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authorOmar Emara <mail@OmarEmara.dev>2022-10-20 17:31:35 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-10-20 17:32:28 +0300
commit58e25f11ae9eb805dd857fae56be1d1a43710091 (patch)
tree50e7fe25fbf77f7ee16c42406d2debb1f2cd565f
parent9d710374bda41359132f929286f5eea7340441b5 (diff)
Realtime Compositor: Implement normalize node
This patch implements the normalize node for the realtime compositor. Differential Revision: https://developer.blender.org/D16279 Reviewed By: Clement Foucault
-rw-r--r--source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh22
-rw-r--r--source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc38
-rw-r--r--source/blender/gpu/CMakeLists.txt2
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_normalize.glsl10
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_normalize_info.hh12
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh24
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_normalize.cc47
7 files changed, 153 insertions, 2 deletions
diff --git a/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh b/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh
index b094782c18e..f6d479f9bbe 100644
--- a/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh
+++ b/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh
@@ -70,6 +70,17 @@ float sum_luminance_squared_difference(Context &context,
* coefficients to compute the luminance. */
float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients);
+/* Computes the maximum float of all pixels in the given float texture, limited to the given range.
+ * Values outside of the given range are ignored. If non of the pixel values are in the range, the
+ * lower bound of the range is returned. For instance, if the given range is [-10, 10] and the
+ * image contains the values {2, 5, 11}, the maximum will be 5, since 11 is outside of the range.
+ * This is particularly useful for Z Depth normalization, since Z Depth can contain near infinite
+ * values, so enforcing an upper bound is beneficial. */
+float maximum_float_in_range(Context &context,
+ GPUTexture *texture,
+ float lower_bound,
+ float upper_bound);
+
/* --------------------------------------------------------------------
* Minimum Reductions.
*/
@@ -78,4 +89,15 @@ float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_
* coefficients to compute the luminance. */
float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients);
+/* Computes the minimum float of all pixels in the given float texture, limited to the given range.
+ * Values outside of the given range are ignored. If non of the pixel values are in the range, the
+ * upper bound of the range is returned. For instance, if the given range is [-10, 10] and the
+ * image contains the values {-11, 2, 5}, the minimum will be 2, since -11 is outside of the range.
+ * This is particularly useful for Z Depth normalization, since Z Depth can contain near infinite
+ * values, so enforcing a lower bound is beneficial. */
+float minimum_float_in_range(Context &context,
+ GPUTexture *texture,
+ float lower_bound,
+ float upper_bound);
+
} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc b/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
index 139c58bc190..9672431992d 100644
--- a/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
+++ b/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
@@ -249,6 +249,25 @@ float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_
return maximum;
}
+float maximum_float_in_range(Context &context,
+ GPUTexture *texture,
+ float lower_bound,
+ float upper_bound)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_maximum_float_in_range");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "lower_bound", lower_bound);
+ GPU_shader_uniform_1f(shader, "upper_bound", upper_bound);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float maximum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return maximum;
+}
+
/* --------------------------------------------------------------------
* Minimum Reductions.
*/
@@ -268,4 +287,23 @@ float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_
return minimum;
}
+float minimum_float_in_range(Context &context,
+ GPUTexture *texture,
+ float lower_bound,
+ float upper_bound)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_minimum_float_in_range");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "lower_bound", lower_bound);
+ GPU_shader_uniform_1f(shader, "upper_bound", upper_bound);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float minimum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return minimum;
+}
+
} // namespace blender::realtime_compositor
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 56031b2722b..1ede48a3265 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -349,6 +349,7 @@ set(GLSL_SRC
shaders/compositor/compositor_morphological_distance_feather.glsl
shaders/compositor/compositor_morphological_distance_threshold.glsl
shaders/compositor/compositor_morphological_step.glsl
+ shaders/compositor/compositor_normalize.glsl
shaders/compositor/compositor_parallel_reduction.glsl
shaders/compositor/compositor_projector_lens_distortion.glsl
shaders/compositor/compositor_realize_on_domain.glsl
@@ -633,6 +634,7 @@ set(SRC_SHADER_CREATE_INFOS
shaders/compositor/infos/compositor_morphological_distance_info.hh
shaders/compositor/infos/compositor_morphological_distance_threshold_info.hh
shaders/compositor/infos/compositor_morphological_step_info.hh
