This patch rewrites and optimizes the Double Edge Mask node to be orders of magnitude faster. For a 1k complex mask, it is 650x faster, while for a 1k simple mask, it is only 50x faster. This improvement is attributed to the use of a new Jump Flooding algorithm as well as multi-threading, matching the GPU implementation. The result of the new implementation differs in that the boundaries of the masks are now identified as the last pixels inside the mask. Pull Request: https://projects.blender.org/blender/blender/pulls/117545
32 lines
1.0 KiB
C++
32 lines
1.0 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_DoubleEdgeMaskNode.h"
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#include "COM_DoubleEdgeMaskOperation.h"
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namespace blender::compositor {
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DoubleEdgeMaskNode::DoubleEdgeMaskNode(bNode *editor_node) : Node(editor_node)
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{
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/* pass */
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}
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void DoubleEdgeMaskNode::convert_to_operations(NodeConverter &converter,
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const CompositorContext & /*context*/) const
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{
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DoubleEdgeMaskOperation *operation;
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const bNode *bnode = this->get_bnode();
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operation = new DoubleEdgeMaskOperation();
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operation->set_include_all_inner_edges(!bool(bnode->custom1));
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operation->set_include_edges_of_image(bool(bnode->custom2));
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converter.add_operation(operation);
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converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
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converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
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converter.map_output_socket(get_output_socket(0), operation->get_output_socket(0));
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}
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} // namespace blender::compositor
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