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
This patch turns the Blur node options to inputs.
Size is now a 2D vector and replaces the Size X and Y option. Bokeh was
renamed to Separable to reflect its actual function. Relative was
removed in favor of the newly added Relative To Pixel node workflow.
There is a slight difference in variable size blurring due to float vs
integer computations, so two tests were updated.
Reference #137223.
Pull Request: https://projects.blender.org/blender/blender/pulls/139329
This patch removes the compositor texture pool implementation which
relies on the DRW texture pool, and replaces it with the new texture
pool implementation from the GPU module.
Since the GPU module texture pool does not rely on the global DST, we
can use it for both the viewport compositor engine and the GPU
compositor, so the virtual texture pool implementation is removed and
the GPU texture pool is used directly.
The viewport compositor engine does not need to reset the pool because
that is done by the draw manager. But the GPU compositor needs to reset
the pool every evaluation. The pool is deleted directly after rendering
using the render pipeline or through RE_FreeUnusedGPUResources for the
interactive compositor.
Pull Request: https://projects.blender.org/blender/blender/pulls/134437
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