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authorOmar Emara <mail@OmarEmara.dev>2022-11-04 17:14:22 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-11-04 17:14:22 +0300
commit85ce4882981943b5a306090f03482bd5397c503d (patch)
treeee5c20f6a58d7688a304f4958d5466a4c707c375 /source/blender/nodes/composite
parent943d574185d784c8e4c30b50e52e11f54b11ec50 (diff)
Realtime Compositor: Implement static cache manager
This patch introduces the concept of a Cached Resource that can be cached across compositor evaluations as well as used by multiple operations in the same evaluation. Additionally, this patch implements a new structure for the realtime compositor, the Static Cache Manager, that manages all the cached resources and deletes them when they are no longer needed. This improves responsiveness while adjusting compositor node trees and also conserves memory usage. Differential Revision: https://developer.blender.org/D16357 Reviewed By: Clement Foucault
Diffstat (limited to 'source/blender/nodes/composite')
-rw-r--r--source/blender/nodes/composite/CMakeLists.txt1
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_blur.cc227
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_dilate.cc187
3 files changed, 42 insertions, 373 deletions
diff --git a/source/blender/nodes/composite/CMakeLists.txt b/source/blender/nodes/composite/CMakeLists.txt
index 4255a2dde21..8bcc2a393d3 100644
--- a/source/blender/nodes/composite/CMakeLists.txt
+++ b/source/blender/nodes/composite/CMakeLists.txt
@@ -19,6 +19,7 @@ set(INC
../../windowmanager
../../compositor/realtime_compositor
../../compositor/realtime_compositor/algorithms
+ ../../compositor/realtime_compositor/cached_resources
../../../../intern/guardedalloc
# dna_type_offsets.h
diff --git a/source/blender/nodes/composite/nodes/node_composite_blur.cc b/source/blender/nodes/composite/nodes/node_composite_blur.cc
index a9372bdcfb7..63f3829ee0b 100644
--- a/source/blender/nodes/composite/nodes/node_composite_blur.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_blur.cc
@@ -5,11 +5,7 @@
* \ingroup cmpnodes
*/
-#include <cstdint>
-
-#include "BLI_array.hh"
#include "BLI_assert.h"
-#include "BLI_index_range.hh"
#include "BLI_math_base.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_math_vector.hh"
@@ -19,12 +15,13 @@
#include "UI_interface.h"
#include "UI_resources.h"
-#include "RE_pipeline.h"
-
+#include "GPU_shader.h"
#include "GPU_state.h"
#include "GPU_texture.h"
#include "COM_node_operation.hh"
+#include "COM_symmetric_blur_weights.hh"
+#include "COM_symmetric_separable_blur_weights.hh"
#include "COM_utilities.hh"
#include "node_composite_util.hh"
@@ -92,192 +89,7 @@ static void node_composit_buts_blur(uiLayout *layout, bContext * /*C*/, PointerR
using namespace blender::realtime_compositor;
-/* A helper class that computes and caches a 1D GPU texture containing the weights of the separable
- * filter of the given type and radius. The filter is assumed to be symmetric, because the filter
- * functions are all even functions. Consequently, only the positive half of the filter is computed
- * and the shader takes that into consideration. */
-class SymmetricSeparableBlurWeights {
- private:
- float radius_ = 1.0f;
- int type_ = R_FILTER_GAUSS;
- GPUTexture *texture_ = nullptr;
-
- public:
- ~SymmetricSeparableBlurWeights()
- {
- if (texture_) {
- GPU_texture_free(texture_);
- }
- }
-
- /* Check if a texture containing the weights was already computed for the given filter type and
- * radius. If such texture exists, do nothing, otherwise, free the already computed texture and
- * recompute it with the given filter type and radius. */
- void update(float radius, int type)
- {
- if (texture_ && type == type_ && radius == radius_) {
- return;
- }
-
- if (texture_) {
- GPU_texture_free(texture_);
- }
-
- /* The size of filter is double the radius plus 1, but since the filter is symmetric, we only
- * compute half of it and no doubling happens. We add 1 to make sure the filter size is always
- * odd and there is a center weight. */
- const int size = math::ceil(radius) + 1;
- Array<float> weights(size);
-
- float sum = 0.0f;
-
- /* First, compute the center weight. */
- const float center_weight = RE_filter_value(type, 0.0f);
