New ("fullframe") CPU compositor backend is being used now, and all the code
related to "tiled" CPU compositor is just never used anymore. The new backend
is faster, uses less memory, better matches GPU compositor, etc.
TL;DR: 20 thousand lines of code gone.
This commit:
- Removes various bits and pieces related to "tiled" compositor (execution
groups, one-pixel-at-a-time node processing, read/write buffer operations
related to node execution groups).
- "GPU" (OpenCL) execution device, that was only used by several nodes of
the tiled compositor.
- With that, remove CLEW external library too, since nothing within Blender
uses OpenCL directly anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/118819
64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
/* SPDX-FileCopyrightText: 2018 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "COM_CryptomatteOperation.h"
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namespace blender::compositor {
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CryptomatteOperation::CryptomatteOperation(size_t num_inputs)
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{
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inputs.resize(num_inputs);
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for (size_t i = 0; i < num_inputs; i++) {
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this->add_input_socket(DataType::Color);
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}
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this->add_output_socket(DataType::Color);
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flags_.can_be_constant = true;
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}
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void CryptomatteOperation::init_execution()
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{
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for (size_t i = 0; i < inputs.size(); i++) {
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inputs[i] = this->get_input_socket_reader(i);
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}
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}
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void CryptomatteOperation::add_object_index(float object_index)
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{
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if (object_index != 0.0f) {
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object_index_.append(object_index);
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}
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}
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void CryptomatteOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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for (BuffersIterator<float> it = output->iterate_with(inputs, area); !it.is_end(); ++it) {
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zero_v4(it.out);
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for (int i = 0; i < it.get_num_inputs(); i++) {
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const float *input = it.in(i);
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if (i == 0) {
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/* Write the front-most object as false color for picking. */
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it.out[0] = input[0];
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uint32_t m3hash;
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::memcpy(&m3hash, &input[0], sizeof(uint32_t));
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/* Since the red channel is likely to be out of display range,
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* setting green and blue gives more meaningful images. */
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it.out[1] = (float(m3hash << 8) / float(UINT32_MAX));
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it.out[2] = (float(m3hash << 16) / float(UINT32_MAX));
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}
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for (const float hash : object_index_) {
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if (input[0] == hash) {
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it.out[3] += input[1];
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}
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if (input[2] == hash) {
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it.out[3] += input[3];
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}
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}
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}
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}
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}
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} // namespace blender::compositor
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