Files
test/source/blender/compositor/operations/COM_KeyingDespillOperation.cc
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

52 lines
1.7 KiB
C++

/* SPDX-FileCopyrightText: 2012 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_math_geom.h"
#include "COM_KeyingDespillOperation.h"
namespace blender::compositor {
KeyingDespillOperation::KeyingDespillOperation()
{
this->add_input_socket(DataType::Color);
this->add_input_socket(DataType::Color);
this->add_output_socket(DataType::Color);
despill_factor_ = 0.5f;
color_balance_ = 0.5f;
flags_.can_be_constant = true;
}
void KeyingDespillOperation::update_memory_buffer_partial(MemoryBuffer *output,
const rcti &area,
Span<MemoryBuffer *> inputs)
{
for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
const float *pixel_color = it.in(0);
const float *screen_color = it.in(1);
const int screen_primary_channel = max_axis_v3(screen_color);
const int other_1 = (screen_primary_channel + 1) % 3;
const int other_2 = (screen_primary_channel + 2) % 3;
const int min_channel = std::min(other_1, other_2);
const int max_channel = std::max(other_1, other_2);
const float average_value = color_balance_ * pixel_color[min_channel] +
(1.0f - color_balance_) * pixel_color[max_channel];
const float amount = (pixel_color[screen_primary_channel] - average_value);
copy_v4_v4(it.out, pixel_color);
const float amount_despill = despill_factor_ * amount;
if (amount_despill > 0.0f) {
it.out[screen_primary_channel] = pixel_color[screen_primary_channel] - amount_despill;
}
}
}
} // namespace blender::compositor