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
97 lines
2.3 KiB
C++
97 lines
2.3 KiB
C++
/* SPDX-FileCopyrightText: 2012 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_ChannelMatteOperation.h"
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namespace blender::compositor {
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ChannelMatteOperation::ChannelMatteOperation()
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{
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add_input_socket(DataType::Color);
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add_output_socket(DataType::Value);
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flags_.can_be_constant = true;
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}
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void ChannelMatteOperation::init_execution()
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{
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limit_range_ = limit_max_ - limit_min_;
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switch (limit_method_) {
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/* SINGLE */
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case 0: {
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/* 123 / RGB / HSV / YUV / YCC */
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const int matte_channel = matte_channel_ - 1;
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const int limit_channel = limit_channel_ - 1;
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ids_[0] = matte_channel;
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ids_[1] = limit_channel;
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ids_[2] = limit_channel;
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break;
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}
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/* MAX */
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case 1: {
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switch (matte_channel_) {
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case 1: {
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ids_[0] = 0;
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ids_[1] = 1;
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ids_[2] = 2;
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break;
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}
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case 2: {
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ids_[0] = 1;
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ids_[1] = 0;
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ids_[2] = 2;
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break;
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}
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case 3: {
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ids_[0] = 2;
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ids_[1] = 0;
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ids_[2] = 1;
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break;
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}
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default:
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break;
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}
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break;
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}
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default:
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break;
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}
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}
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void ChannelMatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
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const float *color = it.in(0);
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/* Matte operation. */
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float alpha = color[ids_[0]] - std::max(color[ids_[1]], color[ids_[2]]);
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/* Flip because 0.0 is transparent, not 1.0. */
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alpha = 1.0f - alpha;
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/* Test range. */
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if (alpha > limit_max_) {
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alpha = color[3]; /* Whatever it was prior. */
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}
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else if (alpha < limit_min_) {
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alpha = 0.0f;
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}
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else { /* Blend. */
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alpha = (alpha - limit_min_) / limit_range_;
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}
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/* Store matte(alpha) value in [0] to go with
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* COM_SetAlphaMultiplyOperation and the Value output.
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*/
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/* Don't make something that was more transparent less transparent. */
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*it.out = std::min(alpha, color[3]);
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}
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}
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} // namespace blender::compositor
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