Cleanup (and make slightly faster as a side effect) the way VSE effects
do multi-threading. Previously (some of them) were using
IMB_processor_apply_threaded with C-like machinery (which internally
uses a task pool), switch that over to a helper apply_effect_op
(which internally uses a parallel for). Based on profiling, parallel
for is slightly more efficient (task pool takes a bit until all the
tasks are "pushed" into the pool). Note however that some VSE effects
were already doing parallel for internally; these are not affected.
VSE scene at 4K resolution, with four 4K resolution PNG images blended
over each other, time it takes to do render_strip_stack:
- Ryzen 5950X (Win/VS2022): 38.9ms -> 34.7ms
- Mac M4 Max: 21.9ms -> 19.8ms
Now that all VSE effects are internally threaded via parallel for,
there's no need for the init_execution and execute_slice machinery,
so remove all that.
You might also notice that half of "over drop" effect code is gone.
It was accidentally not doing anything whatsoever for the last 18 years
(since 2.42), and currently observed behavior matches documentation
and "internet knowledge", so let's accept it as correct.
Pull Request: https://projects.blender.org/blender/blender/pulls/132380
If a strip mask was used several times in the same frame, and it needed
to do byte->float conversion (e.g. mask is produced by a byte-color
strip, but then used in both a byte-color strip, and later on in a
float-color strip), then that byte->float mask image conversion was
introducing two inconsistencies:
- It was making mask alpha channel affect the result, which was not
happening with regular byte mask images, and
- It was converting float mask to scene linear space, which was
resulting in different image than with a byte mask.
Fix those issues by ensuring that all VSE modifiers can take either
byte or float mask as-is, without extra conversions. Previously, some
of the modifiers were done in a way where they only handled "(byte
image + byte mask) or (float image + float mask)" cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/131355
When doing average/min/max luminance calculations for tonemapping, ignore
pixels that are outside of the strip rectangle. Due to how VSE innards work,
when a strip is positioned to not cover the whole screen, "the rest" is filled
with transparent black. For tonemapping, this was dragging average calculated
luminance way down.
Images of the issue in PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/127207
Often in previs setups, you have several "variations" of image/movie strips
for review, where the topmost one completely covers the others under it. VSE
rendering already had an optimization where if there's a fully opaque strip
that covers the whole screen, then the lower strips are skipped from
processing/rendering. However, it was not handling the case of non-fullscreen
strips (e.g. you'd have a Color strip near top & bottom for letterboxing, and
an opaque strip "in the middle").
This adds a simple "occluder tracking", and skips strips that are completely
covered by any single opaque strip that is above it (like outlined in #117790
task).
Playback of Gold previs between 1:42 and 1:55, on Windows/Ryzen5950X:
- Average frame time 28.5ms -> 23.8ms
- Median frame time 24.1ms -> 21.5ms
- Two slowest frames: 263->189ms, 194->178ms
Rendering the Gold previs movie: 325s -> 304s (93% of previous time)
Pull Request: https://projects.blender.org/blender/blender/pulls/118396
- enum class StripEarlyOut instead of raw integer defines
- SeqRenderState default initializer instead of seq_render_state_init
- Vector<Sequence*> instead of manually sized arrays of pointers
- some const to several function arguments
Pull Request: https://projects.blender.org/blender/blender/pulls/117829