Files
test2/source/blender/compositor/intern/COM_compositor.cc
Sergey Sharybin 7b4232e8aa Compositor: Move Execution Mode and Precision from bNodeTree to Scene
This allows to expose these settings in the Performance panel in the
render buttons. Also moves compositor-specific options away from the
generic node tree structure.

For the backwards-compatibility the options are still present in the
DNA for the bNodeTree. This is to minimize the impact on the Studio
which has used the GPU compositor for a while now. They can be
removed in a future release.

There is no functional changes expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/121583
2024-05-10 18:08:33 +02:00

112 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_threads.h"
#include "BLT_translation.hh"
#include "BKE_node.hh"
#include "BKE_node_runtime.hh"
#include "BKE_scene.hh"
#include "COM_ExecutionSystem.h"
#include "COM_WorkScheduler.h"
#include "COM_compositor.hh"
#include "RE_compositor.hh"
static struct {
bool is_initialized = false;
ThreadMutex mutex;
} g_compositor;
/* Make sure node tree has previews.
* Don't create previews in advance, this is done when adding preview operations.
* Reserved preview size is determined by render output for now. */
static void compositor_init_node_previews(const RenderData *render_data, bNodeTree *node_tree)
{
/* We fit the aspect into COM_PREVIEW_SIZE x COM_PREVIEW_SIZE image to avoid
* insane preview resolution, which might even overflow preview dimensions. */
const float aspect = render_data->xsch > 0 ?
float(render_data->ysch) / float(render_data->xsch) :
1.0f;
int preview_width, preview_height;
if (aspect < 1.0f) {
preview_width = blender::compositor::COM_PREVIEW_SIZE;
preview_height = int(blender::compositor::COM_PREVIEW_SIZE * aspect);
}
else {
preview_width = int(blender::compositor::COM_PREVIEW_SIZE / aspect);
preview_height = blender::compositor::COM_PREVIEW_SIZE;
}
blender::bke::node_preview_init_tree(node_tree, preview_width, preview_height);
}
static void compositor_reset_node_tree_status(bNodeTree *node_tree)
{
node_tree->runtime->progress(node_tree->runtime->prh, 0.0);
node_tree->runtime->stats_draw(node_tree->runtime->sdh, IFACE_("Compositing"));
}
void COM_execute(Render *render,
RenderData *render_data,
Scene *scene,
bNodeTree *node_tree,
const char *view_name,
blender::realtime_compositor::RenderContext *render_context,
blender::compositor::ProfilerData &profiler_data)
{
/* Initialize mutex, TODO: this mutex init is actually not thread safe and
* should be done somewhere as part of blender startup, all the other
* initializations can be done lazily. */
if (!g_compositor.is_initialized) {
BLI_mutex_init(&g_compositor.mutex);
g_compositor.is_initialized = true;
}
BLI_mutex_lock(&g_compositor.mutex);
if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
/* During editing multiple compositor executions can be triggered.
* Make sure this is the most recent one. */
BLI_mutex_unlock(&g_compositor.mutex);
return;
}
compositor_init_node_previews(render_data, node_tree);
compositor_reset_node_tree_status(node_tree);
if (U.experimental.use_full_frame_compositor &&
scene->r.compositor_device == SCE_COMPOSITOR_DEVICE_GPU)
{
/* GPU compositor. */
RE_compositor_execute(*render, *scene, *render_data, *node_tree, view_name, render_context);
}
else {
/* CPU compositor. */
/* Initialize workscheduler. */
blender::compositor::WorkScheduler::initialize(BKE_render_num_threads(render_data));
/* Execute. */
const bool is_rendering = render_context != nullptr;
blender::compositor::ExecutionSystem system(
render_data, scene, node_tree, is_rendering, view_name, render_context, profiler_data);
system.execute();
}
BLI_mutex_unlock(&g_compositor.mutex);
}
void COM_deinitialize()
{
if (g_compositor.is_initialized) {
BLI_mutex_lock(&g_compositor.mutex);
blender::compositor::WorkScheduler::deinitialize();
g_compositor.is_initialized = false;
BLI_mutex_unlock(&g_compositor.mutex);
BLI_mutex_end(&g_compositor.mutex);
}
}