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
25 lines
696 B
C++
25 lines
696 B
C++
/* SPDX-FileCopyrightText: 2024 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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#include "BLI_array.hh"
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#include "BLI_math_vector_types.hh"
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#include "BLI_span.hh"
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/* Exact copies of the functions in gpu_shader_compositor_jump_flooding_lib.glsl and
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* COM_algorithm_jump_flooding.hh but adapted for CPU. See those files for more information. */
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#define JUMP_FLOODING_NON_FLOODED_VALUE int2(-1)
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namespace blender::compositor {
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int2 encode_jump_flooding_value(int2 closest_seed_texel, bool is_flooded);
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int2 initialize_jump_flooding_value(int2 texel, bool is_seed);
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Array<int2> jump_flooding(Span<int2> input, int2 size);
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} // namespace blender::compositor
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