Files
test2/source/blender/compositor/intern/COM_Converter.h
Sergey Sharybin 6db8091f45 Compositor: Remove Two Pass option
There are few issues with the logic and implementation of this option:

- While the first pass is faster in the terms of a wall-clock time, it
  is often not giving usable results to artists, as the final look of
  the result is so much different from what it is expected to be.

- It is not supported by the GPU compositor.

- It is based on some static rules based on the node type, rather than
  on the apparent computational complexity.

The performance settings are planned to be moved to the RenderData, and
it is unideal to carry on such limited functionality to more places. There
are better approaches to quickly provide approximated results, which we can
look into later.

Pull Request: https://projects.blender.org/blender/blender/pulls/121558
2024-05-08 14:34:11 +02:00

51 lines
1.3 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
struct bNode;
namespace blender::compositor {
class Node;
class NodeOperation;
class NodeOperationInput;
class NodeOperationOutput;
class NodeOperationBuilder;
/**
* \brief Wraps a bNode in its Node instance.
*
* For all node-types a wrapper class is created.
*
* \note When adding a new node to blender, this method needs to be changed to return the correct
* Node instance.
*
* \see Node
*/
Node *COM_convert_bnode(bNode *b_node);
/**
* \brief This function will add a date-type conversion rule when the to-socket does not support
* the from-socket actual data type.
*/
NodeOperation *COM_convert_data_type(const NodeOperationOutput &from,
const NodeOperationInput &to);
/**
* \brief This function will add a resolution rule based on the settings of the NodeInput.
*
* \note Conversion logic is implemented in this function.
* \see InputSocketResizeMode for the possible conversions.
*/
void COM_convert_canvas(NodeOperationBuilder &builder,
NodeOperationOutput *from_socket,
NodeOperationInput *to_socket);
} // namespace blender::compositor