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
79 lines
1.2 KiB
C++
79 lines
1.2 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
|
|
*
|
|
* SPDX-License-Identifier: GPL-2.0-or-later */
|
|
|
|
#pragma once
|
|
|
|
#include "COM_ConstantOperation.h"
|
|
|
|
namespace blender::compositor {
|
|
|
|
/**
|
|
* this program converts an input color to an output value.
|
|
* it assumes we are in sRGB color space.
|
|
*/
|
|
class SetVectorOperation : public ConstantOperation {
|
|
private:
|
|
struct {
|
|
float x;
|
|
float y;
|
|
float z;
|
|
float w;
|
|
} vector_;
|
|
|
|
public:
|
|
/**
|
|
* Default constructor
|
|
*/
|
|
SetVectorOperation();
|
|
|
|
const float *get_constant_elem() override
|
|
{
|
|
return reinterpret_cast<float *>(&vector_);
|
|
}
|
|
|
|
float getX()
|
|
{
|
|
return vector_.x;
|
|
}
|
|
void setX(float value)
|
|
{
|
|
vector_.x = value;
|
|
}
|
|
float getY()
|
|
{
|
|
return vector_.y;
|
|
}
|
|
void setY(float value)
|
|
{
|
|
vector_.y = value;
|
|
}
|
|
float getZ()
|
|
{
|
|
return vector_.z;
|
|
}
|
|
void setZ(float value)
|
|
{
|
|
vector_.z = value;
|
|
}
|
|
float getW()
|
|
{
|
|
return vector_.w;
|
|
}
|
|
void setW(float value)
|
|
{
|
|
vector_.w = value;
|
|
}
|
|
|
|
void determine_canvas(const rcti &preferred_area, rcti &r_area) override;
|
|
|
|
void set_vector(const float vector[3])
|
|
{
|
|
setX(vector[0]);
|
|
setY(vector[1]);
|
|
setZ(vector[2]);
|
|
}
|
|
};
|
|
|
|
} // namespace blender::compositor
|