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authorOmar Emara <mail@OmarEmara.dev>2022-10-11 14:40:48 +0300
committerOmar Emara <mail@OmarEmara.dev>2022-10-11 14:40:48 +0300
commit50943f5dc7f8eb753771dea76819c556ede32f2b (patch)
tree83624091d155dcf7c37c02da2a429d926770d337 /source/blender/nodes
parent0037411f55ec3da4cfad79575d5531869ae5dc38 (diff)
Realtime Compositor: Implement variable size bokeh blur
This patch implements the variable size blur option in the Bokeh Blur node. The implementation is different from the CPU one in that it also takes the Bounding Box input into account, which is ignored for some reason for the CPU. Additionally, this implementation does not do the optimization where the search radius is limited relative to the maximum value in the size texture. That's because the cost of computing the maximum is not worth it for most use cases. The reference implementation does three unexpected things that are replicated here nonetheless. First, the center bokeh weight is always ignored and assumed to be 1. Second the size of the center pixel is taken into account. Third, a unidimensional distance is used instead of a 2D euclidean one. Those need to be considered independently. Differential Revision: https://developer.blender.org/D16185 Reviewed By: Clement Foucault
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_bokehblur.cc63
1 files changed, 59 insertions, 4 deletions
diff --git a/source/blender/nodes/composite/nodes/node_composite_bokehblur.cc b/source/blender/nodes/composite/nodes/node_composite_bokehblur.cc
index 731c559dfdc..a581d87a463 100644
--- a/source/blender/nodes/composite/nodes/node_composite_bokehblur.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_bokehblur.cc
@@ -70,10 +70,20 @@ class BokehBlurOperation : public NodeOperation {
return;
}
+ if (get_input("Size").is_single_value() || !get_variable_size()) {
+ execute_constant_size();
+ }
+ else {
+ execute_variable_size();
+ }
+ }
+
+ void execute_constant_size()
+ {
GPUShader *shader = shader_manager().get("compositor_blur");
GPU_shader_bind(shader);
- GPU_shader_uniform_1i(shader, "radius", compute_blur_radius());
+ GPU_shader_uniform_1i(shader, "radius", int(compute_blur_radius()));
GPU_shader_uniform_1b(shader, "extend_bounds", get_extend_bounds());
const Result &input_image = get_input("Image");
@@ -88,7 +98,7 @@ class BokehBlurOperation : public NodeOperation {
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(compute_blur_radius() * 2);
+ domain.size += int2(int(compute_blur_radius()) * 2);
}
Result &output_image = get_result("Image");
@@ -104,7 +114,42 @@ class BokehBlurOperation : public NodeOperation {
input_mask.unbind_as_texture();
}
- int compute_blur_radius()
+ void execute_variable_size()
+ {
+ GPUShader *shader = shader_manager().get("compositor_blur_variable_size");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_1f(shader, "base_size", compute_blur_radius());
+ GPU_shader_uniform_1i(shader, "search_radius", get_max_size());
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_tx");
+
+ const Result &input_weights = get_input("Bokeh");
+ input_weights.bind_as_texture(shader, "weights_tx");
+
+ const Result &input_size = get_input("Size");
+ input_size.bind_as_texture(shader, "size_tx");
+
+ const Result &input_mask = get_input("Bounding box");
+ input_mask.bind_as_texture(shader, "mask_tx");
+
+ const Domain domain = compute_domain();
+ Result &output_image = get_result("Image");
+ 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();
+ input_weights.unbind_as_texture();
+ input_size.unbind_as_texture();
+ input_mask.unbind_as_texture();
+ }
+
+ float compute_blur_radius()
{
const int2 image_size = get_input("Image").domain().size;
const int max_size = math::max(image_size.x, image_size.y);
@@ -124,7 +169,7 @@ class BokehBlurOperation : public NodeOperation {
return true;
}
- if (compute_blur_radius() == 0) {
+ if (compute_blur_radius() == 0.0f) {
return true;
}
@@ -142,6 +187,16 @@ class BokehBlurOperation : public NodeOperation {
{
return bnode().custom1 & CMP_NODEFLAG_BLUR_EXTEND_BOUNDS;
}
+
+ bool get_variable_size()
+ {
+ return bnode().custom1 & CMP_NODEFLAG_BLUR_VARIABLE_SIZE;
+ }
+
+ int get_max_size()
+ {
+ return static_cast<int>(bnode().custom4);
+ }
};
static NodeOperation *get_compositor_operation(Context &context, DNode node)