Compute luminance only once per region and per pixel by means of vectorization.
Measured time improvements on intel i9 CPU on a 1920 x 3199 image:
- from 14.7s to 3.9s for full-frame compositor
- from 50.1s to 15.3s for tiled compositor
Pull Request: https://projects.blender.org/blender/blender/pulls/108859
This patch adds support for Viewer and File Output nodes to the realtime
compositor. The experimental render GPU compositor was also extended to
support viewers. While support for File Output nodes was added, it
remains unimplemented.
This is just an experimental implementation, the logic for viewers will
probably be changed once #108656 is agreed upon. Furthermore, the recalc
NODE_DO_OUTPUT_RECALC flags need to be taken into account to avoid
superfluous computations.
Pull Request: https://projects.blender.org/blender/blender/pulls/108804
Was only happening for the tiled compositor implementation.
This is likely to be the source of flackey tests on the
buildbot.
Also, the reference image was empty because of this, so
it needs to be re-generated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108800
The filter is used to reduce noise while preserving edges. It can be used to create a cartoon effect from photorealistic images.
It offers two variations:
1) Classic aka isotropic kuwahara filter: simple and faster computation. Algorithm splits an area around a single pixel in four parts and computes the mean of the region with the lowest standard deviation.
2) Anisotropic Kuwahara filter: improves the classical approach by considering the direction of structures of regions
This patch implements both approaches above as multi-threaded operations for the full-frame and tiled compositor.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/107015
This patch implements the Sun Beams node for the realtime compositor.
The implementation is not identical to the existing CPU implementation,
but is very close. The new implementation is a higher quality one and
resolves some of the artefacts in the existing implementation. This is
achieved by doing a simple line integration toward the source pixel,
while having a number of integration steps that is invariant of the
angle to the source.
Pull Request: https://projects.blender.org/blender/blender/pulls/108718
This patch implements the Movie Distortion node for the realtime
compositor. The distorted coordinates are computed and cached for a
particular tracking camera distortion parameters. So for expensive
distortion models, the first run will take some time to compute, but
subsequent runs will be fast.
An alternative implementation would be to implement each of the
distortion modes in the shader, but that was decided against for a few
reasons:
1. We want to hide the implementation details of the distortion models,
since it is provided through an external library (Libmv).
2. Some distortion models are expensive to solve accurately, and can be
quite slow to solve each time the shader runs.
3. The typical usage of the node does not involve interactive editing of
the distortion parameters, rather, the parameters are computed during
camera calibration, so caching seems most fitting in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/108230
* Enable "Experimental Compositors" in preferences, then choose
Realtime GPU execution mode in node editor sidebar.
* Only supports combined pass input and Render Result combined output.
* No viewer nodes, no file output nodes, and no node previews yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/108629
* Provide render data, node tree and color management directly instead
of going through scene, as these may be modified by the render pipeline.
Also better for cached texture hits this way.
* Change legacy pass type to pass name.
* Skip file output node when not doing final render.
* Gracefully handle incomplete render results.
Pull Request: https://projects.blender.org/blender/blender/pulls/108629
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Allows to share buffer data between the render result and image buffers.
The storage of the passes and buffers in the render result have been
wrapped into utility structures, with functions to operate on them.
Currently only image buffers which are sharing buffers with the render
results are using the implicit sharing. This allows proper decoupling of
the image buffers from the lifetime of the underlying render result.
Fixes#107248: Compositor ACCESS VIOLATION when updating datablocks from handlers
Additionally, this lowers the memory usage of multi-layer EXR sequences
by avoiding having two copies of render passes in memory.
It is possible to use implicit sharing in more places, but needs
some API to ensure the render result is the only owner of data before
writing to its pixels.
Pull Request: https://projects.blender.org/blender/blender/pulls/108045
The goal is to make it more explicit and centralized operation to
assign and steal buffer data, with proper ownership tracking.
The buffers and ownership flags are wrapped into their dedicated
structures now.
There should be no functional changes currently, it is a preparation
for allowing implicit sharing of the ImBuf buffers. Additionally, in
the future it is possible to more buffer-specific information (such
as color space) next to the buffer data itself. It is also possible
to clean up the allocation flags (IB_rect, ...) to give them more
clear naming and not have stored in the ImBuf->flags as they are only
needed for allocation.
The most dangerous part of this change is the change of byte buffer
data from `int*` to `uint8_t*`. In a lot of cases the byte buffer was
cast to `uchar*`, so those casts are now gone. But some code is
operating on `int*` so now there are casts in there. In practice this
should be fine, since we only support 64bit platforms, so allocations
are aligned. The real things to watch out for here is the fact that
allocation and offsetting from the byte buffer now need an explicit 4
channel multiplier.
