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test2/source/blender/compositor/intern/result.cc

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C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "MEM_guardedalloc.h"
#include "BLI_assert.h"
#include "BLI_math_matrix_types.hh"
#include "BLI_math_vector.h"
#include "BLI_math_vector_types.hh"
#include "GPU_shader.hh"
#include "GPU_state.hh"
#include "GPU_texture.hh"
#include "COM_context.hh"
#include "COM_domain.hh"
#include "COM_result.hh"
namespace blender::compositor {
Result::Result(Context &context) : context_(&context) {}
Result::Result(Context &context, ResultType type, ResultPrecision precision)
: context_(&context), type_(type), precision_(precision)
{
}
Result::Result(Context &context, eGPUTextureFormat format)
: context_(&context), type_(Result::type(format)), precision_(Result::precision(format))
{
}
eGPUTextureFormat Result::gpu_texture_format(ResultType type, ResultPrecision precision)
{
switch (precision) {
case ResultPrecision::Half:
switch (type) {
case ResultType::Float:
return GPU_R16F;
case ResultType::Vector:
case ResultType::Color:
return GPU_RGBA16F;
case ResultType::Float2:
return GPU_RG16F;
case ResultType::Float3:
return GPU_RGB16F;
case ResultType::Int2:
return GPU_RG16I;
}
break;
case ResultPrecision::Full:
switch (type) {
case ResultType::Float:
return GPU_R32F;
case ResultType::Vector:
case ResultType::Color:
return GPU_RGBA32F;
case ResultType::Float2:
return GPU_RG32F;
case ResultType::Float3:
return GPU_RGB32F;
case ResultType::Int2:
return GPU_RG32I;
}
break;
}
BLI_assert_unreachable();
return GPU_RGBA32F;
}
eGPUTextureFormat Result::gpu_texture_format(eGPUTextureFormat format, ResultPrecision precision)
{
switch (precision) {
case ResultPrecision::Half:
switch (format) {
/* Already half precision, return the input format. */
case GPU_R16F:
case GPU_RG16F:
case GPU_RGB16F:
case GPU_RGBA16F:
case GPU_RG16I:
return format;
case GPU_R32F:
return GPU_R16F;
case GPU_RG32F:
return GPU_RG16F;
case GPU_RGB32F:
return GPU_RGB16F;
case GPU_RGBA32F:
return GPU_RGBA16F;
case GPU_RG32I:
return GPU_RG16I;
default:
break;
}
break;
case ResultPrecision::Full:
switch (format) {
/* Already full precision, return the input format. */
case GPU_R32F:
case GPU_RG32F:
case GPU_RGB32F:
case GPU_RGBA32F:
case GPU_RG32I:
return format;
case GPU_R16F:
return GPU_R32F;
case GPU_RG16F:
return GPU_RG32F;
case GPU_RGB16F:
return GPU_RGB32F;
case GPU_RGBA16F:
return GPU_RGBA32F;
case GPU_RG16I:
return GPU_RG32I;
default:
break;
}
break;
}
BLI_assert_unreachable();
return format;
}
ResultPrecision Result::precision(eGPUTextureFormat format)
{
switch (format) {
case GPU_R16F:
case GPU_RG16F:
case GPU_RGB16F:
case GPU_RGBA16F:
case GPU_RG16I:
return ResultPrecision::Half;
case GPU_R32F:
case GPU_RG32F:
case GPU_RGB32F:
case GPU_RGBA32F:
case GPU_RG32I:
return ResultPrecision::Full;
default:
break;
}
BLI_assert_unreachable();
return ResultPrecision::Full;
}
ResultType Result::type(eGPUTextureFormat format)
{
switch (format) {
case GPU_R16F:
case GPU_R32F:
return ResultType::Float;
case GPU_RG16F:
case GPU_RG32F:
return ResultType::Float2;
case GPU_RGB16F:
case GPU_RGB32F:
return ResultType::Float3;
case GPU_RGBA16F:
case GPU_RGBA32F:
return ResultType::Color;
case GPU_RG16I:
case GPU_RG32I:
return ResultType::Int2;
default:
break;
}
BLI_assert_unreachable();
return ResultType::Color;
}
ResultType Result::float_type(const int channels_count)
{
switch (channels_count) {
case 1:
return ResultType::Float;
case 2:
return ResultType::Float2;
case 3:
return ResultType::Float3;
case 4:
return ResultType::Color;
default:
break;
}
BLI_assert_unreachable();
return ResultType::Color;
}
Result::operator GPUTexture *() const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
