Files
test2/source/blender/compositor/COM_context.hh
Clément Foucault 626118984e Compositor: Use last_update for ID update
This replaces the deprecated DrawData mechanism by the
usage of the update timestamp `last_update`.

The compositor keeps the `last_update` value of the cached ID
and compares it with the value on the ID at the time of evaluation.

Rel #134690

Pull Request: https://projects.blender.org/blender/blender/pulls/134878
2025-03-14 10:25:32 +01:00

173 lines
7.2 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include <cstdint>
#include "BLI_math_vector_types.hh"
#include "BLI_string_ref.hh"
#include "DNA_scene_types.h"
#include "DNA_vec_types.h"
#include "GPU_shader.hh"
#include "COM_domain.hh"
#include "COM_meta_data.hh"
#include "COM_profiler.hh"
#include "COM_render_context.hh"
#include "COM_result.hh"
#include "COM_static_cache_manager.hh"
namespace blender::compositor {
/* Enumerates the possible outputs that the compositor can compute. */
enum class OutputTypes : uint8_t {
None = 0,
Composite = 1 << 0,
Viewer = 1 << 1,
FileOutput = 1 << 2,
Previews = 1 << 3,
};
ENUM_OPERATORS(OutputTypes, OutputTypes::Previews)
/* ------------------------------------------------------------------------------------------------
* Context
*
* A Context is an abstract class that is implemented by the caller of the evaluator to provide the
* necessary data and functionalities for the correct operation of the evaluator. This includes
* providing input data like render passes and the active scene, as well as references to the data
* where the output of the evaluator will be written. Finally, the class have an instance of a
* static resource manager for acquiring cached resources efficiently. */
class Context {
private:
/* A static cache manager that can be used to acquire cached resources for the compositor
* efficiently. */
StaticCacheManager cache_manager_;
public:
/* Get the compositing scene. */
virtual const Scene &get_scene() const = 0;
/* Get the node tree used for compositing. */
virtual const bNodeTree &get_node_tree() const = 0;
/* True if the compositor should use GPU acceleration. */
virtual bool use_gpu() const = 0;
/* Get the OIDN denoiser quality which should be used if the user doesn't explicitly set
* denoising quality on a node. */
virtual eCompositorDenoiseQaulity get_denoise_quality() const = 0;
/* Returns all output types that should be computed. */
virtual OutputTypes needed_outputs() const = 0;
/* Get the render settings for compositing. */
virtual const RenderData &get_render_data() const = 0;
/* Get the width and height of the render passes and of the output texture returned by the
* get_pass and get_output_texture methods respectively. */
virtual int2 get_render_size() const = 0;
/* Get the rectangular region representing the area of the input that the compositor will operate
* on. Conversely, the compositor will only update the region of the output that corresponds to
* the compositing region. In the base case, the compositing region covers the entirety of the
* render region with a lower bound of zero and an upper bound of the render size returned by the
* get_render_size method. In other cases, the compositing region might be a subset of the render
* region. Callers should check the validity of the region through is_valid_compositing_region(),
* since the region can be zero sized. */
virtual rcti get_compositing_region() const = 0;
/* Get the result where the result of the compositor should be written. */
virtual Result get_output_result() = 0;
/* Get the result where the result of the compositor viewer should be written, given the domain
* of the result to be viewed, its precision, and whether the output is a non-color data image
* that should be displayed without view transform. */
virtual Result get_viewer_output_result(Domain domain,
bool is_data,
ResultPrecision precision) = 0;
/* Get the result where the given render pass is stored. */
virtual Result get_pass(const Scene *scene, int view_layer, const char *pass_name) = 0;
/* Get the name of the view currently being rendered. */
virtual StringRef get_view_name() const = 0;
/* Get the precision of the intermediate results of the compositor. */
virtual ResultPrecision get_precision() const = 0;
/* Set an info message. This is called by the compositor evaluator to inform or warn the user
* about something, typically an error. The implementation should display the message in an
* appropriate place, which can be directly in the UI or just logged to the output stream. */
virtual void set_info_message(StringRef message) const = 0;
/* True if the compositor should treat viewers as composite outputs because it has no concept of
* or support for viewers. */
virtual bool treat_viewer_as_composite_output() const;
/* Populates the given meta data from the render stamp information of the given render pass. */
virtual void populate_meta_data_for_pass(const Scene *scene,
int view_layer_id,
const char *pass_name,
MetaData &meta_data) const;
/* Get a pointer to the render context of this context. A render context stores information about
* the current render. It might be null if the compositor is not being evaluated as part of a
* render pipeline. */
virtual RenderContext *render_context() const;
/* Get a pointer to the profiler of this context. It might be null if the compositor context does
* not support profiling. */
virtual Profiler *profiler() const;
/* Gets called after the evaluation of each compositor operation. See overrides for possible
* uses. */
virtual void evaluate_operation_post() const;
/* Returns true if the compositor evaluation is canceled and that the evaluator should stop
* executing as soon as possible. */
virtual bool is_canceled() const;
/* Resets the context's internal structures like the cache manager. This should be called before
* every evaluation. */
void reset();
/* Get the size of the compositing region. See get_compositing_region(). The output size is
* sanitized such that it is at least 1 in both dimensions. However, the developer is expected to
* gracefully handled zero sizes regions by checking the is_valid_compositing_region method. */
int2 get_compositing_region_size() const;
/* Returns true if the compositing region has a valid size, that is, has at least one pixel in
* both dimensions, returns false otherwise. */
bool is_valid_compositing_region() const;
/* Get the normalized render percentage of the active scene. */
float get_render_percentage() const;
/* Get the current frame number of the active scene. */
int get_frame_number() const;
/* Get the current time in seconds of the active scene. */
float get_time() const;
/* Get a GPU shader with the given info name and precision. */
GPUShader *get_shader(const char *info_name, ResultPrecision precision);
/* Get a GPU shader with the given info name and context's precision. */
GPUShader *get_shader(const char *info_name);
/* Create a result of the given type and precision. */
Result create_result(ResultType type, ResultPrecision precision);
/* Create a result of the given type using the context's precision. */
Result create_result(ResultType type);
/* Get a reference to the static cache manager of this context. */
StaticCacheManager &cache_manager();
};
} // namespace blender::compositor