This patch removes the Texture node from the compositor, which was based on the legacy Internal Textures system in Blender. The main motivation for removing this node is as follows: - Procedural texturing nodes that previously existed in shading and geometry nodes are now supported in the compositor, which cover 95% of what is previously possible using and even adds new possibilities like Gabor, Bricks, and various improvements to existing texture types. - The old texture system did not support GPU evaluation, so it was always computed and cached on the CPU, which causes bad performance especially for interactive use in the viewport compositor. While the new nodes are fully GPU accelerated and do not require any caching. - The Texture node didn't support Texture nodes, so it was not fully supported and we so far had a warning about that. - The general direction in Blender is to remove the old texture system, and the compositor was one of the last main users of it. 5.0 is thus the ideal time to remove such use. - The Texture node was always and still is a source of bugs, since it relies on proper tagging for cache invalidation and updates, which is so far not perfect. It also suffers from UI/UX issues, since it needs to be adjusted from the properties panel, which can break if there are other texture nodes in the context. This is a breaking change and no versioning was attempted since: 1. It is impossible to get the same results as before due to the use of different random number generators, so any versioning would just give us the general look. 2. The Texture node supports a lot of possible configurations. For instance, each general texture can have many options for the basis type, and each basis type might have multiple options. So versioning all of that will take a lot of time, code, and effort. Pull Request: https://projects.blender.org/blender/blender/pulls/140545
372 lines
14 KiB
CMake
372 lines
14 KiB
CMake
# SPDX-FileCopyrightText: 2011-2024 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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set(INC
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.
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algorithms
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cached_resources
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derived_resources
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utilities
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../gpu/intern
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../makesrna
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../render/intern
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)
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set(INC_SYS
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)
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set(SRC
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COM_compile_state.hh
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COM_compositor.hh
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COM_context.hh
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COM_conversion_operation.hh
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COM_derived_resources.hh
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COM_domain.hh
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COM_evaluator.hh
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COM_implicit_input_operation.hh
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COM_input_descriptor.hh
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COM_input_single_value_operation.hh
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COM_meta_data.hh
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COM_multi_function_procedure_operation.hh
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COM_node_operation.hh
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COM_operation.hh
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COM_pixel_operation.hh
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COM_profiler.hh
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COM_realize_on_domain_operation.hh
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COM_render_context.hh
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COM_result.hh
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COM_scheduler.hh
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COM_shader_node.hh
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COM_shader_operation.hh
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COM_simple_operation.hh
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COM_static_cache_manager.hh
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COM_utilities.hh
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intern/COM_compositor.cc
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intern/compile_state.cc
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intern/context.cc
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intern/conversion_operation.cc
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intern/domain.cc
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intern/evaluator.cc
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intern/implicit_input_operation.cc
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intern/input_single_value_operation.cc
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intern/meta_data.cc
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intern/multi_function_procedure_operation.cc
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intern/node_operation.cc
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intern/operation.cc
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intern/pixel_operation.cc
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intern/profiler.cc
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intern/realize_on_domain_operation.cc
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intern/render_context.cc
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intern/result.cc
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intern/scheduler.cc
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intern/shader_node.cc
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intern/shader_operation.cc
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intern/simple_operation.cc
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intern/static_cache_manager.cc
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intern/utilities.cc
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algorithms/intern/compute_preview.cc
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algorithms/intern/deriche_gaussian_blur.cc
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algorithms/intern/extract_alpha.cc
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algorithms/intern/jump_flooding.cc
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algorithms/intern/morphological_blur.cc
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algorithms/intern/morphological_distance.cc
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algorithms/intern/morphological_distance_feather.cc
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algorithms/intern/pad.cc
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algorithms/intern/parallel_reduction.cc
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algorithms/intern/recursive_gaussian_blur.cc
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algorithms/intern/smaa.cc
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algorithms/intern/summed_area_table.cc
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algorithms/intern/symmetric_separable_blur.cc
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algorithms/intern/symmetric_separable_blur_variable_size.cc
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algorithms/intern/van_vliet_gaussian_blur.cc
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algorithms/COM_algorithm_compute_preview.hh
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algorithms/COM_algorithm_deriche_gaussian_blur.hh
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algorithms/COM_algorithm_extract_alpha.hh
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algorithms/COM_algorithm_jump_flooding.hh