return gpu_texture_;
}
eGPUTextureFormat Result::get_gpu_texture_format() const
{
return Result::gpu_texture_format(type_, precision_);
}
void Result::allocate_texture(Domain domain, bool from_pool)
{
/* The result is not actually needed, so allocate a dummy single value texture instead. See the
* method description for more information. */
if (!should_compute()) {
allocate_single_value();
increment_reference_count();
return;
}
is_single_value_ = false;
this->allocate_data(domain.size, from_pool);
domain_ = domain;
}
void Result::allocate_single_value()
{
/* Single values are stored in 1x1 textures as well as the single value members. Further, they
* are always allocated from the pool. */
is_single_value_ = true;
this->allocate_data(int2(1), true);
domain_ = Domain::identity();
}
void Result::allocate_invalid()
{
allocate_single_value();
switch (type_) {
case ResultType::Float:
set_float_value(0.0f);
break;
case ResultType::Vector:
set_vector_value(float4(0.0f));
break;
case ResultType::Color:
set_color_value(float4(0.0f));
break;
case ResultType::Float2:
set_float2_value(float2(0.0f));
break;
case ResultType::Float3:
set_float3_value(float3(0.0f));
break;
case ResultType::Int2:
set_int2_value(int2(0));
break;
}
}
void Result::bind_as_texture(GPUShader *shader, const char *texture_name) const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
/* Make sure any prior writes to the texture are reflected before reading from it. */
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
const int texture_image_unit = GPU_shader_get_sampler_binding(shader, texture_name);
GPU_texture_bind(gpu_texture_, texture_image_unit);
}
void Result::bind_as_image(GPUShader *shader, const char *image_name, bool read) const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
/* Make sure any prior writes to the texture are reflected before reading from it. */
if (read) {
GPU_memory_barrier(GPU_BARRIER_SHADER_IMAGE_ACCESS);
}
const int image_unit = GPU_shader_get_sampler_binding(shader, image_name);
GPU_texture_image_bind(gpu_texture_, image_unit);
}
void Result::unbind_as_texture() const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
GPU_texture_unbind(gpu_texture_);
}
void Result::unbind_as_image() const
{
BLI_assert(storage_type_ == ResultStorageType::GPU);
GPU_texture_image_unbind(gpu_texture_);
}
void Result::pass_through(Result &target)
{
/* Increment the reference count of the master by the original reference count of the target. */
increment_reference_count(target.reference_count());
/* Make the target an exact copy of this result, but keep the initial reference count, as this is
* a property of the original result and is needed for correctly resetting the result before the
* next evaluation. */
const int initial_reference_count = target.initial_reference_count_;
target = *this;
target.initial_reference_count_ = initial_reference_count;
target.master_ = this;
}
void Result::steal_data(Result &source)
{
BLI_assert(type_ == source.type_);
BLI_assert(precision_ == source.precision_);
BLI_assert(!this->is_allocated() && source.is_allocated());
BLI_assert(master_ == nullptr && source.master_ == nullptr);
/* Overwrite everything except reference counts. */
const int reference_count = reference_count_;
const int initial_reference_count = initial_reference_count_;
*this = source;
reference_count_ = reference_count;
initial_reference_count_ = initial_reference_count;
source.reset();
}
void Result::wrap_external(GPUTexture *texture)
{
BLI_assert(GPU_texture_format(texture) == this->get_gpu_texture_format());
BLI_assert(!this->is_allocated());
BLI_assert(!master_);
gpu_texture_ = texture;
storage_type_ = ResultStorageType::GPU;
is_external_ = true;