Once everything is C++ it will be possible to simplify public
functions even further.
Pull Request: https://projects.blender.org/blender/blender/pulls/107609
See: https://projects.blender.org/blender/blender/issues/103343
Changes:
1. Added `BKE_node.hh` file. New file includes old one.
2. Functions moved to new file. Redundant `(void)`, `struct` are removed.
3. All cpp includes replaced from `.h` on `.hh`.
4. Everything in `BKE_node.hh` is on `blender::bke` namespace.
5. All implementation functions moved in namespace.
6. Function names (`BKE_node_*`) changed to `blender::bke::node_*`.
7. `eNodeSizePreset` now is a class, with renamed items.
Pull Request: https://projects.blender.org/blender/blender/pulls/107790
This patch implements the Convert Color Space node for the realtime
compositor. A custom OCIO GpuShaderCreator was implemented to use the
ShaderCreateInfo in constructing the OCIO GPU processor shader. That
shader is then cached inside the cache manager and is invalidated when
the OCIO configuration changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/107878
This patch implements the Plane Track Deform node for the realtime
compositor. The implementation is mostly similar to the Corner Pin node,
but it is generalized to multiple homography matrices to take motion
blur into account.
Pull Request: https://projects.blender.org/blender/blender/pulls/107811
The HSV node in the realtime compositor produces different values from
the CPU compositor in its identity settings.
This happens because the realtime compositor clamped the saturation
value after HSV correction, while the CPU compositor did not, so this
patch unifies that behavior. Additionally, negative values are now
clamped in both the HSV node and Hue correction node to also match the
CPU compositor.
- Rename name/filename/path to filepath when it's used for full paths.
- Rename name/path to dirpath when it refers to a directory.
- Rename file to filepath or path (when it may be a file or dir).
- Rename ImBuf::name & anim::name to filepath.
Rename BLI_make_existing_file to BLI_file_ensure_parent_dir_exists.
The previous name read as if it would make (touch) the file,
where as it ensures the directory component of the path exists.
Move from BLI_path to BLI_fileops as path utilities should only
manipulate paths and not deal with file IO creation
(this has more in common with BLI_file_touch for e.g.).
In some cases comments at the end of control statements were wrapped
onto new lines which made it read as if they applied to the next line
instead of the (now) previous line.
Relocate comments to the previous line or in some cases the end of the
line (before the brace) to avoid confusion.
Note that in quite a few cases these blocks didn't read well
even before MultiLine was used as comments after the brace caused
wrapping across multiple lines in a way that didn't follow
formatting used everywhere else.
This patch implements the Mask node for the realtime compositor. The
evaluation of the mask is not GPU accelerated, but is cached as a form
of temporary implementation until we implement a GPU evaluator for
masks.
One limitation currently is that we do not redraw the viewport while the
mask is getting edited by the user, because always doing that will be
redundant in most situations, and conditioning the redraw requires a lot
of work that should be handled outside of this patch.
This is similar to the Texture node implementation in 151a53110c.
Pull Request: https://projects.blender.org/blender/blender/pulls/107464
This patch changes the priority for choosing the active output to
prioritize viewer nodes as opposed to composite nodes. This is done to
better work with the workflow of using the Connect To Viewer operator
and better match the expected behavior from users.
The CPU compositor sanitizes the colors after HSV/HSL conversion by
clamping negative values to zero. The realtime compositor did no such
sanitization. This patch fixes that by introducing similar sanitization.
This patch implements the Corner Pin node for the realtime compositor.
This is different from the existing compositor in that single value
inputs produce single value outputs, instead of assuming the size of the
render.
Pull Request: https://projects.blender.org/blender/blender/pulls/107363
This patch refactors the static cache manager to be split into multiple
smaller Cached Resources Containers. This is a non factional change, and
was done to simplify future implementations of cached resources as they
become more elaborate.
This patch implements the Texture node for the realtime compositor. The
evaluation of the texture is not GPU accelerated, but is cached as a
form of temporary implementation since the Texture node is deprecated
and will be removed in the future. Furthermore, texture node evaluation
is not supported for now.
This patch also introduces the concept of an ID static cache, which
uses the DrawDataList mechanism to invalidate the cache as needed,
consequently, a DrawDataList was added to the Tex ID structure.
An improvement that should be implemented outside of this patch is to
implement support for proxy textures in results to avoid redundant
copies in the execute method of the texture node. This should be
straightforward bit will be implemented in a separate patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/107291
This patch implements the ID Mask node for the realtime compositor.
The node can be implemented as a GPU shader operation when the
anti-aliasing option is disabled, which is something we should do when
the evaluator allows nodes be executed as both standard and GPU shader
operations.
Pull Request: https://projects.blender.org/blender/blender/pulls/106593