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algorithms/COM_algorithm_morphological_blur.hh
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algorithms/COM_algorithm_morphological_distance.hh
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algorithms/COM_algorithm_morphological_distance_feather.hh
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algorithms/COM_algorithm_pad.hh
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algorithms/COM_algorithm_parallel_reduction.hh
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algorithms/COM_algorithm_recursive_gaussian_blur.hh
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algorithms/COM_algorithm_smaa.hh
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algorithms/COM_algorithm_summed_area_table.hh
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algorithms/COM_algorithm_symmetric_separable_blur.hh
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algorithms/COM_algorithm_symmetric_separable_blur_variable_size.hh
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algorithms/COM_algorithm_van_vliet_gaussian_blur.hh
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cached_resources/intern/bokeh_kernel.cc
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cached_resources/intern/cached_image.cc
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cached_resources/intern/cached_mask.cc
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cached_resources/intern/cached_shader.cc
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cached_resources/intern/deriche_gaussian_coefficients.cc
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cached_resources/intern/distortion_grid.cc
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cached_resources/intern/fog_glow_kernel.cc
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cached_resources/intern/image_coordinates.cc
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cached_resources/intern/keying_screen.cc
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cached_resources/intern/morphological_distance_feather_weights.cc
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cached_resources/intern/ocio_color_space_conversion_shader.cc
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cached_resources/intern/smaa_precomputed_textures.cc
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cached_resources/intern/symmetric_blur_weights.cc
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cached_resources/intern/symmetric_separable_blur_weights.cc
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cached_resources/intern/van_vliet_gaussian_coefficients.cc
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cached_resources/COM_bokeh_kernel.hh
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cached_resources/COM_cached_image.hh
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cached_resources/COM_cached_mask.hh
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cached_resources/COM_cached_resource.hh
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cached_resources/COM_cached_shader.hh
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cached_resources/COM_deriche_gaussian_coefficients.hh
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cached_resources/COM_distortion_grid.hh
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cached_resources/COM_fog_glow_kernel.hh
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cached_resources/COM_image_coordinates.hh
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cached_resources/COM_keying_screen.hh
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cached_resources/COM_morphological_distance_feather_weights.hh
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cached_resources/COM_ocio_color_space_conversion_shader.hh
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cached_resources/COM_smaa_precomputed_textures.hh
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cached_resources/COM_symmetric_blur_weights.hh
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cached_resources/COM_symmetric_separable_blur_weights.hh
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cached_resources/COM_van_vliet_gaussian_coefficients.hh
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derived_resources/intern/denoised_auxiliary_pass.cc
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derived_resources/COM_denoised_auxiliary_pass.hh
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utilities/intern/gpu_material.cc
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utilities/intern/oidn.cc
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utilities/COM_utilities_diagonals.hh
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utilities/COM_utilities_gpu_material.hh
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utilities/COM_utilities_oidn.hh
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)
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set(LIB
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PRIVATE bf::blenkernel
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PRIVATE bf::blentranslation
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PRIVATE bf::extern::fmtlib
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PRIVATE bf::functions
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PRIVATE bf::gpu
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PRIVATE bf::imbuf
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PRIVATE bf::nodes
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PRIVATE bf::render
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PRIVATE bf::blenlib
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PRIVATE bf::dna
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PRIVATE bf::intern::guardedalloc
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PRIVATE bf::dependencies::optional::opencolorio
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)
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set(GLSL_SRC
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shaders/compositor_alpha_crop.glsl
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shaders/compositor_bilateral_blur.glsl
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shaders/compositor_bokeh_blur.glsl
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shaders/compositor_bokeh_blur_variable_size.glsl
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shaders/compositor_bokeh_image.glsl
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shaders/compositor_box_mask.glsl
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shaders/compositor_compute_preview.glsl
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shaders/compositor_convert.glsl
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shaders/compositor_cryptomatte_image.glsl
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shaders/compositor_cryptomatte_matte.glsl
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shaders/compositor_cryptomatte_pick.glsl
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shaders/compositor_defocus_blur.glsl
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shaders/compositor_defocus_radius_from_depth.glsl
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shaders/compositor_defocus_radius_from_scale.glsl
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shaders/compositor_despeckle.glsl
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shaders/compositor_deriche_gaussian_blur.glsl
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shaders/compositor_deriche_gaussian_blur_sum.glsl
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shaders/compositor_directional_blur.glsl
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shaders/compositor_displace.glsl
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shaders/compositor_displace_anisotropic.glsl
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shaders/compositor_double_edge_mask_compute_boundary.glsl
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shaders/compositor_double_edge_mask_compute_gradient.glsl
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shaders/compositor_edge_filter.glsl
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shaders/compositor_ellipse_mask.glsl