is_single_value_ = false;
domain_ = Domain(int2(GPU_texture_width(texture), GPU_texture_height(texture)));
}
void Result::wrap_external(float *texture, int2 size)
{
BLI_assert(!this->is_allocated());
BLI_assert(!master_);
float_texture_ = texture;
storage_type_ = ResultStorageType::FloatCPU;
is_external_ = true;
domain_ = Domain(size);
}
void Result::wrap_external(int *texture, int2 size)
{
BLI_assert(!this->is_allocated());
BLI_assert(!master_);
integer_texture_ = texture;
storage_type_ = ResultStorageType::IntegerCPU;
is_external_ = true;
domain_ = Domain(size);
}
void Result::wrap_external(const Result &result)
{
BLI_assert(type_ == result.type());
BLI_assert(precision_ == result.precision());
BLI_assert(!this->is_allocated());
BLI_assert(!master_);
/* Steal the data of the given result and mark it as wrapping external data, but create a
* temporary copy of the result first, since steal_data will reset it. */
Result result_copy = result;
this->steal_data(result_copy);
is_external_ = true;
}
void Result::set_transformation(const float3x3 &transformation)
{
domain_.transformation = transformation;
}
void Result::transform(const float3x3 &transformation)
{
domain_.transform(transformation);
}
RealizationOptions &Result::get_realization_options()
{
return domain_.realization_options;
}
void Result::set_float_value(float value)
{
BLI_assert(type_ == ResultType::Float);
BLI_assert(is_single_value_);
BLI_assert(this->is_allocated());
float_value_ = value;
switch (storage_type_) {
case ResultStorageType::GPU:
GPU_texture_update(gpu_texture_, GPU_DATA_FLOAT, &value);
break;
case ResultStorageType::FloatCPU:
*float_texture_ = value;
break;
case ResultStorageType::IntegerCPU:
BLI_assert_unreachable();
break;
}
}
void Result::set_vector_value(const float4 &value)
{
BLI_assert(type_ == ResultType::Vector);
BLI_assert(is_single_value_);
BLI_assert(this->is_allocated());
vector_value_ = value;
switch (storage_type_) {
case ResultStorageType::GPU:
GPU_texture_update(gpu_texture_, GPU_DATA_FLOAT, value);
break;
case ResultStorageType::FloatCPU:
copy_v4_v4(float_texture_, value);
break;
case ResultStorageType::IntegerCPU:
BLI_assert_unreachable();
break;
}
}
void Result::set_color_value(const float4 &value)
{
BLI_assert(type_ == ResultType::Color);
BLI_assert(is_single_value_);
BLI_assert(this->is_allocated());
color_value_ = value;
switch (storage_type_) {
case ResultStorageType::GPU:
GPU_texture_update(gpu_texture_, GPU_DATA_FLOAT, value);
break;
case ResultStorageType::FloatCPU:
copy_v4_v4(float_texture_, value);
break;
case ResultStorageType::IntegerCPU:
BLI_assert_unreachable();
break;
}
}
void Result::set_float2_value(const float2 &value)
{
BLI_assert(type_ == ResultType::Float2);
BLI_assert(is_single_value_);
BLI_assert(this->is_allocated());
float2_value_ = value;
switch (storage_type_) {
case ResultStorageType::GPU:
GPU_texture_update(gpu_texture_, GPU_DATA_FLOAT, value);
break;
case ResultStorageType::FloatCPU:
copy_v2_v2(float_texture_, value);
break;
case ResultStorageType::IntegerCPU:
BLI_assert_unreachable();
break;
}
}
void Result::set_float3_value(const float3 &value)
{
BLI_assert(type_ == ResultType::Float3);
BLI_assert(is_single_value_);
BLI_assert(this->is_allocated());
float3_value_ = value;
switch (storage_type_) {
case ResultStorageType::GPU:
GPU_texture_update(gpu_texture_, GPU_DATA_FLOAT, value);
break;
case ResultStorageType::FloatCPU:
copy_v3_v3(float_texture_, value);
break;
case ResultStorageType::IntegerCPU:
BLI_assert_unreachable();
break;
}
}
void Result::set_int2_value(const int2 &value)
{
BLI_assert(type_ == ResultType::Int2);
BLI_assert(is_single_value_);
BLI_assert(this->is_allocated());
int2_value_ = value;
switch (storage_type_) {
case ResultStorageType::GPU:
