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
238 lines
4.6 KiB
C++
238 lines
4.6 KiB
C++
/* SPDX-FileCopyrightText: 2011 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 "COM_Enums.h"
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#include "DNA_color_types.h"
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#include "DNA_node_types.h"
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#include "DNA_scene_types.h"
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struct bNodeInstanceHash;
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namespace blender::realtime_compositor {
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class RenderContext;
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}
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namespace blender::compositor {
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/**
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* \brief Overall context of the compositor
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*/
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class CompositorContext {
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private:
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/**
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* \brief The rendering field describes if we are rendering (F12) or if we are editing (Node
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* editor) This field is initialized in ExecutionSystem and must only be read from that point
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* on. \see ExecutionSystem
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*/
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bool rendering_;
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/**
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* \brief The quality of the composite.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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eCompositorQuality quality_;
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Scene *scene_;
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/**
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* \brief Reference to the render data that is being composited.
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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RenderData *rd_;
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/**
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* \brief reference to the bNodeTree
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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* \see ExecutionSystem
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*/
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bNodeTree *bnodetree_;
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/**
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* \brief Preview image hash table
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* This field is initialized in ExecutionSystem and must only be read from that point on.
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*/
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bNodeInstanceHash *previews_;
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/**
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* \brief Skip slow nodes
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*/
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bool fast_calculation_;
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/**
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* \brief active rendering view name
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*/
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const char *view_name_;
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/**
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* \brief Render context that contains information about active render. Can be null if the
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* compositor is not executing as part of the render pipeline.
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*/
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realtime_compositor::RenderContext *render_context_;
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public:
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/**
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* \brief constructor initializes the context with default values.
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*/
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CompositorContext();
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/**
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* \brief set the rendering field of the context
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*/
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void set_rendering(bool rendering)
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{
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rendering_ = rendering;
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}
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/**
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* \brief get the rendering field of the context
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*/
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bool is_rendering() const
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{
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return rendering_;
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}
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/**
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* \brief set the scene of the context
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*/
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void set_render_data(RenderData *rd)
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{
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rd_ = rd;
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}
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/**
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* \brief set the bnodetree of the context
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*/
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void set_bnodetree(bNodeTree *bnodetree)
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{
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bnodetree_ = bnodetree;
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}
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/**
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* \brief get the bnodetree of the context
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*/
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const bNodeTree *get_bnodetree() const
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{
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return bnodetree_;
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}
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/**
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* \brief get the scene of the context
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*/
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const RenderData *get_render_data() const
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{
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return rd_;
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}
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void set_scene(Scene *scene)
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{
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scene_ = scene;
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}
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Scene *get_scene() const
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{
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return scene_;
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}
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/**
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* \brief set the preview image hash table
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*/
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void set_preview_hash(bNodeInstanceHash *previews)
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{
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previews_ = previews;
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}
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/**
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* \brief get the preview image hash table
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*/
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bNodeInstanceHash *get_preview_hash() const
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{
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return previews_;
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}
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/**
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* \brief set the quality
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*/
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void set_quality(eCompositorQuality quality)
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{
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quality_ = quality;
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}
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/**
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* \brief get the quality
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*/
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eCompositorQuality get_quality() const
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{
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return quality_;
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}
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/**
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* \brief get the current frame-number of the scene in this context
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*/
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int get_framenumber() const;
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/** Whether it has a view with a specific name and not the default one. */
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bool has_explicit_view() const
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{
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return view_name_ && view_name_[0] != '\0';
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}
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/**
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* \brief get the render context
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*/
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realtime_compositor::RenderContext *get_render_context() const
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{
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return render_context_;
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}
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/**
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* \brief set the render context
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*/
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void set_render_context(realtime_compositor::RenderContext *render_context)
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{
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render_context_ = render_context;
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}
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/**
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* \brief get the active rendering view
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*/
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const char *get_view_name() const
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{
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return view_name_;
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}
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/**
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* \brief set the active rendering view
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*/
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void set_view_name(const char *view_name)
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{
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view_name_ = view_name;
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}
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void set_fast_calculation(bool fast_calculation)
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{
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fast_calculation_ = fast_calculation;
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}
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bool is_fast_calculation() const
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{
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return fast_calculation_;
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}
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/**
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* \brief Get the render percentage as a factor.
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* The compositor uses a factor i.o. a percentage.
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*/
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float get_render_percentage_as_factor() const
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{
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return rd_->size * 0.01f;
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}
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Size2f get_render_size() const;
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};
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} // namespace blender::compositor
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