Files
test/source/blender/compositor/realtime_compositor/COM_context.hh
Omar Emara 2cf8b5c4e1 Compositor: Improve interactivity for GPU compositing
This patch improves the interactivity of the GPU compositor for
interactive node tree edits by waiting on GPU work to finish to support
more granular canceling.

This does have a performance penalty, but it does not affect final
rendering and it seems worth it because even though it is slower it will
feel faster for users.

Pull Request: https://projects.blender.org/blender/blender/pulls/120656
2024-04-16 09:10:36 +02:00

169 lines
7.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BLI_math_vector_types.hh"
#include "BLI_string_ref.hh"
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "DNA_vec_types.h"
#include "GPU_shader.hh"
#include "GPU_texture.hh"
#include "COM_domain.hh"
#include "COM_render_context.hh"
#include "COM_result.hh"
#include "COM_static_cache_manager.hh"
#include "COM_texture_pool.hh"
namespace blender::realtime_compositor {
/* ------------------------------------------------------------------------------------------------
* Context
*
* A Context is an abstract class that is implemented by the caller of the evaluator to provide the
* necessary data and functionalities for the correct operation of the evaluator. This includes
* providing input data like render passes and the active scene, as well as references to the data
* where the output of the evaluator will be written. The class also provides a reference to the
* texture pool which should be implemented by the caller and provided during construction.
* Finally, the class have an instance of a static resource manager for acquiring cached resources
* efficiently. */
class Context {
private:
/* A texture pool that can be used to allocate textures for the compositor efficiently. */
TexturePool &texture_pool_;
/* A static cache manager that can be used to acquire cached resources for the compositor
* efficiently. */
StaticCacheManager cache_manager_;
public:
Context(TexturePool &texture_pool);
/* Get the compositing scene. */
virtual const Scene &get_scene() const = 0;
/* Get the node tree used for compositing. */
virtual const bNodeTree &get_node_tree() const = 0;
/* True if the compositor should write file outputs, false otherwise. */
virtual bool use_file_output() const = 0;
/* True if the compositor should write the composite output, otherwise, the compositor is assumed
* to not support the composite output and just displays its viewer output. In that case, the
* composite output will be used as a fallback viewer if no other viewer exists */
virtual bool use_composite_output() const = 0;
/* Get the render settings for compositing. */
virtual const RenderData &get_render_data() const = 0;
/* Get the width and height of the render passes and of the output texture returned by the
* get_input_texture and get_output_texture methods respectively. */
virtual int2 get_render_size() const = 0;
/* Get the rectangular region representing the area of the input that the compositor will operate
* on. Conversely, the compositor will only update the region of the output that corresponds to
* the compositing region. In the base case, the compositing region covers the entirety of the
* render region with a lower bound of zero and an upper bound of the render size returned by the
* get_render_size method. In other cases, the compositing region might be a subset of the render
* region. Callers should check the validity of the region through is_valid_compositing_region(),
* since the region can be zero sized. */
virtual rcti get_compositing_region() const = 0;
/* Get the texture where the result of the compositor should be written. This should be called by
* the composite output node to get its target texture. */
virtual GPUTexture *get_output_texture() = 0;
/* Get the texture where the result of the compositor viewer should be written, given the domain
* of the result to be viewed. This should be called by viewer output nodes to get their target
* texture. */
virtual GPUTexture *get_viewer_output_texture(Domain domain) = 0;
/* Get the texture where the given render pass is stored. This should be called by the Render
* Layer node to populate its outputs. */
virtual GPUTexture *get_input_texture(const Scene *scene,
int view_layer,
const char *pass_name) = 0;
/* Get the name of the view currently being rendered. */
virtual StringRef get_view_name() = 0;
/* Get the precision of the intermediate results of the compositor. */
virtual ResultPrecision get_precision() const = 0;
/* Set an info message. This is called by the compositor evaluator to inform or warn the user
* about something, typically an error. The implementation should display the message in an
* appropriate place, which can be directly in the UI or just logged to the output stream. */
virtual void set_info_message(StringRef message) const = 0;
/* Returns the ID recalculate flag of the given ID and reset it to zero. The given ID is assumed
* to be one that has a DrawDataList and conforms to the IdDdtTemplate.
*
* The ID recalculate flag is a mechanism through which one can identify if an ID has changed
* since the last time the flag was reset, hence why the method reset the flag after querying it,
* that is, to ready it to track the next change. */
virtual IDRecalcFlag query_id_recalc_flag(ID *id) const = 0;
/* Get a pointer to the render context of this context. A render context stores information about
* the current render. It might be null if the compositor is not being evaluated as part of a
* render pipeline. */
virtual RenderContext *render_context() const;
/* Gets called after the evaluation of each compositor operation. See overrides for possible
* uses. */
virtual void evaluate_operation_post() const;
/* Returns true if the compositor evaluation is canceled and that the evaluator should stop
* executing as soon as possible. */
virtual bool is_canceled() const;
/* Get the size of the compositing region. See get_compositing_region(). The output size is
* sanitized such that it is at least 1 in both dimensions. However, the developer is expected to
* gracefully handled zero sizes regions by checking the is_valid_compositing_region method. */
int2 get_compositing_region_size() const;
/* Returns true if the compositing region has a valid size, that is, has at least one pixel in
* both dimensions, returns false otherwise. */
bool is_valid_compositing_region() const;
/* Get the normalized render percentage of the active scene. */
float get_render_percentage() const;
/* Get the current frame number of the active scene. */
int get_frame_number() const;
/* Get the current time in seconds of the active scene. */
float get_time() const;
/* Get a GPU shader with the given info name and precision. */
GPUShader *get_shader(const char *info_name, ResultPrecision precision);
/* Get a GPU shader with the given info name and context's precision. */
GPUShader *get_shader(const char *info_name);
/* Create a result of the given type and precision using the context's texture pool. */
Result create_result(ResultType type, ResultPrecision precision);
/* Create a result of the given type using the context's texture pool and precision. */
Result create_result(ResultType type);
/* Create a temporary result of the given type and precision using the context's texture pool.
* See Result::Temporary for more information. */
Result create_temporary_result(ResultType type, ResultPrecision precision);
/* Create a temporary result of the given type using the context's texture pool and precision.
* See Result::Temporary for more information. */
Result create_temporary_result(ResultType type);
/* Get a reference to the texture pool of this context. */
TexturePool &texture_pool();
/* Get a reference to the static cache manager of this context. */
StaticCacheManager &cache_manager();
};
} // namespace blender::realtime_compositor