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-rw-r--r--release/scripts/startup/bl_ui/space_userpref.py1
-rw-r--r--release/scripts/startup/bl_ui/space_view3d.py19
-rw-r--r--source/blender/blenkernel/BKE_node.h21
-rw-r--r--source/blender/blenkernel/intern/image_gpu.cc1
-rw-r--r--source/blender/compositor/CMakeLists.txt2
-rw-r--r--source/blender/compositor/realtime_compositor/CMakeLists.txt66
-rw-r--r--source/blender/compositor/realtime_compositor/COM_compile_state.hh169
-rw-r--r--source/blender/compositor/realtime_compositor/COM_context.hh71
-rw-r--r--source/blender/compositor/realtime_compositor/COM_conversion_operation.hh126
-rw-r--r--source/blender/compositor/realtime_compositor/COM_domain.hh167
-rw-r--r--source/blender/compositor/realtime_compositor/COM_evaluator.hh173
-rw-r--r--source/blender/compositor/realtime_compositor/COM_input_descriptor.hh34
-rw-r--r--source/blender/compositor/realtime_compositor/COM_input_single_value_operation.hh46
-rw-r--r--source/blender/compositor/realtime_compositor/COM_node_operation.hh56
-rw-r--r--source/blender/compositor/realtime_compositor/COM_operation.hh175
-rw-r--r--source/blender/compositor/realtime_compositor/COM_realize_on_domain_operation.hh49
-rw-r--r--source/blender/compositor/realtime_compositor/COM_reduce_to_single_value_operation.hh31
-rw-r--r--source/blender/compositor/realtime_compositor/COM_result.hh234
-rw-r--r--source/blender/compositor/realtime_compositor/COM_scheduler.hh21
-rw-r--r--source/blender/compositor/realtime_compositor/COM_shader_node.hh74
-rw-r--r--source/blender/compositor/realtime_compositor/COM_shader_operation.hh234
-rw-r--r--source/blender/compositor/realtime_compositor/COM_shader_pool.hh31
-rw-r--r--source/blender/compositor/realtime_compositor/COM_simple_operation.hh64
-rw-r--r--source/blender/compositor/realtime_compositor/COM_texture_pool.hh86
-rw-r--r--source/blender/compositor/realtime_compositor/COM_utilities.hh59
-rw-r--r--source/blender/compositor/realtime_compositor/intern/compile_state.cc166
-rw-r--r--source/blender/compositor/realtime_compositor/intern/context.cc36
-rw-r--r--source/blender/compositor/realtime_compositor/intern/conversion_operation.cc220
-rw-r--r--source/blender/compositor/realtime_compositor/intern/domain.cc38
-rw-r--r--source/blender/compositor/realtime_compositor/intern/evaluator.cc218
-rw-r--r--source/blender/compositor/realtime_compositor/intern/input_single_value_operation.cc58
-rw-r--r--source/blender/compositor/realtime_compositor/intern/node_operation.cc69
-rw-r--r--source/blender/compositor/realtime_compositor/intern/operation.cc203
-rw-r--r--source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc131
-rw-r--r--source/blender/compositor/realtime_compositor/intern/reduce_to_single_value_operation.cc68
-rw-r--r--source/blender/compositor/realtime_compositor/intern/result.cc258
-rw-r--r--source/blender/compositor/realtime_compositor/intern/scheduler.cc315
-rw-r--r--source/blender/compositor/realtime_compositor/intern/shader_node.cc132
-rw-r--r--source/blender/compositor/realtime_compositor/intern/shader_operation.cc345
-rw-r--r--source/blender/compositor/realtime_compositor/intern/shader_pool.cc24
-rw-r--r--source/blender/compositor/realtime_compositor/intern/simple_operation.cc54
-rw-r--r--source/blender/compositor/realtime_compositor/intern/texture_pool.cc84
-rw-r--r--source/blender/compositor/realtime_compositor/intern/utilities.cc134
-rw-r--r--source/blender/draw/CMakeLists.txt4
-rw-r--r--source/blender/draw/engines/compositor/compositor_engine.cc203
-rw-r--r--source/blender/draw/engines/compositor/compositor_engine.h13
-rw-r--r--source/blender/draw/intern/draw_manager.c34
-rw-r--r--source/blender/editors/render/render_update.cc26
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c3
-rw-r--r--source/blender/gpu/CMakeLists.txt53
-rw-r--r--source/blender/gpu/GPU_material.h34
-rw-r--r--source/blender/gpu/GPU_shader.h2
-rw-r--r--source/blender/gpu/intern/gpu_codegen.cc45
-rw-r--r--source/blender/gpu/intern/gpu_material.c66
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h10
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.c49
-rw-r--r--source/blender/gpu/intern/gpu_node_graph.h7
-rw-r--r--source/blender/gpu/intern/gpu_shader.cc23
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.cc2
-rw-r--r--source/blender/gpu/intern/gpu_shader_create_info.hh2
-rw-r--r--source/blender/gpu/intern/gpu_shader_dependency.cc53
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl119
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl75
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl27
-rw-r--r--source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl9
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_alpha_crop.glsl11
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_blur.glsl20
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_box_mask.glsl27
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_convert.glsl8
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl27
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_filter.glsl22
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_flip.glsl15
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_image_crop.glsl7
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl16
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl25
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_screen_lens_distortion.glsl151
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_split_viewer.glsl13
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_alpha_crop_info.hh13
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_blur_info.hh21
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh36
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_convert_info.hh64
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh36
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh13
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_flip_info.hh26
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_image_crop_info.hh12
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_projector_lens_distortion_info.hh11
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh25
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_screen_lens_distortion_info.hh20
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_split_viewer_info.hh23
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl51
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl38
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl52
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl42
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_balance.glsl34
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_correction.glsl87
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl27
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl13
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl6
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl10
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl26
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_exposure.glsl6
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_gamma.glsl7
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl26
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl16
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_invert.glsl13
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_load_input.glsl19
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl14
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_map_value.glsl56
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_normal.glsl9
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_posterize.glsl6
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl115
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl9
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_store_output.glsl32
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl25
-rw-r--r--source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl29
-rw-r--r--source/blender/imbuf/IMB_colormanagement.h2
-rw-r--r--source/blender/imbuf/intern/colormanagement_inline.c5
-rw-r--r--source/blender/makesdna/DNA_userdef_types.h2
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h1
-rw-r--r--source/blender/makesrna/intern/rna_space.c8
-rw-r--r--source/blender/makesrna/intern/rna_userdef.c4
-rw-r--r--source/blender/nodes/NOD_node_declaration.hh37
-rw-r--r--source/blender/nodes/composite/CMakeLists.txt7
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_alpha_over.cc66
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_blur.cc207
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_boxmask.cc102
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_brightness.cc45
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_channel_matte.cc99
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc66
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_color_matte.cc65
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_color_spill.cc116
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorbalance.cc71
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc84
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_composite.cc45
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_crop.cc171
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_cryptomatte.cc2
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_curves.cc239
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_diff_matte.cc57
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_distance_matte.cc75
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc102
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_exposure.cc31
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_filter.cc169
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_flip.cc76
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_gamma.cc32
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_hue_sat_val.cc49
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_huecorrect.cc65
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_image.cc232
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_invert.cc55
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_lensdist.cc207
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_luma_matte.cc58
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_map_range.cc67
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_map_value.cc61
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_math.cc67
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_mixrgb.cc121
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_movieclip.cc182
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_normal.cc39
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_posterize.cc35
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_premulkey.cc41
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_rgb.cc30
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_rotate.cc54
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_scene_time.cc36
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_sepcomb_hsva.cc75
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_sepcomb_rgba.cc75
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_sepcomb_xyz.cc63
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_sepcomb_ycca.cc124
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_sepcomb_yuva.cc74
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_setalpha.cc47
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_split_viewer.cc73
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_switch.cc28
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_switchview.cc22
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_transform.cc77
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_translate.cc75
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_val_to_rgb.cc148
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_value.cc26
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_viewer.cc43
175 files changed, 10972 insertions, 195 deletions
diff --git a/release/scripts/startup/bl_ui/space_userpref.py b/release/scripts/startup/bl_ui/space_userpref.py
index 191066df89f..4364a11ec22 100644
--- a/release/scripts/startup/bl_ui/space_userpref.py
+++ b/release/scripts/startup/bl_ui/space_userpref.py
@@ -2260,6 +2260,7 @@ class USERPREF_PT_experimental_new_features(ExperimentalPanel, Panel):
({"property": "use_sculpt_tools_tilt"}, "T82877"),
({"property": "use_extended_asset_browser"}, ("project/view/130/", "Project Page")),
({"property": "use_override_templates"}, ("T73318", "Milestone 4")),
+ ({"property": "use_realtime_compositor"}, "T91293"),
),
)
diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py
index 80ea33f8a75..0fb592cc26b 100644
--- a/release/scripts/startup/bl_ui/space_view3d.py
+++ b/release/scripts/startup/bl_ui/space_view3d.py
@@ -6104,6 +6104,24 @@ class VIEW3D_PT_shading_render_pass(Panel):
layout.prop(shading, "render_pass", text="")
+class VIEW3D_PT_shading_compositor(Panel):
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'HEADER'
+ bl_label = "Realtime Compositor"
+ bl_parent_id = 'VIEW3D_PT_shading'
+
+ @classmethod
+ def poll(cls, context):
+ return (context.space_data.shading.type in ('MATERIAL', 'RENDERED') and
+ context.preferences.experimental.use_realtime_compositor)
+
+ def draw(self, context):
+ shading = context.space_data.shading
+
+ layout = self.layout
+ layout.prop(shading, "use_compositor")
+
+
class VIEW3D_PT_gizmo_display(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'HEADER'
@@ -7890,6 +7908,7 @@ classes = (
VIEW3D_PT_shading_options_shadow,
VIEW3D_PT_shading_options_ssao,
VIEW3D_PT_shading_render_pass,
+ VIEW3D_PT_shading_compositor,
VIEW3D_PT_gizmo_display,
VIEW3D_PT_overlay,
VIEW3D_PT_overlay_guides,
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 7ec8000b6f9..4f95a02d6f0 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -101,6 +101,7 @@ typedef struct bNodeSocketTemplate {
namespace blender {
class CPPType;
namespace nodes {
+class DNode;
class NodeMultiFunctionBuilder;
class GeoNodeExecParams;
class NodeDeclarationBuilder;
@@ -109,6 +110,11 @@ class GatherLinkSearchOpParams;
namespace fn {
class MFDataType;
} // namespace fn
+namespace realtime_compositor {
+class Context;
+class NodeOperation;
+class ShaderNode;
+} // namespace realtime_compositor
} // namespace blender
using CPPTypeHandle = blender::CPPType;
@@ -123,7 +129,14 @@ using SocketGetGeometryNodesCPPValueFunction = void (*)(const struct bNodeSocket
using NodeGatherSocketLinkOperationsFunction =
void (*)(blender::nodes::GatherLinkSearchOpParams &params);
+using NodeGetCompositorOperationFunction = blender::realtime_compositor::NodeOperation
+ *(*)(blender::realtime_compositor::Context &context, blender::nodes::DNode node);
+using NodeGetCompositorShaderNodeFunction =
+ blender::realtime_compositor::ShaderNode *(*)(blender::nodes::DNode node);
+
#else
+typedef void *NodeGetCompositorOperationFunction;
+typedef void *NodeGetCompositorShaderNodeFunction;
typedef void *NodeMultiFunctionBuildFunction;
typedef void *NodeGeometryExecFunction;
typedef void *NodeDeclareFunction;
@@ -309,6 +322,14 @@ typedef struct bNodeType {
/* gpu */
NodeGPUExecFunction gpu_fn;
+ /* Get an instance of this node's compositor operation. Freeing the instance is the
+ * responsibility of the caller. */
+ NodeGetCompositorOperationFunction get_compositor_operation;
+
+ /* Get an instance of this node's compositor shader node. Freeing the instance is the
+ * responsibility of the caller. */
+ NodeGetCompositorShaderNodeFunction get_compositor_shader_node;
+
/* Build a multi-function for this node. */
NodeMultiFunctionBuildFunction build_multi_function;
diff --git a/source/blender/blenkernel/intern/image_gpu.cc b/source/blender/blenkernel/intern/image_gpu.cc
index 6edb9e1b24c..9d1243b3e9c 100644
--- a/source/blender/blenkernel/intern/image_gpu.cc
+++ b/source/blender/blenkernel/intern/image_gpu.cc
@@ -354,6 +354,7 @@ static GPUTexture *image_get_gpu_texture(Image *ima,
ima->gpu_pass = requested_pass;
ima->gpu_layer = requested_layer;
ima->gpu_view = requested_view;
+ BKE_image_partial_update_mark_full_update(ima);
}
#undef GPU_FLAGS_TO_CHECK
diff --git a/source/blender/compositor/CMakeLists.txt b/source/blender/compositor/CMakeLists.txt
index 55e349423bb..4731f828a3f 100644
--- a/source/blender/compositor/CMakeLists.txt
+++ b/source/blender/compositor/CMakeLists.txt
@@ -1,6 +1,8 @@
# SPDX-License-Identifier: GPL-2.0-or-later
# Copyright 2011 Blender Foundation. All rights reserved.
+add_subdirectory(realtime_compositor)
+
set(INC
.
intern
diff --git a/source/blender/compositor/realtime_compositor/CMakeLists.txt b/source/blender/compositor/realtime_compositor/CMakeLists.txt
new file mode 100644
index 00000000000..e4b48a6621e
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/CMakeLists.txt
@@ -0,0 +1,66 @@
+# SPDX-License-Identifier: GPL-2.0-or-later
+
+set(INC
+ .
+ ../../gpu
+ ../../nodes
+ ../../imbuf
+ ../../blenlib
+ ../../makesdna
+ ../../makesrna
+ ../../blenkernel
+ ../../gpu/intern
+ ../../../../intern/guardedalloc
+)
+
+
+set(SRC
+ intern/compile_state.cc
+ intern/context.cc
+ intern/conversion_operation.cc
+ intern/domain.cc
+ intern/evaluator.cc
+ intern/input_single_value_operation.cc
+ intern/node_operation.cc
+ intern/operation.cc
+ intern/realize_on_domain_operation.cc
+ intern/reduce_to_single_value_operation.cc
+ intern/result.cc
+ intern/scheduler.cc
+ intern/shader_node.cc
+ intern/shader_operation.cc
+ intern/shader_pool.cc
+ intern/simple_operation.cc
+ intern/texture_pool.cc
+ intern/utilities.cc
+
+ COM_compile_state.hh
+ COM_context.hh
+ COM_conversion_operation.hh
+ COM_domain.hh
+ COM_evaluator.hh
+ COM_input_descriptor.hh
+ COM_input_single_value_operation.hh
+ COM_node_operation.hh
+ COM_operation.hh
+ COM_realize_on_domain_operation.hh
+ COM_reduce_to_single_value_operation.hh
+ COM_result.hh
+ COM_scheduler.hh
+ COM_shader_node.hh
+ COM_shader_operation.hh
+ COM_shader_pool.hh
+ COM_simple_operation.hh
+ COM_texture_pool.hh
+ COM_utilities.hh
+)
+
+set(LIB
+ bf_gpu
+ bf_nodes
+ bf_imbuf
+ bf_blenlib
+ bf_blenkernel
+)
+
+blender_add_lib(bf_realtime_compositor "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
diff --git a/source/blender/compositor/realtime_compositor/COM_compile_state.hh b/source/blender/compositor/realtime_compositor/COM_compile_state.hh
new file mode 100644
index 00000000000..3e2d27515f8
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_compile_state.hh
@@ -0,0 +1,169 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_map.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_domain.hh"
+#include "COM_node_operation.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_operation.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* ------------------------------------------------------------------------------------------------
+ * Compile State
+ *
+ * The compile state a utility class used to track the state of compilation when compiling the node
+ * tree. In particular, it tracks two important pieces of information, each of which is described
+ * in one of the following sections.
+ *
+ * First, it stores a mapping between all nodes and the operations they were compiled into. The
+ * mapping are stored independently depending on the type of the operation in the node_operations_
+ * and shader_operations_ maps. So those two maps are mutually exclusive. The compiler should call
+ * the map_node_to_node_operation and map_node_to_shader_operation methods to populate those maps
+ * as soon as it compiles a node into an operation. Those maps are used to retrieve the results of
+ * outputs linked to the inputs of operations. See the get_result_from_output_socket method for
+ * more details. For the node tree shown below, nodes 1, 2, and 6 are mapped to their compiled
+ * operations in the node_operation_ map. While nodes 3 and 4 are both mapped to the first shader
+ * operation, and node 5 is mapped to the second shader operation in the shader_operations_ map.
+ *
+ * Shader Operation 1 Shader Operation 2
+ * +-----------------------------------+ +------------------+
+ * .------------. | .------------. .------------. | | .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |---|-----|--| |--|--| |
+ * | | .-|--| | | | | .--|--| | | | |
+ * '------------' | | '------------' '------------' | | | '------------' | '------------'
+ * | +-----------------------------------+ | +------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'----------------------------------------'
+ * | |
+ * '------------'
+ *
+ * Second, it stores the shader compile unit as well as its domain. One should first go over the
+ * discussion in COM_evaluator.hh for a high level description of the mechanism of the compile
+ * unit. The one important detail in this class is the should_compile_shader_compile_unit method,
+ * which implements the criteria of whether the compile unit should be compiled given the node
+ * currently being processed as an argument. Those criteria are described as follows. If the
+ * compile unit is empty as is the case when processing nodes 1, 2, and 3, then it plainly
+ * shouldn't be compiled. If the given node is not a shader node, then it can't be added to the
+ * compile unit and the unit is considered complete and should be compiled, as is the case when
+ * processing node 6. If the computed domain of the given node is not compatible with the domain of
+ * the compiled unit, then it can't be added to the unit and the unit is considered complete and
+ * should be compiled, as is the case when processing node 5, more on this in the next section.
+ * Otherwise, the given node is compatible with the compile unit and can be added to it, so the
+ * unit shouldn't be compiled just yet, as is the case when processing node 4.
+ *
+ * Special attention should be given to the aforementioned domain compatibility criterion. One
+ * should first go over the discussion in COM_domain.hh for more information on domains. When a
+ * compile unit gets eventually compiled to a shader operation, that operation will have a certain
+ * operation domain, and any node that gets added to the compile unit should itself have a computed
+ * node domain that is compatible with that operation domain, otherwise, had the node been compiled
+ * into its own operation separately, the result would have been be different. For instance,
+ * consider the above node tree where node 1 outputs a 100x100 result, node 2 outputs a 50x50
+ * result, the first input in node 3 has the highest domain priority, and the second input in node
+ * 5 has the highest domain priority. In this case, shader operation 1 will output a 100x100
+ * result, and shader operation 2 will output a 50x50 result, because that's the computed operation
+ * domain for each of them. So node 6 will get a 50x50 result. Now consider the same node tree, but
+ * where all three nodes 3, 4, and 5 were compiled into a single shader operation as shown the node
+ * tree below. In that case, shader operation 1 will output a 100x100 result, because that's its
+ * computed operation domain. So node 6 will get a 100x100 result. As can be seen, the final result
+ * is different even though the node tree is the same. That's why the compiler can decide to
+ * compile the compile unit early even though further nodes can still be technically added to it.
+ *
+ * Shader Operation 1
+ * +------------------------------------------------------+
+ * .------------. | .------------. .------------. .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |------| |--|--| |
+ * | | .-|--| | | | .---| | | | |
+ * '------------' | | '------------' '------------' | '------------' | '------------'
+ * | +----------------------------------|-------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'------------------------------------'
+ * | |
+ * '------------'
+ *
+ * To check for the domain compatibility between the compile unit and the node being processed,
+ * the domain of the compile unit is assumed to be the domain of the first node whose computed
+ * domain is not an identity domain. Identity domains corresponds to single value results, so those
+ * are always compatible with any domain. The domain of the compile unit is computed and set in
+ * the add_node_to_shader_compile_unit method. When processing a node, the computed domain of node
+ * is compared to the compile unit domain in the should_compile_shader_compile_unit method, noting
+ * that identity domains are always compatible. Node domains are computed in the
+ * compute_shader_node_domain method, which is analogous to Operation::compute_domain for nodes
+ * that are not yet compiled. */
+class CompileState {
+ private:
+ /* A reference to the node execution schedule that is being compiled. */
+ const Schedule &schedule_;
+ /* Those two maps associate each node with the operation it was compiled into. Each node is
+ * either compiled into a node operation and added to node_operations, or compiled into a shader
+ * operation and added to shader_operations. Those maps are used to retrieve the results of
+ * outputs linked to the inputs of operations. See the get_result_from_output_socket method for
+ * more information. */
+ Map<DNode, NodeOperation *> node_operations_;
+ Map<DNode, ShaderOperation *> shader_operations_;
+ /* A contiguous subset of the node execution schedule that contains the group of nodes that will
+ * be compiled together into a Shader Operation. See the discussion in COM_evaluator.hh for
+ * more information. */
+ ShaderCompileUnit shader_compile_unit_;
+ /* The domain of the shader compile unit. */
+ Domain shader_compile_unit_domain_ = Domain::identity();
+
+ public:
+ /* Construct a compile state from the node execution schedule being compiled. */
+ CompileState(const Schedule &schedule);
+
+ /* Get a reference to the node execution schedule being compiled. */
+ const Schedule &get_schedule();
+
+ /* Add an association between the given node and the give node operation that the node was
+ * compiled into in the node_operations_ map. */
+ void map_node_to_node_operation(DNode node, NodeOperation *operation);
+
+ /* Add an association between the given node and the give shader operation that the node was
+ * compiled into in the shader_operations_ map. */
+ void map_node_to_shader_operation(DNode node, ShaderOperation *operation);
+
+ /* Returns a reference to the result of the operation corresponding to the given output that the
+ * given output's node was compiled to. */
+ Result &get_result_from_output_socket(DOutputSocket output);
+
+ /* Add the given node to the compile unit. And if the domain of the compile unit is not yet
+ * determined or was determined to be an identity domain, update it to the computed domain for
+ * the give node. */
+ void add_node_to_shader_compile_unit(DNode node);
+
+ /* Get a reference to the shader compile unit. */
+ ShaderCompileUnit &get_shader_compile_unit();
+
+ /* Clear the compile unit. This should be called once the compile unit is compiled to ready it to
+ * track the next potential compile unit. */
+ void reset_shader_compile_unit();
+
+ /* Determines if the compile unit should be compiled based on a number of criteria give the node
+ * currently being processed. Those criteria are as follows:
+ * - If compile unit is empty, then it can't and shouldn't be compiled.
+ * - If the given node is not a shader node, then it can't be added to the compile unit
+ * and the unit is considered complete and should be compiled.
+ * - If the computed domain of the given node is not compatible with the domain of the compile
+ * unit, then it can't be added to it and the unit is considered complete and should be
+ * compiled. */
+ bool should_compile_shader_compile_unit(DNode node);
+
+ private:
+ /* Compute the node domain of the given shader node. This is analogous to the
+ * Operation::compute_domain method, except it is computed from the node itself as opposed to a
+ * compiled operation. See the discussion in COM_domain.hh for more information. */
+ Domain compute_shader_node_domain(DNode node);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_context.hh b/source/blender/compositor/realtime_compositor/COM_context.hh
new file mode 100644
index 00000000000..3772254412a
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_context.hh
@@ -0,0 +1,71 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_math_vec_types.hh"
+#include "BLI_string_ref.hh"
+
+#include "DNA_scene_types.h"
+
+#include "GPU_texture.h"
+
+#include "COM_shader_pool.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+/* ------------------------------------------------------------------------------------------------
+ * Context
+ *
+ * A Context is an abstract class that is implemented by the caller of the evaluator to provide the
+ * necessary data and functionalities for the correct operation of the evaluator. This includes
+ * providing input data like render passes and the active scene, as well as references to the data
+ * where the output of the evaluator will be written. The class also provides a reference to the
+ * texture pool which should be implemented by the caller and provided during construction.
+ * Finally, the class have an instance of a shader pool for convenient shader acquisition. */
+class Context {
+ private:
+ /* A texture pool that can be used to allocate textures for the compositor efficiently. */
+ TexturePool &texture_pool_;
+ /* A shader pool that can be used to create shaders for the compositor efficiently. */
+ ShaderPool shader_pool_;
+
+ public:
+ Context(TexturePool &texture_pool);
+
+ /* Get the active compositing scene. */
+ virtual const Scene *get_scene() const = 0;
+
+ /* Get the dimensions of the viewport. */
+ virtual int2 get_viewport_size() = 0;
+
+ /* Get the texture representing the viewport where the result of the compositor should be
+ * written. This should be called by output nodes to get their target texture. */
+ virtual GPUTexture *get_viewport_texture() = 0;
+
+ /* Get the texture where the given render pass is stored. This should be called by the Render
+ * Layer node to populate its outputs. */
+ virtual GPUTexture *get_pass_texture(int view_layer, eScenePassType pass_type) = 0;
+
+ /* Get the name of the view currently being rendered. */
+ virtual StringRef get_view_name() = 0;
+
+ /* Set an info message. This is called by the compositor evaluator to inform or warn the user
+ * about something, typically an error. The implementation should display the message in an
+ * appropriate place, which can be directly in the UI or just logged to the output stream. */
+ virtual void set_info_message(StringRef message) const = 0;
+
+ /* Get the current frame number of the active scene. */
+ int get_frame_number() const;
+
+ /* Get the current time in seconds of the active scene. */
+ float get_time() const;
+
+ /* Get a reference to the texture pool of this context. */
+ TexturePool &texture_pool();
+
+ /* Get a reference to the shader pool of this context. */
+ ShaderPool &shader_pool();
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_conversion_operation.hh b/source/blender/compositor/realtime_compositor/COM_conversion_operation.hh
new file mode 100644
index 00000000000..15e1d0722ea
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_conversion_operation.hh
@@ -0,0 +1,126 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "GPU_shader.h"
+
+#include "COM_context.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_result.hh"
+#include "COM_simple_operation.hh"
+
+namespace blender::realtime_compositor {
+
+/* -------------------------------------------------------------------------------------------------
+ * Conversion Operation
+ *
+ * A simple operation that converts a result from a certain type to another. See the derived
+ * classes for more details. */
+class ConversionOperation : public SimpleOperation {
+ public:
+ using SimpleOperation::SimpleOperation;
+
+ /* If the input result is a single value, execute_single is called. Otherwise, the shader
+ * provided by get_conversion_shader is dispatched. */
+ void execute() override;
+
+ /* Determine if a conversion operation is needed for the input with the given result and
+ * descriptor. If it is not needed, return a null pointer. If it is needed, return an instance of
+ * the appropriate conversion operation. */
+ static SimpleOperation *construct_if_needed(Context &context,
+ const Result &input_result,
+ const InputDescriptor &input_descriptor);
+
+ protected:
+ /* Convert the input single value result to the output single value result. */
+ virtual void execute_single(const Result &input, Result &output) = 0;
+
+ /* Get the shader the will be used for conversion. */
+ virtual GPUShader *get_conversion_shader() const = 0;
+};
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Float To Vector Operation
+ *
+ * Takes a float result and outputs a vector result. All three components of the output are filled
+ * with the input float. */
+class ConvertFloatToVectorOperation : public ConversionOperation {
+ public:
+ ConvertFloatToVectorOperation(Context &context);
+
+ void execute_single(const Result &input, Result &output) override;
+
+ GPUShader *get_conversion_shader() const override;
+};
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Float To Color Operation
+ *
+ * Takes a float result and outputs a color result. All three color channels of the output are
+ * filled with the input float and the alpha channel is set to 1. */
+class ConvertFloatToColorOperation : public ConversionOperation {
+ public:
+ ConvertFloatToColorOperation(Context &context);
+
+ void execute_single(const Result &input, Result &output) override;
+
+ GPUShader *get_conversion_shader() const override;
+};
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Color To Float Operation
+ *
+ * Takes a color result and outputs a float result. The output is the average of the three color
+ * channels, the alpha channel is ignored. */
+class ConvertColorToFloatOperation : public ConversionOperation {
+ public:
+ ConvertColorToFloatOperation(Context &context);
+
+ void execute_single(const Result &input, Result &output) override;
+
+ GPUShader *get_conversion_shader() const override;
+};
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Color To Vector Operation
+ *
+ * Takes a color result and outputs a vector result. The output is a copy of the three color
+ * channels to the three vector components. */
+class ConvertColorToVectorOperation : public ConversionOperation {
+ public:
+ ConvertColorToVectorOperation(Context &context);
+
+ void execute_single(const Result &input, Result &output) override;
+
+ GPUShader *get_conversion_shader() const override;
+};
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Vector To Float Operation
+ *
+ * Takes a vector result and outputs a float result. The output is the average of the three
+ * components. */
+class ConvertVectorToFloatOperation : public ConversionOperation {
+ public:
+ ConvertVectorToFloatOperation(Context &context);
+
+ void execute_single(const Result &input, Result &output) override;
+
+ GPUShader *get_conversion_shader() const override;
+};
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Vector To Color Operation
+ *
+ * Takes a vector result and outputs a color result. The output is a copy of the three vector
+ * components to the three color channels with the alpha channel set to 1. */
+class ConvertVectorToColorOperation : public ConversionOperation {
+ public:
+ ConvertVectorToColorOperation(Context &context);
+
+ void execute_single(const Result &input, Result &output) override;
+
+ GPUShader *get_conversion_shader() const override;
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_domain.hh b/source/blender/compositor/realtime_compositor/COM_domain.hh
new file mode 100644
index 00000000000..dd669d5df6e
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_domain.hh
@@ -0,0 +1,167 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include <cstdint>
+
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+
+namespace blender::realtime_compositor {
+
+/* Possible interpolations to use when realizing an input result of some domain on another domain.
+ * See the RealizationOptions class for more information. */
+enum class Interpolation : uint8_t {
+ Nearest,
+ Bilinear,
+ Bicubic,
+};
+
+/* ------------------------------------------------------------------------------------------------
+ * Realization Options
+ *
+ * The options that describe how an input result prefer to be realized on some other domain. This
+ * is used by the Realize On Domain Operation to identify the appropriate method of realization.
+ * See the Domain class for more information. */
+class RealizationOptions {
+ public:
+ /* The interpolation method that should be used when performing realization. Since realizing a
+ * result involves projecting it on a different domain, which in turn, involves sampling the
+ * result at arbitrary locations, the interpolation identifies the method used for computing the
+ * value at those arbitrary locations. */
+ Interpolation interpolation = Interpolation::Nearest;
+ /* If true, the result will be repeated infinitely along the horizontal axis when realizing the
+ * result. If false, regions outside of bounds of the result along the horizontal axis will be
+ * filled with zeros. */
+ bool repeat_x = false;
+ /* If true, the result will be repeated infinitely along the vertical axis when realizing the
+ * result. If false, regions outside of bounds of the result along the vertical axis will be
+ * filled with zeros. */
+ bool repeat_y = false;
+};
+
+/* ------------------------------------------------------------------------------------------------
+ * Domain
+ *
+ * The compositor is designed in such a way as to allow compositing in an infinite virtual
+ * compositing space. Consequently, any result of an operation is not only represented by its image
+ * output, but also by its transformation in that virtual space. The transformation of the result
+ * together with the dimension of its image is stored and represented by a Domain. In the figure
+ * below, two results of different domains are illustrated on the virtual compositing space. One of
+ * the results is centered in space with an image dimension of 800px × 600px, and the other result
+ * is scaled down and translated such that it lies in the upper right quadrant of the space with an
+ * image dimension of 800px × 400px. The position of the domain is in pixel space, and the domain
+ * is considered centered if it has an identity transformation. Note that both results have the
+ * same resolution, but occupy different areas of the virtual compositing space.
+ *
+ * y
+ * ^
+ * 800px x 600px |
+ * .---------------------|---------------------.
+ * | | 800px x 600px |
+ * | | .-------------. |
+ * | | | | |
+ * | | '-------------' |
+ * ------|---------------------|---------------------|------> x
+ * | | |
+ * | | |
+ * | | |
+ * | | |
+ * '---------------------|---------------------'
+ * |
+ *
+ * By default, results have domains of identity transformations, that is, they are centered in
+ * space, but a transformation operation like the rotate, translate, or transform operations will
+ * adjust the transformation to make the result reside somewhere different in space. The domain of
+ * a single value result is irrelevant and always set to an identity domain.
+ *
+ * An operation is typically only concerned about a subset of the virtual compositing space, this
+ * subset is represented by a domain which is called the Operation Domain. It follows that before
+ * the operation itself is executed, inputs will typically be realized on the operation domain to
+ * be in the same domain and have the same dimension as that of the operation domain. This process
+ * is called Domain Realization and is implemented using an operation called the Realize On Domain
+ * Operation. Realization involves projecting the result onto the target domain, copying the area
+ * of the result that intersects the target domain, and filling the rest with zeros or repetitions
+ * of the result depending on the realization options that can be set by the user. Consequently,
+ * operations can generally expect their inputs to have the same dimension and can operate on them
+ * directly and transparently. For instance, if an operation takes both results illustrated in
+ * the figure above, and the operation has an operation domain that matches the bigger domain, the
+ * result with the bigger domain will not need to be realized because it already has a domain that
+ * matches that of the operation domain, but the result with the smaller domain will have to be
+ * realized into a new result that has the same domain as the domain of the bigger result. Assuming
+ * no repetition, the output of the realization will be an all zeros image with dimension 800px ×
+ * 600px with a small scaled version of the smaller result copied into the upper right quadrant of
+ * the image. The following figure illustrates the realization process on a different set of
+ * results
+ *
+ * Realized Result
+ * +-------------+ +-------------+
+ * | Operation | | |
+ * | Domain | | Zeros |
+ * | | ----> | |
+ * +-----|-----+ | |-----+ |
+ * | | C | | | C | |
+ * | +-----|-------+ +-----'-------+
+ * | Domain Of |
+ * | Input |
+ * +-----------+
+ *
+ * An operation can operate in an arbitrary operation domain, but in most cases, the operation
+ * domain is inferred from the inputs of the operation. In particular, one of the inputs is said to
+ * be the Domain Input of the operation and the operation domain is inferred from its domain. It
+ * follows that this particular input will not need realization, because it already has the correct
+ * domain. The domain input selection mechanism is as follows. Each of the inputs are assigned a
+ * value by the developer called the Domain Priority, the domain input is then chosen as the
+ * non-single value input with the highest domain priority, zero being the highest priority. See
+ * Operation::compute_domain for more information.
