The setting was only affecting some of the blur operations, which does not typically results in a measurable performance boost in real compositor setups. For the simplicity of settings on user level remove setting which potentially makes compositor output worse, without much benefit. There are better ways to gain performance, like compositing on a lower resolution, exposing "preview" as an input to the node tree (similar to the geometry nodes) etc. Pull Request: https://projects.blender.org/blender/blender/pulls/121576
61 lines
2.4 KiB
C++
61 lines
2.4 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_BokehBlurNode.h"
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#include "COM_BokehBlurOperation.h"
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#include "COM_VariableSizeBokehBlurOperation.h"
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namespace blender::compositor {
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BokehBlurNode::BokehBlurNode(bNode *editor_node) : Node(editor_node)
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{
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/* pass */
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}
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void BokehBlurNode::convert_to_operations(NodeConverter &converter,
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const CompositorContext & /*context*/) const
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{
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const bNode *b_node = this->get_bnode();
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NodeInput *input_size_socket = this->get_input_socket(2);
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bool connected_size_socket = input_size_socket->is_linked();
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const bool extend_bounds = (b_node->custom1 & CMP_NODEFLAG_BLUR_EXTEND_BOUNDS) != 0;
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if ((b_node->custom1 & CMP_NODEFLAG_BLUR_VARIABLE_SIZE) && connected_size_socket) {
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VariableSizeBokehBlurOperation *operation = new VariableSizeBokehBlurOperation();
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operation->set_threshold(0.0f);
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operation->set_max_blur(b_node->custom4);
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operation->set_do_scale_size(true);
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converter.add_operation(operation);
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converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
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converter.map_input_socket(get_input_socket(2), operation->get_input_socket(2));
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converter.map_input_socket(get_input_socket(3), operation->get_input_socket(3));
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converter.map_output_socket(get_output_socket(0), operation->get_output_socket());
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}
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else {
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BokehBlurOperation *operation = new BokehBlurOperation();
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operation->set_extend_bounds(extend_bounds);
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converter.add_operation(operation);
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converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
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/* NOTE: on the bokeh blur operation the sockets are switched.
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* for this reason the next two lines are correct. Fix for #43771. */
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converter.map_input_socket(get_input_socket(2), operation->get_input_socket(3));
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converter.map_input_socket(get_input_socket(3), operation->get_input_socket(2));
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converter.map_output_socket(get_output_socket(0), operation->get_output_socket());
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if (!connected_size_socket) {
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operation->set_size(this->get_input_socket(2)->get_editor_value_float());
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}
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}
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}
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} // namespace blender::compositor
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