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authorOmar Emara <mail@OmarEmara.dev>2022-08-10 10:14:22 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-08-10 10:14:22 +0300
commit624b0ac656e4876c8518adb479be94e581c46bb8 (patch)
treecd5cd314498cab0ca367d33ce41f768de1af378e /source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc
parent169216684a7dd9fff065bad2c0bad60578f9412f (diff)
Realtime Compositor: Add evaluator and engine
This patch adds the core realtime compositor evaluator as well as a compositor draw engine powered by the evaluator that operates in the viewport. The realtime compositor is a new GPU accelerated compositor that will be used to power the viewport compositor imminently as well as the existing compositor in the future. This patch only adds the evaluator and engine as an experimental feature, the implementation of the nodes themselves will be committed separately. See T99210. Differential Revision: https://developer.blender.org/D15206 Reviewed By: Clement Foucault
Diffstat (limited to 'source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc')
-rw-r--r--source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc130
1 files changed, 130 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc b/source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc
new file mode 100644
index 00000000000..47993060a74
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc
@@ -0,0 +1,130 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+#include "BLI_utildefines.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_context.hh"
+#include "COM_domain.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_realize_on_domain_operation.hh"
+#include "COM_result.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+RealizeOnDomainOperation::RealizeOnDomainOperation(Context &context,
+ Domain domain,
+ ResultType type)
+ : SimpleOperation(context), domain_(domain)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = type;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(type, texture_pool()));
+}
+
+void RealizeOnDomainOperation::execute()
+{
+ Result &input = get_input();
+ Result &result = get_result();
+
+ result.allocate_texture(domain_);
+
+ GPUShader *shader = get_realization_shader();
+ GPU_shader_bind(shader);
+
+ /* Transform the input space into the domain space. */
+ const float3x3 local_transformation = input.domain().transformation *
+ domain_.transformation.inverted();
+
+ /* Set the origin of the transformation to be the center of the domain. */
+ const float3x3 transformation = float3x3::from_origin_transformation(
+ local_transformation, float2(domain_.size) / 2.0f);
+
+ /* Invert the transformation because the shader transforms the domain coordinates instead of the
+ * input image itself and thus expect the inverse. */
+ const float3x3 inverse_transformation = transformation.inverted();
+
+ GPU_shader_uniform_mat3_as_mat4(shader, "inverse_transformation", inverse_transformation.ptr());
+
+ /* The texture sampler should use bilinear interpolation for both the bilinear and bicubic
+ * cases, as the logic used by the bicubic realization shader expects textures to use bilinear
+ * interpolation. */
+ const bool use_bilinear = ELEM(input.get_realization_options().interpolation,
+ Interpolation::Bilinear,
+ Interpolation::Bicubic);
+ GPU_texture_filter_mode(input.texture(), use_bilinear);
+
+ /* Make out-of-bound texture access return zero by clamping to border color. And make texture
+ * wrap appropriately if the input repeats. */
+ const bool repeats = input.get_realization_options().repeat_x ||
+ input.get_realization_options().repeat_y;
+ GPU_texture_wrap_mode(input.texture(), repeats, false);
+
+ input.bind_as_texture(shader, "input_tx");
+ result.bind_as_image(shader, "domain_img");
+
+ compute_dispatch_threads_at_least(shader, domain_.size);
+
+ input.unbind_as_texture();
+ result.unbind_as_image();
+ GPU_shader_unbind();
+}
+
+GPUShader *RealizeOnDomainOperation::get_realization_shader()
+{
+ switch (get_result().type()) {
+ case ResultType::Color:
+ return shader_manager().get("compositor_realize_on_domain_color");
+ case ResultType::Vector:
+ return shader_manager().get("compositor_realize_on_domain_vector");
+ case ResultType::Float:
+ return shader_manager().get("compositor_realize_on_domain_float");
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+Domain RealizeOnDomainOperation::compute_domain()
+{
+ return domain_;
+}
+
+SimpleOperation *RealizeOnDomainOperation::construct_if_needed(
+ Context &context,
+ const Result &input_result,
+ const InputDescriptor &input_descriptor,
+ const Domain &operation_domain)
+{
+ /* This input wants to skip realization, the operation is not needed. */
+ if (input_descriptor.skip_realization) {
+ return nullptr;
+ }
+
+ /* The input expects a single value and if no single value is provided, it will be ignored and a
+ * default value will be used, so no need to realize it and the operation is not needed. */
+ if (input_descriptor.expects_single_value) {
+ return nullptr;
+ }
+
+ /* Input result is a single value and does not need realization, the operation is not needed. */
+ if (input_result.is_single_value()) {
+ return nullptr;
+ }
+
+ /* The input have an identical domain to the operation domain, so no need to realize it and the
+ * operation is not needed. */
+ if (input_result.domain() == operation_domain) {
+ return nullptr;
+ }
+
+ /* Otherwise, realization is needed. */
+ return new RealizeOnDomainOperation(context, operation_domain, input_descriptor.type);
+}
+
+} // namespace blender::realtime_compositor