+ *
+ * The aforementioned logic for operation domain computation is only a default that works for most
+ * cases, but an operation can override the compute_domain method to implement a different logic.
+ * For instance, output nodes have an operation domain the same size as the viewport and with an
+ * identity transformation, their operation domain doesn't depend on the inputs at all.
+ *
+ * For instance, a filter operation has two inputs, a factor and a color, the latter of which is
+ * assigned a domain priority of 0 and the former is assigned a domain priority of 1. If the color
+ * input is not a single value input, then the color input is considered to be the domain input of
+ * the operation and the operation domain is computed to be the same domain as the color input,
+ * because it has the highest priority. It follows that if the factor input has a different domain
+ * than the computed domain of the operation, it will be projected and realized on it to have the
+ * same domain as described above. On the other hand, if the color input is a single value input,
+ * then the factor input is considered to be the domain input and the operation domain will be the
+ * same as the domain of the factor input, because it has the second highest domain priority.
+ * Finally, if both inputs are single value inputs, the operation domain will be an identity domain
+ * and is irrelevant, because the output will be a domain-less single value. */
+class Domain {
+ public:
+ /* The size of the domain in pixels. */
+ int2 size;
+ /* The 2D transformation of the domain defining its translation in pixels, rotation, and scale in
+ * the virtual compositing space. */
+ float3x3 transformation;
+ /* The options that describe how this domain prefer to be realized on some other domain. See the
+ * RealizationOptions class for more information. */
+ RealizationOptions realization_options;
+
+ public:
+ /* A size only constructor that sets the transformation to identity. */
+ Domain(int2 size);
+
+ Domain(int2 size, float3x3 transformation);
+
+ /* Transform the domain by the given transformation. This effectively pre-multiply the given
+ * transformation by the current transformation of the domain. */
+ void transform(const float3x3 &transformation);
+
+ /* Returns a domain of size 1x1 and an identity transformation. */
+ static Domain identity();
+};
+
+/* Compare the size and transformation of the domain. The realization_options are not compared
+ * because they only describe the method of realization on another domain, which is not technically
+ * a property of the domain itself. */
+bool operator==(const Domain &a, const Domain &b);
+
+/* Inverse of the above equality operator. */
+bool operator!=(const Domain &a, const Domain &b);
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_evaluator.hh b/source/blender/compositor/realtime_compositor/COM_evaluator.hh
new file mode 100644
index 00000000000..fd6feb0948b
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_evaluator.hh
@@ -0,0 +1,173 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include <memory>
+
+#include "BLI_vector.hh"
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_compile_state.hh"
+#include "COM_context.hh"
+#include "COM_node_operation.hh"
+#include "COM_operation.hh"
+#include "COM_shader_operation.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* ------------------------------------------------------------------------------------------------
+ * Evaluator
+ *
+ * The evaluator is the main class of the compositor and the entry point of its execution. The
+ * evaluator compiles the compositor node tree and evaluates it to compute its output. It is
+ * constructed from a compositor node tree and a compositor context. Upon calling the evaluate
+ * method, the evaluator will check if the node tree is already compiled into an operations stream,
+ * and if it is, it will go over it and evaluate the operations in order. It is then the
+ * responsibility of the caller to call the reset method when the node tree changes to invalidate
+ * the operations stream. A reset is also required if the resources used by the node tree change,
+ * for instances, when the dimensions of an image used by the node tree changes. This is necessary
+ * because the evaluator compiles the node tree into an operations stream that is specifically
+ * optimized for the structure of the resources used by the node tree.
+ *
+ * Otherwise, if the node tree is not yet compiled, the evaluator will compile it into an
+ * operations stream, evaluating the operations in the process. It should be noted that operations
+ * are evaluated as soon as they are compiled, as opposed to compiling the whole operations stream
+ * and then evaluating it in a separate step. This is important because, as mentioned before, the
+ * operations stream is optimized specifically for the structure of the resources used by the node
+ * tree, which is only known after the operations are evaluated. In other words, the evaluator uses
+ * the evaluated results of previously compiled operations to compile the operations that follow
+ * them in an optimized manner.
+ *
+ * Compilation starts by computing an optimized node execution schedule by calling the
+ * compute_schedule function, see the discussion in COM_scheduler.hh for more details. For the node
+ * tree shown below, the execution schedule is denoted by the node numbers. The compiler then goes
+ * over the execution schedule in order and compiles each node into either a Node Operation or a
+ * Shader Operation, depending on the node type, see the is_shader_node function. A Shader
+ * operation is constructed from a group of nodes forming a contiguous subset of the node execution
+ * schedule. For instance, in the node tree shown below, nodes 3 and 4 are compiled together into a
+ * shader operation and node 5 is compiled into its own shader operation, both of which are
+ * contiguous subsets of the node execution schedule. This process is described in details in the
+ * following section.
+ *
+ * Shader Operation 1 Shader Operation 2
+ * +-----------------------------------+ +------------------+
+ * .------------. | .------------. .------------. | | .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |---|-----|--| |--|--| |
+ * | | .-|--| | | | | .--|--| | | | |
+ * '------------' | | '------------' '------------' | | | '------------' | '------------'
+ * | +-----------------------------------+ | +------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'----------------------------------------'
+ * | |
+ * '------------'
+ *
+ * For non shader nodes, the compilation process is straight forward, the compiler instantiates a
+ * node operation from the node, map its inputs to the results of the outputs they are linked to,
+ * and evaluates the operations. However, for shader nodes, since a group of nodes can be compiled
+ * together into a shader operation, the compilation process is a bit involved. The compiler uses
+ * an instance of the Compile State class to keep track of the compilation process. The compiler
+ * state stores the so called "shader compile unit", which is the current group of nodes that will
+ * eventually be compiled together into a shader operation. While going over the schedule, the
+ * compiler adds the shader nodes to the compile unit until it decides that the compile unit is
+ * complete and should be compiled. This is typically decided when the current node is not
+ * compatible with the compile unit and can't be added to it, only then it compiles the compile
+ * unit into a shader operation and resets it to ready it to track the next potential group of
+ * nodes that will form a shader operation. This decision is made based on various criteria in the
+ * should_compile_shader_compile_unit function. See the discussion in COM_compile_state.hh for more
+ * details of those criteria, but perhaps the most evident of which is whether the node is actually
+ * a shader node, if it isn't, then it evidently can't be added to the compile unit and the compile
+ * unit is should be compiled.
+ *
+ * For the node tree above, the compilation process is as follows. The compiler goes over the node
+ * execution schedule in order considering each node. Nodes 1 and 2 are not shader node so they are
+ * compiled into node operations and added to the operations stream. The current compile unit is
+ * empty, so it is not compiled. Node 3 is a shader node, and since the compile unit is currently
+ * empty, it is unconditionally added to it. Node 4 is a shader node, it was decided---for the sake
+ * of the demonstration---that it is compatible with the compile unit and can be added to it. Node
+ * 5 is a shader node, but it was decided---for the sake of the demonstration---that it is not
+ * compatible with the compile unit, so the compile unit is considered complete and is compiled
+ * first, adding the first shader operation to the operations stream and resetting the compile
+ * unit. Node 5 is then added to the now empty compile unit similar to node 3. Node 6 is not a
+ * shader node, so the compile unit is considered complete and is compiled first, adding the first
+ * shader operation to the operations stream and resetting the compile unit. Finally, node 6 is
+ * compiled into a node operation similar to nodes 1 and 2 and added to the operations stream. */
+class Evaluator {
+ private:
+ /* A reference to the compositor context. */
+ Context &context_;
+ /* A reference to the compositor node tree. */
+ bNodeTree &node_tree_;
+ /* The derived and reference node trees representing the compositor node tree. Those are
+ * initialized when the node tree is compiled and freed when the evaluator resets. */
+ NodeTreeRefMap node_tree_reference_map_;
+ std::unique_ptr<DerivedNodeTree> derived_node_tree_;
+ /* The compiled operations stream. This contains ordered pointers to the operations that were
+ * compiled. This is initialized when the node tree is compiled and freed when the evaluator
+ * resets. The is_compiled_ member indicates whether the operation stream can be used or needs to
+ * be compiled first. Note that the operations stream can be empty even when compiled, this can
+ * happen when the node tree is empty or invalid for instance. */
+ Vector<std::unique_ptr<Operation>> operations_stream_;
+ /* True if the node tree is already compiled into an operations stream that can be evaluated
+ * directly. False if the node tree is not compiled yet and needs to be compiled. */
+ bool is_compiled_ = false;
+
+ public:
+ /* Construct an evaluator from a compositor node tree and a context. */
+ Evaluator(Context &context, bNodeTree &node_tree);
+
+ /* Evaluate the compositor node tree. If the node tree is already compiled into an operations
+ * stream, that stream will be evaluated directly. Otherwise, the node tree will be compiled and
+ * evaluated. */
+ void evaluate();
+
+ /* Invalidate the operations stream that was compiled for the node tree. This should be called
+ * when the node tree changes or the structure of any of the resources used by it changes. By
+ * structure, we mean things like the dimensions of the used images, while changes to their
+ * contents do not necessitate a reset. */
+ void reset();
+
+ private:
+ /* Check if the compositor node tree is valid by checking if it has:
+ * - Cyclic links.
+ * - Undefined nodes or sockets.
+ * - Unsupported nodes.
+ * If the node tree is valid, true is returned. Otherwise, false is returned, and an appropriate
+ * error message is set by calling the context's set_info_message method. */
+ bool validate_node_tree();
+
+ /* Compile the node tree into an operations stream and evaluate it. */
+ void compile_and_evaluate();
+
+ /* Compile the given node into a node operation, map each input to the result of the output
+ * linked to it, update the compile state, add the newly created operation to the operations
+ * stream, and evaluate the operation. */
+ void compile_and_evaluate_node(DNode node, CompileState &compile_state);
+
+ /* Map each input of the node operation to the result of the output linked to it. Unlinked inputs
+ * are mapped to the result of a newly created Input Single Value Operation, which is added to
+ * the operations stream and evaluated. Since this method might add operations to the operations
+ * stream, the actual node operation should only be added to the stream once this method is
+ * called. */
+ void map_node_operation_inputs_to_their_results(DNode node,
+ NodeOperation *operation,
+ CompileState &compile_state);
+
+ /* Compile the shader compile unit into a shader operation, map each input of the operation to
+ * the result of the output linked to it, update the compile state, add the newly created
+ * operation to the operations stream, evaluate the operation, and finally reset the shader
+ * compile unit. */
+ void compile_and_evaluate_shader_compile_unit(CompileState &compile_state);
+
+ /* Map each input of the shader operation to the result of the output linked to it. */
+ void map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
+ CompileState &compile_state);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_input_descriptor.hh b/source/blender/compositor/realtime_compositor/COM_input_descriptor.hh
new file mode 100644
index 00000000000..215a92ab3b4
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_input_descriptor.hh
@@ -0,0 +1,34 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "COM_result.hh"
+
+namespace blender::realtime_compositor {
+
+/* ------------------------------------------------------------------------------------------------
+ * Input Descriptor
+ *
+ * A class that describes an input of an operation. */
+class InputDescriptor {
+ public:
+ /* The type of input. This may be different that the type of result that the operation will
+ * receive for the input, in which case, an implicit conversion operation will be added as an
+ * input processor to convert it to the required type. */
+ ResultType type;
+ /* If true, then the input does not need to be realized on the domain of the operation before its
+ * execution. See the discussion in COM_domain.hh for more information. */
+ bool skip_realization = false;
+ /* The priority of the input for determining the operation domain. The non-single value input
+ * with the highest priority will be used to infer the operation domain, the highest priority
+ * being zero. See the discussion in COM_domain.hh for more information. */
+ int domain_priority = 0;
+ /* If true, the input expects a single value, and if a non-single value is provided, a default
+ * single value will be used instead, see the get_<type>_value_default methods in the Result
+ * class. It follows that this also implies skip_realization, because we don't need to realize a
+ * result that will be discarded anyways. If false, the input can work with both single and
+ * non-single values. */
+ bool expects_single_value = false;
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_input_single_value_operation.hh b/source/blender/compositor/realtime_compositor/COM_input_single_value_operation.hh
new file mode 100644
index 00000000000..bbcd336ee11
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_input_single_value_operation.hh
@@ -0,0 +1,46 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_string_ref.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_context.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* ------------------------------------------------------------------------------------------------
+ * Input Single Value Operation
+ *
+ * An input single value operation is an operation that outputs a single value result whose value
+ * is the value of an unlinked input socket. This is typically used to initialize the values of
+ * unlinked node input sockets. */
+class InputSingleValueOperation : public Operation {
+ private:
+ /* The identifier of the output. */
+ static const StringRef output_identifier_;
+ /* The input socket whose value will be computed as the operation's result. */
+ DInputSocket input_socket_;
+
+ public:
+ InputSingleValueOperation(Context &context, DInputSocket input_socket);
+
+ /* Allocate a single value result and set its value to the default value of the input socket. */
+ void execute() override;
+
+ /* Get a reference to the output result of the operation, this essentially calls the super
+ * get_result with the output identifier of the operation. */
+ Result &get_result();
+
+ private:
+ /* Populate the result of the operation, this essentially calls the super populate_result method
+ * with the output identifier of the operation. */
+ void populate_result(Result result);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_node_operation.hh b/source/blender/compositor/realtime_compositor/COM_node_operation.hh
new file mode 100644
index 00000000000..94bc4dfd39d
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_node_operation.hh
@@ -0,0 +1,56 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_string_ref.hh"
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_context.hh"
+#include "COM_operation.hh"
+#include "COM_scheduler.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* ------------------------------------------------------------------------------------------------
+ * Node Operation
+ *
+ * A node operation is a subclass of operation that nodes should implement and instantiate in the
+ * get_compositor_operation function of bNodeType, passing the inputs given to that function to the
+ * constructor. This class essentially just implements a default constructor that populates output
+ * results for all outputs of the node as well as input descriptors for all inputs of the nodes
+ * based on their socket declaration. The class also provides some utility methods for easier
+ * implementation of nodes. */
+class NodeOperation : public Operation {
+ private:
+ /* The node that this operation represents. */
+ DNode node_;
+
+ public:
+ /* Populate the output results based on the node outputs and populate the input descriptors based
+ * on the node inputs. */
+ NodeOperation(Context &context, DNode node);
+
+ /* Compute and set the initial reference counts of all the results of the operation. The
+ * reference counts of the results are the number of operations that use those results, which is
+ * computed as the number of inputs whose node is part of the schedule and is linked to the
+ * output corresponding to each result. The node execution schedule is given as an input. */
+ void compute_results_reference_counts(const Schedule &schedule);
+
+ protected:
+ /* Returns a reference to the derived node that this operation represents. */
+ const DNode &node() const;
+
+ /* Returns a reference to the node that this operation represents. */
+ const bNode &bnode() const;
+
+ /* Returns true if the output identified by the given identifier is needed and should be
+ * computed, otherwise returns false. */
+ bool should_compute_output(StringRef identifier);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_operation.hh b/source/blender/compositor/realtime_compositor/COM_operation.hh
new file mode 100644
index 00000000000..b512a368c59
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_operation.hh
@@ -0,0 +1,175 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include <memory>
+
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_vector.hh"
+
+#include "COM_context.hh"
+#include "COM_domain.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_result.hh"
+#include "COM_shader_pool.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+/* Forward declare simple operation because it is used in the operation definition. */
+class SimpleOperation;
+
+/* A type representing a vector of simple operations that store the input processors for a
+ * particular input. */
+using ProcessorsVector = Vector<std::unique_ptr<SimpleOperation>>;
+
+/* ------------------------------------------------------------------------------------------------
+ * Operation
+ *
+ * The operation is the basic unit of the compositor. The evaluator compiles the compositor node
+ * tree into an ordered stream of operations which are then executed in order during evaluation.
+ * The operation class can be sub-classed to implement a new operation. Operations have a number of
+ * inputs and outputs that are declared during construction and are identified by string
+ * identifiers. Inputs are declared by calling declare_input_descriptor providing an appropriate
+ * descriptor. Those inputs are mapped to the results computed by other operations whose outputs
+ * are linked to the inputs. Such mappings are established by the compiler during compilation by
+ * calling the map_input_to_result method. Outputs are populated by calling the populate_result
+ * method, providing a result of an appropriate type. Upon execution, the operation allocates a
+ * result for each of its outputs and computes their value based on its inputs and options.
+ *
+ * Each input may have one or more input processors, which are simple operations that process the
+ * inputs before the operation is executed, see the discussion in COM_simple_operation.hh for more
+ * information. And thus the effective input of the operation is the result of the last input
+ * processor if one exists. Input processors are added and evaluated by calling the
+ * add_and_evaluate_input_processors method, which provides a default implementation that does
+ * things like implicit conversion, domain realization, and more. This default implementation can,
+ * however, be overridden, extended, or removed. Once the input processors are added and evaluated
+ * for the first time, they are stored in the operation and future evaluations can evaluate them
+ * directly without having to add them again.
+ *
+ * The operation is evaluated by calling the evaluate method, which first adds the input processors
+ * if they weren't added already and evaluates them, then it resets the results of the operation,
+ * then it calls the execute method of the operation, and finally it releases the results mapped to
+ * the inputs to declare that they are no longer needed. */
+class Operation {
+ private:
+ /* A reference to the compositor context. This member references the same object in all
+ * operations but is included in the class for convenience. */
+ Context &context_;
+ /* A mapping between each output of the operation identified by its identifier and the result for
+ * that output. A result for each output of the operation should be constructed and added to the
+ * map during operation construction by calling the populate_result method. The results should be
+ * allocated and their contents should be computed in the execute method. */
+ Map<StringRef, Result> results_;
+ /* A mapping between each input of the operation identified by its identifier and its input
+ * descriptor. Those descriptors should be declared during operation construction by calling the
+ * declare_input_descriptor method. */
+ Map<StringRef, InputDescriptor> input_descriptors_;
+ /* A mapping between each input of the operation identified by its identifier and a pointer to
+ * the computed result providing its data. The mapped result is either one that was computed by
+ * another operation or one that was internally computed in the operation by the last input
+ * processor for that input. It is the responsibility of the evaluator to map the inputs to their
+ * linked results before evaluating the operation by calling the map_input_to_result method. */
+ Map<StringRef, Result *> results_mapped_to_inputs_;
+ /* A mapping between each input of the operation identified by its identifier and an ordered list
+ * of simple operations to process that input. This is initialized the first time the input
+ * processors are evaluated by calling the add_and_evaluate_input_processors method. Further
+ * evaluations will evaluate the processors directly without the need to add them again. The
+ * input_processors_added_ member indicates whether the processors were already added and can be
+ * evaluated directly or need to be added and evaluated. */
+ Map<StringRef, ProcessorsVector> input_processors_;
+ /* True if the input processors were already added and can be evaluated directly. False if the
+ * input processors are not yet added and needs to be added. */
+ bool input_processors_added_ = false;
+
+ public:
+ Operation(Context &context);
+
+ virtual ~Operation();
+
+ /* Evaluate the operation by:
+ * 1. Evaluating the input processors.
+ * 2. Resetting the results of the operation.
+ * 3. Calling the execute method of the operation.
+ * 4. Releasing the results mapped to the inputs. */
+ void evaluate();
+
+ /* Get a reference to the output result identified by the given identifier. */
+ Result &get_result(StringRef identifier);
+
+ /* Map the input identified by the given identifier to the result providing its data. See
+ * results_mapped_to_inputs_ for more details. This should be called by the evaluator to
+ * establish links between different operations. */
+ void map_input_to_result(StringRef identifier, Result *result);
+
+ protected:
+ /* Compute the operation domain of this operation. By default, this implements a default logic
+ * that infers the operation domain from the inputs, which may be overridden for a different
+ * logic. See the discussion in COM_domain.hh for the inference logic and more information. */
+ virtual Domain compute_domain();
+
+ /* Add and evaluate any needed input processors, which essentially just involves calling the
+ * add_and_evaluate_input_processor method with the needed processors. This is called before
+ * executing the operation to prepare its inputs. The class defines a default implementation
+ * which adds typically needed processors, but derived classes can override the method to have
+ * a different implementation, extend the implementation, or remove it entirely. */
+ virtual void add_and_evaluate_input_processors();
+
+ /* Given the identifier of an input of the operation and a processor operation:
+ * - Add the given processor to the list of input processors for the input.
+ * - Map the input of the processor to be the result of the last input processor or the result
+ * mapped to the input if no previous processors exists.
+ * - Switch the result mapped to the input to be the output result of the processor.
+ * - Evaluate the processor. */
+ void add_and_evaluate_input_processor(StringRef identifier, SimpleOperation *processor);
+
+ /* This method should allocate the operation results, execute the operation, and compute the
+ * output results. */
+ virtual void execute() = 0;
+
+ /* Get a reference to the result connected to the input identified by the given identifier. */
+ Result &get_input(StringRef identifier) const;
+
+ /* Switch the result mapped to the input identified by the given identifier with the given
+ * result. */
+ void switch_result_mapped_to_input(StringRef identifier, Result *result);
+
+ /* Add the given result to the results_ map identified by the given output identifier. This
+ * should be called during operation construction for all outputs. The provided result shouldn't
+ * be allocated or initialized, this will happen later during execution. */
+ void populate_result(StringRef identifier, Result result);
+
+ /* Declare the descriptor of the input identified by the given identifier to be the given
+ * descriptor. Adds the given descriptor to the input_descriptors_ map identified by the given
+ * input identifier. This should be called during operation constructor for all inputs. */
+ void declare_input_descriptor(StringRef identifier, InputDescriptor descriptor);
+
+ /* Get a reference to the descriptor of the input identified by the given identified. */
+ InputDescriptor &get_input_descriptor(StringRef identified);
+
+ /* Returns a reference to the compositor context. */
+ Context &context();
+
+ /* Returns a reference to the texture pool of the compositor context. */
+ TexturePool &texture_pool() const;
+
+ /* Returns a reference to the shader pool of the compositor context. */
+ ShaderPool &shader_pool() const;
+
+ private:
+ /* Evaluate the input processors. If the input processors were already added they will be
+ * evaluated directly. Otherwise, the input processors will be added and evaluated. */
+ void evaluate_input_processors();
+
+ /* Resets the results of the operation. See the reset method in the Result class for more
+ * information. */
+ void reset_results();
+
+ /* Release the results that are mapped to the inputs of the operation. This is called after the
+ * evaluation of the operation to declare that the results are no longer needed by this
+ * operation. */
+ void release_inputs();
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_realize_on_domain_operation.hh b/source/blender/compositor/realtime_compositor/COM_realize_on_domain_operation.hh
new file mode 100644
index 00000000000..357a3f88bd9
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_realize_on_domain_operation.hh
@@ -0,0 +1,49 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "GPU_shader.h"
+
+#include "COM_context.hh"
+#include "COM_domain.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_result.hh"
+#include "COM_simple_operation.hh"
+
+namespace blender::realtime_compositor {
+
+/* ------------------------------------------------------------------------------------------------
+ * Realize On Domain Operation
+ *
+ * A simple operation that projects the input on a certain target domain, copies the area of the
+ * input that intersects the target domain, and fill the rest with zeros or repetitions of the
+ * input depending on the realization options of the target domain. See the discussion in
+ * COM_domain.hh for more information. */
+class RealizeOnDomainOperation : public SimpleOperation {
+ private:
+ /* The target domain to realize the input on. */
+ Domain domain_;
+
+ public:
+ RealizeOnDomainOperation(Context &context, Domain domain, ResultType type);
+
+ void execute() override;
+
+ /* Determine if a realize on domain operation is needed for the input with the given result and
+ * descriptor in an operation with the given operation domain. If it is not needed, return a null
+ * pointer. If it is needed, return an instance of the operation. */
+ static SimpleOperation *construct_if_needed(Context &context,
+ const Result &input_result,
+ const InputDescriptor &input_descriptor,
+ const Domain &operaiton_domain);
+
+ protected:
+ /* The operation domain is just the target domain. */
+ Domain compute_domain() override;
+
+ private:
+ /* Get the realization shader of the appropriate type. */
+ GPUShader *get_realization_shader();
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_reduce_to_single_value_operation.hh b/source/blender/compositor/realtime_compositor/COM_reduce_to_single_value_operation.hh
new file mode 100644
index 00000000000..2f5a82c79b7
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_reduce_to_single_value_operation.hh
@@ -0,0 +1,31 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "COM_context.hh"
+#include "COM_result.hh"
+#include "COM_simple_operation.hh"
+
+namespace blender::realtime_compositor {
+
+/* ------------------------------------------------------------------------------------------------
+ * Reduce To Single Value Operation
+ *
+ * A simple operation that reduces its input result into a single value output result. The input is
+ * assumed to be a texture result of size 1x1, that is, a texture composed of a single pixel, the
+ * value of which shall serve as the single value of the output result. */
+class ReduceToSingleValueOperation : public SimpleOperation {
+ public:
+ ReduceToSingleValueOperation(Context &context, ResultType type);
+
+ /* Download the input pixel from the GPU texture and set its value to the value of the allocated
+ * single value output result. */
+ void execute() override;
+
+ /* Determine if a reduce to single value operation is needed for the input with the
+ * given result. If it is not needed, return a null pointer. If it is needed, return an instance
+ * of the operation. */
+ static SimpleOperation *construct_if_needed(Context &context, const Result &input_result);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_result.hh b/source/blender/compositor/realtime_compositor/COM_result.hh
new file mode 100644
index 00000000000..2ac28b99346
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_result.hh
@@ -0,0 +1,234 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_domain.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+/* Possible data types that operations can operate on. They either represent the base type of the
+ * result texture or a single value result. */
+enum class ResultType : uint8_t {
+ Float,
+ Vector,
+ Color,
+};
+
+/* ------------------------------------------------------------------------------------------------
+ * Result
+ *
+ * A result represents the computed value of an output of an operation. A result can either
+ * represent an image or a single value. A result is typed, and can be of type color, vector, or
+ * float. Single value results are stored in 1x1 textures to make them easily accessible in
+ * shaders. But the same value is also stored in the value union member of the result for any
+ * host-side processing. The texture of the result is allocated from the texture pool referenced by
+ * the result.
+ *
+ * Results are reference counted and their textures are released once their reference count reaches
+ * zero. After constructing a result, the set_initial_reference_count method is called to declare
+ * the number of operations that needs this result. Once each operation that needs the result no
+ * longer needs it, the release method is called and the reference count is decremented, until it
+ * reaches zero, where the result's texture is then released. Since results are eventually
+ * decremented to zero by the end of every evaluation, the reference count is restored before every
+ * evaluation to its initial reference count by calling the reset method, which is why a separate
+ * member initial_reference_count_ is stored to keep track of the initial value.
+ *
+ * A result not only represents an image, but also the area it occupies in the virtual compositing
+ * space. This area is called the Domain of the result, see the discussion in COM_domain.hh for
+ * more information.
+ *
+ * A result can be a proxy result that merely wraps another master result, in which case, it shares
+ * its values and delegates all reference counting to it. While a proxy result shares the value of
+ * the master result, it can have a different domain. Consequently, transformation operations are
+ * implemented using proxy results, where their results are proxy results of their inputs but with
+ * their domains transformed based on their options. Moreover, proxy results can also be used as
+ * the results of identity operations, that is, operations that do nothing to their inputs in
+ * certain configurations. In which case, the proxy result is left as is with no extra
+ * transformation on its domain whatsoever. Proxy results can be created by calling the
+ * pass_through method, see that method for more details. */
+class Result {
+ private:
+ /* The base type of the texture or the type of the single value. */
+ ResultType type_;
+ /* If true, the result is a single value, otherwise, the result is a texture. */
+ bool is_single_value_;
+ /* A GPU texture storing the result data. This will be a 1x1 texture if the result is a single
+ * value, the value of which will be identical to that of the value member. See class description
+ * for more information. */
+ GPUTexture *texture_ = nullptr;
+ /* The texture pool used to allocate the texture of the result, this should be initialized during
+ * construction. */
+ TexturePool *texture_pool_ = nullptr;
+ /* The number of operations that currently needs this result. At the time when the result is
+ * computed, this member will have a value that matches initial_reference_count_. Once each
+ * operation that needs the result no longer needs it, the release method is called and the
+ * reference count is decremented, until it reaches zero, where the result's texture is then
+ * released. If this result have a master result, then this reference count is irrelevant and
+ * shadowed by the reference count of the master result. */
+ int reference_count_;
+ /* The number of operations that reference and use this result at the time when it was initially
+ * computed. Since reference_count_ is decremented and always becomes zero at the end of the
+ * evaluation, this member is used to reset the reference count of the results for later
+ * evaluations by calling the reset method. This member is also used to determine if this result
+ * should be computed by calling the should_compute method. */
+ int initial_reference_count_;
+ /* If the result is a single value, this member stores the value of the result, the value of
+ * which will be identical to that stored in the texture member. The active union member depends
+ * on the type of the result. This member is uninitialized and should not be used if the result
+ * is a texture. */
+ union {
+ float float_value_;
+ float3 vector_value_;
+ float4 color_value_;
+ };
+ /* The domain of the result. This only matters if the result was a texture. See the discussion in
+ * COM_domain.hh for more information. */
+ Domain domain_ = Domain::identity();
+ /* If not nullptr, then this result wraps and shares the value of another master result. In this
+ * case, calls to texture-related methods like increment_reference_count and release should
+ * operate on the master result as opposed to this result. This member is typically set upon
+ * calling the pass_through method, which sets this result to be the master of a target result.