GPU_texture_update(gpu_texture_, GPU_DATA_INT, value);
break;
case ResultStorageType::FloatCPU:
BLI_assert_unreachable();
break;
case ResultStorageType::IntegerCPU:
copy_v2_v2_int(integer_texture_, value);
break;
}
}
void Result::set_initial_reference_count(int count)
{
initial_reference_count_ = count;
}
void Result::reset()
{
const int initial_reference_count = initial_reference_count_;
*this = Result(*context_, type_, precision_);
initial_reference_count_ = initial_reference_count;
reference_count_ = initial_reference_count;
}
void Result::increment_reference_count(int count)
{
/* If there is a master result, increment its reference count instead. */
if (master_) {
master_->increment_reference_count(count);
return;
}
reference_count_ += count;
}
void Result::release(const int count)
{
BLI_assert(count > 0);
/* If there is a master result, release it instead. */
if (master_) {
master_->release(count);
return;
}
/* Decrement the reference count, and if it is not yet zero, return and do not free. */
reference_count_ -= count;
BLI_assert(reference_count_ >= 0);
if (reference_count_ != 0) {
return;
}
this->free();
}
void Result::free()
{
/* If there is a master result, free it instead. */
if (master_) {
master_->free();
return;
}
if (is_external_) {
return;
}
if (!this->is_allocated()) {
return;
}
switch (storage_type_) {
case ResultStorageType::GPU:
if (is_from_pool_) {
context_->texture_pool().release(gpu_texture_);
}
else {
GPU_texture_free(gpu_texture_);
}
gpu_texture_ = nullptr;
break;
case ResultStorageType::FloatCPU:
MEM_freeN(float_texture_);
float_texture_ = nullptr;
break;
case ResultStorageType::IntegerCPU:
MEM_freeN(integer_texture_);
integer_texture_ = nullptr;
break;
}
}
bool Result::should_compute()
{
return initial_reference_count_ != 0;
}
ResultType Result::type() const
{
return type_;
}
ResultPrecision Result::precision() const
{
return precision_;
}
void Result::set_type(ResultType type)
{
/* Changing the type can only be done if it wasn't allocated yet. */
BLI_assert(!this->is_allocated());
type_ = type;
}
void Result::set_precision(ResultPrecision precision)
{
/* Changing the precision can only be done if it wasn't allocated yet. */
BLI_assert(!this->is_allocated());
precision_ = precision;
}
bool Result::is_single_value() const
{
return is_single_value_;
}
bool Result::is_allocated() const
{
switch (storage_type_) {
case ResultStorageType::GPU:
return gpu_texture_ != nullptr;
case ResultStorageType::FloatCPU:
return float_texture_ != nullptr;
case ResultStorageType::IntegerCPU:
return integer_texture_ != nullptr;
}
return false;
}
int Result::reference_count() const
{
/* If there is a master result, return its reference count instead. */
if (master_) {
return master_->reference_count();
}
return reference_count_;
}
void Result::allocate_data(int2 size, bool from_pool)
{
if (context_->use_gpu()) {
is_from_pool_ = from_pool;
if (from_pool) {
gpu_texture_ = context_->texture_pool().acquire(size, this->get_gpu_texture_format());
}
else {
gpu_texture_ = GPU_texture_create_2d(__func__,
size.x,
size.y,
1,
this->get_gpu_texture_format(),
GPU_TEXTURE_USAGE_GENERAL,
nullptr);
}
}
else {
switch (type_) {
case ResultType::Float:
case ResultType::Vector:
case ResultType::Color:
case ResultType::Float2:
case ResultType::Float3:
float_texture_ = static_cast<float *>(MEM_malloc_arrayN(
int64_t(size.x) * int64_t(size.y), this->channels_count() * sizeof(float), __func__));
storage_type_ = ResultStorageType::FloatCPU;
break;
case ResultType::Int2:
integer_texture_ = static_cast<int *>(MEM_malloc_arrayN(
int64_t(size.x) * int64_t(size.y), this->channels_count() * sizeof(int), __func__));
storage_type_ = ResultStorageType::IntegerCPU;
break;
}
}
}
} // namespace blender::compositor