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test2/source/blender/compositor/intern/node_operation.cc

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_assert.h"
#include "BLI_string_ref.hh"
#include "BLI_timeit.hh"
#include "DNA_node_types.h"
#include "NOD_derived_node_tree.hh"
#include "BKE_node.hh"
#include "COM_algorithm_compute_preview.hh"
#include "COM_context.hh"
#include "COM_input_descriptor.hh"
#include "COM_node_operation.hh"
#include "COM_operation.hh"
#include "COM_result.hh"
#include "COM_scheduler.hh"
#include "COM_utilities.hh"
namespace blender::compositor {
using namespace nodes::derived_node_tree_types;
NodeOperation::NodeOperation(Context &context, DNode node) : Operation(context), node_(node)
{
for (const bNodeSocket *output : node->output_sockets()) {
if (!output->is_available()) {
continue;
}
const ResultType result_type = get_node_socket_result_type(output);
Realtime Compositor: Support full precision compositing This patch adds support for full precision compositing for the Realtime Compositor. A new precision option was added to the compositor to change between half and full precision compositing, where the Auto option uses half for the viewport compositor and the interactive render compositor, while full is used for final renders. The compositor context now need to implement the get_precision() method to indicate its preferred precision. Intermediate results will be stored using the context's precision, with a number of exceptions that can use a different precision regardless of the context's precision. For instance, summed area tables are always stored in full float results even if the context specified half float. Conversely, jump flooding tables are always stored in half integer results even if the context specified full. The former requires full float while the latter has no use for it. Since shaders are created for a specific precision, we need two variants of each compositor shader to account for the context's possible precision. However, to avoid doubling the shader info count and reduce boilerplate code and development time, an automated mechanism was employed. A single shader info of whatever precision needs to be added, then, at runtime, the shader info can be adjusted to change the precision of the outputs. That shader variant is then cached in the static cache manager for future processing-free shader retrieval. Therefore, the shader manager was removed in favor of a cached shader container in the static cache manager. A number of utilities were added to make the creation of results as well as the retrieval of shader with the target precision easier. Further, a number of precision-specific shaders were removed in favor of more generic ones that utilizes the aforementioned shader retrieval mechanism. Pull Request: https://projects.blender.org/blender/blender/pulls/113476
2023-11-08 08:32:00 +01:00
populate_result(output->identifier, context.create_result(result_type));
}
for (const bNodeSocket *input : node->input_sockets()) {
if (!input->is_available()) {
continue;
}
const InputDescriptor input_descriptor = input_descriptor_from_input_socket(input);
declare_input_descriptor(input->identifier, input_descriptor);
}
}
void NodeOperation::evaluate()
{
const timeit::TimePoint before_time = timeit::Clock::now();
Operation::evaluate();
const timeit::TimePoint after_time = timeit::Clock::now();
if (context().profiler()) {
context().profiler()->set_node_evaluation_time(node_.instance_key(), after_time - before_time);
}
}
void NodeOperation::compute_preview()
{
if (bool(context().needed_outputs() & OutputTypes::Previews) && is_node_preview_needed(node())) {
compositor::compute_preview(context(), node(), *get_preview_result());
}
}
Result *NodeOperation::get_preview_result()
{
/* Find the first linked output. */
for (const bNodeSocket *output : node()->output_sockets()) {
if (!output->is_available()) {
continue;
}
Result &output_result = get_result(output->identifier);
if (output_result.should_compute()) {
return &output_result;
}
}
/* No linked outputs, find the first allocated input. */
for (const bNodeSocket *input : node()->input_sockets()) {
if (!input->is_available()) {
continue;
}
Result &input_result = get_input(input->identifier);
if (input_result.is_allocated()) {
return &input_result;
}
}
BLI_assert_unreachable();
return nullptr;
}
void NodeOperation::compute_results_reference_counts(const Schedule &schedule)
{
for (const bNodeSocket *output : this->node()->output_sockets()) {
if (!output->is_available()) {
continue;
}
const DOutputSocket doutput{node().context(), output};
const int reference_count = number_of_inputs_linked_to_output_conditioned(
doutput, [&](DInputSocket input) { return schedule.contains(input.node()); });
get_result(doutput->identifier).set_reference_count(reference_count);
}
}
const DNode &NodeOperation::node() const
{
return node_;
}
const bNode &NodeOperation::bnode() const
{
return *node_;
}
bool NodeOperation::should_compute_output(StringRef identifier)
{
return get_result(identifier).should_compute();
}
} // namespace blender::compositor