+ * See that method for more information. */
+ Result *master_ = nullptr;
+
+ public:
+ /* Construct a result of the given type with the given texture pool that will be used to allocate
+ * and release the result's texture. */
+ Result(ResultType type, TexturePool &texture_pool);
+
+ /* Declare the result to be a texture result, allocate a texture of an appropriate type with
+ * the size of the given domain from the result's texture pool, and set the domain of the result
+ * to the given domain. */
+ void allocate_texture(Domain domain);
+
+ /* Declare the result to be a single value result, allocate a texture of an appropriate
+ * type with size 1x1 from the result's texture pool, and set the domain to be an identity
+ * domain. See class description for more information. */
+ void allocate_single_value();
+
+ /* Allocate a single value result and set its value to zero. This is called for results whose
+ * value can't be computed and are considered invalid. */
+ void allocate_invalid();
+
+ /* Bind the texture of the result to the texture image unit with the given name in the currently
+ * bound given shader. This also inserts a memory barrier for texture fetches to ensure any prior
+ * writes to the texture are reflected before reading from it. */
+ void bind_as_texture(GPUShader *shader, const char *texture_name) const;
+
+ /* Bind the texture of the result to the image unit with the given name in the currently bound
+ * given shader. */
+ void bind_as_image(GPUShader *shader, const char *image_name) const;
+
+ /* Unbind the texture which was previously bound using bind_as_texture. */
+ void unbind_as_texture() const;
+
+ /* Unbind the texture which was previously bound using bind_as_image. */
+ void unbind_as_image() const;
+
+ /* Pass this result through to a target result, in which case, the target result becomes a proxy
+ * result with this result as its master result. This is done by making the target result a copy
+ * of this result, essentially having identical values between the two and consequently sharing
+ * the underlying texture. An exception is the initial reference count, whose value is retained
+ * and not copied, because it is a property of the original result and is needed for correctly
+ * resetting the result before the next evaluation. Additionally, this result is set to be the
+ * master of the target result, by setting the master member of the target. Finally, the
+ * reference count of the result is incremented by the reference count of the target result. See
+ * the discussion above for more information. */
+ void pass_through(Result &target);
+
+ /* Transform the result by the given transformation. This effectively pre-multiply the given
+ * transformation by the current transformation of the domain of the result. */
+ void transform(const float3x3 &transformation);
+
+ /* Get a reference to the realization options of this result. See the RealizationOptions class
+ * for more information. */
+ RealizationOptions &get_realization_options();
+
+ /* If the result is a single value result of type float, return its float value. Otherwise, an
+ * uninitialized value is returned. */
+ float get_float_value() const;
+
+ /* If the result is a single value result of type vector, return its vector value. Otherwise, an
+ * uninitialized value is returned. */
+ float3 get_vector_value() const;
+
+ /* If the result is a single value result of type color, return its color value. Otherwise, an
+ * uninitialized value is returned. */
+ float4 get_color_value() const;
+
+ /* Same as get_float_value but returns a default value if the result is not a single value. */
+ float get_float_value_default(float default_value) const;
+
+ /* Same as get_vector_value but returns a default value if the result is not a single value. */
+ float3 get_vector_value_default(const float3 &default_value) const;
+
+ /* Same as get_color_value but returns a default value if the result is not a single value. */
+ float4 get_color_value_default(const float4 &default_value) const;
+
+ /* If the result is a single value result of type float, set its float value and upload it to the
+ * texture. Otherwise, an undefined behavior is invoked. */
+ void set_float_value(float value);
+
+ /* If the result is a single value result of type vector, set its vector value and upload it to
+ * the texture. Otherwise, an undefined behavior is invoked. */
+ void set_vector_value(const float3 &value);
+
+ /* If the result is a single value result of type color, set its color value and upload it to the
+ * texture. Otherwise, an undefined behavior is invoked. */
+ void set_color_value(const float4 &value);
+
+ /* Set the value of initial_reference_count_, see that member for more details. This should be
+ * called after constructing the result to declare the number of operations that needs it. */
+ void set_initial_reference_count(int count);
+
+ /* Reset the result to prepare it for a new evaluation. This should be called before evaluating
+ * the operation that computes this result. First, set the value of reference_count_ to the value
+ * of initial_reference_count_ since reference_count_ may have already been decremented to zero
+ * in a previous evaluation. Second, set master_ to nullptr because the result may have been
+ * turned into a proxy result in a previous evaluation. Other fields don't need to be reset
+ * because they are runtime and overwritten during evaluation. */
+ void reset();
+
+ /* Increment the reference count of the result by the given count. If this result have a master
+ * result, the reference count of the master result is incremented instead. */
+ void increment_reference_count(int count = 1);
+
+ /* Decrement the reference count of the result and release the its texture back into the texture
+ * pool if the reference count reaches zero. This should be called when an operation that used
+ * this result no longer needs it. If this result have a master result, the master result is
+ * released instead. */
+ void release();
+
+ /* Returns true if this result should be computed and false otherwise. The result should be
+ * computed if its reference count is not zero, that is, its result is used by at least one
+ * operation. */
+ bool should_compute();
+
+ /* Returns the type of the result. */
+ ResultType type() const;
+
+ /* Returns true if the result is a texture and false of it is a single value. */
+ bool is_texture() const;
+
+ /* Returns true if the result is a single value and false of it is a texture. */
+ bool is_single_value() const;
+
+ /* Returns the allocated GPU texture of the result. */
+ GPUTexture *texture() const;
+
+ /* Returns the reference count of the result. If this result have a master result, then the
+ * reference count of the master result is returned instead. */
+ int reference_count() const;
+
+ /* Returns a reference to the domain of the result. See the Domain class. */
+ const Domain &domain() const;
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_scheduler.hh b/source/blender/compositor/realtime_compositor/COM_scheduler.hh
new file mode 100644
index 00000000000..4f778b32145
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_scheduler.hh
@@ -0,0 +1,21 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_vector_set.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* A type representing the ordered set of nodes defining the schedule of node execution. */
+using Schedule = VectorSet<DNode>;
+
+/* Computes the execution schedule of the node tree. This is essentially a post-order depth first
+ * traversal of the node tree from the output node to the leaf input nodes, with informed order of
+ * traversal of dependencies based on a heuristic estimation of the number of needed buffers. */
+Schedule compute_schedule(DerivedNodeTree &tree);
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_shader_node.hh b/source/blender/compositor/realtime_compositor/COM_shader_node.hh
new file mode 100644
index 00000000000..ab5565ba88d
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_shader_node.hh
@@ -0,0 +1,74 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_vector.hh"
+
+#include "DNA_node_types.h"
+
+#include "GPU_material.h"
+
+#include "NOD_derived_node_tree.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* ------------------------------------------------------------------------------------------------
+ * Shader Node
+ *
+ * A shader node encapsulates a compositor node tree that is capable of being used together with
+ * other shader nodes to construct a Shader Operation using the GPU material compiler. A GPU node
+ * stack for each of the node inputs and outputs is stored and populated during construction in
+ * order to represent the node as a GPU node inside the GPU material graph, see GPU_material.h for
+ * more information. Derived classes should implement the compile method to add the node and link
+ * it to the GPU material given to the method. The compiler is expected to initialize the input
+ * links of the node before invoking the compile method. See the discussion in
+ * COM_shader_operation.hh for more information. */
+class ShaderNode {
+ private:
+ /* The node that this operation represents. */
+ DNode node_;
+ /* The GPU node stacks of the inputs of the node. Those are populated during construction in the
+ * populate_inputs method. The links of the inputs are initialized by the GPU material compiler
+ * prior to calling the compile method. There is an extra stack at the end to mark the end of the
+ * array, as this is what the GPU module functions expect. */
+ Vector<GPUNodeStack> inputs_;
+ /* The GPU node stacks of the outputs of the node. Those are populated during construction in the
+ * populate_outputs method. There is an extra stack at the end to mark the end of the array, as
+ * this is what the GPU module functions expect. */
+ Vector<GPUNodeStack> outputs_;
+
+ public:
+ /* Construct the node by populating both its inputs and outputs. */
+ ShaderNode(DNode node);
+
+ virtual ~ShaderNode() = default;
+
+ /* Compile the node by adding the appropriate GPU material graph nodes and linking the
+ * appropriate resources. */
+ virtual void compile(GPUMaterial *material) = 0;
+
+ /* Returns a contiguous array containing the GPU node stacks of each input. */
+ GPUNodeStack *get_inputs_array();
+
+ /* Returns a contiguous array containing the GPU node stacks of each output. */
+ GPUNodeStack *get_outputs_array();
+
+ protected:
+ /* Returns a reference to the derived node that this operation represents. */
+ const DNode &node() const;
+
+ /* Returns a reference to the node this operations represents. */
+ bNode &bnode() const;
+
+ private:
+ /* Populate the inputs of the node. The input link is set to nullptr and is expected to be
+ * initialized by the GPU material compiler before calling the compile method. */
+ void populate_inputs();
+ /* Populate the outputs of the node. The output link is set to nullptr and is expected to be
+ * initialized by the compile method. */
+ void populate_outputs();
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_shader_operation.hh b/source/blender/compositor/realtime_compositor/COM_shader_operation.hh
new file mode 100644
index 00000000000..3303e579336
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_shader_operation.hh
@@ -0,0 +1,234 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include <memory>
+
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_vector_set.hh"
+
+#include "GPU_material.h"
+#include "GPU_shader.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_context.hh"
+#include "COM_operation.hh"
+#include "COM_scheduler.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* A type representing a contiguous subset of the node execution schedule that will be compiled
+ * into a Shader Operation. */
+using ShaderCompileUnit = VectorSet<DNode>;
+/* A type representing a map that associates the identifier of each input of the operation with the
+ * output socket it is linked to. */
+using InputsToLinkedOutputsMap = Map<StringRef, DOutputSocket>;
+/* A type representing a map that associates the output socket that provides the result of an
+ * output of the operation with the identifier of that output. */
+using OutputSocketsToOutputIdentifiersMap = Map<DOutputSocket, StringRef>;
+
+/* ------------------------------------------------------------------------------------------------
+ * Shader Operation
+ *
+ * An operation that evaluates a shader compiled from a contiguous subset of the node execution
+ * schedule using the GPU material compiler, see GPU_material.h for more information. The subset
+ * of the node execution schedule is called a shader compile unit, see the discussion in
+ * COM_compile_state.hh for more information.
+ *
+ * Consider the following node graph with a node execution schedule denoted by the number on each
+ * node. The compiler may decide to compile a subset of the execution schedule into a shader
+ * operation, in this case, the nodes from 3 to 5 were compiled together into a shader operation.
+ * This subset is called the shader compile unit. See the discussion in COM_evaluator.hh for more
+ * information on the compilation process. Each of the nodes inside the compile unit implements a
+ * Shader Node which is instantiated, stored in shader_nodes_, and used during compilation. See the
+ * discussion in COM_shader_node.hh for more information. Links that are internal to the shader
+ * operation are established between the input and outputs of the shader nodes, for instance, the
+ * links between nodes 3 and 4 as well as those between nodes 4 and 5. However, links that cross
+ * the boundary of the shader operation needs special handling.
+ *
+ * Shader Operation
+ * +------------------------------------------------------+
+ * .------------. | .------------. .------------. .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |------| |--|--| |
+ * | | .-|--| | | | .---| | | | |
+ * '------------' | | '------------' '------------' | '------------' | '------------'
+ * | +----------------------------------|-------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'------------------------------------'
+ * | |
+ * '------------'
+ *
+ * Links from nodes that are not part of the shader operation to nodes that are part of the shader
+ * operation are considered inputs of the operation itself and are declared as such. For instance,
+ * the link from node 1 to node 3 is declared as an input to the operation, and the same applies
+ * for the links from node 2 to nodes 3 and 5. Note, however, that only one input is declared for
+ * each distinct output socket, so both links from node 2 share the same input of the operation.
+ * Once an input is declared for a distinct output socket:
+ *
+ * 1. A material texture is added to the GPU material. This texture will be bound to the result of
+ * the output socket during evaluation.
+ * 2. The newly added texture is mapped to the output socket in output_to_material_texture_map_
+ * to share that same texture for all inputs linked to the same output socket.
+ * 3. A texture loader GPU material node that samples the newly added material texture is added and
+ * linked to the GPU input stacks of shader nodes that the output socket is linked to.
+ * 4. The input of the operation is mapped to the output socket to help the compiler in
+ * establishing links between the operations. See the get_inputs_to_linked_outputs_map method.
+ *
+ * Links from nodes that are part of the shader operation to nodes that are not part of the shader
+ * operation are considered outputs of the operation itself and are declared as such. For instance,
+ * the link from node 5 to node 6 is declared as an output to the operation. Once an output is
+ * declared for an output socket:
+ *
+ * 1. A material image is added to the GPU material. This image will be bound to the result of
+ * the operation output during evaluation. This is the image where the result of that output
+ * will be written.
+ * 2. An image storer GPU material node that stores the output value in the newly added material
+ * image is added and linked to the GPU output stack of the output.
+ * 4. The output of the operation is mapped to the output socket to help the compiler in
+ * establishing links between the operations. See the get_inputs_to_linked_outputs_map method.
+ *
+ * The GPU material is declared as a compute material and its compute source is used to construct a
+ * compute shader that is then dispatched during operation evaluation after binding the inputs,
+ * outputs, and any necessary resources. */
+class ShaderOperation : public Operation {
+ private:
+ /* The compile unit that will be compiled into this shader operation. */
+ ShaderCompileUnit compile_unit_;
+ /* The GPU material backing the operation. This is created and compiled during construction and
+ * freed during destruction. */
+ GPUMaterial *material_;
+ /* A map that associates each node in the compile unit with an instance of its shader node. */
+ Map<DNode, std::unique_ptr<ShaderNode>> shader_nodes_;
+ /* A map that associates the identifier of each input of the operation with the output socket it
+ * is linked to. See the above discussion for more information. */
+ InputsToLinkedOutputsMap inputs_to_linked_outputs_map_;
+ /* A map that associates the output socket that provides the result of an output of the operation
+ * with the identifier of that output. See the above discussion for more information. */
+ OutputSocketsToOutputIdentifiersMap output_sockets_to_output_identifiers_map_;
+ /* A map that associates the output socket of a node that is not part of the shader operation to
+ * the material texture that was created for it. This is used to share the same material texture
+ * with all inputs that are linked to the same output socket. */
+ Map<DOutputSocket, GPUMaterialTexture *> output_to_material_texture_map_;
+
+ public:
+ /* Construct and compile a GPU material from the given shader compile unit by calling
+ * GPU_material_from_callbacks with the appropriate callbacks. */
+ ShaderOperation(Context &context, ShaderCompileUnit &compile_unit);
+
+ /* Free the GPU material. */
+ ~ShaderOperation();
+
+ /* Allocate the output results, bind the shader and all its needed resources, then dispatch the
+ * shader. */
+ void execute() override;
+
+ /* Get the identifier of the operation output corresponding to the given output socket. This is
+ * called by the compiler to identify the operation output that provides the result for an input
+ * by providing the output socket that the input is linked to. See
+ * output_sockets_to_output_identifiers_map_ for more information. */
+ StringRef get_output_identifier_from_output_socket(DOutputSocket output);
+
+ /* Get a reference to the inputs to linked outputs map of the operation. This is called by the
+ * compiler to identify the output that each input of the operation is linked to for correct
+ * input mapping. See inputs_to_linked_outputs_map_ for more information. */
+ InputsToLinkedOutputsMap &get_inputs_to_linked_outputs_map();
+
+ /* Compute and set the initial reference counts of all the results of the operation. The
+ * reference counts of the results are the number of operations that use those results, which is
+ * computed as the number of inputs whose node is part of the schedule and is linked to the
+ * output corresponding to each of the results of the operation. The node execution schedule is
+ * given as an input. */
+ void compute_results_reference_counts(const Schedule &schedule);
+
+ private:
+ /* Bind the uniform buffer of the GPU material as well as any color band textures needed by the
+ * GPU material. Other resources like attributes and textures that reference images are not bound
+ * because the GPU material is guaranteed not to have any of them. Textures that reference the
+ * inputs of the operation and images that reference the outputs of the operation are bound in
+ * the bind_inputs and bind_outputs methods respectively. The compiled shader of the material is
+ * given as an argument and assumed to be bound. */
+ void bind_material_resources(GPUShader *shader);
+
+ /* Bind the input results of the operation to the appropriate textures in the GPU material. The
+ * material textures stored in output_to_material_texture_map_ have sampler names that match
+ * the identifiers of the operation inputs that they correspond to. The compiled shader of the
+ * material is given as an argument and assumed to be bound. */
+ void bind_inputs(GPUShader *shader);
+
+ /* Bind the output results of the operation to the appropriate images in the GPU material. Every
+ * image in the GPU material corresponds to one of the outputs of the operation, an output whose
+ * identifier is the name of the image in the GPU material shader. The compiled shader of the
+ * material is given as an argument and assumed to be bound. */
+ void bind_outputs(GPUShader *shader);
+
+ /* A static callback method of interface GPUMaterialSetupFn that is passed to
+ * GPU_material_from_callbacks to setup the GPU material. The thunk parameter will be a pointer
+ * to the instance of ShaderOperation that is being compiled. This methods setup the GPU
+ * material as a compute one. */
+ static void setup_material(void *thunk, GPUMaterial *material);
+
+ /* A static callback method of interface GPUMaterialCompileFn that is passed to
+ * GPU_material_from_callbacks to compile the GPU material. The thunk parameter will be a pointer
+ * to the instance of ShaderOperation that is being compiled. The method goes over the compile
+ * unit and does the following for each node:
+ *
+ * - Instantiate a ShaderNode from the node and add it to shader_nodes_.
+ * - Link the inputs of the node if needed. The inputs are either linked to other nodes in the
+ * GPU material graph or they are exposed as inputs to the shader operation itself if they are
+ * linked to nodes that are not part of the shader operation.
+ * - Call the compile method of the shader node to actually add and link the GPU material graph
+ * nodes.
+ * - If any of the outputs of the node are linked to nodes that are not part of the shader
+ * operation, they are exposed as outputs to the shader operation itself. */
+ static void compile_material(void *thunk, GPUMaterial *material);
+
+ /* Link the inputs of the node if needed. Unlinked inputs are ignored as they will be linked by
+ * the node compile method. If the input is linked to a node that is not part of the shader
+ * operation, the input will be exposed as an input to the shader operation and linked to it.
+ * While if the input is linked to a node that is part of the shader operation, then it is linked
+ * to that node in the GPU material node graph. */
+ void link_node_inputs(DNode node, GPUMaterial *material);
+
+ /* Given the input of a node that is part of the shader operation which is linked to the given
+ * output of a node that is also part of the shader operation, map the output link of the GPU
+ * node stack of the output to the input link of the GPU node stack of the input. This
+ * essentially establishes the needed links in the GPU material node graph. */
+ void map_node_input(DInputSocket input, DOutputSocket output);
+
+ /* Given the input of a node that is part of the shader operation which is linked to the given
+ * output of a node that is not part of the shader operation, declare a new input to the
+ * operation and link it appropriately as detailed in the discussion above. */
+ void declare_operation_input_if_needed(DInputSocket input,
+ DOutputSocket output,
+ GPUMaterial *material);
+
+ /* Link the input node stack corresponding to the given input to an input loader GPU material
+ * node sampling the material texture corresponding to the given output. */
+ void link_material_input_loader(DInputSocket input, DOutputSocket output, GPUMaterial *material);
+
+ /* Populate the output results of the shader operation for outputs of the given node that
+ * are linked to nodes outside of the shader operation. */
+ void populate_results_for_node(DNode node, GPUMaterial *material);
+
+ /* Given the output of a node that is part of the shader operation which is linked to an input of
+ * a node that is not part of the shader operation, declare a new output to the operation and
+ * link it appropriately as detailed in the discussion above. */
+ void populate_operation_result(DOutputSocket output, GPUMaterial *material);
+
+ /* A static callback method of interface GPUCodegenCallbackFn that is passed to
+ * GPU_material_from_callbacks to create the shader create info of the GPU material. The thunk
+ * parameter will be a pointer to the instance of ShaderOperation that is being compiled.
+ * This method setup the shader create info as a compute shader and sets its generated source
+ * based on the GPU material code generator output. */
+ static void generate_material(void *thunk,
+ GPUMaterial *material,
+ GPUCodegenOutput *code_generator);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_shader_pool.hh b/source/blender/compositor/realtime_compositor/COM_shader_pool.hh
new file mode 100644
index 00000000000..e7db398b972
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_shader_pool.hh
@@ -0,0 +1,31 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+
+#include "GPU_shader.h"
+
+namespace blender::realtime_compositor {
+
+/* -------------------------------------------------------------------------------------------------
+ * Shader Pool
+ *
+ * A shader pool is a pool of shaders identified by their info name that can be reused throughout
+ * the evaluation of the compositor and are only freed when the shader pool is destroyed. */
+class ShaderPool {
+ private:
+ /* The set of shaders identified by their info name that are currently available in the pool to
+ * be acquired. */
+ Map<StringRef, GPUShader *> shaders_;
+
+ public:
+ ~ShaderPool();
+
+ /* Check if there is an available shader with the given info name in the pool, if such shader
+ * exists, return it, otherwise, return a newly created shader and add it to the pool. */
+ GPUShader *acquire(const char *info_name);
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_simple_operation.hh b/source/blender/compositor/realtime_compositor/COM_simple_operation.hh
new file mode 100644
index 00000000000..2f743da50d6
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_simple_operation.hh
@@ -0,0 +1,64 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_string_ref.hh"
+
+#include "COM_operation.hh"
+#include "COM_result.hh"
+
+namespace blender::realtime_compositor {
+
+/* ------------------------------------------------------------------------------------------------
+ * Simple Operation
+ *
+ * A simple operation is an operation that takes exactly one input and computes exactly one output.
+ * Moreover, the output is guaranteed to only have a single user, that is, its reference count will
+ * be one. Such operations can be attached to the inputs of operations to pre-process the inputs to
+ * prepare them before the operation is executed.*/
+class SimpleOperation : public Operation {
+ private:
+ /* The identifier of the output. This is constant for all operations. */
+ static const StringRef output_identifier_;
+ /* The identifier of the input. This is constant for all operations. */
+ static const StringRef input_identifier_;
+
+ public:
+ using Operation::Operation;
+
+ /* Get a reference to the output result of the operation, this essentially calls the super
+ * get_result method with the output identifier of the operation. */
+ Result &get_result();
+
+ /* Map the input of the operation to the given result, this essentially calls the super
+ * map_input_to_result method with the input identifier of the operation. */
+ void map_input_to_result(Result *result);
+
+ protected:
+ /* Simple operations don't need input processors, so override with an empty implementation. */
+ void add_and_evaluate_input_processors() override;
+
+ /* Get a reference to the input result of the operation, this essentially calls the super
+ * get_result method with the input identifier of the operation. */
+ Result &get_input();
+
+ /* Switch the result mapped to the input with the given result, this essentially calls the super
+ * switch_result_mapped_to_input method with the input identifier of the operation. */
+ void switch_result_mapped_to_input(Result *result);
+
+ /* Populate the result of the operation, this essentially calls the super populate_result method
+ * with the output identifier of the operation and sets the initial reference count of the result
+ * to 1, since the result of an operation operation is guaranteed to have a single user. */
+ void populate_result(Result result);
+
+ /* Declare the descriptor of the input of the operation to be the given descriptor, this
+ * essentially calls the super declare_input_descriptor method with the input identifier of the
+ * operation. */
+ void declare_input_descriptor(InputDescriptor descriptor);
+
+ /* Get a reference to the descriptor of the input, this essentially calls the super
+ * get_input_descriptor method with the input identifier of the operation. */
+ InputDescriptor &get_input_descriptor();
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_texture_pool.hh b/source/blender/compositor/realtime_compositor/COM_texture_pool.hh
new file mode 100644
index 00000000000..cc6641d288f
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_texture_pool.hh
@@ -0,0 +1,86 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include <cstdint>
+
+#include "BLI_map.hh"
+#include "BLI_math_vec_types.hh"
+#include "BLI_vector.hh"
+
+#include "GPU_texture.h"
+
+namespace blender::realtime_compositor {
+
+/* ------------------------------------------------------------------------------------------------
+ * Texture Pool Key
+ *
+ * A key used to identify a texture specification in a texture pool. Defines a hash and an equality
+ * operator for use in a hash map. */
+class TexturePoolKey {
+ public:
+ int2 size;
+ eGPUTextureFormat format;
+
+ /* Construct a key from the given texture size and format. */
+ TexturePoolKey(int2 size, eGPUTextureFormat format);
+
+ /* Construct a key from the size and format of the given texture. */
+ TexturePoolKey(const GPUTexture *texture);
+
+ uint64_t hash() const;
+};
+
+bool operator==(const TexturePoolKey &a, const TexturePoolKey &b);
+
+/* ------------------------------------------------------------------------------------------------
+ * Texture Pool
+ *
+ * A texture pool allows the allocation and reuse of textures throughout the execution of the
+ * compositor to avoid memory fragmentation and texture allocation overheads. The texture pool
+ * delegates the actual texture allocation to an allocate_texture method that should be implemented
+ * by the caller of the compositor evaluator, allowing a more agnostic and flexible execution that
+ * can be controlled by the caller. If the compositor is expected to execute frequently, like on
+ * every redraw, then the allocation method should use a persistent texture pool to allow
+ * cross-evaluation texture pooling, for instance, by using the DRWTexturePool. But if the
+ * evaluator is expected to execute infrequently, the allocated textures can just be freed when the
+ * evaluator is done, that is, when the pool is destructed. */
+class TexturePool {
+ private:
+ /* The set of textures in the pool that are available to acquire for each distinct texture
+ * specification. */
+ Map<TexturePoolKey, Vector<GPUTexture *>> textures_;
+
+ public:
+ /* Check if there is an available texture with the given specification in the pool, if such
+ * texture exists, return it, otherwise, return a newly allocated texture. Expect the texture to
+ * be uncleared and possibly contains garbage data. */
+ GPUTexture *acquire(int2 size, eGPUTextureFormat format);
+
+ /* Shorthand for acquire with GPU_RGBA16F format. */
+ GPUTexture *acquire_color(int2 size);
+
+ /* Shorthand for acquire with GPU_RGBA16F format. Identical to acquire_color because vectors
+ * are stored in RGBA textures, due to the limited support for RGB textures. */
+ GPUTexture *acquire_vector(int2 size);
+
+ /* Shorthand for acquire with GPU_R16F format. */
+ GPUTexture *acquire_float(int2 size);
+
+ /* Put the texture back into the pool, potentially to be acquired later by another user. Expects
+ * the texture to be one that was acquired using the same texture pool. */
+ void release(GPUTexture *texture);
+
+ /* Reset the texture pool by clearing all available textures without freeing the textures. If the
+ * textures will no longer be needed, they should be freed in the destructor. This should be
+ * called after the compositor is done evaluating. */
+ void reset();
+
+ private:
+ /* Returns a newly allocated texture with the given specification. This method should be
+ * implemented by the caller of the compositor evaluator. See the class description for more
+ * information. */
+ virtual GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) = 0;
+};
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/COM_utilities.hh b/source/blender/compositor/realtime_compositor/COM_utilities.hh
new file mode 100644
index 00000000000..0e359c2090a
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_utilities.hh
@@ -0,0 +1,59 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_function_ref.hh"
+#include "BLI_math_vec_types.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "GPU_shader.h"
+
+#include "COM_input_descriptor.hh"
+#include "COM_result.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* Get the origin socket of the given node input. If the input is not linked, the socket itself is
+ * returned. If the input is linked, the socket that is linked to it is returned, which could
+ * either be an input or an output. An input socket is returned when the given input is connected
+ * to an unlinked input of a group input node. */
+DSocket get_input_origin_socket(DInputSocket input);
+
+/* Get the output socket linked to the given node input. If the input is not linked to an output, a
+ * null output is returned. */
+DOutputSocket get_output_linked_to_input(DInputSocket input);
+
+/* Get the result type that corresponds to the type of the given socket. */
+ResultType get_node_socket_result_type(const SocketRef *socket);
+
+/* Returns true if any of the nodes linked to the given output satisfies the given condition, and
+ * false otherwise. */
+bool is_output_linked_to_node_conditioned(DOutputSocket output,
+ FunctionRef<bool(DNode)> condition);
+
+/* Returns the number of inputs linked to the given output that satisfy the given condition. */
+int number_of_inputs_linked_to_output_conditioned(DOutputSocket output,
+ FunctionRef<bool(DInputSocket)> condition);
+
+/* A node is a shader node if it defines a method to get a shader node operation. */
+bool is_shader_node(DNode node);
+
+/* Returns true if the given node is supported, that is, have an implementation. Returns false
+ * otherwise. */
+bool is_node_supported(DNode node);
+
+/* Get the input descriptor of the given input socket. */
+InputDescriptor input_descriptor_from_input_socket(const InputSocketRef *socket);
+
+/* Dispatch the given compute shader in a 2D compute space such that the number of invocations in
+ * both dimensions is as small as possible but at least covers the entirety of global_size assuming
+ * the shader has a local group size given by local_size. That means that the number of invocations
+ * might be a bit larger than global_size, so shaders has to put that into consideration. A default
+ * local size of 16x16 is assumed, which is the optimal local size for many image processing
+ * shaders. */
+void compute_dispatch_global(GPUShader *shader, int2 global_size, int2 local_size = int2(16));
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/compile_state.cc b/source/blender/compositor/realtime_compositor/intern/compile_state.cc
new file mode 100644
index 00000000000..9fde6568103
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/compile_state.cc
@@ -0,0 +1,166 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <limits>
+
+#include "BLI_math_vec_types.hh"
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_compile_state.hh"
+#include "COM_domain.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_node_operation.hh"
+#include "COM_result.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_operation.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+CompileState::CompileState(const Schedule &schedule) : schedule_(schedule)
+{
+}
+
+const Schedule &CompileState::get_schedule()
+{
+ return schedule_;
+}
+
+void CompileState::map_node_to_node_operation(DNode node, NodeOperation *operations)
+{
+ return node_operations_.add_new(node, operations);
+}
+
+void CompileState::map_node_to_shader_operation(DNode node, ShaderOperation *operations)
+{
+ return shader_operations_.add_new(node, operations);
+}
+
+Result &CompileState::get_result_from_output_socket(DOutputSocket output)
+{
+ /* The output belongs to a node that was compiled into a standard node operation, so return a
+ * reference to the result from that operation using the output identifier. */
+ if (node_operations_.contains(output.node())) {
+ NodeOperation *operation = node_operations_.lookup(output.node());
+ return operation->get_result(output->identifier());
+ }
+
+ /* Otherwise, the output belongs to a node that was compiled into a shader operation, so
+ * retrieve the internal identifier of that output and return a reference to the result from
+ * that operation using the retrieved identifier. */
+ ShaderOperation *operation = shader_operations_.lookup(output.node());
+ return operation->get_result(operation->get_output_identifier_from_output_socket(output));
+}
+
+void CompileState::add_node_to_shader_compile_unit(DNode node)
+{
+ /* Add the node to the shader compile unit. */
+ shader_compile_unit_.add_new(node);
+
+ /* If the domain of the shader compile unit is not yet determined or was determined to be
+ * an identity domain, update it to be the computed domain of the node. */
+ if (shader_compile_unit_domain_ == Domain::identity()) {
+ shader_compile_unit_domain_ = compute_shader_node_domain(node);
+ }
+}
+
+ShaderCompileUnit &CompileState::get_shader_compile_unit()
+{
+ return shader_compile_unit_;
+}
+
+void CompileState::reset_shader_compile_unit()
+{
+ return shader_compile_unit_.clear();
+}
+
+bool CompileState::should_compile_shader_compile_unit(DNode node)
+{
+ /* If the shader compile unit is empty, then it can't be compiled yet. */
+ if (shader_compile_unit_.is_empty()) {
+ return false;
+ }
+
+ /* If the node is not a shader node, then it can't be added to the shader compile unit and the
+ * shader compile unit is considered complete and should be compiled. */
+ if (!is_shader_node(node)) {
+ return true;
+ }
+
+ /* If the computed domain of the node doesn't matches the domain of the shader compile unit, then
+ * it can't be added to the shader compile unit and the shader compile unit is considered
+ * complete and should be compiled. Identity domains are an exception as they are always
+ * compatible because they represents single values. */
+ if (shader_compile_unit_domain_ != Domain::identity() &&
+ shader_compile_unit_domain_ != compute_shader_node_domain(node)) {
+ return true;
+ }
+
+ /* Otherwise, the node is compatible and can be added to the compile unit and it shouldn't be
+ * compiled just yet. */
+ return false;
+}
+
+Domain CompileState::compute_shader_node_domain(DNode node)
+{
+ /* Default to an identity domain in case no domain input was found, most likely because all
+ * inputs are single values. */
+ Domain node_domain = Domain::identity();
+ int current_domain_priority = std::numeric_limits<int>::max();
+
+ /* Go over the inputs and find the domain of the non single value input with the highest domain
+ * priority. */
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked, so skip
+ * it. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+ if (!output) {
+ continue;
+ }
+
+ /* Get the input descriptor of the input. */
+ const InputDescriptor input_descriptor = input_descriptor_from_input_socket(input_ref);
+
+ /* If the output belongs to a node that is part of the shader compile unit, then the domain of
+ * the input is the domain of the compile unit itself. */
+ if (shader_compile_unit_.contains(output.node())) {
+ /* Single value inputs can't be domain inputs. */
+ if (shader_compile_unit_domain_.size == int2(1)) {
+ continue;
+ }
+
+ /* Notice that the lower the domain priority value is, the higher the priority is, hence the
+ * less than comparison. */
+ if (input_descriptor.domain_priority < current_domain_priority) {
+ node_domain = shader_compile_unit_domain_;
+ current_domain_priority = input_descriptor.domain_priority;
+ }
+ continue;
+ }
+
+ /* Get the result linked to the input. */
+ const Result &result = get_result_from_output_socket(output);
+
+ /* A single value input can't be a domain input. */
+ if (result.is_single_value() || input_descriptor.expects_single_value) {
+ continue;
+ }
+
+ /* Notice that the lower the domain priority value is, the higher the priority is, hence the
+ * less than comparison. */
+ if (input_descriptor.domain_priority < current_domain_priority) {
+ node_domain = result.domain();
+ current_domain_priority = input_descriptor.domain_priority;
+ }
+ }
+
+ return node_domain;
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/context.cc b/source/blender/compositor/realtime_compositor/intern/context.cc
new file mode 100644
index 00000000000..199547ef8fc
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/context.cc
@@ -0,0 +1,36 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "COM_context.hh"
+#include "COM_shader_pool.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+Context::Context(TexturePool &texture_pool) : texture_pool_(texture_pool)
+{
+}
+
+int Context::get_frame_number() const
+{
+ return get_scene()->r.cfra;
+}
+
+float Context::get_time() const
+{
+ const float frame_number = static_cast<float>(get_frame_number());
+ const float frame_rate = static_cast<float>(get_scene()->r.frs_sec) /
+ static_cast<float>(get_scene()->r.frs_sec_base);
+ return frame_number / frame_rate;
+}
+
+TexturePool &Context::texture_pool()
+{
+ return texture_pool_;
+}
+
+ShaderPool &Context::shader_pool()
+{
+ return shader_pool_;
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/conversion_operation.cc b/source/blender/compositor/realtime_compositor/intern/conversion_operation.cc
new file mode 100644
index 00000000000..08a3c2c3899
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/conversion_operation.cc
@@ -0,0 +1,220 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_math_vec_types.hh"
+
+#include "GPU_shader.h"
+
+#include "COM_context.hh"
+#include "COM_conversion_operation.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_result.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+/* -------------------------------------------------------------------------------------------------
+ * Conversion Operation.
+ */
+
+void ConversionOperation::execute()
+{
+ Result &result = get_result();
+ const Result &input = get_input();
+
+ if (input.is_single_value()) {
+ result.allocate_single_value();
+ execute_single(input, result);
+ return;
+ }
+
+ result.allocate_texture(input.domain());
+
+ GPUShader *shader = get_conversion_shader();
+ GPU_shader_bind(shader);
+
+ input.bind_as_texture(shader, "input_sampler");
+ result.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, input.domain().size);
+
+ input.unbind_as_texture();
+ result.unbind_as_image();
+ GPU_shader_unbind();
+}
+
+SimpleOperation *ConversionOperation::construct_if_needed(Context &context,
+ const Result &input_result,
+ const InputDescriptor &input_descriptor)
+{
+ ResultType result_type = input_result.type();
+ ResultType expected_type = input_descriptor.type;
+
+ /* If the result type differs from the expected type, return an instance of an appropriate
+ * conversion operation. Otherwise, return a null pointer. */
+ if (result_type == ResultType::Float && expected_type == ResultType::Vector) {
+ return new ConvertFloatToVectorOperation(context);
+ }
+ else if (result_type == ResultType::Float && expected_type == ResultType::Color) {
+ return new ConvertFloatToColorOperation(context);
+ }
+ else if (result_type == ResultType::Color && expected_type == ResultType::Float) {
+ return new ConvertColorToFloatOperation(context);
+ }
+ else if (result_type == ResultType::Color && expected_type == ResultType::Vector) {
+ return new ConvertColorToVectorOperation(context);
+ }
+ else if (result_type == ResultType::Vector && expected_type == ResultType::Float) {
+ return new ConvertVectorToFloatOperation(context);
+ }
+ else if (result_type == ResultType::Vector && expected_type == ResultType::Color) {
+ return new ConvertVectorToColorOperation(context);
+ }
+ else {
+ return nullptr;
+ }
+}
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Float To Vector Operation.
