This is cached in Render, and gets cleared along with render pass GPU textures when there is no editor open using it, or a new final render is started. The context and texture pool are cached. But the evaluator is re-created every time as this only runs on compositing node changes, which require recreating it anyway (unlike the viewport where e.g. camera navigation does not need a new evaluator). Pull Request: https://projects.blender.org/blender/blender/pulls/108909
36 lines
1.1 KiB
C++
36 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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 <memory>
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struct bNodeTree;
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struct Depsgraph;
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struct Render;
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struct RenderData;
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struct Scene;
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/* ------------------------------------------------------------------------------------------------
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* Render Realtime Compositor
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*
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* Implementation of the compositor for final rendering, as opposed to the viewport compositor
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* that is part of the draw manager. The input and output of this is pre-existing RenderResult
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* buffers in scenes, that are uploaded to and read back from the GPU. */
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namespace blender::render {
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class RealtimeCompositor;
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}
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/* Execute compositor. */
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void RE_compositor_execute(Render &render,
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const Scene &scene,
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const RenderData &render_data,
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const bNodeTree &node_tree,
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const bool use_file_output,
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const char *view_name);
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/* Free compositor caches. */
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void RE_compositor_free(Render &render);
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