Files
test2/source/blender/nodes/NOD_composite.hh
Omar Emara 0dca908191 Compositor: Add GPU per-node execution time report
This patch adds support for timing GPU compositor executions. This was
previously not possible since there was no mechanism to measure GPU
calls, which is still the case. However, since 2cf8b5c4e1, we now flush
GPU calls immediately for interactive editing, so we can now measure the
GPU evaluation on the host, which is not a very accurate method, but it
is better than having no timing information. Therefore, timing is only
implemented for interactive editing.

This is different from the CPU implementation in that it measures the
total evaluation time, including any preprocessing of the inputs like
implicit type conversion as well as things like previews.

The profiling implementation was moved to the realtime compositor since
the compositor module is optional.

Pull Request: https://projects.blender.org/blender/blender/pulls/122230
2024-05-28 08:13:46 +02:00

105 lines
4.1 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup nodes
*/
#pragma once
#include "BKE_node.hh"
namespace blender::realtime_compositor {
class RenderContext;
class Profiler;
} // namespace blender::realtime_compositor
namespace blender::bke {
struct bNodeTreeType;
} // namespace blender::bke
struct CryptomatteSession;
struct Scene;
struct RenderData;
struct Render;
struct ViewLayer;
extern blender::bke::bNodeTreeType *ntreeType_Composite;
void node_cmp_rlayers_outputs(bNodeTree *ntree, bNode *node);
void node_cmp_rlayers_register_pass(bNodeTree *ntree,
bNode *node,
Scene *scene,
ViewLayer *view_layer,
const char *name,
eNodeSocketDatatype type);
const char *node_cmp_rlayers_sock_to_pass(int sock_index);
void register_node_type_cmp_custom_group(blender::bke::bNodeType *ntype);
void ntreeCompositExecTree(Render *render,
Scene *scene,
bNodeTree *ntree,
RenderData *rd,
const char *view_name,
blender::realtime_compositor::RenderContext *render_context,
blender::realtime_compositor::Profiler *profiler);
/**
* Called from render pipeline, to tag render input and output.
* need to do all scenes, to prevent errors when you re-render 1 scene.
*/
void ntreeCompositTagRender(Scene *scene);
void ntreeCompositTagNeedExec(bNode *node);
/**
* Update the outputs of the render layer nodes.
* Since the outputs depend on the render engine, this part is a bit complex:
* - #ntreeCompositUpdateRLayers is called and loops over all render layer nodes.
* - Each render layer node calls the update function of the
* render engine that's used for its scene.
* - The render engine calls RE_engine_register_pass for each pass.
* - #RE_engine_register_pass calls #node_cmp_rlayers_register_pass.
*/
void ntreeCompositUpdateRLayers(bNodeTree *ntree);
void ntreeCompositClearTags(bNodeTree *ntree);
bNodeSocket *ntreeCompositOutputFileAddSocket(bNodeTree *ntree,
bNode *node,
const char *name,
const ImageFormatData *im_format);
int ntreeCompositOutputFileRemoveActiveSocket(bNodeTree *ntree, bNode *node);
void ntreeCompositOutputFileSetPath(bNode *node, bNodeSocket *sock, const char *name);
void ntreeCompositOutputFileSetLayer(bNode *node, bNodeSocket *sock, const char *name);
/* needed in do_versions */
void ntreeCompositOutputFileUniquePath(ListBase *list,
bNodeSocket *sock,
const char defname[],
char delim);
void ntreeCompositOutputFileUniqueLayer(ListBase *list,
bNodeSocket *sock,
const char defname[],
char delim);
void ntreeCompositColorBalanceSyncFromLGG(bNodeTree *ntree, bNode *node);
void ntreeCompositColorBalanceSyncFromCDL(bNodeTree *ntree, bNode *node);
void ntreeCompositCryptomatteSyncFromAdd(const Scene *scene, bNode *node);
void ntreeCompositCryptomatteSyncFromRemove(bNode *node);
bNodeSocket *ntreeCompositCryptomatteAddSocket(bNodeTree *ntree, bNode *node);
int ntreeCompositCryptomatteRemoveSocket(bNodeTree *ntree, bNode *node);
void ntreeCompositCryptomatteLayerPrefix(const Scene *scene,
const bNode *node,
char *r_prefix,
size_t prefix_maxncpy);
/**
* Update the runtime layer names with the crypto-matte layer names of the references render layer
* or image.
*/
void ntreeCompositCryptomatteUpdateLayerNames(const Scene *scene, bNode *node);
CryptomatteSession *ntreeCompositCryptomatteSession(const Scene *scene, bNode *node);