+ */
+
+ConvertFloatToVectorOperation::ConvertFloatToVectorOperation(Context &context)
+ : ConversionOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = ResultType::Float;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(ResultType::Vector, texture_pool()));
+}
+
+void ConvertFloatToVectorOperation::execute_single(const Result &input, Result &output)
+{
+ output.set_vector_value(float3(input.get_float_value()));
+}
+
+GPUShader *ConvertFloatToVectorOperation::get_conversion_shader() const
+{
+ return shader_pool().acquire("compositor_convert_float_to_vector");
+}
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Float To Color Operation.
+ */
+
+ConvertFloatToColorOperation::ConvertFloatToColorOperation(Context &context)
+ : ConversionOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = ResultType::Float;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(ResultType::Color, texture_pool()));
+}
+
+void ConvertFloatToColorOperation::execute_single(const Result &input, Result &output)
+{
+ float4 color = float4(input.get_float_value());
+ color[3] = 1.0f;
+ output.set_color_value(color);
+}
+
+GPUShader *ConvertFloatToColorOperation::get_conversion_shader() const
+{
+ return shader_pool().acquire("compositor_convert_float_to_color");
+}
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Color To Float Operation.
+ */
+
+ConvertColorToFloatOperation::ConvertColorToFloatOperation(Context &context)
+ : ConversionOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = ResultType::Color;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(ResultType::Float, texture_pool()));
+}
+
+void ConvertColorToFloatOperation::execute_single(const Result &input, Result &output)
+{
+ float4 color = input.get_color_value();
+ output.set_float_value((color[0] + color[1] + color[2]) / 3.0f);
+}
+
+GPUShader *ConvertColorToFloatOperation::get_conversion_shader() const
+{
+ return shader_pool().acquire("compositor_convert_color_to_float");
+}
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Color To Vector Operation.
+ */
+
+ConvertColorToVectorOperation::ConvertColorToVectorOperation(Context &context)
+ : ConversionOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = ResultType::Color;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(ResultType::Vector, texture_pool()));
+}
+
+void ConvertColorToVectorOperation::execute_single(const Result &input, Result &output)
+{
+ float4 color = input.get_color_value();
+ output.set_vector_value(float3(color));
+}
+
+GPUShader *ConvertColorToVectorOperation::get_conversion_shader() const
+{
+ return shader_pool().acquire("compositor_convert_color_to_vector");
+}
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Vector To Float Operation.
+ */
+
+ConvertVectorToFloatOperation::ConvertVectorToFloatOperation(Context &context)
+ : ConversionOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = ResultType::Vector;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(ResultType::Float, texture_pool()));
+}
+
+void ConvertVectorToFloatOperation::execute_single(const Result &input, Result &output)
+{
+ float3 vector = input.get_vector_value();
+ output.set_float_value((vector[0] + vector[1] + vector[2]) / 3.0f);
+}
+
+GPUShader *ConvertVectorToFloatOperation::get_conversion_shader() const
+{
+ return shader_pool().acquire("compositor_convert_vector_to_float");
+}
+
+/* -------------------------------------------------------------------------------------------------
+ * Convert Vector To Color Operation.
+ */
+
+ConvertVectorToColorOperation::ConvertVectorToColorOperation(Context &context)
+ : ConversionOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = ResultType::Vector;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(ResultType::Color, texture_pool()));
+}
+
+void ConvertVectorToColorOperation::execute_single(const Result &input, Result &output)
+{
+ output.set_color_value(float4(input.get_vector_value(), 1.0f));
+}
+
+GPUShader *ConvertVectorToColorOperation::get_conversion_shader() const
+{
+ return shader_pool().acquire("compositor_convert_vector_to_color");
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/domain.cc b/source/blender/compositor/realtime_compositor/intern/domain.cc
new file mode 100644
index 00000000000..31b297c212e
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/domain.cc
@@ -0,0 +1,38 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+
+#include "COM_domain.hh"
+
+namespace blender::realtime_compositor {
+
+Domain::Domain(int2 size) : size(size), transformation(float3x3::identity())
+{
+}
+
+Domain::Domain(int2 size, float3x3 transformation) : size(size), transformation(transformation)
+{
+}
+
+void Domain::transform(const float3x3 &input_transformation)
+{
+ transformation = input_transformation * transformation;
+}
+
+Domain Domain::identity()
+{
+ return Domain(int2(1), float3x3::identity());
+}
+
+bool operator==(const Domain &a, const Domain &b)
+{
+ return a.size == b.size && a.transformation == b.transformation;
+}
+
+bool operator!=(const Domain &a, const Domain &b)
+{
+ return !(a == b);
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/evaluator.cc b/source/blender/compositor/realtime_compositor/intern/evaluator.cc
new file mode 100644
index 00000000000..af27b89ca26
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/evaluator.cc
@@ -0,0 +1,218 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <string>
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_compile_state.hh"
+#include "COM_context.hh"
+#include "COM_evaluator.hh"
+#include "COM_input_single_value_operation.hh"
+#include "COM_node_operation.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_operation.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+Evaluator::Evaluator(Context &context, bNodeTree &node_tree)
+ : context_(context), node_tree_(node_tree)
+{
+}
+
+void Evaluator::evaluate()
+{
+ /* Reset the texture pool that was potentially populated from a previous evaluation. */
+ context_.texture_pool().reset();
+
+ /* The node tree is not compiled yet, so compile and evaluate the node tree. */
+ if (!is_compiled_) {
+ compile_and_evaluate();
+ is_compiled_ = true;
+ return;
+ }
+
+ /* The node tree is already compiled, so just go over the operations stream and evaluate the
+ * operations in order. */
+ for (const std::unique_ptr<Operation> &operation : operations_stream_) {
+ operation->evaluate();
+ }
+}
+
+void Evaluator::reset()
+{
+ /* Reset evaluator state. */
+ operations_stream_.clear();
+ derived_node_tree_.reset();
+ node_tree_reference_map_.clear();
+
+ /* Mark the node tree as in need to be compiled. */
+ is_compiled_ = false;
+}
+
+bool Evaluator::validate_node_tree()
+{
+ if (derived_node_tree_->has_link_cycles()) {
+ context_.set_info_message("Compositor node tree has cyclic links!");
+ return false;
+ }
+
+ if (derived_node_tree_->has_undefined_nodes_or_sockets()) {
+ context_.set_info_message("Compositor node tree has undefined nodes or sockets!");
+ return false;
+ }
+
+ /* Find any of the unsupported nodes in the node tree. We only track one of them because we
+ * display a message for only one at a time to avoid long messages. */
+ DNode unsupported_node;
+ derived_node_tree_->foreach_node([&](DNode node) {
+ if (!is_node_supported(node)) {
+ unsupported_node = node;
+ }
+ });
+
+ /* unsupported_node is null if no unsupported node was found. */
+ if (unsupported_node) {
+ std::string message = "Compositor node tree has an unsupported node: ";
+ context_.set_info_message(message + unsupported_node->idname());
+ return false;
+ }
+
+ return true;
+}
+
+void Evaluator::compile_and_evaluate()
+{
+ /* Construct and initialize a derived node tree from the compositor node tree. */
+ derived_node_tree_.reset(new DerivedNodeTree(node_tree_, node_tree_reference_map_));
+
+ /* Validate the node tree and do nothing if it is invalid. */
+ if (!validate_node_tree()) {
+ return;
+ }
+
+ /* Compute the node execution schedule. */
+ const Schedule schedule = compute_schedule(*derived_node_tree_);
+
+ /* Declare a compile state to use for tracking the state of the compilation. */
+ CompileState compile_state(schedule);
+
+ /* Go over the nodes in the schedule, compiling them into either node operations or shader
+ * operations. */
+ for (const DNode &node : schedule) {
+ /* Ask the compile state if now would be a good time to compile the shader compile unit given
+ * the current node, and if it is, compile and evaluate it. */
+ if (compile_state.should_compile_shader_compile_unit(node)) {
+ compile_and_evaluate_shader_compile_unit(compile_state);
+ }
+
+ /* If the node is a shader node, then add it to the shader compile unit. */
+ if (is_shader_node(node)) {
+ compile_state.add_node_to_shader_compile_unit(node);
+ }
+ else {
+ /* Otherwise, compile and evaluate the node into a node operation. */
+ compile_and_evaluate_node(node, compile_state);
+ }
+ }
+}
+
+void Evaluator::compile_and_evaluate_node(DNode node, CompileState &compile_state)
+{
+ /* Get an instance of the node's compositor operation. */
+ NodeOperation *operation = node->typeinfo()->get_compositor_operation(context_, node);
+
+ /* Map the node to the compiled operation. */
+ compile_state.map_node_to_node_operation(node, operation);
+
+ /* Map the inputs of the operation to the results of the outputs they are linked to. */
+ map_node_operation_inputs_to_their_results(node, operation, compile_state);
+
+ /* Add the operation to the operations stream. This has to be done after input mapping because
+ * the method may add Input Single Value Operations to the operations stream. */
+ operations_stream_.append(std::unique_ptr<Operation>(operation));
+
+ /* Compute the initial reference counts of the results of the operation. */
+ operation->compute_results_reference_counts(compile_state.get_schedule());
+
+ /* Evaluate the operation. */
+ operation->evaluate();
+}
+
+void Evaluator::map_node_operation_inputs_to_their_results(DNode node,
+ NodeOperation *operation,
+ CompileState &compile_state)
+{
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+
+ /* The output is not null, which means the input is linked. So map the input to the result we
+ * get from the output. */
+ if (output) {
+ Result &result = compile_state.get_result_from_output_socket(output);
+ operation->map_input_to_result(input->identifier(), &result);
+ continue;
+ }
+
+ /* Otherwise, the output is null, which means the input is unlinked. So map the input to the
+ * result of a newly created Input Single Value Operation. */
+ InputSingleValueOperation *input_operation = new InputSingleValueOperation(context_, input);
+ operation->map_input_to_result(input->identifier(), &input_operation->get_result());
+
+ /* Add the input operation to the operations stream. */
+ operations_stream_.append(std::unique_ptr<InputSingleValueOperation>(input_operation));
+
+ /* Evaluate the input operation. */
+ input_operation->evaluate();
+ }
+}
+
+void Evaluator::compile_and_evaluate_shader_compile_unit(CompileState &compile_state)
+{
+ /* Compile the shader compile unit into a shader operation. */
+ ShaderCompileUnit &compile_unit = compile_state.get_shader_compile_unit();
+ ShaderOperation *operation = new ShaderOperation(context_, compile_unit);
+
+ /* Map each of the nodes in the compile unit to the compiled operation. */
+ for (DNode node : compile_unit) {
+ compile_state.map_node_to_shader_operation(node, operation);
+ }
+
+ /* Map the inputs of the operation to the results of the outputs they are linked to. */
+ map_shader_operation_inputs_to_their_results(operation, compile_state);
+
+ /* Add the operation to the operations stream. */
+ operations_stream_.append(std::unique_ptr<Operation>(operation));
+
+ /* Compute the initial reference counts of the results of the operation. */
+ operation->compute_results_reference_counts(compile_state.get_schedule());
+
+ /* Evaluate the operation. */
+ operation->evaluate();
+
+ /* Clear the shader compile unit to ready it for tracking the next shader operation. */
+ compile_state.reset_shader_compile_unit();
+}
+
+void Evaluator::map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
+ CompileState &compile_state)
+{
+ /* For each input of the operation, retrieve the result of the output linked to it, and map the
+ * result to the input. */
+ InputsToLinkedOutputsMap &map = operation->get_inputs_to_linked_outputs_map();
+ for (const InputsToLinkedOutputsMap::Item &item : map.items()) {
+ Result &result = compile_state.get_result_from_output_socket(item.value);
+ operation->map_input_to_result(item.key, &result);
+ }
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/input_single_value_operation.cc b/source/blender/compositor/realtime_compositor/intern/input_single_value_operation.cc
new file mode 100644
index 00000000000..195252e1c4c
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/input_single_value_operation.cc
@@ -0,0 +1,58 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_math_vec_types.hh"
+
+#include "COM_input_single_value_operation.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+const StringRef InputSingleValueOperation::output_identifier_ = StringRef("Output");
+
+InputSingleValueOperation::InputSingleValueOperation(Context &context, DInputSocket input_socket)
+ : Operation(context), input_socket_(input_socket)
+{
+ /* Populate the output result. */
+ const ResultType result_type = get_node_socket_result_type(input_socket_.socket_ref());
+ Result result = Result(result_type, texture_pool());
+
+ /* The result of an input single value operation is guaranteed to have a single user. */
+ result.set_initial_reference_count(1);
+
+ populate_result(result);
+}
+
+void InputSingleValueOperation::execute()
+{
+ /* Allocate a single value for the result. */
+ Result &result = get_result();
+ result.allocate_single_value();
+
+ /* Set the value of the result to the default value of the input socket. */
+ switch (result.type()) {
+ case ResultType::Float:
+ result.set_float_value(input_socket_->default_value<bNodeSocketValueFloat>()->value);
+ break;
+ case ResultType::Vector:
+ result.set_vector_value(
+ float3(input_socket_->default_value<bNodeSocketValueVector>()->value));
+ break;
+ case ResultType::Color:
+ result.set_color_value(float4(input_socket_->default_value<bNodeSocketValueRGBA>()->value));
+ break;
+ }
+}
+
+Result &InputSingleValueOperation::get_result()
+{
+ return Operation::get_result(output_identifier_);
+}
+
+void InputSingleValueOperation::populate_result(Result result)
+{
+ Operation::populate_result(output_identifier_, result);
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/node_operation.cc b/source/blender/compositor/realtime_compositor/intern/node_operation.cc
new file mode 100644
index 00000000000..9d6332a8b2f
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/node_operation.cc
@@ -0,0 +1,69 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <memory>
+
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_vector.hh"
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+#include "NOD_node_declaration.hh"
+
+#include "COM_context.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_node_operation.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_scheduler.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+NodeOperation::NodeOperation(Context &context, DNode node) : Operation(context), node_(node)
+{
+ /* Populate the output results. */
+ for (const OutputSocketRef *output : node->outputs()) {
+ const ResultType result_type = get_node_socket_result_type(output);
+ const Result result = Result(result_type, texture_pool());
+ populate_result(output->identifier(), result);
+ }
+
+ /* Populate the input descriptors. */
+ for (const InputSocketRef *input : node->inputs()) {
+ const InputDescriptor input_descriptor = input_descriptor_from_input_socket(input);
+ declare_input_descriptor(input->identifier(), input_descriptor);
+ }
+}
+
+void NodeOperation::compute_results_reference_counts(const Schedule &schedule)
+{
+ for (const OutputSocketRef *output_ref : node()->outputs()) {
+ const DOutputSocket output{node().context(), output_ref};
+
+ const int reference_count = number_of_inputs_linked_to_output_conditioned(
+ output, [&](DInputSocket input) { return schedule.contains(input.node()); });
+
+ get_result(output->identifier()).set_initial_reference_count(reference_count);
+ }
+}
+
+const DNode &NodeOperation::node() const
+{
+ return node_;
+}
+
+const bNode &NodeOperation::bnode() const
+{
+ return *node_->bnode();
+}
+
+bool NodeOperation::should_compute_output(StringRef identifier)
+{
+ return get_result(identifier).should_compute();
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/operation.cc b/source/blender/compositor/realtime_compositor/intern/operation.cc
new file mode 100644
index 00000000000..85893918dda
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/operation.cc
@@ -0,0 +1,203 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <limits>
+#include <memory>
+
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_vector.hh"
+
+#include "COM_context.hh"
+#include "COM_conversion_operation.hh"
+#include "COM_domain.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_operation.hh"
+#include "COM_realize_on_domain_operation.hh"
+#include "COM_reduce_to_single_value_operation.hh"
+#include "COM_result.hh"
+#include "COM_shader_pool.hh"
+#include "COM_simple_operation.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+Operation::Operation(Context &context) : context_(context)
+{
+}
+
+Operation::~Operation() = default;
+
+void Operation::evaluate()
+{
+ evaluate_input_processors();
+
+ reset_results();
+
+ execute();
+
+ release_inputs();
+}
+
+Result &Operation::get_result(StringRef identifier)
+{
+ return results_.lookup(identifier);
+}
+
+void Operation::map_input_to_result(StringRef identifier, Result *result)
+{
+ results_mapped_to_inputs_.add_new(identifier, result);
+}
+
+Domain Operation::compute_domain()
+{
+ /* Default to an identity domain in case no domain input was found, most likely because all
+ * inputs are single values. */
+ Domain operation_domain = Domain::identity();
+ int current_domain_priority = std::numeric_limits<int>::max();
+
+ /* Go over the inputs and find the domain of the non single value input with the highest domain
+ * priority. */
+ for (StringRef identifier : input_descriptors_.keys()) {
+ const Result &result = get_input(identifier);
+ const InputDescriptor &descriptor = get_input_descriptor(identifier);
+
+ /* A single value input can't be a domain input. */
+ if (result.is_single_value() || descriptor.expects_single_value) {
+ continue;
+ }
+
+ /* Notice that the lower the domain priority value is, the higher the priority is, hence the
+ * less than comparison. */
+ if (descriptor.domain_priority < current_domain_priority) {
+ operation_domain = result.domain();
+ current_domain_priority = descriptor.domain_priority;
+ }
+ }
+
+ return operation_domain;
+}
+
+void Operation::add_and_evaluate_input_processors()
+{
+ /* Add and evaluate reduce to single value input processors if needed. */
+ for (const StringRef &identifier : results_mapped_to_inputs_.keys()) {
+ SimpleOperation *single_value = ReduceToSingleValueOperation::construct_if_needed(
+ context(), get_input(identifier));
+ add_and_evaluate_input_processor(identifier, single_value);
+ }
+
+ /* Add and evaluate conversion input processors if needed. */
+ for (const StringRef &identifier : results_mapped_to_inputs_.keys()) {
+ SimpleOperation *conversion = ConversionOperation::construct_if_needed(
+ context(), get_input(identifier), get_input_descriptor(identifier));
+ add_and_evaluate_input_processor(identifier, conversion);
+ }
+
+ /* Add and evaluate realize on domain input processors if needed. */
+ for (const StringRef &identifier : results_mapped_to_inputs_.keys()) {
+ SimpleOperation *realize_on_domain = RealizeOnDomainOperation::construct_if_needed(
+ context(), get_input(identifier), get_input_descriptor(identifier), compute_domain());
+ add_and_evaluate_input_processor(identifier, realize_on_domain);
+ }
+}
+
+void Operation::add_and_evaluate_input_processor(StringRef identifier, SimpleOperation *processor)
+{
+ /* Allow null inputs to facilitate construct_if_needed pattern of addition. For instance, see the
+ * implementation of the add_and_evaluate_input_processors method. */
+ if (!processor) {
+ return;
+ }
+
+ /* Get a reference to the input processors vector for the given input. */
+ ProcessorsVector &processors = input_processors_.lookup_or_add_default(identifier);
+
+ /* Get the result that should serve as the input for the processor. This is either the result
+ * mapped to the input or the result of the last processor depending on whether this is the first
+ * processor or not. */
+ Result &result = processors.is_empty() ? get_input(identifier) : processors.last()->get_result();
+
+ /* Map the input result of the processor and add it to the processors vector. */
+ processor->map_input_to_result(&result);
+ processors.append(std::unique_ptr<SimpleOperation>(processor));
+
+ /* Switch the result mapped to the input to be the output result of the processor. */
+ switch_result_mapped_to_input(identifier, &processor->get_result());
+
+ /* Evaluate the input processor. */
+ processor->evaluate();
+}
+
+Result &Operation::get_input(StringRef identifier) const
+{
+ return *results_mapped_to_inputs_.lookup(identifier);
+}
+
+void Operation::switch_result_mapped_to_input(StringRef identifier, Result *result)
+{
+ results_mapped_to_inputs_.lookup(identifier) = result;
+}
+
+void Operation::populate_result(StringRef identifier, Result result)
+{
+ results_.add_new(identifier, result);
+}
+
+void Operation::declare_input_descriptor(StringRef identifier, InputDescriptor descriptor)
+{
+ input_descriptors_.add_new(identifier, descriptor);
+}
+
+InputDescriptor &Operation::get_input_descriptor(StringRef identifier)
+{
+ return input_descriptors_.lookup(identifier);
+}
+
+Context &Operation::context()
+{
+ return context_;
+}
+
+TexturePool &Operation::texture_pool() const
+{
+ return context_.texture_pool();
+}
+
+ShaderPool &Operation::shader_pool() const
+{
+ return context_.shader_pool();
+}
+
+void Operation::evaluate_input_processors()
+{
+ /* The input processors are not added yet, so add and evaluate the input processors. */
+ if (!input_processors_added_) {
+ add_and_evaluate_input_processors();
+ input_processors_added_ = true;
+ return;
+ }
+
+ /* The input processors are already added, so just go over the input processors and evaluate
+ * them. */
+ for (const ProcessorsVector &processors : input_processors_.values()) {
+ for (const std::unique_ptr<SimpleOperation> &processor : processors) {
+ processor->evaluate();
+ }
+ }
+}
+
+void Operation::reset_results()
+{
+ for (Result &result : results_.values()) {
+ result.reset();
+ }
+}
+
+void Operation::release_inputs()
+{
+ for (Result *result : results_mapped_to_inputs_.values()) {
+ result->release();
+ }
+}
+
+} // namespace blender::realtime_compositor
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..4c16f291637
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc
@@ -0,0 +1,131 @@
+/* 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();
+
+ /* Set the inverse of the transform to the shader. */
+ 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_sampler");
+ result.bind_as_image(shader, "domain");
+
+ compute_dispatch_global(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_pool().acquire("compositor_realize_on_domain_color");
+ case ResultType::Vector:
+ return shader_pool().acquire("compositor_realize_on_domain_vector");
+ case ResultType::Float:
+ return shader_pool().acquire("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
diff --git a/source/blender/compositor/realtime_compositor/intern/reduce_to_single_value_operation.cc b/source/blender/compositor/realtime_compositor/intern/reduce_to_single_value_operation.cc
new file mode 100644
index 00000000000..cfa08ffc639
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/reduce_to_single_value_operation.cc
@@ -0,0 +1,68 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "GPU_state.h"
+#include "GPU_texture.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "COM_context.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_reduce_to_single_value_operation.hh"
+#include "COM_result.hh"
+
+namespace blender::realtime_compositor {
+
+ReduceToSingleValueOperation::ReduceToSingleValueOperation(Context &context, ResultType type)
+ : SimpleOperation(context)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = type;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(type, texture_pool()));
+}
+
+void ReduceToSingleValueOperation::execute()
+{
+ /* Download the input pixel from the GPU texture. */
+ const Result &input = get_input();
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
+ float *pixel = static_cast<float *>(GPU_texture_read(input.texture(), GPU_DATA_FLOAT, 0));
+
+ /* Allocate a single value result and set its value to the value of the downloaded pixel. */
+ Result &result = get_result();
+ result.allocate_single_value();
+ switch (result.type()) {
+ case ResultType::Color:
+ result.set_color_value(pixel);
+ break;
+ case ResultType::Vector:
+ result.set_vector_value(pixel);
+ break;
+ case ResultType::Float:
+ result.set_float_value(*pixel);
+ break;
+ }
+
+ /* Free the downloaded pixel. */
+ MEM_freeN(pixel);
+}
+
+SimpleOperation *ReduceToSingleValueOperation::construct_if_needed(Context &context,
+ const Result &input_result)
+{
+ /* Input result is already a single value, the operation is not needed. */
+ if (input_result.is_single_value()) {
+ return nullptr;
+ }
+
+ /* The input is a full sized texture and can't be reduced to a single value, the operation is not
+ * needed. */
+ if (input_result.domain().size != int2(1)) {
+ return nullptr;
+ }
+
+ /* The input is a texture of a single pixel and can be reduced to a single value. */
+ return new ReduceToSingleValueOperation(context, input_result.type());
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/result.cc b/source/blender/compositor/realtime_compositor/intern/result.cc
new file mode 100644
index 00000000000..c6704001f09
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/result.cc
@@ -0,0 +1,258 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+
+#include "GPU_shader.h"
+#include "GPU_state.h"
+#include "GPU_texture.h"
+
+#include "COM_domain.hh"
+#include "COM_result.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+Result::Result(ResultType type, TexturePool &texture_pool)
+ : type_(type), texture_pool_(&texture_pool)
+{
+}
+
+void Result::allocate_texture(Domain domain)
+{
+ is_single_value_ = false;
+ switch (type_) {
+ case ResultType::Float:
+ texture_ = texture_pool_->acquire_float(domain.size);
+ break;
+ case ResultType::Vector:
+ texture_ = texture_pool_->acquire_vector(domain.size);
+ break;
+ case ResultType::Color:
+ texture_ = texture_pool_->acquire_color(domain.size);
+ break;
+ }
+ domain_ = domain;
+}
+
+void Result::allocate_single_value()
+{
+ is_single_value_ = true;
+ /* Single values are stored in 1x1 textures as well as the single value members. */
+ const int2 texture_size{1, 1};
+ switch (type_) {
+ case ResultType::Float:
+ texture_ = texture_pool_->acquire_float(texture_size);
+ break;
+ case ResultType::Vector:
+ texture_ = texture_pool_->acquire_vector(texture_size);
+ break;
+ case ResultType::Color:
+ texture_ = texture_pool_->acquire_color(texture_size);
+ break;
+ }
+ domain_ = Domain::identity();
+}
+
+void Result::allocate_invalid()
+{
+ allocate_single_value();
+ switch (type_) {
+ case ResultType::Float:
+ set_float_value(0.0f);
+ break;
+ case ResultType::Vector:
+ set_vector_value(float3(0.0f));
+ break;
+ case ResultType::Color:
+ set_color_value(float4(0.0f));
+ break;
+ }
+}
+
+void Result::bind_as_texture(GPUShader *shader, const char *texture_name) const
+{
+ /* Make sure any prior writes to the texture are reflected before reading from it. */
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
+
+ const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture_name);
+ GPU_texture_bind(texture_, texture_image_unit);
+}
+
+void Result::bind_as_image(GPUShader *shader, const char *image_name) const
+{
+ const int image_unit = GPU_shader_get_texture_binding(shader, image_name);
+ GPU_texture_image_bind(texture_, image_unit);
+}
+
+void Result::unbind_as_texture() const
+{
+ GPU_texture_unbind(texture_);
+}
+
+void Result::unbind_as_image() const
+{
+ GPU_texture_image_unbind(texture_);
+}
+
+void Result::pass_through(Result &target)
+{
+ /* Increment the reference count of the master by the original reference count of the target. */
+ increment_reference_count(target.reference_count());
+
+ /* Make the target an exact copy of this result, but keep the initial reference count, as this is
+ * a property of the original result and is needed for correctly resetting the result before the
+ * next evaluation. */
+ const int initial_reference_count = target.initial_reference_count_;
+ target = *this;
+ target.initial_reference_count_ = initial_reference_count;
+
+ /* Set the master of the target to be this result. */
+ target.master_ = this;
+}
+
+void Result::transform(const float3x3 &transformation)
+{
+ domain_.transform(transformation);
+}
+
+RealizationOptions &Result::get_realization_options()
+{
+ return domain_.realization_options;
+}
+
+float Result::get_float_value() const
+{
+ return float_value_;
+}
+
+float3 Result::get_vector_value() const
+{
+ return vector_value_;
+}
+
+float4 Result::get_color_value() const
+{
+ return color_value_;
+}
+
+float Result::get_float_value_default(float default_value) const
+{
+ if (is_single_value()) {
+ return get_float_value();
+ }
+ return default_value;
+}
+
+float3 Result::get_vector_value_default(const float3 &default_value) const
+{
+ if (is_single_value()) {
+ return get_vector_value();
+ }
+ return default_value;
+}
+
+float4 Result::get_color_value_default(const float4 &default_value) const
+{
+ if (is_single_value()) {
+ return get_color_value();
+ }
+ return default_value;
+}
+
+void Result::set_float_value(float value)
+{
+ float_value_ = value;
+ GPU_texture_update(texture_, GPU_DATA_FLOAT, &float_value_);
+}
+
+void Result::set_vector_value(const float3 &value)
+{
+ vector_value_ = value;
+ GPU_texture_update(texture_, GPU_DATA_FLOAT, vector_value_);
+}
+
+void Result::set_color_value(const float4 &value)
+{
+ color_value_ = value;
+ GPU_texture_update(texture_, GPU_DATA_FLOAT, color_value_);
+}
+
+void Result::set_initial_reference_count(int count)
+{
+ initial_reference_count_ = count;
+}
+
+void Result::reset()
+{
+ master_ = nullptr;
+ reference_count_ = initial_reference_count_;
+}
+
+void Result::increment_reference_count(int count)
+{
+ /* If there is a master result, increment its reference count instead. */
+ if (master_) {
+ master_->increment_reference_count(count);
+ return;
+ }
+
+ reference_count_ += count;
+}
+
+void Result::release()
+{
+ /* If there is a master result, release it instead. */
+ if (master_) {
+ master_->release();
+ return;
+ }
+
+ /* Decrement the reference count, and if it reaches zero, release the texture back into the
+ * texture pool. */
+ reference_count_--;
+ if (reference_count_ == 0) {
+ texture_pool_->release(texture_);
+ }
+}
+
+bool Result::should_compute()
+{
+ return initial_reference_count_ != 0;
+}
+
+ResultType Result::type() const
+{
+ return type_;
+}
+
+bool Result::is_texture() const
+{
+ return !is_single_value_;
+}
+
+bool Result::is_single_value() const
+{
+ return is_single_value_;
+}
+
+GPUTexture *Result::texture() const
+{
+ return texture_;
+}
+
+int Result::reference_count() const
+{
+ /* If there is a master result, return its reference count instead. */
+ if (master_) {
+ return master_->reference_count();
+ }
+ return reference_count_;
+}
+
+const Domain &Result::domain() const
+{
+ return domain_;
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/scheduler.cc b/source/blender/compositor/realtime_compositor/intern/scheduler.cc
new file mode 100644
index 00000000000..ea7838079ec
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/scheduler.cc
@@ -0,0 +1,315 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_map.hh"
+#include "BLI_set.hh"
+#include "BLI_stack.hh"
+#include "BLI_vector.hh"
+#include "BLI_vector_set.hh"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "COM_scheduler.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+/* Compute the output node whose result should be computed. The output node is the node marked as
+ * NODE_DO_OUTPUT. If multiple types of output nodes are marked, then the preference will be
+ * CMP_NODE_COMPOSITE > CMP_NODE_VIEWER > CMP_NODE_SPLITVIEWER. If no output node exists, a null
+ * node will be returned. */
+static DNode compute_output_node(DerivedNodeTree &tree)
+{
+ /* Get the top most node tree reference from the derived node tree. */
+ const NodeTreeRef &root_tree = tree.root_context().tree();
+
+ /* First search over composite nodes. */
+ for (const NodeRef *node : root_tree.nodes_by_type("CompositorNodeComposite")) {
+ if (node->bnode()->flag & NODE_DO_OUTPUT) {
+ return DNode(&tree.root_context(), node);
+ }
+ }
+
+ /* Then search over viewer nodes. */
+ for (const NodeRef *node : root_tree.nodes_by_type("CompositorNodeViewer")) {
+ if (node->bnode()->flag & NODE_DO_OUTPUT) {
+ return DNode(&tree.root_context(), node);
+ }
+ }
+
+ /* Finally search over split viewer nodes. */
+ for (const NodeRef *node : root_tree.nodes_by_type("CompositorNodeSplitViewer")) {
+ if (node->bnode()->flag & NODE_DO_OUTPUT) {
+ return DNode(&tree.root_context(), node);
+ }
+ }
+
+ /* No output node found, return a null node. */
+ return DNode();
+}
+
+/* A type representing a mapping that associates each node with a heuristic estimation of the
+ * number of intermediate buffers needed to compute it and all of its dependencies. See the
+ * compute_number_of_needed_buffers function for more information. */
+using NeededBuffers = Map<DNode, int>;
+
+/* Compute a heuristic estimation of the number of intermediate buffers needed to compute each node
+ * and all of its dependencies for all nodes that the given node depends on. The output is a map
+ * that maps each node with the number of intermediate buffers needed to compute it and all of its
+ * dependencies.
+ *
+ * Consider a node that takes n number of buffers as an input from a number of node dependencies,
+ * which we shall call the input nodes. The node also computes and outputs m number of buffers.
+ * In order for the node to compute its output, a number of intermediate buffers will be needed.
+ * Since the node takes n buffers and outputs m buffers, then the number of buffers directly
+ * needed by the node is (n + m). But each of the input buffers are computed by a node that, in
+ * turn, needs a number of buffers to compute its output. So the total number of buffers needed
+ * to compute the output of the node is max(n + m, d) where d is the number of buffers needed by
+ * the input node that needs the largest number of buffers. We only consider the input node that
+ * needs the largest number of buffers, because those buffers can be reused by any input node
+ * that needs a lesser number of buffers.
+ *
+ * Shader nodes, however, are a special case because links between two shader nodes inside the same
+ * shader operation don't pass a buffer, but a single value in the compiled shader. So for shader
+ * nodes, only inputs and outputs linked to nodes that are not shader nodes should be considered.
+ * Note that this might not actually be true, because the compiler may decide to split a shader
+ * operation into multiples ones that will pass buffers, but this is not something that can be
+ * known at scheduling-time. See the discussion in COM_compile_state.hh, COM_evaluator.hh, and
+ * COM_shader_operation.hh for more information. In the node tree shown below, node 4 will have
+ * exactly the same number of needed buffers by node 3, because its inputs and outputs are all
+ * internally linked in the shader operation.
