Files
test/source/blender/render/intern/compositor.cc
Campbell Barton 5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00

476 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include <cstring>
#include <string>
#include "BLI_threads.h"
#include "BLI_vector.hh"
#include "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_node.hh"
#include "BKE_scene.h"
#include "DRW_engine.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "DEG_depsgraph_query.hh"
#include "COM_context.hh"
#include "COM_evaluator.hh"
#include "RE_compositor.hh"
#include "RE_pipeline.h"
#include "render_types.h"
namespace blender::render {
/* Render Texture Pool */
class TexturePool : public realtime_compositor::TexturePool {
public:
Vector<GPUTexture *> textures_;
virtual ~TexturePool()
{
for (GPUTexture *texture : textures_) {
GPU_texture_free(texture);
}
}
GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) override
{
/* TODO: should share pool with draw manager. It needs some globals
* initialization figured out there first. */
#if 0
DrawEngineType *owner = (DrawEngineType *)this;
return DRW_texture_pool_query_2d(size.x, size.y, format, owner);
#else
GPUTexture *texture = GPU_texture_create_2d(
"compositor_texture_pool", size.x, size.y, 1, format, GPU_TEXTURE_USAGE_GENERAL, nullptr);
textures_.append(texture);
return texture;
#endif
}
};
/**
* Render Context Data
*
* Stored separately from the context so we can update it without losing any cached
* data from the context.
*/
class ContextInputData {
public:
const Scene *scene;
const RenderData *render_data;
const bNodeTree *node_tree;
bool use_file_output;
std::string view_name;
ContextInputData(const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const bool use_file_output,
const char *view_name)
: scene(&scene),
render_data(&render_data),
node_tree(&node_tree),
use_file_output(use_file_output),
view_name(view_name)
{
}
};
/* Render Context Data */
class Context : public realtime_compositor::Context {
private:
/* Input data. */
ContextInputData input_data_;
/* Output combined texture. */
GPUTexture *output_texture_ = nullptr;
/* Viewer output texture. */
GPUTexture *viewer_output_texture_ = nullptr;
/* Texture pool. */
TexturePool &render_texture_pool_;
public:
Context(const ContextInputData &input_data, TexturePool &texture_pool)
: realtime_compositor::Context(texture_pool),
input_data_(input_data),
render_texture_pool_(texture_pool)
{
}
virtual ~Context()
{
GPU_TEXTURE_FREE_SAFE(output_texture_);
GPU_TEXTURE_FREE_SAFE(viewer_output_texture_);
}
void update_input_data(const ContextInputData &input_data)
{
input_data_ = input_data;
}
const Scene &get_scene() const override
{
return *input_data_.scene;
}
const bNodeTree &get_node_tree() const override
{
return *input_data_.node_tree;
}
bool use_file_output() const override
{
return input_data_.use_file_output;
}
bool use_composite_output() const override
{
return true;
}
const RenderData &get_render_data() const override
{
return *(input_data_.render_data);
}
int2 get_render_size() const override
{
int width, height;
BKE_render_resolution(input_data_.render_data, false, &width, &height);
return int2(width, height);
}
rcti get_compositing_region() const override
{
const int2 render_size = get_render_size();
const rcti render_region = rcti{0, render_size.x, 0, render_size.y};
return render_region;
}
GPUTexture *get_output_texture() override
{
/* TODO: support outputting for previews.
* TODO: just a temporary hack, needs to get stored in RenderResult,
* once that supports GPU buffers. */
if (output_texture_ == nullptr) {
const int2 size = get_render_size();
output_texture_ = GPU_texture_create_2d("compositor_output_texture",
size.x,
size.y,
1,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_GENERAL,
nullptr);
}
return output_texture_;
}
GPUTexture *get_viewer_output_texture() override
{
/* TODO: support outputting previews.