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shaders/compositor_filter.glsl
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shaders/compositor_flip.glsl
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shaders/compositor_gamma_correct.glsl
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shaders/compositor_glare_bloom_downsample.glsl
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shaders/compositor_glare_bloom_upsample.glsl
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shaders/compositor_glare_ghost_accumulate.glsl
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shaders/compositor_glare_ghost_base.glsl
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shaders/compositor_glare_highlights.glsl
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shaders/compositor_glare_mix.glsl
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shaders/compositor_glare_simple_star_anti_diagonal_pass.glsl
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shaders/compositor_glare_simple_star_diagonal_pass.glsl
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shaders/compositor_glare_simple_star_horizontal_pass.glsl
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shaders/compositor_glare_simple_star_vertical_pass.glsl
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shaders/compositor_glare_streaks_accumulate.glsl
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shaders/compositor_glare_streaks_filter.glsl
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shaders/compositor_glare_write_glare_output.glsl
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shaders/compositor_glare_write_highlights_output.glsl
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shaders/compositor_horizontal_lens_distortion.glsl
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shaders/compositor_id_mask.glsl
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shaders/compositor_image_coordinates_normalized.glsl
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shaders/compositor_image_coordinates_pixel.glsl
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shaders/compositor_image_coordinates_uniform.glsl
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shaders/compositor_image_crop.glsl
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shaders/compositor_inpaint_compute_boundary.glsl
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shaders/compositor_inpaint_compute_region.glsl
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shaders/compositor_inpaint_fill_region.glsl
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shaders/compositor_jump_flooding.glsl
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shaders/compositor_keying_compute_image.glsl
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shaders/compositor_keying_compute_matte.glsl
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shaders/compositor_keying_extract_chroma.glsl
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shaders/compositor_keying_replace_chroma.glsl
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shaders/compositor_keying_screen.glsl
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shaders/compositor_keying_tweak_matte.glsl
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shaders/compositor_kuwahara_anisotropic.glsl
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shaders/compositor_kuwahara_anisotropic_compute_structure_tensor.glsl
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shaders/compositor_kuwahara_classic.glsl
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shaders/compositor_map_uv.glsl
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shaders/compositor_map_uv_anisotropic.glsl
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shaders/compositor_morphological_blur.glsl
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shaders/compositor_morphological_distance.glsl
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shaders/compositor_morphological_distance_feather.glsl
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shaders/compositor_morphological_distance_threshold.glsl
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shaders/compositor_morphological_step.glsl
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shaders/compositor_motion_blur.glsl
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shaders/compositor_motion_blur_max_velocity_dilate.glsl
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shaders/compositor_movie_distortion.glsl
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shaders/compositor_normalize.glsl
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shaders/compositor_pad.glsl
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shaders/compositor_parallel_reduction.glsl
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shaders/compositor_pixelate.glsl
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shaders/compositor_plane_deform_anisotropic.glsl
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shaders/compositor_plane_deform_mask.glsl
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shaders/compositor_plane_deform_motion_blur.glsl
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shaders/compositor_plane_deform_motion_blur_mask.glsl
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shaders/compositor_plane_deform.glsl
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shaders/compositor_premultiply_alpha.glsl
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shaders/compositor_radial_lens_distortion.glsl
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shaders/compositor_read_input.glsl
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shaders/compositor_realize_on_domain.glsl
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shaders/compositor_scale_variable.glsl
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shaders/compositor_smaa_blending_weight_calculation.glsl
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shaders/compositor_smaa_edge_detection.glsl
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shaders/compositor_smaa_neighborhood_blending.glsl
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shaders/compositor_split.glsl
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shaders/compositor_summed_area_table_compute_complete_blocks.glsl
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shaders/compositor_summed_area_table_compute_complete_x_prologues.glsl
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shaders/compositor_summed_area_table_compute_complete_y_prologues.glsl
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shaders/compositor_summed_area_table_compute_incomplete_prologues.glsl
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shaders/compositor_sun_beams.glsl
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shaders/compositor_symmetric_blur.glsl
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shaders/compositor_symmetric_blur_variable_size.glsl
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shaders/compositor_symmetric_separable_blur.glsl
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shaders/compositor_symmetric_separable_blur_variable_size.glsl
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shaders/compositor_tone_map_photoreceptor.glsl
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shaders/compositor_tone_map_simple.glsl
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shaders/compositor_translate_wrapped.glsl
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shaders/compositor_van_vliet_gaussian_blur.glsl
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shaders/compositor_van_vliet_gaussian_blur_sum.glsl
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shaders/compositor_write_output.glsl
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shaders/compositor_z_combine_compute_mask.glsl
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shaders/compositor_z_combine_from_mask_depth.glsl
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shaders/compositor_z_combine_from_mask_image.glsl
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shaders/compositor_z_combine_simple_depth.glsl
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shaders/compositor_z_combine_simple_image.glsl