- weights[0] = center_weight;
- sum += center_weight;
-
- /* Second, compute the other weights in the positive direction, making sure to add double the
- * weight to the sum of weights because the filter is symmetric and we only loop over half of
- * it. Skip the center weight already computed by dropping the front index. */
- const float scale = radius > 0.0f ? 1.0f / radius : 0.0f;
- for (const int i : weights.index_range().drop_front(1)) {
- const float weight = RE_filter_value(type, i * scale);
- weights[i] = weight;
- sum += weight * 2.0f;
- }
-
- /* Finally, normalize the weights. */
- for (const int i : weights.index_range()) {
- weights[i] /= sum;
- }
-
- texture_ = GPU_texture_create_1d("Weights", size, 1, GPU_R16F, weights.data());
-
- type_ = type;
- radius_ = radius;
- }
-
- void bind_as_texture(GPUShader *shader, const char *texture_name)
- {
- const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
- GPU_texture_bind(texture_, texture_image_unit);
- }
-
- void unbind_as_texture()
- {
- GPU_texture_unbind(texture_);
- }
-};
-
-/* A helper class that computes and caches a 2D GPU texture containing the weights of the filter of
- * the given type and radius. The filter is assumed to be symmetric, because the filter functions
- * are evaluated on the normalized distance to the center. Consequently, only the upper right
- * quadrant are computed and the shader takes that into consideration. */
-class SymmetricBlurWeights {
- private:
- int type_ = R_FILTER_GAUSS;
- float2 radius_ = float2(1.0f);
- GPUTexture *texture_ = nullptr;
-
- public:
- ~SymmetricBlurWeights()
- {
- if (texture_) {
- GPU_texture_free(texture_);
- }
- }
-
- /* Check if a texture containing the weights was already computed for the given filter type and
- * radius. If such texture exists, do nothing, otherwise, free the already computed texture and
- * recompute it with the given filter type and radius. */
- void update(float2 radius, int type)
- {
- if (texture_ && type == type_ && radius == radius_) {
- return;
- }
-
- if (texture_) {
- GPU_texture_free(texture_);
- }
-
- /* The full size of filter is double the radius plus 1, but since the filter is symmetric, we
- * only compute a single quadrant of it and so no doubling happens. We add 1 to make sure the
- * filter size is always odd and there is a center weight. */
- const float2 scale = math::safe_divide(float2(1.0f), radius);
- const int2 size = int2(math::ceil(radius)) + int2(1);
- Array<float> weights(size.x * size.y);
-
- float sum = 0.0f;
-
- /* First, compute the center weight. */
- const float center_weight = RE_filter_value(type, 0.0f);
- weights[0] = center_weight;
- sum += center_weight;
-
- /* Then, compute the weights along the positive x axis, making sure to add double the weight to
- * the sum of weights because the filter is symmetric and we only loop over the positive half
- * of the x axis. Skip the center weight already computed by dropping the front index. */
- for (const int x : IndexRange(size.x).drop_front(1)) {
- const float weight = RE_filter_value(type, x * scale.x);
- weights[x] = weight;
- sum += weight * 2.0f;
- }
-
- /* Then, compute the weights along the positive y axis, making sure to add double the weight to
- * the sum of weights because the filter is symmetric and we only loop over the positive half
- * of the y axis. Skip the center weight already computed by dropping the front index. */
- for (const int y : IndexRange(size.y).drop_front(1)) {
- const float weight = RE_filter_value(type, y * scale.y);
- weights[size.x * y] = weight;
- sum += weight * 2.0f;
- }
-
- /* Then, compute the other weights in the upper right quadrant, making sure to add quadruple
- * the weight to the sum of weights because the filter is symmetric and we only loop over one
- * quadrant of it. Skip the weights along the y and x axis already computed by dropping the
- * front index. */
- for (const int y : IndexRange(size.y).drop_front(1)) {
- for (const int x : IndexRange(size.x).drop_front(1)) {
- const float weight = RE_filter_value(type, math::length(float2(x, y) * scale));
- weights[size.x * y + x] = weight;
- sum += weight * 4.0f;
- }
- }
-
- /* Finally, normalize the weights. */
- for (const int y : IndexRange(size.y)) {
- for (const int x : IndexRange(size.x)) {
