Files
test2/source/blender/compositor/nodes/COM_ZCombineNode.cc
Omar Emara fa3e47523e Compositor: Port GLSL SMAA to CPU compositor
This patch ports the GLSL SMAA library to the CPU compositor in order to
unify the anti-aliasing behavior between the CPU and GPU compositor.
Additionally, the SMAA texture generator was removed since it is now
unused.

Previously, we used an external C++ library for SMAA anti-aliasing,
which is itself a port of the GLSL SMAA library. However, the code
structure and results of the library were different, which made it quite
difficult to match results between CPU and GPU, hence the decision to
port the library ourselves.

The port was performed through a complete copy of the library to C++,
retaining the same function and variable names, even if they are
different from Blender's naming conversions. The necessary code changes
were done to make it work in C++, including manually doing swizzling
which changes the code structure a bit.

Even after porting the library, there were still major differences
between CPU and GPU, due to different arithmetic precision. To fix this
some of the bilinear samplers used in branches and selections were
carefully changed to use point samplers to avoid discontinuities around
branches, also resulting in a nice performance improvement. Some slight
differences still exist due to different bilinear interpolation, but
they shall be looked into later once we have a baseline implementation.

The new implementation is slower than the existing implementation, most
likely due to the liberal use of bilinear interpolation, since it is
quite cheap on GPUs and the code even does more work to use bilinear
interpolation to avoid multiple texture fetches, except this causes a
slow down on CPUs. Some of those were alleviated as mentioned in the
previous section, but we can probably look into optimizing it further.

Pull Request: https://projects.blender.org/blender/blender/pulls/119414
2024-03-25 14:21:00 +01:00

84 lines
3.5 KiB
C++

/* SPDX-FileCopyrightText: 2011 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "COM_ZCombineNode.h"
#include "COM_MathBaseOperation.h"
#include "COM_SMAAOperation.h"
#include "COM_ZCombineOperation.h"
namespace blender::compositor {
void ZCombineNode::convert_to_operations(NodeConverter &converter,
const CompositorContext & /*context*/) const
{
if (this->get_bnode()->custom2) {
ZCombineOperation *operation = nullptr;
if (this->get_bnode()->custom1) {
operation = new ZCombineAlphaOperation();
}
else {
operation = new ZCombineOperation();
}
converter.add_operation(operation);
converter.map_input_socket(get_input_socket(0), operation->get_input_socket(0));
converter.map_input_socket(get_input_socket(1), operation->get_input_socket(1));
converter.map_input_socket(get_input_socket(2), operation->get_input_socket(2));
converter.map_input_socket(get_input_socket(3), operation->get_input_socket(3));
converter.map_output_socket(get_output_socket(0), operation->get_output_socket());
MathMinimumOperation *zoperation = new MathMinimumOperation();
converter.add_operation(zoperation);
converter.map_input_socket(get_input_socket(1), zoperation->get_input_socket(0));
converter.map_input_socket(get_input_socket(3), zoperation->get_input_socket(1));
converter.map_output_socket(get_output_socket(1), zoperation->get_output_socket());
}
else {
/* XXX custom1 is "use_alpha", what on earth is this supposed to do here?!? */
/* not full anti alias, use masking for Z combine. be aware it uses anti aliasing. */
/* Step 1 create mask. */
NodeOperation *maskoperation;
if (this->get_bnode()->custom1) {
maskoperation = new MathGreaterThanOperation();
}
else {
maskoperation = new MathLessThanOperation();
}
converter.add_operation(maskoperation);
converter.map_input_socket(get_input_socket(1), maskoperation->get_input_socket(0));
converter.map_input_socket(get_input_socket(3), maskoperation->get_input_socket(1));
/* Step 2 anti alias mask bit of an expensive operation, but does the trick. */
SMAAOperation *smaa_operation = new SMAAOperation();
converter.add_operation(smaa_operation);
converter.add_link(maskoperation->get_output_socket(), smaa_operation->get_input_socket(0));
/* use mask to blend between the input colors. */
ZCombineMaskOperation *zcombineoperation = this->get_bnode()->custom1 ?
new ZCombineMaskAlphaOperation() :
new ZCombineMaskOperation();
converter.add_operation(zcombineoperation);
converter.add_link(smaa_operation->get_output_socket(),
zcombineoperation->get_input_socket(0));
converter.map_input_socket(get_input_socket(0), zcombineoperation->get_input_socket(1));
converter.map_input_socket(get_input_socket(2), zcombineoperation->get_input_socket(2));
converter.map_output_socket(get_output_socket(0), zcombineoperation->get_output_socket());
MathMinimumOperation *zoperation = new MathMinimumOperation();
converter.add_operation(zoperation);
converter.map_input_socket(get_input_socket(1), zoperation->get_input_socket(0));
converter.map_input_socket(get_input_socket(3), zoperation->get_input_socket(1));
converter.map_output_socket(get_output_socket(1), zoperation->get_output_socket());
}
}
} // namespace blender::compositor