+ *
+ * Shader Operation
+ * +------------------------------------------------------+
+ * .------------. | .------------. .------------. .------------. | .------------.
+ * | Node 1 | | | Node 3 | | Node 4 | | Node 5 | | | Node 6 |
+ * | |----|--| |--| |------| |--|--| |
+ * | | .-|--| | | | .---| | | | |
+ * '------------' | | '------------' '------------' | '------------' | '------------'
+ * | +----------------------------------|-------------------+
+ * .------------. | |
+ * | Node 2 | | |
+ * | |--'------------------------------------'
+ * | |
+ * '------------'
+ *
+ * Note that the computed output is not guaranteed to be accurate, and will not be in most cases.
+ * The computation is merely a heuristic estimation that works well in most cases. This is due to a
+ * number of reasons:
+ * - The node tree is actually a graph that allows output sharing, which is not something that was
+ * taken into consideration in this implementation because it is difficult to correctly consider.
+ * - Each node may allocate any number of internal buffers, which is not taken into account in this
+ * implementation because it rarely affects the output and is done by very few nodes.
+ * - The compiler may decide to compiler the schedule differently depending on runtime information
+ * which we can merely speculate at scheduling-time as described above. */
+static NeededBuffers compute_number_of_needed_buffers(DNode output_node)
+{
+ NeededBuffers needed_buffers;
+
+ /* A stack of nodes used to traverse the node tree starting from the output node. */
+ Stack<DNode> node_stack = {output_node};
+
+ /* Traverse the node tree in a post order depth first manner and compute the number of needed
+ * buffers for each node. Post order traversal guarantee that all the node dependencies of each
+ * node are computed before it. This is done by pushing all the uncomputed node dependencies to
+ * the node stack first and only popping and computing the node when all its node dependencies
+ * were computed. */
+ while (!node_stack.is_empty()) {
+ /* Do not pop the node immediately, as it may turn out that we can't compute its number of
+ * needed buffers just yet because its dependencies weren't computed, it will be popped later
+ * when needed. */
+ DNode &node = node_stack.peek();
+
+ /* Go over the node dependencies connected to the inputs of the node and push them to the node
+ * stack if they were not computed already. */
+ Set<DNode> pushed_nodes;
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked and
+ * has no dependency node. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+ if (!output) {
+ continue;
+ }
+
+ /* The node dependency was already computed or pushed before, so skip it. */
+ if (needed_buffers.contains(output.node()) || pushed_nodes.contains(output.node())) {
+ continue;
+ }
+
+ /* The output node needs to be computed, push the node dependency to the node stack and
+ * indicate that it was pushed. */
+ node_stack.push(output.node());
+ pushed_nodes.add_new(output.node());
+ }
+
+ /* If any of the node dependencies were pushed, that means that not all of them were computed
+ * and consequently we can't compute the number of needed buffers for this node just yet. */
+ if (!pushed_nodes.is_empty()) {
+ continue;
+ }
+
+ /* We don't need to store the result of the pop because we already peeked at it before. */
+ node_stack.pop();
+
+ /* Compute the number of buffers that the node takes as an input as well as the number of
+ * buffers needed to compute the most demanding of the node dependencies. */
+ int number_of_input_buffers = 0;
+ int buffers_needed_by_dependencies = 0;
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked.
+ * Unlinked inputs do not take a buffer, so skip those inputs. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+ if (!output) {
+ continue;
+ }
+
+ /* Since this input is linked, if the link is not between two shader nodes, it means that the
+ * node takes a buffer through this input and so we increment the number of input buffers. */
+ if (!is_shader_node(node) || !is_shader_node(output.node())) {
+ number_of_input_buffers++;
+ }
+
+ /* If the number of buffers needed by the node dependency is more than the total number of
+ * buffers needed by the dependencies, then update the latter to be the former. This is
+ * computing the "d" in the aforementioned equation "max(n + m, d)". */
+ const int buffers_needed_by_dependency = needed_buffers.lookup(output.node());
+ if (buffers_needed_by_dependency > buffers_needed_by_dependencies) {
+ buffers_needed_by_dependencies = buffers_needed_by_dependency;
+ }
+ }
+
+ /* Compute the number of buffers that will be computed/output by this node. */
+ int number_of_output_buffers = 0;
+ for (const OutputSocketRef *output_ref : node->outputs()) {
+ const DOutputSocket output{node.context(), output_ref};
+
+ /* The output is not linked, it outputs no buffer. */
+ if (output->logically_linked_sockets().is_empty()) {
+ continue;
+ }
+
+ /* If any of the links is not between two shader nodes, it means that the node outputs
+ * a buffer through this output and so we increment the number of output buffers. */
+ if (!is_output_linked_to_node_conditioned(output, is_shader_node) || !is_shader_node(node)) {
+ number_of_output_buffers++;
+ }
+ }
+
+ /* Compute the heuristic estimation of the number of needed intermediate buffers to compute
+ * this node and all of its dependencies. This is computing the aforementioned equation
+ * "max(n + m, d)". */
+ const int total_buffers = MAX2(number_of_input_buffers + number_of_output_buffers,
+ buffers_needed_by_dependencies);
+ needed_buffers.add(node, total_buffers);
+ }
+
+ return needed_buffers;
+}
+
+/* There are multiple different possible orders of evaluating a node graph, each of which needs
+ * to allocate a number of intermediate buffers to store its intermediate results. It follows
+ * that we need to find the evaluation order which uses the least amount of intermediate buffers.
+ * For instance, consider a node that takes two input buffers A and B. Each of those buffers is
+ * computed through a number of nodes constituting a sub-graph whose root is the node that
+ * outputs that buffer. Suppose the number of intermediate buffers needed to compute A and B are
+ * N(A) and N(B) respectively and N(A) > N(B). Then evaluating the sub-graph computing A would be
+ * a better option than that of B, because had B was computed first, its outputs will need to be
+ * stored in extra buffers in addition to the buffers needed by A. The number of buffers needed by
+ * each node is estimated as described in the compute_number_of_needed_buffers function.
+ *
+ * This is a heuristic generalization of the Sethi–Ullman algorithm, a generalization that
+ * doesn't always guarantee an optimal evaluation order, as the optimal evaluation order is very
+ * difficult to compute, however, this method works well in most cases. Moreover it assumes that
+ * all buffers will have roughly the same size, which may not always be the case. */
+Schedule compute_schedule(DerivedNodeTree &tree)
+{
+ Schedule schedule;
+
+ /* Compute the output node whose result should be computed. */
+ const DNode output_node = compute_output_node(tree);
+
+ /* No output node, the node tree has no effect, return an empty schedule. */
+ if (!output_node) {
+ return schedule;
+ }
+
+ /* Compute the number of buffers needed by each node connected to the output. */
+ const NeededBuffers needed_buffers = compute_number_of_needed_buffers(output_node);
+
+ /* A stack of nodes used to traverse the node tree starting from the output node. */
+ Stack<DNode> node_stack = {output_node};
+
+ /* Traverse the node tree in a post order depth first manner, scheduling the nodes in an order
+ * informed by the number of buffers needed by each node. Post order traversal guarantee that all
+ * the node dependencies of each node are scheduled before it. This is done by pushing all the
+ * unscheduled node dependencies to the node stack first and only popping and scheduling the node
+ * when all its node dependencies were scheduled. */
+ while (!node_stack.is_empty()) {
+ /* Do not pop the node immediately, as it may turn out that we can't schedule it just yet
+ * because its dependencies weren't scheduled, it will be popped later when needed. */
+ DNode &node = node_stack.peek();
+
+ /* Compute the nodes directly connected to the node inputs sorted by their needed buffers such
+ * that the node with the lowest number of needed buffers comes first. Note that we actually
+ * want the node with the highest number of needed buffers to be schedule first, but since
+ * those are pushed to the traversal stack, we need to push them in reverse order. */
+ Vector<DNode> sorted_dependency_nodes;
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked and
+ * has no dependency node, so skip it. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+ if (!output) {
+ continue;
+ }
+
+ /* The dependency node was added before, so skip it. The number of dependency nodes is very
+ * small, typically less than 3, so a linear search is okay. */
+ if (sorted_dependency_nodes.contains(output.node())) {
+ continue;
+ }
+
+ /* The dependency node was already schedule, so skip it. */
+ if (schedule.contains(output.node())) {
+ continue;
+ }
+
+ /* Sort in ascending order on insertion, the number of dependency nodes is very small,
+ * typically less than 3, so insertion sort is okay. */
+ int insertion_position = 0;
+ for (int i = 0; i < sorted_dependency_nodes.size(); i++) {
+ if (needed_buffers.lookup(output.node()) >
+ needed_buffers.lookup(sorted_dependency_nodes[i])) {
+ insertion_position++;
+ }
+ else {
+ break;
+ }
+ }
+ sorted_dependency_nodes.insert(insertion_position, output.node());
+ }
+
+ /* Push the sorted dependency nodes to the node stack in order. */
+ for (const DNode &dependency_node : sorted_dependency_nodes) {
+ node_stack.push(dependency_node);
+ }
+
+ /* If there are no sorted dependency nodes, that means they were all already scheduled or that
+ * none exists in the first place, so we can pop and schedule the node now. */
+ if (sorted_dependency_nodes.is_empty()) {
+ /* The node might have already been scheduled, so we don't use add_new here and simply don't
+ * add it if it was already scheduled. */
+ schedule.add(node_stack.pop());
+ }
+ }
+
+ return schedule;
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/shader_node.cc b/source/blender/compositor/realtime_compositor/intern/shader_node.cc
new file mode 100644
index 00000000000..76adb2b1ab2
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/shader_node.cc
@@ -0,0 +1,132 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_assert.h"
+#include "BLI_math_vector.h"
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+ShaderNode::ShaderNode(DNode node) : node_(node)
+{
+ populate_inputs();
+ populate_outputs();
+}
+
+GPUNodeStack *ShaderNode::get_inputs_array()
+{
+ return inputs_.data();
+}
+
+GPUNodeStack *ShaderNode::get_outputs_array()
+{
+ return outputs_.data();
+}
+
+const DNode &ShaderNode::node() const
+{
+ return node_;
+}
+
+bNode &ShaderNode::bnode() const
+{
+ return *node_->bnode();
+}
+
+static eGPUType gpu_type_from_socket_type(eNodeSocketDatatype type)
+{
+ switch (type) {
+ case SOCK_FLOAT:
+ return GPU_FLOAT;
+ case SOCK_VECTOR:
+ return GPU_VEC3;
+ case SOCK_RGBA:
+ return GPU_VEC4;
+ default:
+ BLI_assert_unreachable();
+ return GPU_NONE;
+ }
+}
+
+static void gpu_stack_vector_from_socket(float *vector, const SocketRef *socket)
+{
+ switch (socket->bsocket()->type) {
+ case SOCK_FLOAT:
+ vector[0] = socket->default_value<bNodeSocketValueFloat>()->value;
+ return;
+ case SOCK_VECTOR:
+ copy_v3_v3(vector, socket->default_value<bNodeSocketValueVector>()->value);
+ return;
+ case SOCK_RGBA:
+ copy_v4_v4(vector, socket->default_value<bNodeSocketValueRGBA>()->value);
+ return;
+ default:
+ BLI_assert_unreachable();
+ }
+}
+
+static void populate_gpu_node_stack(DSocket socket, GPUNodeStack &stack)
+{
+ /* Make sure this stack is not marked as the end of the stack array. */
+ stack.end = false;
+ /* This will be initialized later by the GPU material compiler or the compile method. */
+ stack.link = nullptr;
+ /* Socket type and its corresponding GPU type. */
+ stack.sockettype = socket->bsocket()->type;
+ stack.type = gpu_type_from_socket_type((eNodeSocketDatatype)socket->bsocket()->type);
+
+ if (socket->is_input()) {
+ /* Get the origin socket connected to the input if any. */
+ const DInputSocket input{socket.context(), &socket->as_input()};
+ DSocket origin = get_input_origin_socket(input);
+ /* The input is linked if the origin socket is not null and is an output socket. Had it been an
+ * input socket, then it is an unlinked input of a group input node. */
+ stack.hasinput = origin->is_output();
+ /* Get the socket value from the origin if it is an input, because then it would be an unlinked
+ * input of a group input node, otherwise, get the value from the socket itself. */
+ if (origin->is_input()) {
+ gpu_stack_vector_from_socket(stack.vec, origin.socket_ref());
+ }
+ else {
+ gpu_stack_vector_from_socket(stack.vec, socket.socket_ref());
+ }
+ }
+ else {
+ stack.hasoutput = socket->is_logically_linked();
+ }
+}
+
+void ShaderNode::populate_inputs()
+{
+ /* Reserve a stack for each input in addition to an extra stack at the end to mark the end of the
+ * array, as this is what the GPU module functions expect. */
+ inputs_.resize(node_->inputs().size() + 1);
+ inputs_.last().end = true;
+
+ for (int i = 0; i < node_->inputs().size(); i++) {
+ populate_gpu_node_stack(node_.input(i), inputs_[i]);
+ }
+}
+
+void ShaderNode::populate_outputs()
+{
+ /* Reserve a stack for each output in addition to an extra stack at the end to mark the end of
+ * the array, as this is what the GPU module functions expect. */
+ outputs_.resize(node_->outputs().size() + 1);
+ outputs_.last().end = true;
+
+ for (int i = 0; i < node_->outputs().size(); i++) {
+ populate_gpu_node_stack(node_.output(i), outputs_[i]);
+ }
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/shader_operation.cc b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc
new file mode 100644
index 00000000000..e06107a66c2
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc
@@ -0,0 +1,345 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <memory>
+
+#include "BLI_listbase.h"
+#include "BLI_string_ref.hh"
+#include "BLI_utildefines.h"
+
+#include "GPU_material.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+#include "GPU_uniform_buffer.h"
+
+#include "gpu_shader_create_info.hh"
+
+#include "NOD_derived_node_tree.hh"
+#include "NOD_node_declaration.hh"
+
+#include "COM_context.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_scheduler.hh"
+#include "COM_shader_node.hh"
+#include "COM_shader_operation.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+
+ShaderOperation::ShaderOperation(Context &context, ShaderCompileUnit &compile_unit)
+ : Operation(context), compile_unit_(compile_unit)
+{
+ material_ = GPU_material_from_callbacks(
+ &setup_material, &compile_material, &generate_material, this);
+ GPU_material_status_set(material_, GPU_MAT_QUEUED);
+ GPU_material_compile(material_);
+}
+
+ShaderOperation::~ShaderOperation()
+{
+ GPU_material_free_single(material_);
+}
+
+void ShaderOperation::execute()
+{
+ /* Allocate all the outputs of the operation on its computed domain. */
+ const Domain domain = compute_domain();
+ for (StringRef identifier : output_sockets_to_output_identifiers_map_.values()) {
+ Result &result = get_result(identifier);
+ result.allocate_texture(domain);
+ }
+
+ GPUShader *shader = GPU_material_get_shader(material_);
+ GPU_shader_bind(shader);
+
+ bind_material_resources(shader);
+ bind_inputs(shader);
+ bind_outputs(shader);
+
+ compute_dispatch_global(shader, domain.size);
+
+ GPU_texture_unbind_all();
+ GPU_texture_image_unbind_all();
+ GPU_uniformbuf_unbind_all();
+ GPU_shader_unbind();
+}
+
+StringRef ShaderOperation::get_output_identifier_from_output_socket(DOutputSocket output)
+{
+ return output_sockets_to_output_identifiers_map_.lookup(output);
+}
+
+InputsToLinkedOutputsMap &ShaderOperation::get_inputs_to_linked_outputs_map()
+{
+ return inputs_to_linked_outputs_map_;
+}
+
+void ShaderOperation::compute_results_reference_counts(const Schedule &schedule)
+{
+ for (const OutputSocketsToOutputIdentifiersMap::Item &item :
+ output_sockets_to_output_identifiers_map_.items()) {
+
+ const int reference_count = number_of_inputs_linked_to_output_conditioned(
+ item.key, [&](DInputSocket input) { return schedule.contains(input.node()); });
+
+ get_result(item.value).set_initial_reference_count(reference_count);
+ }
+}
+
+void ShaderOperation::bind_material_resources(GPUShader *shader)
+{
+ /* Bind the uniform buffer of the material if it exists. It may not exist if the GPU material has
+ * no uniforms. */
+ GPUUniformBuf *ubo = GPU_material_uniform_buffer_get(material_);
+ if (ubo) {
+ GPU_uniformbuf_bind(ubo, GPU_shader_get_uniform_block_binding(shader, GPU_UBO_BLOCK_NAME));
+ }
+
+ /* Bind color band textures needed by the material. */
+ ListBase textures = GPU_material_textures(material_);
+ LISTBASE_FOREACH (GPUMaterialTexture *, texture, &textures) {
+ if (texture->colorband) {
+ const int texture_image_unit = GPU_shader_get_texture_binding(shader, texture->sampler_name);
+ GPU_texture_bind(*texture->colorband, texture_image_unit);
+ }
+ }
+}
+
+void ShaderOperation::bind_inputs(GPUShader *shader)
+{
+ for (const GPUMaterialTexture *material_texture : output_to_material_texture_map_.values()) {
+ const char *sampler_name = material_texture->sampler_name;
+ get_input(sampler_name).bind_as_texture(shader, sampler_name);
+ }
+}
+
+void ShaderOperation::bind_outputs(GPUShader *shader)
+{
+ ListBase images = GPU_material_images(material_);
+ LISTBASE_FOREACH (GPUMaterialImage *, image, &images) {
+ get_result(image->name_in_shader).bind_as_image(shader, image->name_in_shader);
+ }
+}
+
+void ShaderOperation::setup_material(void *UNUSED(thunk), GPUMaterial *material)
+{
+ GPU_material_is_compute_set(material, true);
+}
+
+void ShaderOperation::compile_material(void *thunk, GPUMaterial *material)
+{
+ ShaderOperation *operation = static_cast<ShaderOperation *>(thunk);
+ for (DNode node : operation->compile_unit_) {
+ /* Instantiate a shader node for the node and add it to the shader_nodes_ map. */
+ ShaderNode *shader_node = node->typeinfo()->get_compositor_shader_node(node);
+ operation->shader_nodes_.add_new(node, std::unique_ptr<ShaderNode>(shader_node));
+
+ /* Link the inputs of the shader node if needed. */
+ operation->link_node_inputs(node, material);
+
+ /* Compile the node itself. */
+ shader_node->compile(material);
+
+ /* Populate the output results for the shader node if needed. */
+ operation->populate_results_for_node(node, material);
+ }
+}
+
+void ShaderOperation::link_node_inputs(DNode node, GPUMaterial *material)
+{
+ for (const InputSocketRef *input_ref : node->inputs()) {
+ const DInputSocket input{node.context(), input_ref};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked.
+ * Unlinked inputs are linked by the node compile method, so skip this here. */
+ const DOutputSocket output = get_output_linked_to_input(input);
+ if (!output) {
+ continue;
+ }
+
+ /* If the origin node is part of the shader operation, then just map the output stack link to
+ * the input stack link. */
+ if (compile_unit_.contains(output.node())) {
+ map_node_input(input, output);
+ continue;
+ }
+
+ /* Otherwise, the origin node is not part of the shader operation, so an input to the shader
+ * operation must be declared if it wasn't declared for the same output already. */
+ declare_operation_input_if_needed(input, output, material);
+
+ /* Link the input to an input loader GPU material node sampling the result of the output. */
+ link_material_input_loader(input, output, material);
+ }
+}
+
+void ShaderOperation::map_node_input(DInputSocket input, DOutputSocket output)
+{
+ /* Get the GPU node stack of the output. */
+ ShaderNode &output_node = *shader_nodes_.lookup(output.node());
+ GPUNodeStack &output_stack = output_node.get_outputs_array()[output->index()];
+
+ /* Get the GPU node stack of the input. */
+ ShaderNode &input_node = *shader_nodes_.lookup(input.node());
+ GPUNodeStack &input_stack = input_node.get_inputs_array()[input->index()];
+
+ /* Map the output link to the input link. */
+ input_stack.link = output_stack.link;
+}
+
+static const char *get_load_function_name(DInputSocket input)
+{
+ switch (input->bsocket()->type) {
+ case SOCK_FLOAT:
+ return "load_input_float";
+ case SOCK_VECTOR:
+ return "load_input_vector";
+ case SOCK_RGBA:
+ return "load_input_color";
+ default:
+ BLI_assert_unreachable();
+ return "";
+ }
+}
+
+void ShaderOperation::declare_operation_input_if_needed(DInputSocket input,
+ DOutputSocket output,
+ GPUMaterial *material)
+{
+ /* An input was already declared for that same output, so no need to declare it again. */
+ if (output_to_material_texture_map_.contains(output)) {
+ return;
+ }
+
+ /* Add a new material texture to the GPU material. */
+ GPUMaterialTexture *material_texture = GPU_material_add_texture(material, GPU_SAMPLER_DEFAULT);
+
+ /* Map the output socket to the material texture that was created for it. */
+ output_to_material_texture_map_.add(output, material_texture);
+
+ /* Declare the input descriptor using the name of the sampler in the shader as the identifier. */
+ StringRef identifier = material_texture->sampler_name;
+ const InputDescriptor input_descriptor = input_descriptor_from_input_socket(input.socket_ref());
+ declare_input_descriptor(identifier, input_descriptor);
+
+ /* Map the operation input to the output socket it is linked to. */
+ inputs_to_linked_outputs_map_.add_new(identifier, output);
+}
+
+void ShaderOperation::link_material_input_loader(DInputSocket input,
+ DOutputSocket output,
+ GPUMaterial *material)
+{
+ /* Create a link from the material texture that corresponds to the given output. */
+ GPUMaterialTexture *material_texture = output_to_material_texture_map_.lookup(output);
+ GPUNodeLink *input_texture_link = GPU_image_from_material_texture(material_texture);
+
+ /* Get the node stack of the input. */
+ ShaderNode &node = *shader_nodes_.lookup(input.node());
+ GPUNodeStack &stack = node.get_inputs_array()[input->index()];
+
+ /* Link the input node stack to an input loader sampling the input texture. */
+ const char *load_function_name = get_load_function_name(input);
+ GPU_link(material, load_function_name, input_texture_link, &stack.link);
+}
+
+void ShaderOperation::populate_results_for_node(DNode node, GPUMaterial *material)
+{
+ for (const OutputSocketRef *output_ref : node->outputs()) {
+ const DOutputSocket output{node.context(), output_ref};
+
+ /* If any of the nodes linked to the output are not part of the shader operation, then an
+ * output result needs to be populated. */
+ const bool need_to_populate_result = is_output_linked_to_node_conditioned(
+ output, [&](DNode node) { return !compile_unit_.contains(node); });
+
+ if (need_to_populate_result) {
+ populate_operation_result(output, material);
+ }
+ }
+}
+
+static const char *get_store_function_name(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "store_output_float";
+ case ResultType::Vector:
+ return "store_output_vector";
+ case ResultType::Color:
+ return "store_output_color";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+static eGPUTextureFormat texture_format_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return GPU_R16F;
+ case ResultType::Vector:
+ return GPU_RGBA16F;
+ case ResultType::Color:
+ return GPU_RGBA16F;
+ }
+
+ BLI_assert_unreachable();
+ return GPU_RGBA16F;
+}
+
+void ShaderOperation::populate_operation_result(DOutputSocket output, GPUMaterial *material)
+{
+ /* Construct a result of an appropriate type. */
+ const ResultType result_type = get_node_socket_result_type(output.socket_ref());
+ const Result result = Result(result_type, texture_pool());
+
+ /* Add a new material image to the GPU material. */
+ const eGPUTextureFormat format = texture_format_from_result_type(result_type);
+ GPUMaterialImage *material_image = GPU_material_add_image_texture(material, format);
+
+ /* Add the result using the name of the image in the shader as the identifier. */
+ StringRef identifier = material_image->name_in_shader;
+ populate_result(identifier, result);
+
+ /* Map the output socket to the identifier of the result. */
+ output_sockets_to_output_identifiers_map_.add_new(output, identifier);
+
+ /* Create a link from the material image that corresponds to the given output. */
+ GPUNodeLink *output_image_link = GPU_image_texture_from_material_image(material_image);
+
+ /* Get the node stack of the output. */
+ ShaderNode &node = *shader_nodes_.lookup(output.node());
+ GPUNodeLink *output_link = node.get_outputs_array()[output->index()].link;
+
+ /* Link the output node stack to an output storer storing in the newly added image. */
+ const char *store_function_name = get_store_function_name(result_type);
+ GPU_link(material, store_function_name, output_image_link, output_link);
+}
+
+void ShaderOperation::generate_material(void *UNUSED(thunk),
+ GPUMaterial *UNUSED(material),
+ GPUCodegenOutput *code_generator_output)
+{
+ gpu::shader::ShaderCreateInfo &info = *reinterpret_cast<gpu::shader::ShaderCreateInfo *>(
+ code_generator_output->create_info);
+
+ /* The GPU material adds resources without explicit locations, so make sure it is done by the
+ * shader creator. */
+ info.auto_resource_location(true);
+
+ info.local_group_size(16, 16);
+
+ /* Add implementation for implicit conversion operations inserted by the code generator. */
+ info.typedef_source("gpu_shader_compositor_type_conversion.glsl");
+
+ /* Add the compute source code of the generator in a main function and set it as the generated
+ * compute source of the shader create info. */
+ std::string source = "void main()\n{\n" + std::string(code_generator_output->compute) + "}\n";
+ info.compute_source_generated = source;
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/shader_pool.cc b/source/blender/compositor/realtime_compositor/intern/shader_pool.cc
new file mode 100644
index 00000000000..3b9de579917
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/shader_pool.cc
@@ -0,0 +1,24 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "GPU_shader.h"
+
+#include "COM_shader_pool.hh"
+
+namespace blender::realtime_compositor {
+
+ShaderPool::~ShaderPool()
+{
+ for (GPUShader *shader : shaders_.values()) {
+ GPU_shader_free(shader);
+ }
+}
+
+GPUShader *ShaderPool::acquire(const char *info_name)
+{
+ /* If a shader with the same info name already exists in the pool, return it, otherwise, create a
+ * new shader from the info name and return it. */
+ return shaders_.lookup_or_add_cb(
+ info_name, [info_name]() { return GPU_shader_create_from_info_name(info_name); });
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/simple_operation.cc b/source/blender/compositor/realtime_compositor/intern/simple_operation.cc
new file mode 100644
index 00000000000..ffb29554df9
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/simple_operation.cc
@@ -0,0 +1,54 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "COM_input_descriptor.hh"
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_simple_operation.hh"
+
+namespace blender::realtime_compositor {
+
+const StringRef SimpleOperation::input_identifier_ = StringRef("Input");
+const StringRef SimpleOperation::output_identifier_ = StringRef("Output");
+
+Result &SimpleOperation::get_result()
+{
+ return Operation::get_result(output_identifier_);
+}
+
+void SimpleOperation::map_input_to_result(Result *result)
+{
+ Operation::map_input_to_result(input_identifier_, result);
+}
+
+void SimpleOperation::add_and_evaluate_input_processors()
+{
+}
+
+Result &SimpleOperation::get_input()
+{
+ return Operation::get_input(input_identifier_);
+}
+
+void SimpleOperation::switch_result_mapped_to_input(Result *result)
+{
+ Operation::switch_result_mapped_to_input(input_identifier_, result);
+}
+
+void SimpleOperation::populate_result(Result result)
+{
+ Operation::populate_result(output_identifier_, result);
+ /* The result of a simple operation is guaranteed to have a single user. */
+ get_result().set_initial_reference_count(1);
+}
+
+void SimpleOperation::declare_input_descriptor(InputDescriptor descriptor)
+{
+ Operation::declare_input_descriptor(input_identifier_, descriptor);
+}
+
+InputDescriptor &SimpleOperation::get_input_descriptor()
+{
+ return Operation::get_input_descriptor(input_identifier_);
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/texture_pool.cc b/source/blender/compositor/realtime_compositor/intern/texture_pool.cc
new file mode 100644
index 00000000000..1568970a030
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/texture_pool.cc
@@ -0,0 +1,84 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <cstdint>
+
+#include "BLI_hash.hh"
+#include "BLI_map.hh"
+#include "BLI_math_vec_types.hh"
+#include "BLI_vector.hh"
+
+#include "GPU_texture.h"
+
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+/* --------------------------------------------------------------------
+ * Texture Pool Key.
+ */
+
+TexturePoolKey::TexturePoolKey(int2 size, eGPUTextureFormat format) : size(size), format(format)
+{
+}
+
+TexturePoolKey::TexturePoolKey(const GPUTexture *texture)
+{
+ size = int2(GPU_texture_width(texture), GPU_texture_height(texture));
+ format = GPU_texture_format(texture);
+}
+
+uint64_t TexturePoolKey::hash() const
+{
+ return get_default_hash_3(size.x, size.y, format);
+}
+
+bool operator==(const TexturePoolKey &a, const TexturePoolKey &b)
+{
+ return a.size == b.size && a.format == b.format;
+}
+
+/* --------------------------------------------------------------------
+ * Texture Pool.