- weights[size.x * y + x] /= sum;
- }
- }
-
- texture_ = GPU_texture_create_2d("Weights", size.x, size.y, 1, GPU_R16F, weights.data());
-
- type_ = type;
- radius_ = radius;
- }
-
- void bind_as_texture(GPUShader *shader, const char *texture_name)
- {
- const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
- GPU_texture_bind(texture_, texture_image_unit);
- }
-
- void unbind_as_texture()
- {
- GPU_texture_unbind(texture_);
- }
-};
-
class BlurOperation : public NodeOperation {
- private:
- /* Cached symmetric blur weights. */
- SymmetricBlurWeights blur_weights_;
- /* Cached symmetric blur weights for the separable horizontal pass. */
- SymmetricSeparableBlurWeights blur_horizontal_weights_;
- /* Cached symmetric blur weights for the separable vertical pass. */
- SymmetricSeparableBlurWeights blur_vertical_weights_;
-
public:
using NodeOperation::NodeOperation;
@@ -308,13 +120,16 @@ class BlurOperation : public NodeOperation {
const Result &input_image = get_input("Image");
input_image.bind_as_texture(shader, "input_tx");
- blur_weights_.update(compute_blur_radius(), node_storage(bnode()).filtertype);
- blur_weights_.bind_as_texture(shader, "weights_tx");
+ const float2 blur_radius = compute_blur_radius();
+
+ const SymmetricBlurWeights &weights = context().cache_manager().get_symmetric_blur_weights(
+ node_storage(bnode()).filtertype, blur_radius);
+ weights.bind_as_texture(shader, "weights_tx");
Domain domain = compute_domain();
if (get_extend_bounds()) {
/* Add a radius amount of pixels in both sides of the image, hence the multiply by 2. */
- domain.size += int2(math::ceil(compute_blur_radius())) * 2;
+ domain.size += int2(math::ceil(blur_radius)) * 2;
}
Result &output_image = get_result("Image");
@@ -326,7 +141,7 @@ class BlurOperation : public NodeOperation {
GPU_shader_unbind();
output_image.unbind_as_image();
input_image.unbind_as_texture();
- blur_weights_.unbind_as_texture();
+ weights.unbind_as_texture();
}
GPUTexture *execute_separable_blur_horizontal_pass()
@@ -341,12 +156,16 @@ class BlurOperation : public NodeOperation {
const Result &input_image = get_input("Image");
input_image.bind_as_texture(shader, "input_tx");
- blur_horizontal_weights_.update(compute_blur_radius().x, node_storage(bnode()).filtertype);
- blur_horizontal_weights_.bind_as_texture(shader, "weights_tx");
+ const float2 blur_radius = compute_blur_radius();
+
+ const SymmetricSeparableBlurWeights &weights =
+ context().cache_manager().get_symmetric_separable_blur_weights(
+ node_storage(bnode()).filtertype, blur_radius.x);
+ weights.bind_as_texture(shader, "weights_tx");
Domain domain = compute_domain();
if (get_extend_bounds()) {
- domain.size.x += int(math::ceil(compute_blur_radius().x)) * 2;
+ domain.size.x += int(math::ceil(blur_radius.x)) * 2;
}
/* We allocate an output image of a transposed size, that is, with a height equivalent to the
@@ -367,7 +186,7 @@ class BlurOperation : public NodeOperation {
GPU_shader_unbind();
input_image.unbind_as_texture();
- blur_horizontal_weights_.unbind_as_texture();
+ weights.unbind_as_texture();
GPU_texture_image_unbind(horizontal_pass_result);
return horizontal_pass_result;
@@ -386,8 +205,12 @@ class BlurOperation : public NodeOperation {
const int texture_image_unit = GPU_shader_get_texture_binding(shader, "input_tx");
GPU_texture_bind(horizontal_pass_result, texture_image_unit);
- blur_vertical_weights_.update(compute_blur_radius().y, node_storage(bnode()).filtertype);
- blur_vertical_weights_.bind_as_texture(shader, "weights_tx");
+ const float2 blur_radius = compute_blur_radius();
+
+ const SymmetricSeparableBlurWeights &weights =
+ context().cache_manager().get_symmetric_separable_blur_weights(
+ node_storage(bnode()).filtertype, blur_radius.y);
+ weights.bind_as_texture(shader, "weights_tx");
Domain domain = compute_domain();
if (get_extend_bounds()) {
@@ -405,7 +228,7 @@ class BlurOperation : public NodeOperation {
GPU_shader_unbind();
output_image.unbind_as_image();
- blur_vertical_weights_.unbind_as_texture();
+ weights.unbind_as_texture();
GPU_texture_unbind(horizontal_pass_result);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_dilate.cc b/source/blender/nodes/composite/nodes/node_composite_dilate.cc
index d659c46721d..6281ef7990b 100644