* TODO: just a temporary hack, needs to get stored in RenderResult,
* once that supports GPU buffers. */
const int2 size = get_render_size();
/* Re-create texture if the viewer size changes. */
if (viewer_output_texture_) {
const int current_width = GPU_texture_width(viewer_output_texture_);
const int current_height = GPU_texture_height(viewer_output_texture_);
if (current_width != size.x || current_height != size.y) {
GPU_TEXTURE_FREE_SAFE(viewer_output_texture_);
viewer_output_texture_ = nullptr;
}
}
if (viewer_output_texture_ == nullptr) {
viewer_output_texture_ = GPU_texture_create_2d("compositor_viewer_output_texture",
size.x,
size.y,
1,
GPU_RGBA16F,
GPU_TEXTURE_USAGE_GENERAL,
nullptr);
}
return viewer_output_texture_;
}
GPUTexture *get_input_texture(const Scene *scene,
int view_layer_id,
const char *pass_name) override
{
Render *re = RE_GetSceneRender(scene);
RenderResult *rr = nullptr;
GPUTexture *input_texture = nullptr;
if (re) {
rr = RE_AcquireResultRead(re);
}
if (rr) {
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene->view_layers, view_layer_id);
if (view_layer) {
RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
if (rl) {
RenderPass *rpass = (RenderPass *)BLI_findstring(
&rl->passes, pass_name, offsetof(RenderPass, name));
if (rpass && rpass->ibuf && rpass->ibuf->float_buffer.data) {
input_texture = RE_pass_ensure_gpu_texture_cache(re, rpass);
if (input_texture) {
/* Don't assume render keeps texture around, add our own reference. */
GPU_texture_ref(input_texture);
render_texture_pool_.textures_.append(input_texture);
}
}
}
}
}
if (re) {
RE_ReleaseResult(re);
re = nullptr;
}
return input_texture;
}
StringRef get_view_name() override
{
return input_data_.view_name;
}
void set_info_message(StringRef /*message*/) const override
{
/* TODO: ignored for now. Currently only used to communicate incomplete node support
* which is already shown on the node itself.
*
* Perhaps this overall info message could be replaced by a boolean indicating
* incomplete support, and leave more specific message to individual nodes? */
}
IDRecalcFlag query_id_recalc_flag(ID * /*id*/) const override
{
/* TODO: implement? */
return IDRecalcFlag(0);
}
void output_to_render_result()
{
if (!output_texture_) {
return;
}
Render *re = RE_GetSceneRender(input_data_.scene);
RenderResult *rr = RE_AcquireResultWrite(re);
if (rr) {
RenderView *rv = RE_RenderViewGetByName(rr, input_data_.view_name.c_str());
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
float *output_buffer = (float *)GPU_texture_read(output_texture_, GPU_DATA_FLOAT, 0);
if (output_buffer) {
ImBuf *ibuf = RE_RenderViewEnsureImBuf(rr, rv);
IMB_assign_float_buffer(ibuf, output_buffer, IB_TAKE_OWNERSHIP);
}
/* TODO: z-buffer output. */
rr->have_combined = true;
}
if (re) {
RE_ReleaseResult(re);
re = nullptr;
}
Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_R_RESULT, "Render Result");
BKE_image_partial_update_mark_full_update(image);
BLI_thread_lock(LOCK_DRAW_IMAGE);
BKE_image_signal(G.main, image, nullptr, IMA_SIGNAL_FREE);
BLI_thread_unlock(LOCK_DRAW_IMAGE);
}
void viewer_output_to_viewer_image()
{
if (!viewer_output_texture_) {
return;
}
Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_COMPOSITE, "Viewer Node");
ImageUser image_user = {nullptr};
image_user.multi_index = BKE_scene_multiview_view_id_get(input_data_.render_data,
input_data_.view_name.c_str());
if (BKE_scene_multiview_is_render_view_first(input_data_.render_data,
input_data_.view_name.c_str()))
{
BKE_image_ensure_viewer_views(input_data_.render_data, image, &image_user);
}
BLI_thread_lock(LOCK_DRAW_IMAGE);