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shaders/library/gpu_shader_compositor_alpha_over.glsl
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shaders/library/gpu_shader_compositor_bright_contrast.glsl
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shaders/library/gpu_shader_compositor_channel_matte.glsl
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shaders/library/gpu_shader_compositor_chroma_matte.glsl
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shaders/library/gpu_shader_compositor_color_balance.glsl
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shaders/library/gpu_shader_compositor_color_correction.glsl
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shaders/library/gpu_shader_compositor_color_matte.glsl
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shaders/library/gpu_shader_compositor_color_spill.glsl
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shaders/library/gpu_shader_compositor_color_to_luminance.glsl
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shaders/library/gpu_shader_compositor_difference_matte.glsl
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shaders/library/gpu_shader_compositor_distance_matte.glsl
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shaders/library/gpu_shader_compositor_exposure.glsl
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shaders/library/gpu_shader_compositor_gamma.glsl
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shaders/library/gpu_shader_compositor_hue_correct.glsl
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shaders/library/gpu_shader_compositor_hue_saturation_value.glsl
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shaders/library/gpu_shader_compositor_image_diagonals.glsl
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shaders/library/gpu_shader_compositor_invert.glsl
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shaders/library/gpu_shader_compositor_jump_flooding_lib.glsl
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shaders/library/gpu_shader_compositor_luminance_matte.glsl
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shaders/library/gpu_shader_compositor_main.glsl
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shaders/library/gpu_shader_compositor_map_value.glsl
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shaders/library/gpu_shader_compositor_motion_blur_lib.glsl
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shaders/library/gpu_shader_compositor_ocio_processor.glsl
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shaders/library/gpu_shader_compositor_posterize.glsl
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shaders/library/gpu_shader_compositor_separate_combine.glsl
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shaders/library/gpu_shader_compositor_set_alpha.glsl
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shaders/library/gpu_shader_compositor_store_output.glsl
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shaders/library/gpu_shader_compositor_summed_area_table_lib.glsl
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shaders/library/gpu_shader_compositor_texture_utilities.glsl
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shaders/library/gpu_shader_compositor_type_conversion.glsl
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)
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set(GLSL_C)
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foreach(GLSL_FILE ${GLSL_SRC})
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glsl_to_c(${GLSL_FILE} GLSL_C)
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endforeach()
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blender_add_lib(bf_compositor_shaders "${GLSL_C}" "" "" "")
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blender_set_target_unity_build(bf_compositor_shaders 10)
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list(APPEND LIB
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bf_compositor_shaders
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)
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set(GLSL_SOURCE_CONTENT "")
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set(GLSL_METADATA_CONTENT "")
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foreach(GLSL_FILE ${GLSL_SRC})
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get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
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string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
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string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\", \"${GLSL_FILE}\"\)\n")
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string(APPEND GLSL_METADATA_CONTENT "#include \"${GLSL_FILE}.hh\"\n")
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endforeach()
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set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_compositor_source_list.h")
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file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
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list(APPEND SRC ${glsl_source_list_file})
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set(glsl_metadata_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_compositor_metadata_list.hh")
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file(GENERATE OUTPUT ${glsl_metadata_list_file} CONTENT "${GLSL_METADATA_CONTENT}")
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list(APPEND SRC ${glsl_metadata_list_file})
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list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
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target_include_directories(bf_compositor_shaders PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
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if(WITH_TBB)
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if(WIN32)
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# TBB includes Windows.h which will define min/max macros
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# that will collide with the STL versions.
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add_definitions(-DNOMINMAX)
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endif()
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endif()
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if(WITH_OPENIMAGEDENOISE)
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add_definitions(-DWITH_OPENIMAGEDENOISE)
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add_definitions(-DOIDN_STATIC_LIB)
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list(APPEND INC_SYS
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${OPENIMAGEDENOISE_INCLUDE_DIRS}
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${TBB_INCLUDE_DIRS}
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)
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list(APPEND LIB
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${OPENIMAGEDENOISE_LIBRARIES}
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${TBB_LIBRARIES}
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)
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endif()
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if(WITH_FFTW3)
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list(APPEND INC_SYS
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${FFTW3_INCLUDE_DIRS}
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)
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list(APPEND LIB
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${FFTW3_LIBRARIES}
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)
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add_definitions(-DWITH_FFTW3)
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endif()
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blender_add_lib(bf_compositor "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
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if(CXX_WARN_NO_SUGGEST_OVERRIDE)
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target_compile_options(bf_compositor PRIVATE "-Wsuggest-override")
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endif()
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