--- a/source/blender/nodes/composite/nodes/node_composite_dilate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_dilate.cc
@@ -5,25 +5,20 @@
* \ingroup cmpnodes
*/
-#include <cmath>
-
-#include "BLI_array.hh"
#include "BLI_assert.h"
#include "BLI_math_base.hh"
-
-#include "DNA_scene_types.h"
+#include "BLI_math_vec_types.hh"
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
-#include "RE_pipeline.h"
-
#include "GPU_shader.h"
#include "GPU_state.h"
#include "GPU_texture.h"
+#include "COM_morphological_distance_feather_weights.hh"
#include "COM_node_operation.hh"
#include "COM_utilities.hh"
@@ -64,161 +59,7 @@ static void node_composit_buts_dilateerode(uiLayout *layout, bContext * /*C*/, P
using namespace blender::realtime_compositor;
-/* Computes a falloff that is equal to 1 at an input of zero and decrease to zero at an input of 1,
- * with the rate of decrease depending on the falloff type. */
-static float compute_distance_falloff(float x, int falloff_type)
-{
- x = 1.0f - x;
-
- switch (falloff_type) {
- case PROP_SMOOTH:
- return 3.0f * x * x - 2.0f * x * x * x;
- case PROP_SPHERE:
- return std::sqrt(2.0f * x - x * x);
- case PROP_ROOT:
- return std::sqrt(x);
- case PROP_SHARP:
- return x * x;
- case PROP_INVSQUARE:
- return x * (2.0f - x);
- case PROP_LIN:
- return x;
- default:
- BLI_assert_unreachable();
- return x;
- }
-}
-
-/* A helper class that computes and caches 1D GPU textures containing the weights of the separable
- * Gaussian filter of the given radius as well as an inverse distance falloff of the given type and
- * radius. The weights and falloffs are symmetric, because the Gaussian and falloff functions are
- * all even functions. Consequently, only the positive half of the filter is computed and the
- * shader takes that into consideration. */
-class SymmetricSeparableMorphologicalDistanceFeatherWeights {
- private:
- int radius_ = 1;
- int falloff_type_ = PROP_SMOOTH;
- GPUTexture *weights_texture_ = nullptr;
- GPUTexture *distance_falloffs_texture_ = nullptr;
-
- public:
- ~SymmetricSeparableMorphologicalDistanceFeatherWeights()
- {
- if (weights_texture_) {
- GPU_texture_free(weights_texture_);
- }
-
- if (distance_falloffs_texture_) {
- GPU_texture_free(distance_falloffs_texture_);
- }
- }
-
- /* Check if textures containing the weights and distance falloffs were already computed for the
- * given distance falloff type and radius. If such textures exists, do nothing, otherwise, free
- * the already computed textures and recompute it with the given distance falloff type and
- * radius. */
- void update(int radius, int falloff_type)
- {
- if (weights_texture_ && distance_falloffs_texture_ && falloff_type == falloff_type_ &&
- radius == radius_) {
- return;
- }
-
- radius_ = radius;
- falloff_type_ = falloff_type;
-
- compute_weights();
- compute_distance_falloffs();
- }
-
- void compute_weights()
- {
- if (weights_texture_) {
- GPU_texture_free(weights_texture_);
- }
-
- /* The size of filter is double the radius plus 1, but since the filter is symmetric, we only
- * compute half of it and no doubling happens. We add 1 to make sure the filter size is always
- * odd and there is a center weight. */
- const int size = radius_ + 1;
- Array<float> weights(size);
-
- float sum = 0.0f;
-
- /* First, compute the center weight. */
- const float center_weight = RE_filter_value(R_FILTER_GAUSS, 0.0f);
- weights[0] = center_weight;
- sum += center_weight;
-
- /* Second, compute the other weights in the positive direction, making sure to add double the
- * weight to the sum of weights because the filter is symmetric and we only loop over half of
- * it. Skip the center weight already computed by dropping the front index. */
- const float scale = radius_ > 0.0f ? 1.0f / radius_ : 0.0f;
- for (const int i : weights.index_range().drop_front(1)) {
- const float weight = RE_filter_value(R_FILTER_GAUSS, i * scale);
- weights[i] = weight;
- sum += weight * 2.0f;
- }
-
- /* Finally, normalize the weights. */
- for (const int i : weights.index_range()) {
- weights[i] /= sum;
- }
-
- weights_texture_ = GPU_texture_create_1d("Weights", size, 1, GPU_R16F, weights.data());
- }
-
- void compute_distance_falloffs()
- {
- if (distance_falloffs_texture_) {
