Files
test2/source/blender/compositor/intern/context.cc
Omar Emara 75f1cbb6dd Refactor: Clarify code around scheduling composite nodes
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
2025-01-31 07:43:00 +01:00

128 lines
2.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_math_vector.hh"
#include "BLI_rect.h"
#include "DNA_node_types.h"
#include "DNA_vec_types.h"
#include "GPU_shader.hh"
#include "BKE_node_runtime.hh"
#include "COM_context.hh"
#include "COM_profiler.hh"
#include "COM_render_context.hh"
#include "COM_static_cache_manager.hh"
#include "COM_texture_pool.hh"
namespace blender::compositor {
Context::Context(TexturePool &texture_pool) : texture_pool_(texture_pool) {}
bool Context::treat_viewer_as_composite_output() const
{
return false;
}
void Context::populate_meta_data_for_pass(const Scene * /*scene*/,
int /*view_layer_id*/,
const char * /*pass_name*/,
MetaData & /*meta_data*/) const
{
}
RenderContext *Context::render_context() const
{
return nullptr;
}
Profiler *Context::profiler() const
{
return nullptr;
}
void Context::evaluate_operation_post() const {}
bool Context::is_canceled() const
{
if (!this->get_node_tree().runtime->test_break) {
return false;
}
return this->get_node_tree().runtime->test_break(get_node_tree().runtime->tbh);
}
void Context::reset()
{
texture_pool_.reset();
cache_manager_.reset();
}
int2 Context::get_compositing_region_size() const
{
const rcti compositing_region = get_compositing_region();
const int x = BLI_rcti_size_x(&compositing_region);
const int y = BLI_rcti_size_y(&compositing_region);
return math::max(int2(1), int2(x, y));
}
bool Context::is_valid_compositing_region() const
{
const rcti compositing_region = get_compositing_region();
const int x = BLI_rcti_size_x(&compositing_region);
const int y = BLI_rcti_size_y(&compositing_region);
return x != 0 && y != 0;
}
float Context::get_render_percentage() const
{
return get_render_data().size / 100.0f;
}
int Context::get_frame_number() const
{
return get_render_data().cfra;
}
float Context::get_time() const
{
const float frame_number = float(get_frame_number());
const float frame_rate = float(get_render_data().frs_sec) /
float(get_render_data().frs_sec_base);
return frame_number / frame_rate;
}
GPUShader *Context::get_shader(const char *info_name, ResultPrecision precision)
{
return cache_manager().cached_shaders.get(info_name, precision);
}
GPUShader *Context::get_shader(const char *info_name)
{
return get_shader(info_name, get_precision());
}
Result Context::create_result(ResultType type, ResultPrecision precision)
{
return Result(*this, type, precision);
}
Result Context::create_result(ResultType type)
{
return create_result(type, get_precision());
}
TexturePool &Context::texture_pool()
{
return texture_pool_;
}
StaticCacheManager &Context::cache_manager()
{
return cache_manager_;
}
} // namespace blender::compositor