void *lock;
ImBuf *image_buffer = BKE_image_acquire_ibuf(image, &image_user, &lock);
const int2 render_size = get_render_size();
if (image_buffer->x != render_size.x || image_buffer->y != render_size.y) {
imb_freerectImBuf(image_buffer);
imb_freerectfloatImBuf(image_buffer);
image_buffer->x = render_size.x;
image_buffer->y = render_size.y;
imb_addrectfloatImBuf(image_buffer, 4);
image_buffer->userflags |= IB_DISPLAY_BUFFER_INVALID;
}
BKE_image_release_ibuf(image, image_buffer, lock);
BLI_thread_unlock(LOCK_DRAW_IMAGE);
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
float *output_buffer = (float *)GPU_texture_read(viewer_output_texture_, GPU_DATA_FLOAT, 0);
std::memcpy(image_buffer->float_buffer.data,
output_buffer,
render_size.x * render_size.y * 4 * sizeof(float));
MEM_freeN(output_buffer);
BKE_image_partial_update_mark_full_update(image);
if (input_data_.node_tree->runtime->update_draw) {
input_data_.node_tree->runtime->update_draw(input_data_.node_tree->runtime->udh);
}
}
};
/* Render Realtime Compositor */
class RealtimeCompositor {
private:
/* Render instance for GPU context to run compositor in. */
Render &render_;
std::unique_ptr<TexturePool> texture_pool_;
std::unique_ptr<Context> context_;
public:
RealtimeCompositor(Render &render, const ContextInputData &input_data) : render_(render)
{
BLI_assert(!BLI_thread_is_main());
/* Create resources with GPU context enabled. */
DRW_render_context_enable(&render_);
texture_pool_ = std::make_unique<TexturePool>();
context_ = std::make_unique<Context>(input_data, *texture_pool_);
DRW_render_context_disable(&render_);
}
~RealtimeCompositor()
{
/* Free resources with GPU context enabled. Cleanup may happen from the
* main thread, and we must use the main context there. */
if (BLI_thread_is_main()) {
DRW_gpu_context_enable();
}
else {
DRW_render_context_enable(&render_);
}
context_.reset();
texture_pool_.reset();
if (BLI_thread_is_main()) {
DRW_gpu_context_disable();
}
else {
DRW_render_context_disable(&render_);
}
}
/* Evaluate the compositor and output to the scene render result. */
void execute(const ContextInputData &input_data)
{
BLI_assert(!BLI_thread_is_main());
DRW_render_context_enable(&render_);
context_->update_input_data(input_data);
/* Always recreate the evaluator, as this only runs on compositing node changes and
* there is no reason to cache this. Unlike the viewport where it helps for navigation. */
{
realtime_compositor::Evaluator evaluator(*context_);
evaluator.evaluate();
}
context_->output_to_render_result();
context_->viewer_output_to_viewer_image();
DRW_render_context_disable(&render_);
}
};
} // namespace blender::render
void Render::compositor_execute(const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const bool use_file_output,
const char *view_name)
{
std::unique_lock lock(gpu_compositor_mutex);
blender::render::ContextInputData input_data(
scene, render_data, node_tree, use_file_output, view_name);
if (gpu_compositor == nullptr) {
gpu_compositor = new blender::render::RealtimeCompositor(*this, input_data);
}
gpu_compositor->execute(input_data);
}
void Render::compositor_free()
{
std::unique_lock lock(gpu_compositor_mutex);
if (gpu_compositor != nullptr) {
delete gpu_compositor;
gpu_compositor = nullptr;
}
}
void RE_compositor_execute(Render &render,
const Scene &scene,
const RenderData &render_data,
const bNodeTree &node_tree,
const bool use_file_output,
const char *view_name)
{
render.compositor_execute(scene, render_data, node_tree, use_file_output, view_name);
}
void RE_compositor_free(Render &render)
{
render.compositor_free();
}