+ */
+
+GPUTexture *TexturePool::acquire(int2 size, eGPUTextureFormat format)
+{
+ /* Check if there is an available texture with the required specification, and if one exists,
+ * return it. */
+ const TexturePoolKey key = TexturePoolKey(size, format);
+ Vector<GPUTexture *> &available_textures = textures_.lookup_or_add_default(key);
+ if (!available_textures.is_empty()) {
+ return available_textures.pop_last();
+ }
+
+ /* Otherwise, allocate a new texture. */
+ return allocate_texture(size, format);
+}
+
+GPUTexture *TexturePool::acquire_color(int2 size)
+{
+ return acquire(size, GPU_RGBA16F);
+}
+
+GPUTexture *TexturePool::acquire_vector(int2 size)
+{
+ /* Vectors are stored in RGBA textures because RGB textures have limited support. */
+ return acquire(size, GPU_RGBA16F);
+}
+
+GPUTexture *TexturePool::acquire_float(int2 size)
+{
+ return acquire(size, GPU_R16F);
+}
+
+void TexturePool::release(GPUTexture *texture)
+{
+ textures_.lookup(TexturePoolKey(texture)).append(texture);
+}
+
+void TexturePool::reset()
+{
+ textures_.clear();
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/intern/utilities.cc b/source/blender/compositor/realtime_compositor/intern/utilities.cc
new file mode 100644
index 00000000000..06e82bba52b
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/utilities.cc
@@ -0,0 +1,134 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_assert.h"
+#include "BLI_function_ref.hh"
+#include "BLI_math_vec_types.hh"
+#include "BLI_utildefines.h"
+
+#include "DNA_node_types.h"
+
+#include "NOD_derived_node_tree.hh"
+#include "NOD_node_declaration.hh"
+
+#include "GPU_compute.h"
+#include "GPU_shader.h"
+
+#include "COM_operation.hh"
+#include "COM_result.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+using namespace nodes::derived_node_tree_types;
+using TargetSocketPathInfo = DOutputSocket::TargetSocketPathInfo;
+
+DSocket get_input_origin_socket(DInputSocket input)
+{
+ /* The input is unlinked. Return the socket itself. */
+ if (input->logically_linked_sockets().is_empty()) {
+ return input;
+ }
+
+ /* Only a single origin socket is guaranteed to exist. */
+ DSocket socket;
+ input.foreach_origin_socket([&](const DSocket origin) { socket = origin; });
+ return socket;
+}
+
+DOutputSocket get_output_linked_to_input(DInputSocket input)
+{
+ /* Get the origin socket of this input, which will be an output socket if the input is linked
+ * to an output. */
+ const DSocket origin = get_input_origin_socket(input);
+
+ /* If the origin socket is an input, that means the input is unlinked, return a null output
+ * socket. */
+ if (origin->is_input()) {
+ return DOutputSocket();
+ }
+
+ /* Now that we know the origin is an output, return a derived output from it. */
+ return DOutputSocket(origin.context(), &origin->as_output());
+}
+
+ResultType get_node_socket_result_type(const SocketRef *socket)
+{
+ switch (socket->bsocket()->type) {
+ case SOCK_FLOAT:
+ return ResultType::Float;
+ case SOCK_VECTOR:
+ return ResultType::Vector;
+ case SOCK_RGBA:
+ return ResultType::Color;
+ default:
+ BLI_assert_unreachable();
+ return ResultType::Float;
+ }
+}
+
+bool is_output_linked_to_node_conditioned(DOutputSocket output, FunctionRef<bool(DNode)> condition)
+{
+ bool condition_satisfied = false;
+ output.foreach_target_socket(
+ [&](DInputSocket target, const TargetSocketPathInfo &UNUSED(path_info)) {
+ if (condition(target.node())) {
+ condition_satisfied = true;
+ return;
+ }
+ });
+ return condition_satisfied;
+}
+
+int number_of_inputs_linked_to_output_conditioned(DOutputSocket output,
+ FunctionRef<bool(DInputSocket)> condition)
+{
+ int count = 0;
+ output.foreach_target_socket(
+ [&](DInputSocket target, const TargetSocketPathInfo &UNUSED(path_info)) {
+ if (condition(target)) {
+ count++;
+ }
+ });
+ return count;
+}
+
+bool is_shader_node(DNode node)
+{
+ return node->typeinfo()->get_compositor_shader_node;
+}
+
+bool is_node_supported(DNode node)
+{
+ return node->typeinfo()->get_compositor_operation ||
+ node->typeinfo()->get_compositor_shader_node;
+}
+
+InputDescriptor input_descriptor_from_input_socket(const InputSocketRef *socket)
+{
+ using namespace nodes;
+ InputDescriptor input_descriptor;
+ input_descriptor.type = get_node_socket_result_type(socket);
+ const NodeDeclaration *node_declaration = socket->node().declaration();
+ /* Not every node have a declaration, in which case, we assume the default values for the rest of
+ * the properties. */
+ if (!node_declaration) {
+ return input_descriptor;
+ }
+ const SocketDeclarationPtr &socket_declaration = node_declaration->inputs()[socket->index()];
+ input_descriptor.domain_priority = socket_declaration->compositor_domain_priority();
+ input_descriptor.expects_single_value = socket_declaration->compositor_expects_single_value();
+ return input_descriptor;
+}
+
+void compute_dispatch_global(GPUShader *shader, int2 global_size, int2 local_size)
+{
+ /* If the global size is divisible by the local size, dispatch the number of needed groups, which
+ * is their division. If it is not divisible, then dispatch an extra group to cover the remaining
+ * invocations, which means the actual global size of the invocation will be a bit larger than
+ * the give one. */
+ const int x = (global_size.x / local_size.x) + (global_size.x % local_size.x != 0);
+ const int y = (global_size.y / local_size.y) + (global_size.y % local_size.y != 0);
+ GPU_compute_dispatch(shader, x, y, 1);
+}
+
+} // namespace blender::realtime_compositor
diff --git a/source/blender/draw/CMakeLists.txt b/source/blender/draw/CMakeLists.txt
index 9cb3743dd02..31b262ba320 100644
--- a/source/blender/draw/CMakeLists.txt
+++ b/source/blender/draw/CMakeLists.txt
@@ -23,6 +23,7 @@ set(INC
../nodes
../render
../render/intern
+ ../compositor/realtime_compositor
../windowmanager
../../../intern/atomic
@@ -104,6 +105,7 @@ set(SRC
intern/smaa_textures.c
engines/basic/basic_engine.c
engines/basic/basic_shader.c
+ engines/compositor/compositor_engine.cc
engines/image/image_engine.cc
engines/image/image_shader.cc
engines/eevee/eevee_bloom.c
@@ -225,6 +227,7 @@ set(SRC
intern/smaa_textures.h
engines/basic/basic_engine.h
engines/basic/basic_private.h
+ engines/compositor/compositor_engine.h
engines/eevee/eevee_engine.h
engines/eevee/eevee_lightcache.h
engines/eevee/eevee_lut.h
@@ -256,6 +259,7 @@ set(SRC
set(LIB
bf_blenkernel
bf_blenlib
+ bf_realtime_compositor
bf_windowmanager
)
diff --git a/source/blender/draw/engines/compositor/compositor_engine.cc b/source/blender/draw/engines/compositor/compositor_engine.cc
new file mode 100644
index 00000000000..d7feb62cb18
--- /dev/null
+++ b/source/blender/draw/engines/compositor/compositor_engine.cc
@@ -0,0 +1,203 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_listbase.h"
+#include "BLI_math_vec_types.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_utildefines.h"
+
+#include "BLT_translation.h"
+
+#include "DNA_ID_enums.h"
+#include "DNA_scene_types.h"
+
+#include "DEG_depsgraph_query.h"
+
+#include "DRW_render.h"
+
+#include "IMB_colormanagement.h"
+
+#include "COM_context.hh"
+#include "COM_evaluator.hh"
+#include "COM_texture_pool.hh"
+
+#include "GPU_texture.h"
+
+namespace blender::realtime_compositor {
+
+class DRWTexturePool : public TexturePool {
+ public:
+ GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) override
+ {
+ DrawEngineType *owner = (DrawEngineType *)this;
+ return DRW_texture_pool_query_2d(size.x, size.y, format, owner);
+ }
+};
+
+class DRWContext : public Context {
+ private:
+ /* A pointer to the info message of the compositor engine. This is a char array of size
+ * GPU_INFO_SIZE. The message is cleared prior to updating or evaluating the compositor. */
+ char *info_message_;
+
+ public:
+ DRWContext(TexturePool &texture_pool, char *info_message)
+ : Context(texture_pool), info_message_(info_message)
+ {
+ }
+
+ const Scene *get_scene() const override
+ {
+ return DRW_context_state_get()->scene;
+ }
+
+ int2 get_viewport_size() override
+ {
+ return int2(float2(DRW_viewport_size_get()));
+ }
+
+ GPUTexture *get_viewport_texture() override
+ {
+ return DRW_viewport_texture_list_get()->color;
+ }
+
+ GPUTexture *get_pass_texture(int UNUSED(view_layer), eScenePassType UNUSED(pass_type)) override
+ {
+ return get_viewport_texture();
+ }
+
+ StringRef get_view_name() override
+ {
+ const SceneRenderView *view = static_cast<SceneRenderView *>(
+ BLI_findlink(&get_scene()->r.views, DRW_context_state_get()->v3d->multiview_eye));
+ return view->name;
+ }
+
+ void set_info_message(StringRef message) const override
+ {
+ message.copy(info_message_, GPU_INFO_SIZE);
+ }
+};
+
+class Engine {
+ private:
+ DRWTexturePool texture_pool_;
+ DRWContext context_;
+ Evaluator evaluator_;
+ /* Stores the viewport size at the time the last compositor evaluation happened. See the
+ * update_viewport_size method for more information. */
+ int2 last_viewport_size_;
+
+ public:
+ Engine(char *info_message)
+ : context_(texture_pool_, info_message),
+ evaluator_(context_, node_tree()),
+ last_viewport_size_(context_.get_viewport_size())
+ {
+ }
+
+ /* Update the viewport size and evaluate the compositor. */
+ void draw()
+ {
+ update_viewport_size();
+ evaluator_.evaluate();
+ }
+
+ /* If the size of the viewport changed from the last time the compositor was evaluated, update
+ * the viewport size and reset the evaluator. That's because the evaluator compiles the node tree
+ * in a manner that is specifically optimized for the size of the viewport. This should be called
+ * before evaluating the compositor. */
+ void update_viewport_size()
+ {
+ if (last_viewport_size_ == context_.get_viewport_size()) {
+ return;
+ }
+
+ last_viewport_size_ = context_.get_viewport_size();
+
+ evaluator_.reset();
+ }
+
+ /* If the compositor node tree changed, reset the evaluator. */
+ void update(const Depsgraph *depsgraph)
+ {
+ if (DEG_id_type_updated(depsgraph, ID_NT)) {
+ evaluator_.reset();
+ }
+ }
+
+ /* Get a reference to the compositor node tree. */
+ static bNodeTree &node_tree()
+ {
+ return *DRW_context_state_get()->scene->nodetree;
+ }
+};
+
+} // namespace blender::realtime_compositor
+
+using namespace blender::realtime_compositor;
+
+typedef struct CompositorData {
+ DrawEngineType *engine_type;
+ DRWViewportEmptyList *fbl;
+ DRWViewportEmptyList *txl;
+ DRWViewportEmptyList *psl;
+ DRWViewportEmptyList *stl;
+ Engine *instance_data;
+ char info[GPU_INFO_SIZE];
+} CompositorData;
+
+static void compositor_engine_init(void *data)
+{
+ CompositorData *compositor_data = static_cast<CompositorData *>(data);
+
+ if (!compositor_data->instance_data) {
+ compositor_data->instance_data = new Engine(compositor_data->info);
+ }
+}
+
+static void compositor_engine_free(void *instance_data)
+{
+ Engine *engine = static_cast<Engine *>(instance_data);
+ delete engine;
+}
+
+static void compositor_engine_draw(void *data)
+{
+ const CompositorData *compositor_data = static_cast<CompositorData *>(data);
+ compositor_data->instance_data->draw();
+}
+
+static void compositor_engine_update(void *data)
+{
+ CompositorData *compositor_data = static_cast<CompositorData *>(data);
+
+ /* Clear any info message that was set in a previous update. */
+ compositor_data->info[0] = '\0';
+
+ if (compositor_data->instance_data) {
+ compositor_data->instance_data->update(DRW_context_state_get()->depsgraph);
+ }
+}
+
+extern "C" {
+
+static const DrawEngineDataSize compositor_data_size = DRW_VIEWPORT_DATA_SIZE(CompositorData);
+
+DrawEngineType draw_engine_compositor_type = {
+ nullptr, /* next */
+ nullptr, /* prev */
+ N_("Compositor"), /* idname */
+ &compositor_data_size, /* vedata_size */
+ &compositor_engine_init, /* engine_init */
+ nullptr, /* engine_free */
+ &compositor_engine_free, /* instance_free */
+ nullptr, /* cache_init */
+ nullptr, /* cache_populate */
+ nullptr, /* cache_finish */
+ &compositor_engine_draw, /* draw_scene */
+ &compositor_engine_update, /* view_update */
+ nullptr, /* id_update */
+ nullptr, /* render_to_image */
+ nullptr, /* store_metadata */
+};
+}
diff --git a/source/blender/draw/engines/compositor/compositor_engine.h b/source/blender/draw/engines/compositor/compositor_engine.h
new file mode 100644
index 00000000000..5de0de8a0b3
--- /dev/null
+++ b/source/blender/draw/engines/compositor/compositor_engine.h
@@ -0,0 +1,13 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+extern DrawEngineType draw_engine_compositor_type;
+
+#ifdef __cplusplus
+}
+#endif
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index bc9d0a3d02a..dd36a9c6719 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -43,6 +43,7 @@
#include "DNA_camera_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
+#include "DNA_userdef_types.h"
#include "DNA_world_types.h"
#include "ED_gpencil.h"
@@ -84,6 +85,7 @@
#include "draw_cache_impl.h"
#include "engines/basic/basic_engine.h"
+#include "engines/compositor/compositor_engine.h"
#include "engines/eevee/eevee_engine.h"
#include "engines/eevee_next/eevee_engine.h"
#include "engines/external/external_engine.h"
@@ -1225,6 +1227,31 @@ static void drw_engines_enable_editors(void)
}
}
+static bool is_compositor_enabled(void)
+{
+ if (!U.experimental.use_realtime_compositor) {
+ return false;
+ }
+
+ if (!(DST.draw_ctx.v3d->shading.flag & V3D_SHADING_COMPOSITOR)) {
+ return false;
+ }
+
+ if (!(DST.draw_ctx.v3d->shading.type > OB_MATERIAL)) {
+ return false;
+ }
+
+ if (!DST.draw_ctx.scene->use_nodes) {
+ return false;
+ }
+
+ if (!DST.draw_ctx.scene->nodetree) {
+ return false;
+ }
+
+ return true;
+}
+
static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
RenderEngineType *engine_type,
bool gpencil_engine_needed)
@@ -1237,6 +1264,11 @@ static void drw_engines_enable(ViewLayer *UNUSED(view_layer),
if (gpencil_engine_needed && ((drawtype >= OB_SOLID) || !use_xray)) {
use_drw_engine(&draw_engine_gpencil_type);
}
+
+ if (is_compositor_enabled()) {
+ use_drw_engine(&draw_engine_compositor_type);
+ }
+
drw_engines_enable_overlays();
#ifdef WITH_DRAW_DEBUG
@@ -1608,7 +1640,6 @@ void DRW_draw_render_loop_ex(struct Depsgraph *depsgraph,
GPUViewport *viewport,
const bContext *evil_C)
{
-
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ViewLayer *view_layer = DEG_get_evaluated_view_layer(depsgraph);
RegionView3D *rv3d = region->regiondata;
@@ -2959,6 +2990,7 @@ void DRW_engines_register(void)
DRW_engine_register(&draw_engine_overlay_type);
DRW_engine_register(&draw_engine_select_type);
DRW_engine_register(&draw_engine_basic_type);
+ DRW_engine_register(&draw_engine_compositor_type);
#ifdef WITH_DRAW_DEBUG
DRW_engine_register(&draw_engine_debug_select_type);
#endif
diff --git a/source/blender/editors/render/render_update.cc b/source/blender/editors/render/render_update.cc
index 3d26e764211..7cefcf9815e 100644
--- a/source/blender/editors/render/render_update.cc
+++ b/source/blender/editors/render/render_update.cc
@@ -95,20 +95,20 @@ void ED_render_view3d_update(Depsgraph *depsgraph,
CTX_free(C);
}
- else {
- RenderEngineType *engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
- if (updated) {
- DRWUpdateContext drw_context = {nullptr};
- drw_context.bmain = bmain;
- drw_context.depsgraph = depsgraph;
- drw_context.scene = scene;
- drw_context.view_layer = view_layer;
- drw_context.region = region;
- drw_context.v3d = v3d;
- drw_context.engine_type = engine_type;
- DRW_notify_view_update(&drw_context);
- }
+
+ if (!updated) {
+ continue;
}
+
+ DRWUpdateContext drw_context = {nullptr};
+ drw_context.bmain = bmain;
+ drw_context.depsgraph = depsgraph;
+ drw_context.scene = scene;
+ drw_context.view_layer = view_layer;
+ drw_context.region = region;
+ drw_context.v3d = v3d;
+ drw_context.engine_type = ED_view3d_engine_type(scene, v3d->shading.type);
+ DRW_notify_view_update(&drw_context);
}
}
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 9ed2fec96db..84bcbfd53fe 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -1210,6 +1210,9 @@ static void view3d_main_region_listener(const wmRegionListenerParams *params)
break;
}
break;
+ case NC_NODE:
+ ED_region_tag_redraw(region);
+ break;
case NC_WORLD:
switch (wmn->data) {
case ND_WORLD_DRAW:
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index faf68cf2197..2b4945069c4 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -312,6 +312,46 @@ set(GLSL_SRC
shaders/common/gpu_shader_common_math_utils.glsl
shaders/common/gpu_shader_common_mix_rgb.glsl
+ shaders/compositor/compositor_alpha_crop.glsl
+ shaders/compositor/compositor_blur.glsl
+ shaders/compositor/compositor_box_mask.glsl
+ shaders/compositor/compositor_convert.glsl
+ shaders/compositor/compositor_ellipse_mask.glsl
+ shaders/compositor/compositor_filter.glsl
+ shaders/compositor/compositor_flip.glsl
+ shaders/compositor/compositor_image_crop.glsl
+ shaders/compositor/compositor_projector_lens_distortion.glsl
+ shaders/compositor/compositor_realize_on_domain.glsl
+ shaders/compositor/compositor_screen_lens_distortion.glsl
+ shaders/compositor/compositor_split_viewer.glsl
+
+ shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
+ shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl
+ shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_balance.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_correction.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
+ shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl
+ shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_exposure.glsl
+ shaders/compositor/library/gpu_shader_compositor_gamma.glsl
+ shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl
+ shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl
+ shaders/compositor/library/gpu_shader_compositor_invert.glsl
+ shaders/compositor/library/gpu_shader_compositor_load_input.glsl
+ shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
+ shaders/compositor/library/gpu_shader_compositor_map_value.glsl
+ shaders/compositor/library/gpu_shader_compositor_normal.glsl
+ shaders/compositor/library/gpu_shader_compositor_posterize.glsl
+ shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl
+ shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl
+ shaders/compositor/library/gpu_shader_compositor_store_output.glsl
+ shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
+ shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl
+
shaders/material/gpu_shader_material_add_shader.glsl
shaders/material/gpu_shader_material_ambient_occlusion.glsl
shaders/material/gpu_shader_material_anisotropic.glsl
@@ -511,6 +551,19 @@ set(SRC_SHADER_CREATE_INFOS
shaders/infos/gpu_shader_simple_lighting_info.hh
shaders/infos/gpu_shader_text_info.hh
shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
+
+ shaders/compositor/infos/compositor_alpha_crop_info.hh
+ shaders/compositor/infos/compositor_blur_info.hh
+ shaders/compositor/infos/compositor_box_mask_info.hh
+ shaders/compositor/infos/compositor_convert_info.hh
+ shaders/compositor/infos/compositor_ellipse_mask_info.hh
+ shaders/compositor/infos/compositor_filter_info.hh
+ shaders/compositor/infos/compositor_flip_info.hh
+ shaders/compositor/infos/compositor_image_crop_info.hh
+ shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
+ shaders/compositor/infos/compositor_realize_on_domain_info.hh
+ shaders/compositor/infos/compositor_screen_lens_distortion_info.hh
+ shaders/compositor/infos/compositor_split_viewer_info.hh
)
set(SHADER_CREATE_INFOS_CONTENT "")
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index c0633f0323d..704248b863a 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -59,6 +59,7 @@ typedef enum eGPUType {
GPU_TEX2D = 1002,
GPU_TEX2D_ARRAY = 1003,
GPU_TEX3D = 1004,
+ GPU_IMAGE_2D = 1005,
/* GLSL Struct types */
GPU_CLOSURE = 1007,
@@ -121,6 +122,7 @@ typedef struct GPUCodegenOutput {
char *surface;
char *volume;
char *thickness;
+ char *compute;
char *material_functions;
GPUShaderCreateInfo *create_info;
@@ -213,6 +215,7 @@ GPUMaterial *GPU_material_from_nodetree(struct Scene *scene,
void *thunk);
void GPU_material_compile(GPUMaterial *mat);
+void GPU_material_free_single(GPUMaterial *material);
void GPU_material_free(struct ListBase *gpumaterial);
void GPU_material_acquire(GPUMaterial *mat);
@@ -233,6 +236,9 @@ struct Material *GPU_material_get_material(GPUMaterial *material);
eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status);
+bool GPU_material_is_compute(GPUMaterial *material);
+void GPU_material_is_compute_set(GPUMaterial *material, bool is_compute);
+
struct GPUUniformBuf *GPU_material_uniform_buffer_get(GPUMaterial *material);
/**
* Create dynamic UBO from parameters
@@ -280,8 +286,16 @@ typedef struct GPUMaterialTexture {
int sampler_state; /* eGPUSamplerState */
} GPUMaterialTexture;
+/* A reference to a write only 2D image of a specific format. */
+typedef struct GPUMaterialImage {
+ struct GPUMaterialImage *next, *prev;
+ eGPUTextureFormat format;
+ char name_in_shader[32];
+} GPUMaterialImage;
+
ListBase GPU_material_attributes(GPUMaterial *material);
ListBase GPU_material_textures(GPUMaterial *material);
+ListBase GPU_material_images(GPUMaterial *material);
typedef struct GPUUniformAttr {
struct GPUUniformAttr *next, *prev;
@@ -308,6 +322,26 @@ struct GHash *GPU_uniform_attr_list_hash_new(const char *info);
void GPU_uniform_attr_list_copy(GPUUniformAttrList *dest, GPUUniformAttrList *src);
void GPU_uniform_attr_list_free(GPUUniformAttrList *set);
+GPUMaterialTexture *GPU_material_add_texture(GPUMaterial *material,
+ eGPUSamplerState sampler_state);
+GPUMaterialImage *GPU_material_add_image_texture(GPUMaterial *material, eGPUTextureFormat format);
+
+GPUNodeLink *GPU_image_from_material_texture(GPUMaterialTexture *texture);
+GPUNodeLink *GPU_image_texture_from_material_image(GPUMaterialImage *image);
+
+typedef void (*GPUMaterialSetupFn)(void *thunk, GPUMaterial *material);
+typedef void (*GPUMaterialCompileFn)(void *thunk, GPUMaterial *material);
+
+/* Construct a GPU material from a set of callbacks. The setup callback should set the appropriate
+ * flags or members to the material. The compile callback should construct the material graph by
+ * adding and linking the necessary GPU material graph nodes. The generate function should
+ * construct the needed shader by initializing the passed shader create info structure. The given
+ * thunk will be passed as the first parameter of each callback. */
+GPUMaterial *GPU_material_from_callbacks(GPUMaterialSetupFn setup_function,
+ GPUMaterialCompileFn compile_function,
+ GPUCodegenCallbackFn generate_function,
+ void *thunk);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 3460d33fe68..c154f1adc8b 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -177,7 +177,9 @@ void GPU_shader_uniform_4f(GPUShader *sh, const char *name, float x, float y, fl
void GPU_shader_uniform_2fv(GPUShader *sh, const char *name, const float data[2]);
void GPU_shader_uniform_3fv(GPUShader *sh, const char *name, const float data[3]);
void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]);
+void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2]);
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4]);
+void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3]);
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2]);
void GPU_shader_uniform_4fv_array(GPUShader *sh, const char *name, int len, const float (*val)[4]);
diff --git a/source/blender/gpu/intern/gpu_codegen.cc b/source/blender/gpu/intern/gpu_codegen.cc
index a5ba0949a83..a846c57b2a4 100644
--- a/source/blender/gpu/intern/gpu_codegen.cc
+++ b/source/blender/gpu/intern/gpu_codegen.cc
@@ -188,6 +188,8 @@ static std::ostream &operator<<(std::ostream &stream, const GPUInput *input)
return stream << input->texture->sampler_name;
case GPU_SOURCE_TEX_TILED_MAPPING:
return stream << input->texture->tiled_mapping_name;
+ case GPU_SOURCE_IMAGE:
+ return stream << input->image->name_in_shader;
default:
BLI_assert(0);
return stream;
@@ -260,6 +262,7 @@ class GPUCodegen {
MEM_SAFE_FREE(output.volume);
MEM_SAFE_FREE(output.thickness);
MEM_SAFE_FREE(output.displacement);
+ MEM_SAFE_FREE(output.compute);
MEM_SAFE_FREE(output.material_functions);
delete create_info;
BLI_freelistN(&ubo_inputs_);
@@ -281,6 +284,7 @@ class GPUCodegen {
void node_serialize(std::stringstream &eval_ss, const GPUNode *node);
char *graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link);
+ char *graph_serialize_compute();
static char *extract_c_str(std::stringstream &stream)
{
@@ -373,6 +377,16 @@ void GPUCodegen::generate_resources()
}
}
+ /* Images. */
+ LISTBASE_FOREACH (GPUMaterialImage *, image, &graph.images) {
+ info.image(0,
+ image->format,
+ Qualifier::WRITE,
+ ImageType::FLOAT_2D,
+ image->name_in_shader,
+ Frequency::BATCH);
+ }
+
if (!BLI_listbase_is_empty(&ubo_inputs_)) {
/* NOTE: generate_uniform_buffer() should have sorted the inputs before this. */
ss << "struct NodeTree {\n";
@@ -467,7 +481,9 @@ void GPUCodegen::node_serialize(std::stringstream &eval_ss, const GPUNode *node)
eval_ss << input;
break;
}
- eval_ss << ", ";
+ if (input->next || !BLI_listbase_is_empty(&node->outputs)) {
+ eval_ss << ", ";
+ }
}
/* Output arguments. */
LISTBASE_FOREACH (GPUOutput *, output, &node->outputs) {
@@ -501,6 +517,18 @@ char *GPUCodegen::graph_serialize(eGPUNodeTag tree_tag, GPUNodeLink *output_link
return eval_c_str;
}
+char *GPUCodegen::graph_serialize_compute()
+{
+ /* Serialize all nodes. */
+ std::stringstream eval_ss;
+ LISTBASE_FOREACH (GPUNode *, node, &graph.nodes) {
+ node_serialize(eval_ss, node);
+ }
+ char *eval_c_str = extract_c_str(eval_ss);
+ BLI_hash_mm2a_add(&hm2a_, (uchar *)eval_c_str, eval_ss.str().size());
+ return eval_c_str;
+}
+
void GPUCodegen::generate_uniform_buffer()
{
/* Extract uniform inputs. */
@@ -540,6 +568,9 @@ void GPUCodegen::generate_graphs()
output.volume = graph_serialize(GPU_NODE_TAG_VOLUME, graph.outlink_volume);
output.displacement = graph_serialize(GPU_NODE_TAG_DISPLACEMENT, graph.outlink_displacement);
output.thickness = graph_serialize(GPU_NODE_TAG_THICKNESS, graph.outlink_thickness);
+ if (GPU_material_is_compute(&mat)) {
+ output.compute = graph_serialize_compute();
+ }
if (!BLI_listbase_is_empty(&graph.material_functions)) {
std::stringstream eval_ss;
@@ -570,9 +601,15 @@ GPUPass *GPU_generate_pass(GPUMaterial *material,
GPUCodegenCallbackFn finalize_source_cb,
void *thunk)
{
- /* Prune the unused nodes and extract attributes before compiling so the
- * generated VBOs are ready to accept the future shader. */
- gpu_node_graph_prune_unused(graph);
+ /* Only prune unused nodes if the GPU material is not a compute one, as nodes in compute
+ * materials can make arbitrary reads and writes in any node. It is then the responsibility of
+ * the caller to make sure no unused nodes exists. */
+ if (!GPU_material_is_compute(material)) {
+ gpu_node_graph_prune_unused(graph);
+ }
+
+ /* Extract attributes before compiling so the generated VBOs are ready to accept the future
+ * shader. */
gpu_node_graph_finalize_uniform_attrs(graph);
GPUCodegen codegen(material, graph);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 808a8ccd955..56965d4c389 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -60,6 +60,8 @@ struct GPUMaterial {
eGPUMaterialStatus status;
/** Some flags about the nodetree & the needed resources. */
eGPUMaterialFlag flag;
+ /** If true, all material nodes will be serialized into a compute source. */
+ bool is_compute;
/* Identify shader variations (shadow, probe, world background...).
* Should be unique even across render engines. */
uint64_t uuid;
@@ -144,7 +146,7 @@ static void gpu_material_ramp_texture_build(GPUMaterial *mat)
mat->coba_builder = NULL;
}
-static void gpu_material_free_single(GPUMaterial *material)
+void GPU_material_free_single(GPUMaterial *material)
{
bool do_free = atomic_sub_and_fetch_uint32(&material->refcount, 1) == 0;
if (!do_free) {
@@ -176,7 +178,7 @@ void GPU_material_free(ListBase *gpumaterial)
LISTBASE_FOREACH (LinkData *, link, gpumaterial) {
GPUMaterial *material = link->data;
DRW_deferred_shader_remove(material);
- gpu_material_free_single(material);
+ GPU_material_free_single(material);
}
BLI_freelistN(gpumaterial);
}
@@ -226,6 +228,11 @@ ListBase GPU_material_textures(GPUMaterial *material)
return material->graph.textures;
}
+ListBase GPU_material_images(GPUMaterial *material)
+{
+ return material->graph.images;
+}
+
GPUUniformAttrList *GPU_material_uniform_attributes(GPUMaterial *material)
{
GPUUniformAttrList *attrs = &material->graph.uniform_attrs;
@@ -599,6 +606,16 @@ void GPU_material_status_set(GPUMaterial *mat, eGPUMaterialStatus status)
mat->status = status;
}
+bool GPU_material_is_compute(GPUMaterial *material)
+{
+ return material->is_compute;
+}
+
+void GPU_material_is_compute_set(GPUMaterial *material, bool is_compute)
+{
+ material->is_compute = is_compute;
+}
+
/* Code generation */
bool GPU_material_has_surface_output(GPUMaterial *mat)
@@ -724,7 +741,7 @@ void GPU_material_acquire(GPUMaterial *mat)
void GPU_material_release(GPUMaterial *mat)
{
- gpu_material_free_single(mat);
+ GPU_material_free_single(mat);
}
void GPU_material_compile(GPUMaterial *mat)
@@ -775,3 +792,46 @@ void GPU_materials_free(Main *bmain)
// BKE_world_defaults_free_gpu();
BKE_material_defaults_free_gpu();
}
+
+GPUMaterial *GPU_material_from_callbacks(GPUMaterialSetupFn setup_function,
+ GPUMaterialCompileFn compile_function,
+ GPUCodegenCallbackFn generate_function,
+ void *thunk)
+{
+ /* Allocate a new material and its material graph. */
+ GPUMaterial *material = MEM_callocN(sizeof(GPUMaterial), "GPUMaterial");
+ material->graph.used_libraries = BLI_gset_new(
+ BLI_ghashutil_ptrhash, BLI_ghashutil_ptrcmp, "GPUNodeGraph.used_libraries");
+ material->refcount = 1;
+
+ /* Setup the newly allocated material. */
+ setup_function(thunk, material);
+
+ /* Compile the material. */
+ compile_function(thunk, material);
+
+ /* Create and initialize the texture storing color bands. */
+ gpu_material_ramp_texture_build(material);
+
+ /* Lookup an existing pass in the cache or generate a new one. */
+ material->pass = GPU_generate_pass(material, &material->graph, generate_function, thunk);
+
+ /* The pass already exists in the pass cache but its shader already failed to compile. */
+ if (material->pass == NULL) {
+ material->status = GPU_MAT_FAILED;
+ gpu_node_graph_free(&material->graph);
+ return material;
+ }
+
+ /* The pass already exists in the pass cache and its shader is already compiled. */
+ GPUShader *shader = GPU_pass_shader_get(material->pass);
+ if (shader != NULL) {
+ material->status = GPU_MAT_SUCCESS;
+ gpu_node_graph_free_nodes(&material->graph);
+ return material;
+ }
+
+ /* The material was created successfully but still needs to be compiled. */
+ material->status = GPU_MAT_CREATED;
+ return material;
+}
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
index b071ab85f3a..5aa311ed101 100644
--- a/source/blender/gpu/intern/gpu_material_library.h
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -20,9 +20,13 @@ extern "C" {
struct GSet;
typedef enum {
- FUNCTION_QUAL_IN,
- FUNCTION_QUAL_OUT,
- FUNCTION_QUAL_INOUT,
+ FUNCTION_QUAL_NONE = 0,
+ FUNCTION_QUAL_IN = 1 << 0,
+ FUNCTION_QUAL_OUT = 1 << 1,
+ FUNCTION_QUAL_INOUT = 1 << 2,
+ FUNCTION_QUAL_CONST = 1 << 3,
+ FUNCTION_QUAL_RESTRICT = 1 << 4,
+ FUNCTION_QUAL_WRITEONLY = 1 << 5,
} GPUFunctionQual;
typedef struct GPUFunction {
diff --git a/source/blender/gpu/intern/gpu_node_graph.c b/source/blender/gpu/intern/gpu_node_graph.c
index 3c6a03c56d3..94cfe90e0a5 100644
--- a/source/blender/gpu/intern/gpu_node_graph.c
+++ b/source/blender/gpu/intern/gpu_node_graph.c
@@ -99,6 +99,10 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
input->source = GPU_SOURCE_TEX;
input->texture = link->texture;
break;
+ case GPU_NODE_LINK_IMAGE_TEXTURE:
+ input->source = GPU_SOURCE_IMAGE;
+ input->image = link->image;
+ break;
case GPU_NODE_LINK_IMAGE_TILED_MAPPING:
input->source = GPU_SOURCE_TEX_TILED_MAPPING;
input->texture = link->texture;
@@ -437,7 +441,8 @@ static GPUMaterialTexture *gpu_node_graph_add_texture(GPUNodeGraph *graph,
int num_textures = 0;
GPUMaterialTexture *tex = graph->textures.first;
for (; tex; tex = tex->next) {
- if (tex->ima == ima && tex->colorband == colorband && tex->sampler_state == sampler_state) {
+ if (tex->ima && tex->ima == ima && tex->colorband == colorband &&
+ tex->sampler_state == sampler_state) {
break;
}
num_textures++;
@@ -466,6 +471,15 @@ static GPUMaterialTexture *gpu_node_graph_add_texture(GPUNodeGraph *graph,
return tex;
}
+static GPUMaterialImage *gpu_node_graph_add_image(GPUNodeGraph *graph, eGPUTextureFormat format)
+{
+ GPUMaterialImage *image = MEM_callocN(sizeof(GPUMaterialImage), __func__);
+ image->format = format;
+ const int images_count = BLI_listbase_count(&graph->images);
+ BLI_snprintf(image->name_in_shader, sizeof(image->name_in_shader), "image%d", images_count);
+ BLI_addtail(&graph->images, image);
+ return image;
+}
/* Creating Inputs */
GPUNodeLink *GPU_attribute(GPUMaterial *mat, const eCustomDataType type, const char *name)
@@ -592,6 +606,34 @@ GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *ro
return link;
}
+GPUMaterialTexture *GPU_material_add_texture(GPUMaterial *material, eGPUSamplerState sampler_state)
+{
+ GPUNodeGraph *graph = gpu_material_node_graph(material);
+ return gpu_node_graph_add_texture(graph, NULL, NULL, NULL, GPU_NODE_LINK_IMAGE, sampler_state);
+}
+
+GPUMaterialImage *GPU_material_add_image_texture(GPUMaterial *material, eGPUTextureFormat format)
+{
+ GPUNodeGraph *graph = gpu_material_node_graph(material);
+ return gpu_node_graph_add_image(graph, format);
+}
+
+GPUNodeLink *GPU_image_from_material_texture(GPUMaterialTexture *texture)
+{
+ GPUNodeLink *link = gpu_node_link_create();
+ link->link_type = GPU_NODE_LINK_IMAGE;
+ link->texture = texture;
+ return link;
+}
+
+GPUNodeLink *GPU_image_texture_from_material_image(GPUMaterialImage *image)
+{
+ GPUNodeLink *link = gpu_node_link_create();
+ link->link_type = GPU_NODE_LINK_IMAGE_TEXTURE;
+ link->image = image;
+ return link;
+}
+
/* Creating Nodes */
bool GPU_link(GPUMaterial *mat, const char *name, ...)