+ shaders/compositor/infos/compositor_normalize_info.hh
shaders/compositor/infos/compositor_parallel_reduction_info.hh
shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
shaders/compositor/infos/compositor_realize_on_domain_info.hh
diff --git a/source/blender/gpu/shaders/compositor/compositor_normalize.glsl b/source/blender/gpu/shaders/compositor/compositor_normalize.glsl
new file mode 100644
index 00000000000..53dfeb01730
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_normalize.glsl
@@ -0,0 +1,10 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+ float value = texture_load(input_tx, texel).x;
+ float normalized_value = (value - minimum) * scale;
+ float clamped_value = clamp(normalized_value, 0.0, 1.0);
+ imageStore(output_img, texel, vec4(clamped_value));
+}
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_normalize_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_normalize_info.hh
new file mode 100644
index 00000000000..02fdc424014
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_normalize_info.hh
@@ -0,0 +1,12 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_normalize)
+ .local_group_size(16, 16)
+ .push_constant(Type::FLOAT, "minimum")
+ .push_constant(Type::FLOAT, "scale")
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_normalize.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh
index 4a71bdc80e2..e2252b14758 100644
--- a/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh
@@ -108,6 +108,18 @@ GPU_SHADER_CREATE_INFO(compositor_maximum_luminance)
.define("REDUCE(lhs, rhs)", "max(lhs, rhs)")
.do_static_compilation(true);
+GPU_SHADER_CREATE_INFO(compositor_maximum_float_in_range)
+ .additional_info("compositor_parallel_reduction_shared")
+ .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .push_constant(Type::FLOAT, "lower_bound")
+ .push_constant(Type::FLOAT, "upper_bound")
+ .define("TYPE", "float")
+ .define("IDENTITY", "vec4(lower_bound)")
+ .define("INITIALIZE(v)", "((v.x <= upper_bound) && (v.x >= lower_bound)) ? v.x : lower_bound")
+ .define("LOAD(value)", "value.x")
+ .define("REDUCE(lhs, rhs)", "((rhs > lhs) && (rhs <= upper_bound)) ? rhs : lhs")
+ .do_static_compilation(true);
+
/* --------------------------------------------------------------------
* Minimum Reductions.
*/
@@ -123,3 +135,15 @@ GPU_SHADER_CREATE_INFO(compositor_minimum_luminance)
.define("LOAD(value)", "value.x")
.define("REDUCE(lhs, rhs)", "min(lhs, rhs)")
.do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_minimum_float_in_range)
+ .additional_info("compositor_parallel_reduction_shared")
+ .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .push_constant(Type::FLOAT, "lower_bound")
+ .push_constant(Type::FLOAT, "upper_bound")
+ .define("TYPE", "float")
+ .define("IDENTITY", "vec4(upper_bound)")
+ .define("INITIALIZE(v)", "((v.x <= upper_bound) && (v.x >= lower_bound)) ? v.x : upper_bound")
+ .define("LOAD(value)", "value.x")
+ .define("REDUCE(lhs, rhs)", "((rhs < lhs) && (rhs >= lower_bound)) ? rhs : lhs")
+ .do_static_compilation(true);
diff --git a/source/blender/nodes/composite/nodes/node_composite_normalize.cc b/source/blender/nodes/composite/nodes/node_composite_normalize.cc
index 21765825468..34fd63e5805 100644
--- a/source/blender/nodes/composite/nodes/node_composite_normalize.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_normalize.cc
@@ -5,7 +5,9 @@
* \ingroup cmpnodes
*/
+#include "COM_algorithm_parallel_reduction.hh"
#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
#include "node_composite_util.hh"
@@ -15,19 +17,60 @@ namespace blender::nodes::node_composite_normalize_cc {
static void cmp_node_normalize_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Value")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Float>(N_("Value"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(0);
b.add_output<decl::Float>(N_("Value"));
}
using namespace blender::realtime_compositor;
class NormalizeOperation : public NodeOperation {
+ private:
+ /* The normalize operation is specifically designed to normalize Z Depth information. But since Z
+ * Depth can contain near infinite values, normalization is limited to [-range_, range], meaning
+ * that values outside of that range will be ignored when computing the maximum and minimum for
+ * normalization and will eventually be 0 or 1 if they are less than or larger than the range
+ * respectively. */
+ constexpr static float range_ = 10000.0f;
+
public:
using NodeOperation::NodeOperation;
void execute() override
{
- get_input("Value").pass_through(get_result("Value"));
+ Result &input_image = get_input("Value");
+ Result &output_image = get_result("Value");
+ if (input_image.is_single_value()) {
+ input_image.pass_through(output_image);
+ return;
+ }
+
+ const float maximum = maximum_float_in_range(
+ context(), input_image.texture(), -range_, range_);
+ const float minimum = minimum_float_in_range(
+ context(), input_image.texture(), -range_, range_);
+ const float scale = (maximum != minimum) ? (1.0f / (maximum - minimum)) : 0.0f;
+
+ GPUShader *shader = shader_manager().get("compositor_normalize");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "minimum", minimum);
+ GPU_shader_uniform_1f(shader, "scale", scale);
+
+ input_image.bind_as_texture(shader, "input_tx");
+
+ const Domain domain = compute_domain();
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_img");
+
+ compute_dispatch_threads_at_least(shader, domain.size);
+
+ GPU_shader_unbind();
+ output_image.unbind_as_image();
+ input_image.unbind_as_texture();
}
};