There is a special case in the compositor code where viewer nodes are treated as composite nodes. This patch renames relevant methods and updates comments to clarify this use case. Pull Request: https://projects.blender.org/blender/blender/pulls/133811
128 lines
2.9 KiB
C++
128 lines
2.9 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_math_vector.hh"
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#include "BLI_rect.h"
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#include "DNA_node_types.h"
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#include "DNA_vec_types.h"
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#include "GPU_shader.hh"
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#include "BKE_node_runtime.hh"
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#include "COM_context.hh"
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#include "COM_profiler.hh"
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#include "COM_render_context.hh"
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#include "COM_static_cache_manager.hh"
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#include "COM_texture_pool.hh"
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namespace blender::compositor {
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Context::Context(TexturePool &texture_pool) : texture_pool_(texture_pool) {}
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bool Context::treat_viewer_as_composite_output() const
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{
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return false;
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}
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void Context::populate_meta_data_for_pass(const Scene * /*scene*/,
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int /*view_layer_id*/,
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const char * /*pass_name*/,
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MetaData & /*meta_data*/) const
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{
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}
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RenderContext *Context::render_context() const
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{
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return nullptr;
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}
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Profiler *Context::profiler() const
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{
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return nullptr;
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}
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void Context::evaluate_operation_post() const {}
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bool Context::is_canceled() const
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{
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if (!this->get_node_tree().runtime->test_break) {
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return false;
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}
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return this->get_node_tree().runtime->test_break(get_node_tree().runtime->tbh);
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}
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void Context::reset()
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{
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texture_pool_.reset();
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cache_manager_.reset();
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}
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int2 Context::get_compositing_region_size() const
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{
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const rcti compositing_region = get_compositing_region();
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const int x = BLI_rcti_size_x(&compositing_region);
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const int y = BLI_rcti_size_y(&compositing_region);
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return math::max(int2(1), int2(x, y));
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}
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bool Context::is_valid_compositing_region() const
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{
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const rcti compositing_region = get_compositing_region();
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const int x = BLI_rcti_size_x(&compositing_region);
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const int y = BLI_rcti_size_y(&compositing_region);
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return x != 0 && y != 0;
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}
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float Context::get_render_percentage() const
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{
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return get_render_data().size / 100.0f;
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}
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int Context::get_frame_number() const
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{
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return get_render_data().cfra;
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}
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float Context::get_time() const
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{
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const float frame_number = float(get_frame_number());
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const float frame_rate = float(get_render_data().frs_sec) /
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float(get_render_data().frs_sec_base);
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return frame_number / frame_rate;
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}
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GPUShader *Context::get_shader(const char *info_name, ResultPrecision precision)
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{
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return cache_manager().cached_shaders.get(info_name, precision);
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}
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GPUShader *Context::get_shader(const char *info_name)
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{
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return get_shader(info_name, get_precision());
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}
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Result Context::create_result(ResultType type, ResultPrecision precision)
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{
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return Result(*this, type, precision);
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}
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Result Context::create_result(ResultType type)
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{
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return create_result(type, get_precision());
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}
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TexturePool &Context::texture_pool()
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{
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return texture_pool_;
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}
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StaticCacheManager &Context::cache_manager()
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{
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return cache_manager_;
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}
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} // namespace blender::compositor
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