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
77 lines
2.3 KiB
C++
77 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_DisplaceSimpleOperation.h"
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namespace blender::compositor {
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DisplaceSimpleOperation::DisplaceSimpleOperation()
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{
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this->add_input_socket(DataType::Color);
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this->add_input_socket(DataType::Vector);
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this->add_input_socket(DataType::Value);
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this->add_input_socket(DataType::Value);
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this->add_output_socket(DataType::Color);
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flags_.can_be_constant = true;
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}
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void DisplaceSimpleOperation::init_execution()
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{
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width_x4_ = this->get_width() * 4;
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height_x4_ = this->get_height() * 4;
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}
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void DisplaceSimpleOperation::get_area_of_interest(const int input_idx,
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const rcti &output_area,
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rcti &r_input_area)
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{
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switch (input_idx) {
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case 0: {
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r_input_area = get_input_operation(input_idx)->get_canvas();
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break;
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}
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default: {
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r_input_area = output_area;
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break;
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}
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}
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}
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void DisplaceSimpleOperation::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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const float width = this->get_width();
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const float height = this->get_height();
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const MemoryBuffer *input_color = inputs[0];
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for (BuffersIterator<float> it = output->iterate_with(inputs.drop_front(1), area); !it.is_end();
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++it)
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{
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float scale_x = *it.in(1);
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float scale_y = *it.in(2);
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/* Clamp x and y displacement to triple image resolution -
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* to prevent hangs from huge values mistakenly plugged in eg. z buffers. */
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CLAMP(scale_x, -width_x4_, width_x4_);
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CLAMP(scale_y, -height_x4_, height_x4_);
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/* Main displacement in pixel space. */
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const float *vector = it.in(0);
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const float p_dx = vector[0] * scale_x;
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const float p_dy = vector[1] * scale_y;
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/* Displaced pixel in uv coords, for image sampling. */
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/* Clamp nodes to avoid glitches. */
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float u = it.x - p_dx + 0.5f;
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float v = it.y - p_dy + 0.5f;
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CLAMP(u, 0.0f, width - 1.0f);
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CLAMP(v, 0.0f, height - 1.0f);
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input_color->read_elem_checked(u, v, it.out);
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}
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}
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} // namespace blender::compositor
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