Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorManuel Castilla <manzanillawork@gmail.com>2021-08-23 16:30:31 +0300
committerManuel Castilla <manzanillawork@gmail.com>2021-08-23 18:08:45 +0300
commitdaa7c59e38c8fe464004b3becd6956b880c38c92 (patch)
treec579e1eb7908bc24429fad527b9ae58fda4c67d7 /source/blender/compositor/operations/COM_BokehBlurOperation.cc
parent344aca3b1bf2718904455ea6cef1ffd8bedf51a6 (diff)
Compositor: Full frame Bokeh Blur and Blur nodes
Adds full frame implementation to these nodes operations. When enabling "extend bounds" node option, tiled implementation result is slightly different because it's using `TranslateOperation` with bilinear sampling for centering. Full frame always uses nearest to don't lose image quality. It has the disadvantage of causing image jiggling on backdrop when switching size values as it's not pixel perfect. This is fixed by rounding to even. No functional changes. Part of T88150. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D12167
Diffstat (limited to 'source/blender/compositor/operations/COM_BokehBlurOperation.cc')
-rw-r--r--source/blender/compositor/operations/COM_BokehBlurOperation.cc178
1 files changed, 159 insertions, 19 deletions
diff --git a/source/blender/compositor/operations/COM_BokehBlurOperation.cc b/source/blender/compositor/operations/COM_BokehBlurOperation.cc
index 3f98732b403..f2a43b7dbca 100644
--- a/source/blender/compositor/operations/COM_BokehBlurOperation.cc
+++ b/source/blender/compositor/operations/COM_BokehBlurOperation.cc
@@ -17,6 +17,8 @@
*/
#include "COM_BokehBlurOperation.h"
+#include "COM_ConstantOperation.h"
+
#include "BLI_math.h"
#include "COM_OpenCLDevice.h"
@@ -24,6 +26,11 @@
namespace blender::compositor {
+constexpr int IMAGE_INPUT_INDEX = 0;
+constexpr int BOKEH_INPUT_INDEX = 1;
+constexpr int BOUNDING_BOX_INPUT_INDEX = 2;
+constexpr int SIZE_INPUT_INDEX = 3;
+
BokehBlurOperation::BokehBlurOperation()
{
this->addInputSocket(DataType::Color);
@@ -44,6 +51,23 @@ BokehBlurOperation::BokehBlurOperation()
this->m_extend_bounds = false;
}
+void BokehBlurOperation::init_data()
+{
+ if (execution_model_ == eExecutionModel::FullFrame) {
+ updateSize();
+ }
+
+ NodeOperation *bokeh = get_input_operation(BOKEH_INPUT_INDEX);
+ const int width = bokeh->getWidth();
+ const int height = bokeh->getHeight();
+
+ const float dimension = MIN2(width, height);
+
+ m_bokehMidX = width / 2.0f;
+ m_bokehMidY = height / 2.0f;
+ m_bokehDimension = dimension / 2.0f;
+}
+
void *BokehBlurOperation::initializeTileData(rcti * /*rect*/)
{
lockMutex();
@@ -58,18 +82,11 @@ void *BokehBlurOperation::initializeTileData(rcti * /*rect*/)
void BokehBlurOperation::initExecution()
{
initMutex();
+
this->m_inputProgram = getInputSocketReader(0);
this->m_inputBokehProgram = getInputSocketReader(1);
this->m_inputBoundingBoxReader = getInputSocketReader(2);
- int width = this->m_inputBokehProgram->getWidth();
- int height = this->m_inputBokehProgram->getHeight();
-
- float dimension = MIN2(width, height);
-
- this->m_bokehMidX = width / 2.0f;
- this->m_bokehMidY = height / 2.0f;
- this->m_bokehDimension = dimension / 2.0f;
QualityStepHelper::initExecution(COM_QH_INCREASE);
}
@@ -225,23 +242,146 @@ void BokehBlurOperation::executeOpenCL(OpenCLDevice *device,
void BokehBlurOperation::updateSize()
{
- if (!this->m_sizeavailable) {
- float result[4];
- this->getInputSocketReader(3)->readSampled(result, 0, 0, PixelSampler::Nearest);
- this->m_size = result[0];
- CLAMP(this->m_size, 0.0f, 10.0f);
- this->m_sizeavailable = true;
+ if (this->m_sizeavailable) {
+ return;
}
+
+ switch (execution_model_) {
+ case eExecutionModel::Tiled: {
+ float result[4];
+ this->getInputSocketReader(3)->readSampled(result, 0, 0, PixelSampler::Nearest);
+ this->m_size = result[0];
+ CLAMP(this->m_size, 0.0f, 10.0f);
+ break;
+ }
+ case eExecutionModel::FullFrame: {
+ NodeOperation *size_input = get_input_operation(SIZE_INPUT_INDEX);
+ if (size_input->get_flags().is_constant_operation) {
+ m_size = *static_cast<ConstantOperation *>(size_input)->get_constant_elem();
+ CLAMP(m_size, 0.0f, 10.0f);
+ } /* Else use default. */
+ break;
+ }
+ }
+ this->m_sizeavailable = true;
}
void BokehBlurOperation::determineResolution(unsigned int resolution[2],
unsigned int preferredResolution[2])