@@ -613,7 +655,7 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
va_start(params, name);
for (i = 0; i < function->totparam; i++) {
- if (function->paramqual[i] == FUNCTION_QUAL_OUT) {
+ if (function->paramqual[i] & (FUNCTION_QUAL_OUT | FUNCTION_QUAL_INOUT)) {
linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
}
@@ -671,7 +713,7 @@ static bool gpu_stack_link_v(GPUMaterial *material,
}
for (i = 0; i < function->totparam; i++) {
- if (function->paramqual[i] == FUNCTION_QUAL_OUT) {
+ if (function->paramqual[i] & (FUNCTION_QUAL_OUT | FUNCTION_QUAL_INOUT)) {
if (totout == 0) {
linkptr = va_arg(params, GPUNodeLink **);
gpu_node_output(node, function->paramtype[i], linkptr);
@@ -787,6 +829,7 @@ void gpu_node_graph_free(GPUNodeGraph *graph)
gpu_node_graph_free_nodes(graph);
BLI_freelistN(&graph->textures);
+ BLI_freelistN(&graph->images);
BLI_freelistN(&graph->attributes);
GPU_uniform_attr_list_free(&graph->uniform_attrs);
diff --git a/source/blender/gpu/intern/gpu_node_graph.h b/source/blender/gpu/intern/gpu_node_graph.h
index ae472d5b7aa..d8d6ca6f20d 100644
--- a/source/blender/gpu/intern/gpu_node_graph.h
+++ b/source/blender/gpu/intern/gpu_node_graph.h
@@ -34,6 +34,7 @@ typedef enum eGPUDataSource {
GPU_SOURCE_STRUCT,
GPU_SOURCE_TEX,
GPU_SOURCE_TEX_TILED_MAPPING,
+ GPU_SOURCE_IMAGE,
GPU_SOURCE_FUNCTION_CALL,
} eGPUDataSource;
@@ -49,6 +50,7 @@ typedef enum {
GPU_NODE_LINK_OUTPUT,
GPU_NODE_LINK_UNIFORM,
GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN,
+ GPU_NODE_LINK_IMAGE_TEXTURE,
} GPUNodeLinkType;
typedef enum {
@@ -96,6 +98,8 @@ struct GPUNodeLink {
struct GPUMaterialTexture *texture;
/* GPU_NODE_LINK_DIFFERENTIATE_FLOAT_FN */
const char *function_name;
+ /* GPU_NODE_LINK_IMAGE_TEXTURE */
+ struct GPUMaterialImage *image;
};
};
@@ -130,6 +134,8 @@ typedef struct GPUInput {
struct GPUUniformAttr *uniform_attr;
/* GPU_SOURCE_FUNCTION_CALL */
char function_call[64];
+ /* GPU_SOURCE_IMAGE */
+ struct GPUMaterialImage *image;
};
} GPUInput;
@@ -162,6 +168,7 @@ typedef struct GPUNodeGraph {
/* Requested attributes and textures. */
ListBase attributes;
ListBase textures;
+ ListBase images;
/* The list of uniform attributes. */
GPUUniformAttrList uniform_attrs;
diff --git a/source/blender/gpu/intern/gpu_shader.cc b/source/blender/gpu/intern/gpu_shader.cc
index fe9aacb95f9..184e4f3e60c 100644
--- a/source/blender/gpu/intern/gpu_shader.cc
+++ b/source/blender/gpu/intern/gpu_shader.cc
@@ -7,6 +7,7 @@
#include "MEM_guardedalloc.h"
+#include "BLI_math_matrix.h"
#include "BLI_string_utils.h"
#include "GPU_capabilities.h"
@@ -370,8 +371,7 @@ GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
shader->geometry_shader_from_glsl(sources);
}
- if (!info.compute_source_.is_empty()) {
- auto code = gpu_shader_dependency_get_resolved_source(info.compute_source_);
+ if (!info.compute_source_.is_empty() || !info.compute_source_generated.empty()) {
std::string layout = shader->compute_layout_declare(info);
Vector<const char *> sources;
@@ -381,7 +381,11 @@ GPUShader *GPU_shader_create_from_info(const GPUShaderCreateInfo *_info)
sources.extend(typedefs);
sources.append(resources.c_str());
sources.append(layout.c_str());
- sources.extend(code);
+ if (!info.compute_source_.is_empty()) {
+ sources.extend(gpu_shader_dependency_get_resolved_source(info.compute_source_));
+ }
+ sources.extend(info.dependencies_generated);
+ sources.append(info.compute_source_generated.c_str());
shader->compute_shader_from_glsl(sources);
}
@@ -702,12 +706,25 @@ void GPU_shader_uniform_4fv(GPUShader *sh, const char *name, const float data[4]
GPU_shader_uniform_vector(sh, loc, 4, 1, data);
}
+void GPU_shader_uniform_2iv(GPUShader *sh, const char *name, const int data[2])
+{
+ const int loc = GPU_shader_get_uniform(sh, name);
+ GPU_shader_uniform_vector_int(sh, loc, 2, 1, data);
+}
+
void GPU_shader_uniform_mat4(GPUShader *sh, const char *name, const float data[4][4])
{
const int loc = GPU_shader_get_uniform(sh, name);
GPU_shader_uniform_vector(sh, loc, 16, 1, (const float *)data);
}
+void GPU_shader_uniform_mat3_as_mat4(GPUShader *sh, const char *name, const float data[3][3])
+{
+ float matrix[4][4];
+ copy_m4_m3(matrix, data);
+ GPU_shader_uniform_mat4(sh, name, matrix);
+}
+
void GPU_shader_uniform_2fv_array(GPUShader *sh, const char *name, int len, const float (*val)[2])
{
const int loc = GPU_shader_get_uniform(sh, name);
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.cc b/source/blender/gpu/intern/gpu_shader_create_info.cc
index f5b90989481..44f51b86bf0 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.cc
+++ b/source/blender/gpu/intern/gpu_shader_create_info.cc
@@ -145,7 +145,7 @@ std::string ShaderCreateInfo::check_error() const
std::string error;
/* At least a vertex shader and a fragment shader are required, or only a compute shader. */
- if (this->compute_source_.is_empty()) {
+ if (this->compute_source_.is_empty() && this->compute_source_generated.empty()) {
if (this->vertex_source_.is_empty()) {
error += "Missing vertex shader in " + this->name_ + ".\n";
}
diff --git a/source/blender/gpu/intern/gpu_shader_create_info.hh b/source/blender/gpu/intern/gpu_shader_create_info.hh
index 4927ef75a75..6423fe07261 100644
--- a/source/blender/gpu/intern/gpu_shader_create_info.hh
+++ b/source/blender/gpu/intern/gpu_shader_create_info.hh
@@ -298,6 +298,7 @@ struct ShaderCreateInfo {
/** Manually set generated code. */
std::string vertex_source_generated = "";
std::string fragment_source_generated = "";
+ std::string compute_source_generated = "";
std::string geometry_source_generated = "";
std::string typedef_source_generated = "";
/** Manually set generated dependencies. */
@@ -818,6 +819,7 @@ struct ShaderCreateInfo {
TEST_EQUAL(*this, b, builtins_);
TEST_EQUAL(*this, b, vertex_source_generated);
TEST_EQUAL(*this, b, fragment_source_generated);
+ TEST_EQUAL(*this, b, compute_source_generated);
TEST_EQUAL(*this, b, typedef_source_generated);
TEST_VECTOR_EQUAL(*this, b, vertex_inputs_);
TEST_EQUAL(*this, b, geometry_layout_);
diff --git a/source/blender/gpu/intern/gpu_shader_dependency.cc b/source/blender/gpu/intern/gpu_shader_dependency.cc
index 842914f5bed..8d53a170d22 100644
--- a/source/blender/gpu/intern/gpu_shader_dependency.cc
+++ b/source/blender/gpu/intern/gpu_shader_dependency.cc
@@ -17,6 +17,7 @@
#include "BLI_map.hh"
#include "BLI_set.hh"
#include "BLI_string_ref.hh"
+#include "BLI_vector_set.hh"
#include "gpu_material_library.h"
#include "gpu_shader_create_info.hh"
@@ -391,7 +392,7 @@ struct GPUSource {
auto arg_parse = [&](const StringRef str,
int64_t &cursor,
- StringRef &out_qualifier,
+ VectorSet<StringRef> &out_qualifiers,
StringRef &out_type,
StringRef &out_name) -> bool {
int64_t arg_start = cursor + 1;
@@ -405,16 +406,19 @@ struct GPUSource {
}
const StringRef arg = str.substr(arg_start, cursor - arg_start);
+ /* Add all key words to the qualifiers vector set. Then pop the last element and store it in
+ * the name then pop the second to last element and store it in the type. The elements left
+ * are all the specified qualifiers. */
int64_t keyword_cursor = 0;
- out_qualifier = keyword_parse(arg, keyword_cursor);
- out_type = keyword_parse(arg, keyword_cursor);
- out_name = keyword_parse(arg, keyword_cursor);
- if (out_name.is_empty()) {
- /* No qualifier case. */
- out_name = out_type;
- out_type = out_qualifier;
- out_qualifier = arg.substr(0, 0);
+ while (true) {
+ StringRef keyword = keyword_parse(arg, keyword_cursor);
+ if (keyword.is_empty()) {
+ break;
+ }
+ out_qualifiers.add(keyword);
}
+ out_name = out_qualifiers.pop();
+ out_type = out_qualifiers.pop();
return true;
};
@@ -452,8 +456,9 @@ struct GPUSource {
func->totparam = 0;
int64_t args_cursor = -1;
- StringRef arg_qualifier, arg_type, arg_name;
- while (arg_parse(func_args, args_cursor, arg_qualifier, arg_type, arg_name)) {
+ StringRef arg_type, arg_name;
+ VectorSet<StringRef> arg_qualifiers;
+ while (arg_parse(func_args, args_cursor, arg_qualifiers, arg_type, arg_name)) {
if (func->totparam >= ARRAY_SIZE(func->paramtype)) {
print_error(input, source.find(func_name), "Too much parameter in function");
@@ -461,13 +466,25 @@ struct GPUSource {
}
auto parse_qualifier = [](StringRef qualifier) -> GPUFunctionQual {
+ if (qualifier == "in") {
+ return FUNCTION_QUAL_IN;
+ }
if (qualifier == "out") {
return FUNCTION_QUAL_OUT;
}
if (qualifier == "inout") {
return FUNCTION_QUAL_INOUT;
}
- return FUNCTION_QUAL_IN;
+ if (qualifier == "const") {
+ return FUNCTION_QUAL_CONST;
+ }
+ if (qualifier == "restrict") {
+ return FUNCTION_QUAL_RESTRICT;
+ }
+ if (qualifier == "writeonly") {
+ return FUNCTION_QUAL_WRITEONLY;
+ }
+ return FUNCTION_QUAL_NONE;
};
auto parse_type = [](StringRef type) -> eGPUType {
@@ -504,10 +521,17 @@ struct GPUSource {
if (type == "Closure") {
return GPU_CLOSURE;
}
+ if (type == "image2D") {
+ return GPU_IMAGE_2D;
+ }
return GPU_NONE;
};
- func->paramqual[func->totparam] = parse_qualifier(arg_qualifier);
+ GPUFunctionQual qualifiers = FUNCTION_QUAL_NONE;
+ for (StringRef qualifier : arg_qualifiers) {
+ qualifiers = static_cast<GPUFunctionQual>(qualifiers | parse_qualifier(qualifier));
+ }
+ func->paramqual[func->totparam] = qualifiers;
func->paramtype[func->totparam] = parse_type(arg_type);
if (func->paramtype[func->totparam] == GPU_NONE) {
@@ -594,7 +618,8 @@ struct GPUSource {
bool is_from_material_library() const
{
return (filename.startswith("gpu_shader_material_") ||
- filename.startswith("gpu_shader_common_")) &&
+ filename.startswith("gpu_shader_common_") ||
+ filename.startswith("gpu_shader_compositor_")) &&
filename.endswith(".glsl");
}
};
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
index fe89985ae7f..33108d3a989 100644
--- a/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl
@@ -140,6 +140,84 @@ void hsl_to_rgb(vec4 hsl, out vec4 outcol)
outcol = vec4((nr - 0.5) * chroma + l, (ng - 0.5) * chroma + l, (nb - 0.5) * chroma + l, hsl.w);
}
+/* ** YCCA to RGBA ** */
+
+void ycca_to_rgba_itu_601(vec4 ycca, out vec4 color)
+{
+ ycca.xyz *= 255.0;
+ ycca.xyz -= vec3(16.0, 128.0, 128.0);
+ color.rgb = mat3(vec3(1.164), 0.0, -0.392, 2.017, 1.596, -0.813, 0.0) * ycca.xyz;
+ color.rgb /= 255.0;
+ color.a = ycca.a;
+}
+
+void ycca_to_rgba_itu_709(vec4 ycca, out vec4 color)
+{
+ ycca.xyz *= 255.0;
+ ycca.xyz -= vec3(16.0, 128.0, 128.0);
+ color.rgb = mat3(vec3(1.164), 0.0, -0.213, 2.115, 1.793, -0.534, 0.0) * ycca.xyz;
+ color.rgb /= 255.0;
+ color.a = ycca.a;
+}
+
+void ycca_to_rgba_jpeg(vec4 ycca, out vec4 color)
+{
+ ycca.xyz *= 255.0;
+ color.rgb = mat3(vec3(1.0), 0.0, -0.34414, 1.772, 1.402, -0.71414, 0.0) * ycca.xyz;
+ color.rgb += vec3(-179.456, 135.45984, -226.816);
+ color.rgb /= 255.0;
+ color.a = ycca.a;
+}
+
+/* ** RGBA to YCCA ** */
+
+void rgba_to_ycca_itu_601(vec4 rgba, out vec4 ycca)
+{
+ rgba.rgb *= 255.0;
+ ycca.xyz = mat3(0.257, -0.148, 0.439, 0.504, -0.291, -0.368, 0.098, 0.439, -0.071) * rgba.rgb;
+ ycca.xyz += vec3(16.0, 128.0, 128.0);
+ ycca.xyz /= 255.0;
+ ycca.a = rgba.a;
+}
+
+void rgba_to_ycca_itu_709(vec4 rgba, out vec4 ycca)
+{
+ rgba.rgb *= 255.0;
+ ycca.xyz = mat3(0.183, -0.101, 0.439, 0.614, -0.338, -0.399, 0.062, 0.439, -0.040) * rgba.rgb;
+ ycca.xyz += vec3(16.0, 128.0, 128.0);
+ ycca.xyz /= 255.0;
+ ycca.a = rgba.a;
+}
+
+void rgba_to_ycca_jpeg(vec4 rgba, out vec4 ycca)
+{
+ rgba.rgb *= 255.0;
+ ycca.xyz = mat3(0.299, -0.16874, 0.5, 0.587, -0.33126, -0.41869, 0.114, 0.5, -0.08131) *
+ rgba.rgb;
+ ycca.xyz += vec3(0.0, 128.0, 128.0);
+ ycca.xyz /= 255.0;
+ ycca.a = rgba.a;
+}
+
+/* ** YUVA to RGBA ** */
+
+void yuva_to_rgba_itu_709(vec4 yuva, out vec4 color)
+{
+ color.rgb = mat3(vec3(1.0), 0.0, -0.21482, 2.12798, 1.28033, -0.38059, 0.0) * yuva.xyz;
+ color.a = yuva.a;
+}
+
+/* ** RGBA to YUVA ** */
+
+void rgba_to_yuva_itu_709(vec4 rgba, out vec4 yuva)
+{
+ yuva.xyz = mat3(0.2126, -0.09991, 0.615, 0.7152, -0.33609, -0.55861, 0.0722, 0.436, -0.05639) *
+ rgba.rgb;
+ yuva.a = rgba.a;
+}
+
+/* ** Alpha Handling ** */
+
void color_alpha_clear(vec4 color, out vec4 result)
{
result = vec4(color.rgb, 1.0);
@@ -147,15 +225,50 @@ void color_alpha_clear(vec4 color, out vec4 result)
void color_alpha_premultiply(vec4 color, out vec4 result)
{
- result = vec4(color.rgb * color.a, 1.0);
+ result = vec4(color.rgb * color.a, color.a);
}
void color_alpha_unpremultiply(vec4 color, out vec4 result)
{
if (color.a == 0.0 || color.a == 1.0) {
- result = vec4(color.rgb, 1.0);
+ result = color;
}
else {
- result = vec4(color.rgb / color.a, 1.0);
+ result = vec4(color.rgb / color.a, color.a);
+ }
+}
+
+float linear_rgb_to_srgb(float color)
+{
+ if (color < 0.0031308) {
+ return (color < 0.0) ? 0.0 : color * 12.92;
+ }
+
+ return 1.055 * pow(color, 1.0 / 2.4) - 0.055;
+}
+
+vec3 linear_rgb_to_srgb(vec3 color)
+{
+ return vec3(
+ linear_rgb_to_srgb(color.r), linear_rgb_to_srgb(color.g), linear_rgb_to_srgb(color.b));
+}
+
+float srgb_to_linear_rgb(float color)
+{
+ if (color < 0.04045) {
+ return (color < 0.0) ? 0.0 : color * (1.0 / 12.92);
}
+
+ return pow((color + 0.055) * (1.0 / 1.055), 2.4);
+}
+
+vec3 srgb_to_linear_rgb(vec3 color)
+{
+ return vec3(
+ srgb_to_linear_rgb(color.r), srgb_to_linear_rgb(color.g), srgb_to_linear_rgb(color.b));
+}
+
+float get_luminance(vec3 color, vec3 luminance_coefficients)
+{
+ return dot(color, luminance_coefficients);
}
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
index 8948ed77557..50bdeb9bbbe 100644
--- a/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl
@@ -95,6 +95,81 @@ void curves_combined_only(float factor,
result = mix(color, result, factor);
}
+/* Contrary to standard tone curve implementations, the film-like implementation tries to preserve
+ * the hue of the colors as much as possible. To understand why this might be a problem, consider
+ * the violet color (0.5, 0.0, 1.0). If this color was to be evaluated at a power curve x^4, the
+ * color will be blue (0.0625, 0.0, 1.0). So the color changes and not just its luminosity, which
+ * is what film-like tone curves tries to avoid.
+ *
+ * First, the channels with the lowest and highest values are identified and evaluated at the
+ * curve. Then, the third channel---the median---is computed while maintaining the original hue of
+ * the color. To do that, we look at the equation for deriving the hue from RGB values. Assuming
+ * the maximum, minimum, and median channels are known, and ignoring the 1/3 period offset of the
+ * hue, the equation is:
+ *
+ * hue = (median - min) / (max - min) [1]
+ *
+ * Since we have the new values for the minimum and maximum after evaluating at the curve, we also
+ * have:
+ *
+ * hue = (new_median - new_min) / (new_max - new_min) [2]
+ *
+ * Since we want the hue to be equivalent, by equating [1] and [2] and rearranging:
+ *
+ * (new_median - new_min) / (new_max - new_min) = (median - min) / (max - min)
+ * new_median - new_min = (new_max - new_min) * (median - min) / (max - min)
+ * new_median = new_min + (new_max - new_min) * (median - min) / (max - min)
+ * new_median = new_min + (median - min) * ((new_max - new_min) / (max - min)) [QED]
+ *
+ * Which gives us the median color that preserves the hue. More intuitively, the median is computed
+ * such that the change in the distance from the median to the minimum is proportional to the
+ * change in the distance from the minimum to the maximum. Finally, each of the new minimum,
+ * maximum, and median values are written to the color channel that they were originally extracted
+ * from. */
+void curves_film_like(float factor,
+ vec4 color,
+ vec4 black_level,
+ vec4 white_level,
+ sampler1DArray curve_map,
+ const float layer,
+ float range_minimum,
+ float range_divider,
+ float start_slope,
+ float end_slope,
+ out vec4 result)
+{
+ vec4 balanced = white_balance(color, black_level, white_level);
+
+ /* Find the maximum, minimum, and median of the color channels. */
+ float minimum = min(balanced.r, min(balanced.g, balanced.b));
+ float maximum = max(balanced.r, max(balanced.g, balanced.b));
+ float median = max(min(balanced.r, balanced.g), min(balanced.b, max(balanced.r, balanced.g)));
+
+ /* Evaluate alpha curve map at the maximum and minimum channels. The alpha curve is the Combined
+ * curve in the UI. */
+ float min_parameter = NORMALIZE_PARAMETER(minimum, range_minimum, range_divider);
+ float max_parameter = NORMALIZE_PARAMETER(maximum, range_minimum, range_divider);
+ float new_min = texture(curve_map, vec2(min_parameter, layer)).a;
+ float new_max = texture(curve_map, vec2(max_parameter, layer)).a;
+
+ /* Then, extrapolate if needed. */
+ new_min = extrapolate_if_needed(min_parameter, new_min, start_slope, end_slope);
+ new_max = extrapolate_if_needed(max_parameter, new_max, start_slope, end_slope);
+
+ /* Compute the new median using the ratio between the new and the original range. */
+ float scaling_ratio = (new_max - new_min) / (maximum - minimum);
+ float new_median = new_min + (median - minimum) * scaling_ratio;
+
+ /* Write each value to its original channel. */
+ bvec3 channel_is_min = equal(balanced.rgb, vec3(minimum));
+ vec3 median_or_min = mix(vec3(new_median), vec3(new_min), channel_is_min);
+ bvec3 channel_is_max = equal(balanced.rgb, vec3(maximum));
+ result.rgb = mix(median_or_min, vec3(new_max), channel_is_max);
+ result.a = color.a;
+
+ result = mix(color, result, factor);
+}
+
void curves_vector(vec3 vector,
sampler1DArray curve_map,
const float layer,
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
index 124654963fd..1ba22b4c5da 100644
--- a/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl
@@ -34,6 +34,17 @@ float compatible_pow(float x, float y)
return pow(x, y);
}
+/* A version of pow that returns a fallback value if the computation is undefined. From the spec:
+ * The result is undefined if x < 0 or if x = 0 and y is less than or equal 0. */
+float fallback_pow(float x, float y, float fallback)
+{
+ if (x < 0.0 || (x == 0.0 && y <= 0.0)) {
+ return fallback;
+ }
+
+ return pow(x, y);
+}
+
float wrap(float a, float b, float c)
{
float range = b - c;
@@ -114,8 +125,24 @@ void vector_copy(vec3 normal, out vec3 outnormal)
outnormal = normal;
}
+vec3 fallback_pow(vec3 a, float b, vec3 fallback)
+{
+ return vec3(fallback_pow(a.x, b, fallback.x),
+ fallback_pow(a.y, b, fallback.y),
+ fallback_pow(a.z, b, fallback.z));
+}
+
/* Matirx Math */
+/* Return a 2D rotation matrix with the angle that the input 2D vector makes with the x axis. */
+mat2 vector_to_rotation_matrix(vec2 vector)
+{
+ vec2 normalized_vector = normalize(vector);
+ float cos_angle = normalized_vector.x;
+ float sin_angle = normalized_vector.y;
+ return mat2(cos_angle, sin_angle, -sin_angle, cos_angle);
+}
+
mat3 euler_to_mat3(vec3 euler)
{
float cx = cos(euler.x);
diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl
index f9652f1150b..ce709b6882f 100644
--- a/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl
+++ b/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl
@@ -278,6 +278,7 @@ void mix_soft(float fac, vec4 col1, vec4 col2, out vec4 outcol)
vec4 one = vec4(1.0);
vec4 scr = one - (one - col2) * (one - col1);
outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr);
+ outcol.a = col1.a;
}
void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
@@ -285,9 +286,15 @@ void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
fac = clamp(fac, 0.0, 1.0);
outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
+ outcol.a = col1.a;
}
-void clamp_color(vec3 vec, vec3 min, vec3 max, out vec3 out_vec)
+void clamp_color(vec4 vec, const vec4 min, const vec4 max, out vec4 out_vec)
{
out_vec = clamp(vec, min, max);
}
+
+void multiply_by_alpha(float factor, vec4 color, out float result)
+{
+ result = factor * color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_alpha_crop.glsl b/source/blender/gpu/shaders/compositor/compositor_alpha_crop.glsl
new file mode 100644
index 00000000000..23e33b3f354
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_alpha_crop.glsl
@@ -0,0 +1,11 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ /* The lower bound is inclusive and upper bound is exclusive. */
+ bool is_inside = all(greaterThanEqual(xy, lower_bound)) && all(lessThan(xy, upper_bound));
+ /* Write the pixel color if it is inside the cropping region, otherwise, write zero. */
+ vec4 color = is_inside ? texture_load(input_image, xy) : vec4(0.0);
+ imageStore(output_image, xy, color);
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_blur.glsl b/source/blender/gpu/shaders/compositor/compositor_blur.glsl
new file mode 100644
index 00000000000..074d5071004
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_blur.glsl
@@ -0,0 +1,20 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ const int weights_size = texture_size(weights);
+ const int blur_size = weights_size / 2;
+
+ vec4 color = vec4(0.0);
+ for (int i = 0; i < weights_size; i++) {
+#if defined(BLUR_HORIZONTAL)
+ const ivec2 offset = ivec2(i - blur_size, 0);
+#elif defined(BLUR_VERTICAL)
+ const ivec2 offset = ivec2(0, i - blur_size);
+#endif
+ color += texture_load(input_image, xy + offset) * texture_load(weights, i).x;
+ }
+ imageStore(output_image, xy, color);
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_box_mask.glsl b/source/blender/gpu/shaders/compositor/compositor_box_mask.glsl
new file mode 100644
index 00000000000..be874f78911
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_box_mask.glsl
@@ -0,0 +1,27 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ vec2 uv = vec2(xy) / vec2(domain_size - ivec2(1));
+ uv -= location;
+ uv.y *= float(domain_size.y) / float(domain_size.x);
+ uv = mat2(cos_angle, -sin_angle, sin_angle, cos_angle) * uv;
+ bool is_inside = all(lessThan(abs(uv), size));
+
+ float base_mask_value = texture_load(base_mask, xy).x;
+ float value = texture_load(mask_value, xy).x;
+
+#if defined(CMP_NODE_MASKTYPE_ADD)
+ float output_mask_value = is_inside ? max(base_mask_value, value) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_SUBTRACT)
+ float output_mask_value = is_inside ? clamp(base_mask_value - value, 0.0, 1.0) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_MULTIPLY)
+ float output_mask_value = is_inside ? base_mask_value * value : 0.0;
+#elif defined(CMP_NODE_MASKTYPE_NOT)
+ float output_mask_value = is_inside ? (base_mask_value > 0.0 ? 0.0 : value) : base_mask_value;
+#endif
+
+ imageStore(output_mask, xy, vec4(output_mask_value));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_convert.glsl b/source/blender/gpu/shaders/compositor/compositor_convert.glsl
new file mode 100644
index 00000000000..ecbdb38da21
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_convert.glsl
@@ -0,0 +1,8 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ vec4 texel = texture_load(input_sampler, xy);
+ imageStore(output_image, xy, CONVERT_EXPRESSION);
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl b/source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl
new file mode 100644
index 00000000000..86fb951445f
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_ellipse_mask.glsl
@@ -0,0 +1,27 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ vec2 uv = vec2(xy) / vec2(domain_size - ivec2(1));
+ uv -= location;
+ uv.y *= float(domain_size.y) / float(domain_size.x);
+ uv = mat2(cos_angle, -sin_angle, sin_angle, cos_angle) * uv;
+ bool is_inside = length(uv / radius) < 1.0;
+
+ float base_mask_value = texture_load(base_mask, xy).x;
+ float value = texture_load(mask_value, xy).x;
+
+#if defined(CMP_NODE_MASKTYPE_ADD)
+ float output_mask_value = is_inside ? max(base_mask_value, value) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_SUBTRACT)
+ float output_mask_value = is_inside ? clamp(base_mask_value - value, 0.0, 1.0) : base_mask_value;
+#elif defined(CMP_NODE_MASKTYPE_MULTIPLY)
+ float output_mask_value = is_inside ? base_mask_value * value : 0.0;
+#elif defined(CMP_NODE_MASKTYPE_NOT)
+ float output_mask_value = is_inside ? (base_mask_value > 0.0 ? 0.0 : value) : base_mask_value;
+#endif
+
+ imageStore(output_mask, xy, vec4(output_mask_value));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_filter.glsl b/source/blender/gpu/shaders/compositor/compositor_filter.glsl
new file mode 100644
index 00000000000..f1bb0fb8bd2
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_filter.glsl
@@ -0,0 +1,22 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ /* Compute the dot product between the kernel and the 3x3 window around the current pixel. */
+ vec4 color = vec4(0);
+ for (int j = 0; j < 3; j++) {
+ for (int i = 0; i < 3; i++) {
+ color += texture_load(input_image, xy + ivec2(i - 1, j - 1)) * kernel[j][i];
+ }
+ }
+
+ /* Mix with the original color at the center of the kernel using the input factor. */
+ color = mix(texture_load(input_image, xy), color, texture_load(factor, xy).x);
+
+ /* Make sure the output is never negative. */
+ color = max(color, 0.0);
+
+ imageStore(output_image, xy, color);
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_flip.glsl b/source/blender/gpu/shaders/compositor/compositor_flip.glsl
new file mode 100644
index 00000000000..bf929931e61
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_flip.glsl
@@ -0,0 +1,15 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ ivec2 size = texture_size(input_image);
+ ivec2 flipped_xy = xy;
+#if defined(FLIP_X)
+ flipped_xy.x = size.x - xy.x - 1;
+#endif
+#if defined(FLIP_Y)
+ flipped_xy.y = size.y - xy.y - 1;
+#endif
+ imageStore(output_image, xy, texture_load(input_image, flipped_xy));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_image_crop.glsl b/source/blender/gpu/shaders/compositor/compositor_image_crop.glsl
new file mode 100644
index 00000000000..ca9b2867db7
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_image_crop.glsl
@@ -0,0 +1,7 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ imageStore(output_image, xy, texture_load(input_image, xy + lower_bound));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl b/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl
new file mode 100644
index 00000000000..0c65d798e0a
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_projector_lens_distortion.glsl
@@ -0,0 +1,16 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ /* Get the normalized coordinates of the pixel centers. */
+ vec2 normalized_xy = (vec2(xy) + vec2(0.5)) / vec2(texture_size(input_image));
+
+ /* Sample the red and blue channels shifted by the dispersion amount. */
+ const float red = texture(input_image, normalized_xy + vec2(dispersion, 0.0)).r;
+ const float green = texture_load(input_image, xy).g;
+ const float blue = texture(input_image, normalized_xy - vec2(dispersion, 0.0)).b;
+
+ imageStore(output_image, xy, vec4(red, green, blue, 1.0));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl b/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl
new file mode 100644
index 00000000000..860571db025
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_realize_on_domain.glsl
@@ -0,0 +1,25 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ /* First, transform the input image by transforming the domain coordinates with the inverse of
+ * input image's transformation. The inverse transformation is an affine matrix and thus the
+ * coordinates should be in homogeneous coordinates. */
+ vec2 coordinates = (mat3(inverse_transformation) * vec3(xy, 1.0)).xy;
+
+ /* Since an input image with an identity transformation is supposed to be centered in the domain,
+ * we subtract the offset between the lower left corners of the input image and the domain, which
+ * is half the difference between their sizes, because the difference in size is on both sides of
+ * the centered image. */
+ ivec2 domain_size = imageSize(domain);
+ ivec2 input_size = texture_size(input_sampler);
+ vec2 offset = (domain_size - input_size) / 2.0;
+
+ /* Subtract the offset and divide by the input image size to get the relevant coordinates into
+ * the sampler's expected [0, 1] range. */
+ vec2 normalized_coordinates = (coordinates - offset) / input_size;
+
+ imageStore(domain, xy, texture(input_sampler, normalized_coordinates));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_screen_lens_distortion.glsl b/source/blender/gpu/shaders/compositor/compositor_screen_lens_distortion.glsl
new file mode 100644
index 00000000000..a6c1a874546
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_screen_lens_distortion.glsl
@@ -0,0 +1,151 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+/* A model that approximates lens distortion parameterized by a distortion parameter and dependent
+ * on the squared distance to the center of the image. The distorted pixel is then computed as the
+ * scalar multiplication of the pixel coordinates with the value returned by this model. See the
+ * compute_distorted_uv function for more details. */
+float compute_distortion_scale(float distortion, float distance_squared)
+{
+ return 1.0 / (1.0 + sqrt(1.0 - distortion * distance_squared));
+}
+
+/* A vectorized version of compute_distortion_scale that is applied on the chromatic distortion
+ * parameters passed to the shader. */
+vec3 compute_chromatic_distortion_scale(float distance_squared)
+{
+ return 1.0 / (1.0 + sqrt(1.0 - chromatic_distortion * distance_squared));
+}
+
+/* Compute the image coordinates after distortion by the given distortion scale computed by the
+ * compute_distortion_scale function. Note that the function expects centered normalized UV
+ * coordinates but outputs non-centered image coordinates. */
+vec2 compute_distorted_uv(vec2 uv, float scale)
+{
+ return (uv * scale + 0.5) * texture_size(input_image) - 0.5;
+}
+
+/* Compute the number of integration steps that should be used to approximate the distorted pixel
+ * using a heuristic, see the compute_number_of_steps function for more details. The numbers of
+ * steps is proportional to the number of pixels spanned by the distortion amount. For jitter
+ * distortion, the square root of the distortion amount plus 1 is used with a minimum of 2 steps.
