize();
g_compositor.is_initialized = false;
BLI_mutex_unlock(&g_compositor.mutex);
BLI_mutex_end(&g_compositor.mutex);
}
}