{
- NodeOperation::determineResolution(resolution, preferredResolution);
- if (this->m_extend_bounds) {
- const float max_dim = MAX2(resolution[0], resolution[1]);
- resolution[0] += 2 * this->m_size * max_dim / 100.0f;
- resolution[1] += 2 * this->m_size * max_dim / 100.0f;
+ if (!m_extend_bounds) {
+ NodeOperation::determineResolution(resolution, preferredResolution);
+ return;
+ }
+
+ switch (execution_model_) {
+ case eExecutionModel::Tiled: {
+ NodeOperation::determineResolution(resolution, preferredResolution);
+ const float max_dim = MAX2(resolution[0], resolution[1]);
+ resolution[0] += 2 * this->m_size * max_dim / 100.0f;
+ resolution[1] += 2 * this->m_size * max_dim / 100.0f;
+ break;
+ }
+ case eExecutionModel::FullFrame: {
+ set_determined_resolution_modifier([=](unsigned int res[2]) {
+ const float max_dim = MAX2(res[0], res[1]);
+ /* Rounding to even prevents image jiggling in backdrop while switching size values. */
+ float add_size = round_to_even(2 * this->m_size * max_dim / 100.0f);
+ res[0] += add_size;
+ res[1] += add_size;
+ });
+ NodeOperation::determineResolution(resolution, preferredResolution);
+ break;
+ }
+ }
+}
+
+void BokehBlurOperation::get_area_of_interest(const int input_idx,
+ const rcti &output_area,
+ rcti &r_input_area)
+{
+ switch (input_idx) {
+ case IMAGE_INPUT_INDEX: {
+ const float max_dim = MAX2(this->getWidth(), this->getHeight());
+ const float add_size = m_size * max_dim / 100.0f;
+ r_input_area.xmin = output_area.xmin - add_size;
+ r_input_area.xmax = output_area.xmax + add_size;
+ r_input_area.ymin = output_area.ymin - add_size;
+ r_input_area.ymax = output_area.ymax + add_size;
+ break;
+ }
+ case BOKEH_INPUT_INDEX: {
+ NodeOperation *bokeh_input = getInputOperation(BOKEH_INPUT_INDEX);
+ r_input_area.xmin = 0;
+ r_input_area.xmax = bokeh_input->getWidth();
+ r_input_area.ymin = 0;
+ r_input_area.ymax = bokeh_input->getHeight();
+ break;
+ }
+ case BOUNDING_BOX_INPUT_INDEX:
+ r_input_area = output_area;
+ break;
+ case SIZE_INPUT_INDEX: {
+ r_input_area = COM_SINGLE_ELEM_AREA;
+ break;
+ }
+ }
+}
+
+void BokehBlurOperation::update_memory_buffer_partial(MemoryBuffer *output,
+ const rcti &area,
+ Span<MemoryBuffer *> inputs)
+{
+ const float max_dim = MAX2(this->getWidth(), this->getHeight());
+ const int pixel_size = m_size * max_dim / 100.0f;
+ const float m = m_bokehDimension / pixel_size;
+
+ const MemoryBuffer *image_input = inputs[IMAGE_INPUT_INDEX];
+ const MemoryBuffer *bokeh_input = inputs[BOKEH_INPUT_INDEX];
+ MemoryBuffer *bounding_input = inputs[BOUNDING_BOX_INPUT_INDEX];
+ BuffersIterator<float> it = output->iterate_with({bounding_input}, area);
+ const rcti &image_rect = image_input->get_rect();
+ for (; !it.is_end(); ++it) {
+ const int x = it.x;
+ const int y = it.y;
+ const float bounding_box = *it.in(0);
+ if (bounding_box <= 0.0f) {
+ image_input->read_elem(x, y, it.out);
+ continue;
+ }
+
+ float color_accum[4] = {0};
+ float multiplier_accum[4] = {0};
+ if (pixel_size < 2) {
+ image_input->read_elem(x, y, color_accum);
+ multiplier_accum[0] = 1.0f;
+ multiplier_accum[1] = 1.0f;
+ multiplier_accum[2] = 1.0f;
+ multiplier_accum[3] = 1.0f;
+ }
+ const int miny = MAX2(y - pixel_size, image_rect.ymin);
+ const int maxy = MIN2(y + pixel_size, image_rect.ymax);
+ const int minx = MAX2(x - pixel_size, image_rect.xmin);
+ const int maxx = MIN2(x + pixel_size, image_rect.xmax);
+ const int step = getStep();
+ const int elem_stride = image_input->elem_stride * step;
+ const int row_stride = image_input->row_stride * step;
+ const float *row_color = image_input->get_elem(minx, miny);
+ for (int ny = miny; ny < maxy; ny += step, row_color += row_stride) {
+ const float *color = row_color;
+ const float v = m_bokehMidY - (ny - y) * m;
+ for (int nx = minx; nx < maxx; nx += step, color += elem_stride) {
+ const float u = m_bokehMidX - (nx - x) * m;
+ float bokeh[4];
+ bokeh_input->read_elem_checked(u, v, bokeh);
+ madd_v4_v4v4(color_accum, bokeh, color);
+ add_v4_v4(multiplier_accum, bokeh);
+ }
+ }
+ it.out[0] = color_accum[0] * (1.0f / multiplier_accum[0]);
+ it.out[1] = color_accum[1] * (1.0f / multiplier_accum[1]);
+ it.out[2] = color_accum[2] * (1.0f / multiplier_accum[2]);
+ it.out[3] = color_accum[3] * (1.0f / multiplier_accum[3]);
}
}