- GPU_texture_free(distance_falloffs_texture_);
- }
-
- /* The size of the distance falloffs is double the radius plus 1, but since the falloffs are
- * symmetric, we only compute half of them and no doubling happens. We add 1 to make sure the
- * falloffs size is always odd and there is a center falloff. */
- const int size = radius_ + 1;
- Array<float> falloffs(size);
-
- /* Compute the distance falloffs in the positive direction only, because the falloffs are
- * symmetric. */
- const float scale = radius_ > 0.0f ? 1.0f / radius_ : 0.0f;
- for (const int i : falloffs.index_range()) {
- falloffs[i] = compute_distance_falloff(i * scale, falloff_type_);
- }
-
- distance_falloffs_texture_ = GPU_texture_create_1d(
- "Distance Factors", size, 1, GPU_R16F, falloffs.data());
- }
-
- void bind_weights_as_texture(GPUShader *shader, const char *texture_name)
- {
- const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
- GPU_texture_bind(weights_texture_, texture_image_unit);
- }
-
- void unbind_weights_as_texture()
- {
- GPU_texture_unbind(weights_texture_);
- }
-
- void bind_distance_falloffs_as_texture(GPUShader *shader, const char *texture_name)
- {
- const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
- GPU_texture_bind(distance_falloffs_texture_, texture_image_unit);
- }
-
- void unbind_distance_falloffs_as_texture()
- {
- GPU_texture_unbind(distance_falloffs_texture_);
- }
-};
-
class DilateErodeOperation : public NodeOperation {
- private:
- /* Cached symmetric blur weights and distance falloffs for the distance feature method. */
- SymmetricSeparableMorphologicalDistanceFeatherWeights distance_feather_weights_;
-
public:
using NodeOperation::NodeOperation;
@@ -414,9 +255,11 @@ class DilateErodeOperation : public NodeOperation {
const Result &input_image = get_input("Mask");
input_image.bind_as_texture(shader, "input_tx");
- distance_feather_weights_.update(math::abs(get_distance()), node_storage(bnode()).falloff);
- distance_feather_weights_.bind_weights_as_texture(shader, "weights_tx");
- distance_feather_weights_.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
+ const MorphologicalDistanceFeatherWeights &weights =
+ context().cache_manager().get_morphological_distance_feather_weights(
+ node_storage(bnode()).falloff, math::abs(get_distance()));
+ weights.bind_weights_as_texture(shader, "weights_tx");
+ weights.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
/* We allocate an output image of a transposed size, that is, with a height equivalent to the
* width of the input and vice versa. This is done as a performance optimization. The shader
@@ -437,8 +280,8 @@ class DilateErodeOperation : public NodeOperation {
GPU_shader_unbind();
input_image.unbind_as_texture();
- distance_feather_weights_.unbind_weights_as_texture();
- distance_feather_weights_.unbind_distance_falloffs_as_texture();
+ weights.unbind_weights_as_texture();
+ weights.unbind_distance_falloffs_as_texture();
GPU_texture_image_unbind(horizontal_pass_result);
return horizontal_pass_result;
@@ -453,9 +296,11 @@ class DilateErodeOperation : public NodeOperation {
const int texture_image_unit = GPU_shader_get_texture_binding(shader, "input_tx");
GPU_texture_bind(horizontal_pass_result, texture_image_unit);
- distance_feather_weights_.update(math::abs(get_distance()), node_storage(bnode()).falloff);
- distance_feather_weights_.bind_weights_as_texture(shader, "weights_tx");
- distance_feather_weights_.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
+ const MorphologicalDistanceFeatherWeights &weights =
+ context().cache_manager().get_morphological_distance_feather_weights(
+ node_storage(bnode()).falloff, math::abs(get_distance()));
+ weights.bind_weights_as_texture(shader, "weights_tx");
+ weights.bind_distance_falloffs_as_texture(shader, "falloffs_tx");
const Domain domain = compute_domain();
Result &output_image = get_result("Mask");
@@ -468,8 +313,8 @@ class DilateErodeOperation : public NodeOperation {
GPU_shader_unbind();
output_image.unbind_as_image();
- distance_feather_weights_.unbind_weights_as_texture();
- distance_feather_weights_.unbind_distance_falloffs_as_texture();
+ weights.unbind_weights_as_texture();
+ weights.unbind_distance_falloffs_as_texture();
GPU_texture_unbind(horizontal_pass_result);
}