Previously, Float2 images were internally stored as either Float3 or
Float4 images due to limitations in the implementation, which no longer
exists. So this patch refactors the compositor code to store Float2
images in actual Float2 containers, which gives better performance and
memory savings.
Some algorithms were adjusted to operate on Float2 instead of Float3 as
was previously the case.
Pull Request: https://projects.blender.org/blender/blender/pulls/140855
Boolean sockets were not handled in shader nodes, so they were assigned
a NONE GPU type which causes crashes later on. No such sockets exist
yet, so this is a fix for future work.
This patch refactors how values of unlinked sockets are provided to
nodes. Previously, the GPU node stack values were initialized at
construction time and linked by the node's compile methods. This meant
that we needed to handle implicit conversion if the socket is linked to
an unlinked node group input.
Alternatively, we now insert a GPU setter node for each unlinked socket
that carries the value and type of the origin socket, and let the GPU
code generator do implicit conversion at the shader level. This has
three advantages:
- It makes it easier to add new types since we no longer have to handle
those types in shader node code and it reduces code duplication.
- It makes the code more inline with how we implement multi-function
procedures. So refactoring is easier.
- It opens the door to implement things like implicit inputs, which will
be needed later for things like texture nodes.
The compositor asserts if an unsupported unavailable socket exists. This
assert should not exist, because the GPU material compiler will itself
gracefully handle such sockets when their type is GPU_NONE, which is
already the case. So remove the assert and add a note about the
behavior.
Previously, the vector type in the compositor had 4-components to
accommodated float4 types, while the last component was ignored for the
rest of the vector types. But now that we have a dedicated type for
float4 in #134486. We can reduce that vector type to 3-components.
Pull Request: https://projects.blender.org/blender/blender/pulls/134570
This patch refactors the ShaderNode class to be a concrete class that
is implemented in terms of the node type gpu_fn. This is done to make it
easier to reuse existing nodes in other parts of Blender.
Pull Request: https://projects.blender.org/blender/blender/pulls/134210
This patch adds support for using integer sockets in compositor nodes.
This involves updating the Result class, node tree compiler, implicit
conversion operation, multi-function procedure operation, shader
operation, and some operations that supports multiple types.
Shader operation internally treats integers as floats, doing conversion
to and from int when reading and writing. That's because the GPUMaterial
compiler doesn't support integers. This is also the same workaround used
by the shader system. Though the GPU module are eyeing adding support
for integers, so we will update the code once they do that.
Domain realization is not yet supported for integer types, but this is
an internal limitation so far, as we do not plan to add nodes that
outputs integers soon. We are not yet sure how realization should happen
with regards to interpolation and we do not have base functions to
sample integer images, that's why I decided to delay its implementation
when it is actually needed.
Pull Request: https://projects.blender.org/blender/blender/pulls/132599
By now it is just a "compositor", so move the files one folder up.
Things that were under realtime_compositor/intern move into
already existing intern folder.
Pull Request: https://projects.blender.org/blender/blender/pulls/132004