Argument names can't be the same as a push constant name, so rename the push constant. Pull Request: https://projects.blender.org/blender/blender/pulls/133531
383 lines
13 KiB
C++
383 lines
13 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_types.hh"
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#include "BLI_utildefines.h"
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#include "GPU_shader.hh"
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#include "COM_context.hh"
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#include "COM_conversion_operation.hh"
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#include "COM_input_descriptor.hh"
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#include "COM_result.hh"
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#include "COM_utilities.hh"
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#include "COM_utilities_type_conversion.hh"
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namespace blender::compositor {
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ConversionOperation::ConversionOperation(Context &context,
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const ResultType input_type,
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const ResultType expected_type)
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: SimpleOperation(context)
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{
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this->declare_input_descriptor(InputDescriptor{input_type});
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this->populate_result(context.create_result(expected_type));
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}
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void ConversionOperation::execute()
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{
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Result &result = this->get_result();
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const Result &input = this->get_input();
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if (input.is_single_value()) {
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result.allocate_single_value();
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this->execute_single(input, result);
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return;
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}
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result.allocate_texture(input.domain());
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if (this->context().use_gpu()) {
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GPUShader *shader = this->context().get_shader(this->get_conversion_shader_name());
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GPU_shader_bind(shader);
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if (this->get_input().type() == ResultType::Color &&
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ELEM(this->get_result().type(), ResultType::Float, ResultType::Int))
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{
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float luminance_coefficients[3];
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IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
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GPU_shader_uniform_3fv(shader, "luminance_coefficients_u", luminance_coefficients);
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}
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input.bind_as_texture(shader, "input_tx");
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result.bind_as_image(shader, "output_img");
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compute_dispatch_threads_at_least(shader, input.domain().size);
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input.unbind_as_texture();
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result.unbind_as_image();
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GPU_shader_unbind();
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}
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else {
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this->execute_cpu(input, result);
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}
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}
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SimpleOperation *ConversionOperation::construct_if_needed(Context &context,
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const Result &input_result,
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const InputDescriptor &input_descriptor)
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{
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const ResultType result_type = input_result.type();
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const ResultType expected_type = input_descriptor.type;
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if (result_type != expected_type) {
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return new ConversionOperation(context, result_type, expected_type);
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}
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return nullptr;
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}
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const char *ConversionOperation::get_conversion_shader_name()
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{
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switch (this->get_input().type()) {
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case ResultType::Float:
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switch (this->get_result().type()) {
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case ResultType::Int:
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return "compositor_convert_float_to_int";
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case ResultType::Vector:
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return "compositor_convert_float_to_vector";
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case ResultType::Color:
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return "compositor_convert_float_to_color";
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case ResultType::Float:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Int:
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switch (this->get_result().type()) {
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case ResultType::Float:
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return "compositor_convert_int_to_float";
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case ResultType::Vector:
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return "compositor_convert_int_to_vector";
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case ResultType::Color:
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return "compositor_convert_int_to_color";
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case ResultType::Int:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Vector:
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switch (this->get_result().type()) {
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case ResultType::Float:
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return "compositor_convert_vector_to_float";
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case ResultType::Int:
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return "compositor_convert_vector_to_int";
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case ResultType::Color:
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return "compositor_convert_vector_to_color";
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case ResultType::Vector:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Color:
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switch (this->get_result().type()) {
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case ResultType::Float:
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return "compositor_convert_color_to_float";
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case ResultType::Int:
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return "compositor_convert_color_to_int";
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case ResultType::Vector:
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return "compositor_convert_color_to_vector";
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case ResultType::Color:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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BLI_assert_unreachable();
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return nullptr;
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}
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void ConversionOperation::execute_single(const Result &input, Result &output)
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{
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switch (this->get_input().type()) {
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case ResultType::Float:
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switch (this->get_result().type()) {
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case ResultType::Int:
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output.set_single_value(float_to_int(input.get_single_value<float>()));
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return;
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case ResultType::Vector:
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output.set_single_value(float_to_vector(input.get_single_value<float>()));
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return;
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case ResultType::Color:
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output.set_single_value(float_to_color(input.get_single_value<float>()));
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return;
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case ResultType::Float:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Int:
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switch (this->get_result().type()) {
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case ResultType::Float:
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output.set_single_value(int_to_float(input.get_single_value<int>()));
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return;
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case ResultType::Vector:
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output.set_single_value(int_to_vector(input.get_single_value<int>()));
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return;
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case ResultType::Color:
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output.set_single_value(int_to_color(input.get_single_value<int>()));
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return;
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case ResultType::Int:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Vector:
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switch (this->get_result().type()) {
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case ResultType::Float:
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output.set_single_value(vector_to_float(input.get_single_value<float4>()));
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return;
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case ResultType::Int:
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output.set_single_value(vector_to_int(input.get_single_value<float4>()));
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return;
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case ResultType::Color:
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output.set_single_value(vector_to_color(input.get_single_value<float4>()));
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return;
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case ResultType::Vector:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Color:
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switch (this->get_result().type()) {
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case ResultType::Float:
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output.set_single_value(color_to_float(input.get_single_value<float4>()));
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return;
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case ResultType::Int:
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output.set_single_value(color_to_int(input.get_single_value<float4>()));
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return;
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case ResultType::Vector:
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output.set_single_value(color_to_vector(input.get_single_value<float4>()));
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return;
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case ResultType::Color:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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BLI_assert_unreachable();
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}
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void ConversionOperation::execute_cpu(const Result &input, Result &output)
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{
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switch (this->get_input().type()) {
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case ResultType::Float:
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switch (this->get_result().type()) {
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case ResultType::Int:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, float_to_int(input.load_pixel<float>(texel)));
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});
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return;
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case ResultType::Vector:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, float_to_vector(input.load_pixel<float>(texel)));
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});
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return;
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case ResultType::Color:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, float_to_color(input.load_pixel<float>(texel)));
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});
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return;
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case ResultType::Float:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Int:
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switch (this->get_result().type()) {
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case ResultType::Float:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, int_to_float(input.load_pixel<int>(texel)));
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});
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return;
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case ResultType::Vector:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, int_to_vector(input.load_pixel<int>(texel)));
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});
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return;
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case ResultType::Color:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, int_to_color(input.load_pixel<int>(texel)));
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});
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return;
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case ResultType::Int:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Vector:
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switch (this->get_result().type()) {
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case ResultType::Float:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, vector_to_float(input.load_pixel<float4>(texel)));
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});
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return;
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case ResultType::Int:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, vector_to_int(input.load_pixel<float4>(texel)));
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});
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return;
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case ResultType::Color:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, vector_to_color(input.load_pixel<float4>(texel)));
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});
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return;
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case ResultType::Vector:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Color:
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switch (this->get_result().type()) {
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case ResultType::Float:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, color_to_float(input.load_pixel<float4>(texel)));
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});
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return;
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case ResultType::Int:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, color_to_int(input.load_pixel<float4>(texel)));
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});
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return;
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case ResultType::Vector:
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parallel_for(input.domain().size, [&](const int2 texel) {
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output.store_pixel(texel, color_to_vector(input.load_pixel<float4>(texel)));
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});
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return;
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case ResultType::Color:
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/* Same type, no conversion needed. */
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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break;
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case ResultType::Float2:
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case ResultType::Float3:
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case ResultType::Int2:
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/* Types are not user facing, so we needn't implement them. */
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break;
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}
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BLI_assert_unreachable();
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}
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} // namespace blender::compositor
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