+ * For non-jitter distortion, the distortion amount plus 1 is used as the number of steps */
+int compute_number_of_integration_steps_heuristic(float distortion)
+{
+#if defined(JITTER)
+ return distortion < 4.0 ? 2 : int(sqrt(distortion + 1.0));
+#else
+ return int(distortion + 1.0);
+#endif
+}
+
+/* Compute the number of integration steps that should be used to compute each channel of the
+ * distorted pixel. Each of the channels are distorted by their respective chromatic distortion
+ * amount, then the amount of distortion between each two consecutive channels is computed, this
+ * amount is then used to heuristically infer the number of needed integration steps, see the
+ * integrate_distortion function for more information. */
+ivec3 compute_number_of_integration_steps(vec2 uv, float distance_squared)
+{
+ /* Distort each channel by its respective chromatic distortion amount. */
+ const vec3 distortion_scale = compute_chromatic_distortion_scale(distance_squared);
+ const vec2 distorted_uv_red = compute_distorted_uv(uv, distortion_scale.r);
+ const vec2 distorted_uv_green = compute_distorted_uv(uv, distortion_scale.g);
+ const vec2 distorted_uv_blue = compute_distorted_uv(uv, distortion_scale.b);
+
+ /* Infer the number of needed integration steps to compute the distorted red channel starting
+ * from the green channel. */
+ const float distortion_red = distance(distorted_uv_red, distorted_uv_green);
+ const int steps_red = compute_number_of_integration_steps_heuristic(distortion_red);
+
+ /* Infer the number of needed integration steps to compute the distorted blue channel starting
+ * from the green channel. */
+ const float distortion_blue = distance(distorted_uv_green, distorted_uv_blue);
+ const int steps_blue = compute_number_of_integration_steps_heuristic(distortion_blue);
+
+ /* The number of integration steps used to compute the green channel is the sum of both the red
+ * and the blue channel steps because it is computed once with each of them. */
+ return ivec3(steps_red, steps_red + steps_blue, steps_blue);
+}
+
+/* Returns a random jitter amount, which is essentially a random value in the [0, 1] range. If
+ * jitter is not enabled, return a constant 0.5 value instead. */
+float get_jitter(int seed)
+{
+#if defined(JITTER)
+ return hash_uint3_to_float(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y, seed);
+#else
+ return 0.5;
+#endif
+}
+
+/* Each color channel may have a different distortion with the guarantee that the red will have the
+ * lowest distortion while the blue will have the highest one. If each channel is distorted
+ * independently, the image will look disintegrated, with each channel seemingly merely shifted.
+ * Consequently, the distorted pixels needs to be computed by integrating along the path of change
+ * of distortion starting from one channel to another. For instance, to compute the distorted red
+ * from the distorted green, we accumulate the color of the distorted pixel starting from the
+ * distortion of the red, taking small steps until we reach the distortion of the green. The pixel
+ * color is weighted such that it is maximum at the start distortion and zero at the end distortion
+ * in an arithmetic progression. The integration steps can be augmented with random values to
+ * simulate lens jitter. Finally, it should be noted that this function integrates both the start
+ * and end channels in reverse directions for more efficient computation. */
+vec3 integrate_distortion(int start, int end, float distance_squared, vec2 uv, int steps)
+{
+ vec3 accumulated_color = vec3(0.0);
+ const float distortion_amount = chromatic_distortion[end] - chromatic_distortion[start];
+ for (int i = 0; i < steps; i++) {
+ /* The increment will be in the [0, 1) range across iterations. */
+ const float increment = (i + get_jitter(i)) / steps;
+ const float distortion = chromatic_distortion[start] + increment * distortion_amount;
+ const float distortion_scale = compute_distortion_scale(distortion, distance_squared);
+
+ /* Sample the color at the distorted coordinates and accumulate it weighted by the increment
+ * value for both the start and end channels. */
+ const vec2 distorted_uv = compute_distorted_uv(uv, distortion_scale);
+ const vec4 color = texture(input_image, distorted_uv / texture_size(input_image));
+ accumulated_color[start] += (1.0 - increment) * color[start];
+ accumulated_color[end] += increment * color[end];
+ }
+ return accumulated_color;
+}
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+
+ /* Compute the UV image coordinates in the range [-1, 1] as well as the squared distance to the
+ * center of the image, which is at (0, 0) in the UV coordinates. */
+ const vec2 center = texture_size(input_image) / 2.0;
+ const vec2 uv = scale * (xy + 0.5 - center) / center;
+ const float distance_squared = dot(uv, uv);
+
+ /* If any of the color channels will get distorted outside of the screen beyond what is possible,
+ * write a zero transparent color and return. */
+ if (any(greaterThan(chromatic_distortion * distance_squared, vec3(1.0)))) {
+ imageStore(output_image, xy, vec4(0.0));
+ return;
+ }
+
+ /* Compute the number of integration steps that should be used to compute each channel of the
+ * distorted pixel. */
+ const ivec3 number_of_steps = compute_number_of_integration_steps(uv, distance_squared);
+
+ /* Integrate the distortion of the red and green, then the green and blue channels. That means
+ * the green will be integrated twice, but this is accounted for in the number of steps which the
+ * color will later be divided by. See the compute_number_of_integration_steps function for more
+ * details. */
+ vec3 color = vec3(0.0);
+ color += integrate_distortion(0, 1, distance_squared, uv, number_of_steps.r);
+ color += integrate_distortion(1, 2, distance_squared, uv, number_of_steps.b);
+
+ /* The integration above performed weighted accumulation, and thus the color needs to be divided
+ * by the sum of the weights. Assuming no jitter, the weights are generated as an arithmetic
+ * progression starting from (0.5 / n) to ((n - 0.5) / n) for n terms. The sum of an arithmetic
+ * progression can be computed as (n * (start + end) / 2), which when subsisting the start and
+ * end reduces to (n / 2). So the color should be multiplied by 2 / n. The jitter sequence
+ * approximately sums to the same value because it is a uniform random value whose mean value is
+ * 0.5, so the expression doesn't change regardless of jitter. */
+ color *= 2.0 / vec3(number_of_steps);
+
+ imageStore(output_image, xy, vec4(color, 1.0));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_split_viewer.glsl b/source/blender/gpu/shaders/compositor/compositor_split_viewer.glsl
new file mode 100644
index 00000000000..c86b8e462ba
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_split_viewer.glsl
@@ -0,0 +1,13 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void main()
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+#if defined(SPLIT_HORIZONTAL)
+ bool condition = (view_size.x * split_ratio) < xy.x;
+#elif defined(SPLIT_VERTICAL)
+ bool condition = (view_size.y * split_ratio) < xy.y;
+#endif
+ vec4 color = condition ? texture_load(first_image, xy) : texture_load(second_image, xy);
+ imageStore(output_image, xy, color);
+}
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_alpha_crop_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_alpha_crop_info.hh
new file mode 100644
index 00000000000..5b1c0451c33
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_alpha_crop_info.hh
@@ -0,0 +1,13 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_alpha_crop)
+ .local_group_size(16, 16)
+ .push_constant(Type::IVEC2, "lower_bound")
+ .push_constant(Type::IVEC2, "upper_bound")
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_alpha_crop.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_blur_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_blur_info.hh
new file mode 100644
index 00000000000..868ce56a54b
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_blur_info.hh
@@ -0,0 +1,21 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_blur_shared)
+ .local_group_size(16, 16)
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .sampler(1, ImageType::FLOAT_1D, "weights")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_blur.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_blur_horizontal)
+ .additional_info("compositor_blur_shared")
+ .define("BLUR_HORIZONTAL")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_blur_vertical)
+ .additional_info("compositor_blur_shared")
+ .define("BLUR_VERTICAL")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh
new file mode 100644
index 00000000000..7b3b3b2d3b5
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_box_mask_info.hh
@@ -0,0 +1,36 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::IVEC2, "domain_size")
+ .push_constant(Type::VEC2, "location")
+ .push_constant(Type::VEC2, "size")
+ .push_constant(Type::FLOAT, "cos_angle")
+ .push_constant(Type::FLOAT, "sin_angle")
+ .sampler(0, ImageType::FLOAT_2D, "base_mask")
+ .sampler(1, ImageType::FLOAT_2D, "mask_value")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_mask")
+ .compute_source("compositor_box_mask.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_add)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_ADD")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_subtract)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_SUBTRACT")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_multiply)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_MULTIPLY")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_box_mask_not)
+ .additional_info("compositor_box_mask_shared")
+ .define("CMP_NODE_MASKTYPE_NOT")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_convert_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_convert_info.hh
new file mode 100644
index 00000000000..17599f142cb
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_convert_info.hh
@@ -0,0 +1,64 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_convert_shared)
+ .local_group_size(16, 16)
+ .sampler(0, ImageType::FLOAT_2D, "input_sampler")
+ .typedef_source("gpu_shader_compositor_type_conversion.glsl")
+ .compute_source("compositor_convert.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_convert_float_to_vector)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4(vec3_from_float(texel.x), 0.0)")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_float_to_color)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4_from_float(texel.x)")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_color_to_float)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4(float_from_vec4(texel), vec3(0.0))")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_color_to_vector)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4(vec3_from_vec4(texel), 0.0)")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_vector_to_float)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4(float_from_vec3(texel.xyz), vec3(0.0))")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_vector_to_color)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4_from_vec3(texel.xyz)")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_color_to_alpha)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4(texel.a, vec3(0.0))")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_color_to_half_color)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "texel")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_convert_float_to_half_float)
+ .additional_info("compositor_convert_shared")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .define("CONVERT_EXPRESSION", "vec4(texel.r, vec3(0.0))")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh
new file mode 100644
index 00000000000..dbb1e2a240a
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_ellipse_mask_info.hh
@@ -0,0 +1,36 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::IVEC2, "domain_size")
+ .push_constant(Type::VEC2, "location")
+ .push_constant(Type::VEC2, "radius")
+ .push_constant(Type::FLOAT, "cos_angle")
+ .push_constant(Type::FLOAT, "sin_angle")
+ .sampler(0, ImageType::FLOAT_2D, "base_mask")
+ .sampler(1, ImageType::FLOAT_2D, "mask_value")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_mask")
+ .compute_source("compositor_ellipse_mask.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_add)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_ADD")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_subtract)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_SUBTRACT")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_multiply)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_MULTIPLY")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_ellipse_mask_not)
+ .additional_info("compositor_ellipse_mask_shared")
+ .define("CMP_NODE_MASKTYPE_NOT")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh
new file mode 100644
index 00000000000..9c3e075c965
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_filter_info.hh
@@ -0,0 +1,13 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_filter)
+ .local_group_size(16, 16)
+ .push_constant(Type::MAT4, "kernel")
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .sampler(1, ImageType::FLOAT_2D, "factor")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_filter.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_flip_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_flip_info.hh
new file mode 100644
index 00000000000..0f27c5b1676
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_flip_info.hh
@@ -0,0 +1,26 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_flip_shared)
+ .local_group_size(16, 16)
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_flip.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_flip_x)
+ .additional_info("compositor_flip_shared")
+ .define("FLIP_X")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_flip_y)
+ .additional_info("compositor_flip_shared")
+ .define("FLIP_Y")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_flip_x_and_y)
+ .additional_info("compositor_flip_shared")
+ .define("FLIP_X")
+ .define("FLIP_Y")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_image_crop_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_image_crop_info.hh
new file mode 100644
index 00000000000..381075a8944
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_image_crop_info.hh
@@ -0,0 +1,12 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_image_crop)
+ .local_group_size(16, 16)
+ .push_constant(Type::IVEC2, "lower_bound")
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_image_crop.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_projector_lens_distortion_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
new file mode 100644
index 00000000000..938b3cf1959
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_projector_lens_distortion_info.hh
@@ -0,0 +1,11 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_projector_lens_distortion)
+ .local_group_size(16, 16)
+ .push_constant(Type::FLOAT, "dispersion")
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_projector_lens_distortion.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh
new file mode 100644
index 00000000000..249a0cd974c
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_realize_on_domain_info.hh
@@ -0,0 +1,25 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_realize_on_domain_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::MAT4, "inverse_transformation")
+ .sampler(0, ImageType::FLOAT_2D, "input_sampler")
+ .compute_source("compositor_realize_on_domain.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_realize_on_domain_color)
+ .additional_info("compositor_realize_on_domain_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "domain")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_realize_on_domain_vector)
+ .additional_info("compositor_realize_on_domain_shared")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "domain")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_realize_on_domain_float)
+ .additional_info("compositor_realize_on_domain_shared")
+ .image(0, GPU_R16F, Qualifier::WRITE, ImageType::FLOAT_2D, "domain")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_screen_lens_distortion_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_screen_lens_distortion_info.hh
new file mode 100644
index 00000000000..240ed5c32c7
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_screen_lens_distortion_info.hh
@@ -0,0 +1,20 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_screen_lens_distortion_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::VEC3, "chromatic_distortion")
+ .push_constant(Type::FLOAT, "scale")
+ .sampler(0, ImageType::FLOAT_2D, "input_image")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_screen_lens_distortion.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_screen_lens_distortion)
+ .additional_info("compositor_screen_lens_distortion_shared")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_screen_lens_distortion_jitter)
+ .additional_info("compositor_screen_lens_distortion_shared")
+ .define("JITTER")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_split_viewer_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_split_viewer_info.hh
new file mode 100644
index 00000000000..0d8f178ebd7
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_split_viewer_info.hh
@@ -0,0 +1,23 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_split_viewer_shared)
+ .local_group_size(16, 16)
+ .push_constant(Type::FLOAT, "split_ratio")
+ .push_constant(Type::IVEC2, "view_size")
+ .sampler(0, ImageType::FLOAT_2D, "first_image")
+ .sampler(1, ImageType::FLOAT_2D, "second_image")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_image")
+ .compute_source("compositor_split_viewer.glsl");
+
+GPU_SHADER_CREATE_INFO(compositor_split_viewer_horizontal)
+ .additional_info("compositor_split_viewer_shared")
+ .define("SPLIT_HORIZONTAL")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_split_viewer_vertical)
+ .additional_info("compositor_split_viewer_shared")
+ .define("SPLIT_VERTICAL")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
new file mode 100644
index 00000000000..99483c89039
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
@@ -0,0 +1,51 @@
+void node_composite_alpha_over_mixed(
+ float factor, vec4 color, vec4 over_color, float premultiply_factor, out vec4 result)
+{
+ if (over_color.a <= 0.0) {
+ result = color;
+ }
+ else if (factor == 1.0 && over_color.a >= 1.0) {
+ result = over_color;
+ }
+ else {
+ float add_factor = 1.0 - premultiply_factor + over_color.a * premultiply_factor;
+ float premultiplier = factor * add_factor;
+ float multiplier = 1.0 - factor * over_color.a;
+
+ result = multiplier * color + vec2(premultiplier, factor).xxxy * over_color;
+ }
+}
+
+void node_composite_alpha_over_key(float factor, vec4 color, vec4 over_color, out vec4 result)
+{
+ if (over_color.a <= 0.0) {
+ result = color;
+ }
+ else if (factor == 1.0 && over_color.a >= 1.0) {
+ result = over_color;
+ }
+ else {
+ float premultiplier = factor * over_color.a;
+
+ result.rgb = mix(color.rgb, over_color.rgb, premultiplier);
+ result.a = (1.0 - premultiplier) * color.a + factor * over_color.a;
+ }
+}
+
+void node_composite_alpha_over_premultiply(float factor,
+ vec4 color,
+ vec4 over_color,
+ out vec4 result)
+{
+ if (over_color.a < 0.0) {
+ result = color;
+ }
+ else if (factor == 1.0 && over_color.a >= 1.0) {
+ result = over_color;
+ }
+ else {
+ float multiplier = 1.0 - factor * over_color.a;
+
+ result = multiplier * color + factor * over_color;
+ }
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl
new file mode 100644
index 00000000000..ce71b4fd8a4
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_bright_contrast.glsl
@@ -0,0 +1,38 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+/* The algorithm is by Werner D. Streidt
+ * (http://visca.com/ffactory/archives/5-99/msg00021.html)
+ * Extracted of OpenCV demhist.c
+ */
+
+#define FLT_EPSILON 1.192092896e-07F
+
+void node_composite_bright_contrast(
+ vec4 color, float brightness, float contrast, const float use_premultiply, out vec4 result)
+{
+ brightness /= 100.0;
+ float delta = contrast / 200.0;
+
+ float multiplier, offset;
+ if (contrast > 0.0) {
+ multiplier = 1.0 - delta * 2.0;
+ multiplier = 1.0 / max(multiplier, FLT_EPSILON);
+ offset = multiplier * (brightness - delta);
+ }
+ else {
+ delta *= -1.0;
+ multiplier = max(1.0 - delta * 2.0, 0.0);
+ offset = multiplier * brightness + delta;
+ }
+
+ if (use_premultiply != 0.0) {
+ color_alpha_unpremultiply(color, color);
+ }
+
+ result.rgb = color.rgb * multiplier + offset;
+ result.a = color.a;
+
+ if (use_premultiply != 0.0) {
+ color_alpha_premultiply(result, result);
+ }
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
new file mode 100644
index 00000000000..f2dcc9543f2
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_channel_matte.glsl
@@ -0,0 +1,52 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+#define CMP_NODE_CHANNEL_MATTE_CS_RGB 1.0
+#define CMP_NODE_CHANNEL_MATTE_CS_HSV 2.0
+#define CMP_NODE_CHANNEL_MATTE_CS_YUV 3.0
+#define CMP_NODE_CHANNEL_MATTE_CS_YCC 4.0
+
+void node_composite_channel_matte(vec4 color,
+ const float color_space,
+ const float matte_channel,
+ const vec2 limit_channels,
+ float max_limit,
+ float min_limit,
+ out vec4 result,
+ out float matte)
+{
+ vec4 channels;
+ if (color_space == CMP_NODE_CHANNEL_MATTE_CS_HSV) {
+ rgb_to_hsv(color, channels);
+ }
+ else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YUV) {
+ rgba_to_yuva_itu_709(color, channels);
+ }
+ else if (color_space == CMP_NODE_CHANNEL_MATTE_CS_YCC) {
+ rgba_to_ycca_itu_709(color, channels);
+ }
+ else {
+ channels = color;
+ }
+
+ float matte_value = channels[int(matte_channel)];
+ float limit_value = max(channels[int(limit_channels.x)], channels[int(limit_channels.y)]);
+
+ float alpha = 1.0 - (matte_value - limit_value);
+ if (alpha > max_limit) {
+ alpha = color.a;
+ }
+ else if (alpha < min_limit) {
+ alpha = 0.0;
+ }
+ else {
+ alpha = (alpha - min_limit) / (max_limit - min_limit);
+ }
+
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
+
+#undef CMP_NODE_CHANNEL_MATTE_CS_RGB
+#undef CMP_NODE_CHANNEL_MATTE_CS_HSV
+#undef CMP_NODE_CHANNEL_MATTE_CS_YUV
+#undef CMP_NODE_CHANNEL_MATTE_CS_YCC
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
new file mode 100644
index 00000000000..3b5f1fb6623
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_chroma_matte.glsl
@@ -0,0 +1,42 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
+
+/* Algorithm from the book Video Demystified. Chapter 7. Chroma Keying. */
+void node_composite_chroma_matte(vec4 color,
+ vec4 key,
+ float acceptance,
+ float cutoff,
+ float falloff,
+ out vec4 result,
+ out float matte)
+{
+ vec4 color_ycca;
+ rgba_to_ycca_itu_709(color, color_ycca);
+ vec4 key_ycca;
+ rgba_to_ycca_itu_709(key, key_ycca);
+
+ /* Normalize the CrCb components into the [-1, 1] range. */
+ vec2 color_cc = color_ycca.yz * 2.0 - 1.0;
+ vec2 key_cc = key_ycca.yz * 2.0 - 1.0;
+
+ /* Rotate the color onto the space of the key such that x axis of the color space passes through
+ * the key color. */
+ color_cc = vector_to_rotation_matrix(key_cc * vec2(1.0, -1.0)) * color_cc;
+
+ /* Compute foreground key. If positive, the value is in the [0, 1] range. */
+ float foreground_key = color_cc.x - (abs(color_cc.y) / acceptance);
+
+ /* Negative foreground key values retain the original alpha. Positive values are scaled by the
+ * falloff, while colors that make an angle less than the cutoff angle get a zero alpha. */
+ float alpha = color.a;
+ if (foreground_key > 0.0) {
+ alpha = 1.0 - (foreground_key / falloff);
+
+ if (abs(atan(color_cc.y, color_cc.x)) < (cutoff / 2.0)) {
+ alpha = 0.0;
+ }
+ }
+
+ /* Compute output. */
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_balance.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_balance.glsl
new file mode 100644
index 00000000000..bffb94cdedb
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_balance.glsl
@@ -0,0 +1,34 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_color_balance_lgg(
+ float factor, vec4 color, vec3 lift, vec3 gamma, vec3 gain, out vec4 result)
+{
+ lift = 2.0 - lift;
+ vec3 srgb_color = linear_rgb_to_srgb(color.rgb);
+ vec3 lift_balanced = ((srgb_color - 1.0) * lift) + 1.0;
+
+ vec3 gain_balanced = lift_balanced * gain;
+ gain_balanced = max(gain_balanced, vec3(0.0));
+
+ vec3 linear_color = srgb_to_linear_rgb(gain_balanced);
+ gamma = mix(gamma, vec3(1e-6), equal(gamma, vec3(0.0)));
+ vec3 gamma_balanced = pow(linear_color, 1.0 / gamma);
+
+ result.rgb = mix(color.rgb, gamma_balanced, min(factor, 1.0));
+ result.a = color.a;
+}
+
+void node_composite_color_balance_asc_cdl(float factor,
+ vec4 color,
+ vec3 offset,
+ vec3 power,
+ vec3 slope,
+ float offset_basis,
+ out vec4 result)
+{
+ offset += offset_basis;
+ vec3 balanced = color.rgb * slope + offset;
+ balanced = pow(max(balanced, vec3(0.0)), power);
+ result.rgb = mix(color.rgb, balanced, min(factor, 1.0));
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_correction.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_correction.glsl
new file mode 100644
index 00000000000..9b4858f03be
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_correction.glsl
@@ -0,0 +1,87 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_color_correction(vec4 color,
+ float mask,
+ const vec3 enabled_channels,
+ float start_midtones,
+ float end_midtones,
+ float master_saturation,
+ float master_contrast,
+ float master_gamma,
+ float master_gain,
+ float master_lift,
+ float shadows_saturation,
+ float shadows_contrast,
+ float shadows_gamma,
+ float shadows_gain,
+ float shadows_lift,
+ float midtones_saturation,
+ float midtones_contrast,
+ float midtones_gamma,
+ float midtones_gain,
+ float midtones_lift,
+ float highlights_saturation,
+ float highlights_contrast,
+ float highlights_gamma,
+ float highlights_gain,
+ float highlights_lift,
+ const vec3 luminance_coefficients,
+ out vec4 result)
+{
+ const float margin = 0.10;
+ const float margin_divider = 0.5 / margin;
+ float level = (color.r + color.g + color.b) / 3.0;
+ float level_shadows = 0.0;
+ float level_midtones = 0.0;
+ float level_highlights = 0.0;
+ if (level < (start_midtones - margin)) {
+ level_shadows = 1.0;
+ }
+ else if (level < (start_midtones + margin)) {
+ level_midtones = ((level - start_midtones) * margin_divider) + 0.5;
+ level_shadows = 1.0 - level_midtones;
+ }
+ else if (level < (end_midtones - margin)) {
+ level_midtones = 1.0;
+ }
+ else if (level < (end_midtones + margin)) {
+ level_highlights = ((level - end_midtones) * margin_divider) + 0.5;
+ level_midtones = 1.0 - level_highlights;
+ }
+ else {
+ level_highlights = 1.0;
+ }
+
+ float contrast = level_shadows * shadows_contrast;
+ contrast += level_midtones * midtones_contrast;
+ contrast += level_highlights * highlights_contrast;
+ contrast *= master_contrast;
+ float saturation = level_shadows * shadows_saturation;
+ saturation += level_midtones * midtones_saturation;
+ saturation += level_highlights * highlights_saturation;
+ saturation *= master_saturation;
+ float gamma = level_shadows * shadows_gamma;
+ gamma += level_midtones * midtones_gamma;
+ gamma += level_highlights * highlights_gamma;
+ gamma *= master_gamma;
+ float gain = level_shadows * shadows_gain;
+ gain += level_midtones * midtones_gain;
+ gain += level_highlights * highlights_gain;
+ gain *= master_gain;
+ float lift = level_shadows * shadows_lift;
+ lift += level_midtones * midtones_lift;
+ lift += level_highlights * highlights_lift;
+ lift += master_lift;
+
+ float inverse_gamma = 1.0 / gamma;
+ float luma = get_luminance(color.rgb, luminance_coefficients);
+
+ vec3 corrected = luma + saturation * (color.rgb - luma);
+ corrected = 0.5 + (corrected - 0.5) * contrast;
+ corrected = fallback_pow(corrected * gain + lift, inverse_gamma, corrected);
+ corrected = mix(color.rgb, corrected, min(mask, 1.0));
+
+ result.rgb = mix(corrected, color.rgb, equal(enabled_channels, vec3(0.0)));
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
new file mode 100644
index 00000000000..038471bc1bc
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_matte.glsl
@@ -0,0 +1,27 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_color_matte(vec4 color,
+ vec4 key,
+ float hue_epsilon,
+ float saturation_epsilon,
+ float value_epsilon,
+ out vec4 result,
+ out float matte)
+
+{
+ vec4 color_hsva;
+ rgb_to_hsv(color, color_hsva);
+ vec4 key_hsva;
+ rgb_to_hsv(key, key_hsva);
+
+ bool is_within_saturation = distance(color_hsva.y, key_hsva.y) < saturation_epsilon;
+ bool is_within_value = distance(color_hsva.z, key_hsva.z) < value_epsilon;
+ bool is_within_hue = distance(color_hsva.x, key_hsva.x) < hue_epsilon;
+ /* Hue wraps around, so check the distance around the boundary. */
+ float min_hue = min(color_hsva.x, key_hsva.x);
+ float max_hue = max(color_hsva.x, key_hsva.x);
+ is_within_hue = is_within_hue || ((min_hue + (1.0 - max_hue)) < hue_epsilon);
+
+ matte = (is_within_hue && is_within_saturation && is_within_value) ? 0.0 : color.a;
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
new file mode 100644
index 00000000000..3a747b6972d
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_spill.glsl
@@ -0,0 +1,13 @@
+void node_composite_color_spill(vec4 color,
+ float factor,
+ float spill_channel,
+ vec3 spill_scale,
+ vec2 limit_channels,
+ float limit_scale,
+ out vec4 result)
+{
+ float average_limit = (color[int(limit_channels.x)] + color[int(limit_channels.y)]) / 2.0;
+ float map = factor * color[int(spill_channel)] - limit_scale * average_limit;
+ result.rgb = map > 0.0 ? color.rgb + spill_scale * map : color.rgb;
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl
new file mode 100644
index 00000000000..bcdd625bd4f
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_color_to_luminance.glsl
@@ -0,0 +1,6 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void color_to_luminance(vec4 color, const vec3 luminance_coefficients, out float result)
+{
+ result = get_luminance(color.rgb, luminance_coefficients);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
new file mode 100644
index 00000000000..d769cadce3c
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_difference_matte.glsl
@@ -0,0 +1,10 @@
+void node_composite_difference_matte(
+ vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
+{
+ vec4 difference = abs(color - key);
+ float average_difference = (difference.r + difference.g + difference.b) / 3.0;
+ bool is_opaque = average_difference > tolerance + falloff;
+ float alpha = is_opaque ? color.a : (max(0.0, average_difference - tolerance) / falloff);
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
new file mode 100644
index 00000000000..9beed66826c
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_distance_matte.glsl
@@ -0,0 +1,26 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_distance_matte_rgba(
+ vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
+{
+ float difference = distance(color.rgb, key.rgb);
+ bool is_opaque = difference > tolerance + falloff;
+ float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff;
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
+
+void node_composite_distance_matte_ycca(
+ vec4 color, vec4 key, float tolerance, float falloff, out vec4 result, out float matte)
+{
+ vec4 color_ycca;
+ rgba_to_ycca_itu_709(color, color_ycca);
+ vec4 key_ycca;
+ rgba_to_ycca_itu_709(key, key_ycca);
+
+ float difference = distance(color_ycca.yz, key_ycca.yz);
+ bool is_opaque = difference > tolerance + falloff;
+ float alpha = is_opaque ? color.a : max(0.0, difference - tolerance) / falloff;
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_exposure.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_exposure.glsl
new file mode 100644
index 00000000000..206fd25cd4b
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_exposure.glsl
@@ -0,0 +1,6 @@
+void node_composite_exposure(vec4 color, float exposure, out vec4 result)
+{
+ float multiplier = pow(2.0, exposure);
+ result.rgb = color.rgb * multiplier;
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_gamma.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_gamma.glsl
new file mode 100644
index 00000000000..53070d4b0e2
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_gamma.glsl
@@ -0,0 +1,7 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
+
+void node_composite_gamma(vec4 color, float gamma, out vec4 result)
+{
+ result.rgb = fallback_pow(color.rgb, gamma, color.rgb);
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl
new file mode 100644
index 00000000000..ae06a1935af
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_correct.glsl
@@ -0,0 +1,26 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_hue_correct(float factor,
+ vec4 color,
+ sampler1DArray curve_map,
+ const float layer,
+ vec3 minimums,
+ vec3 range_dividers,
+ out vec4 result)
+{
+ vec4 hsv;
+ rgb_to_hsv(color, hsv);
+ vec3 parameters = (hsv.x - minimums) * range_dividers;
+
+ /* A value of 0.5 means no change, so adjust to get an identity at 0.5. */
+ hsv.x += texture(curve_map, vec2(parameters.x, layer)).x - 0.5;
+ hsv.y *= texture(curve_map, vec2(parameters.y, layer)).y * 2.0;
+ hsv.z *= texture(curve_map, vec2(parameters.z, layer)).z * 2.0;
+
+ hsv.x = fract(hsv.x);
+ hsv.y = clamp(hsv.y, 0.0, 1.0);
+
+ hsv_to_rgb(hsv, result);
+
+ result = mix(color, result, factor);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl
new file mode 100644
index 00000000000..dd5eb33d318
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_hue_saturation_value.glsl
@@ -0,0 +1,16 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_hue_saturation_value(
+ vec4 color, float hue, float saturation, float value, float factor, out vec4 result)
+{
+ vec4 hsv;
+ rgb_to_hsv(color, hsv);
+
+ hsv.x = fract(hsv.x + hue + 0.5);
+ hsv.y = clamp(hsv.y * saturation, 0.0, 1.0);
+ hsv.z = hsv.z * value;
+
+ hsv_to_rgb(hsv, result);
+
+ result = mix(color, result, factor);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_invert.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_invert.glsl
new file mode 100644
index 00000000000..59be746da7f
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_invert.glsl
@@ -0,0 +1,13 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_invert(float fac, vec4 color, float do_rgb, float do_alpha, out vec4 result)
+{
+ result = color;
+ if (do_rgb != 0.0) {
+ result.rgb = 1.0 - result.rgb;
+ }
+ if (do_alpha != 0.0) {
+ result.a = 1.0 - result.a;
+ }
+ result = mix(color, result, fac);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_load_input.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_load_input.glsl
new file mode 100644
index 00000000000..29402ef523a
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_load_input.glsl
@@ -0,0 +1,19 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+void load_input_float(sampler2D input_sampler, out float value)
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ value = texture_load(input_sampler, xy).x;
+}
+
+void load_input_vector(sampler2D input_sampler, out vec3 vector)
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ vector = texture_load(input_sampler, xy).xyz;
+}
+
+void load_input_color(sampler2D input_sampler, out vec4 color)
+{
+ ivec2 xy = ivec2(gl_GlobalInvocationID.xy);
+ color = texture_load(input_sampler, xy);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
new file mode 100644
index 00000000000..3647ac583fe
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_luminance_matte.glsl
@@ -0,0 +1,14 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+void node_composite_luminance_matte(vec4 color,
+ float high,
+ float low,
+ const vec3 luminance_coefficients,
+ out vec4 result,
+ out float matte)
+{
+ float luminance = get_luminance(color.rgb, luminance_coefficients);
+ float alpha = clamp(0.0, 1.0, (luminance - low) / (high - low));
+ matte = min(alpha, color.a);
+ result = color * matte;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_map_value.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_map_value.glsl
new file mode 100644
index 00000000000..20874b4ef44
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_map_value.glsl
@@ -0,0 +1,56 @@
+/* An arbitrary value determined by Blender. */
+#define BLENDER_ZMAX 10000.0
+
+void node_composite_map_range(float value,
+ float from_min,
+ float from_max,
+ float to_min,
+ float to_max,
+ const float should_clamp,
+ out float result)
+{
+ if (abs(from_max - from_min) < 1e-6) {
+ result = 0.0;
+ }
+ else {
+ if (value >= -BLENDER_ZMAX && value <= BLENDER_ZMAX) {
+ result = (value - from_min) / (from_max - from_min);
+ result = to_min + result * (to_max - to_min);
+ }
+ else if (value > BLENDER_ZMAX) {
+ result = to_max;
+ }
+ else {
+ result = to_min;
+ }
+
+ if (should_clamp != 0.0) {
+ if (to_max > to_min) {
+ result = clamp(result, to_min, to_max);
+ }
+ else {
+ result = clamp(result, to_max, to_min);
+ }
+ }
+ }
+}
+
+void node_composite_map_value(float value,
+ float offset,
+ float size,
+ const float use_min,
+ float min,
+ const float use_max,
+ float max,
+ out float result)
+{
+ result = (value + offset) * size;
+
+ if (use_min != 0.0 && result < min) {
+ result = min;
+ }
+
+ if (use_max != 0.0 && result > max) {
+ result = max;
+ }
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_normal.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_normal.glsl
new file mode 100644
index 00000000000..a2e3b6c4aaa
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_normal.glsl
@@ -0,0 +1,9 @@
+void node_composite_normal(vec3 input_vector,
+ vec3 input_normal,
+ out vec3 result_normal,
+ out float result_dot)
+{
+ vec3 normal = normalize(input_normal);
+ result_normal = normal;
+ result_dot = -dot(input_vector, normal);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_posterize.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_posterize.glsl
new file mode 100644
index 00000000000..ee8ae234abe
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_posterize.glsl
@@ -0,0 +1,6 @@
+void node_composite_posterize(vec4 color, float steps, out vec4 result)
+{
+ steps = clamp(steps, 2.0, 1024.0);
+ result = floor(color * steps) / steps;
+ result.a = color.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl
new file mode 100644
index 00000000000..e8585f9eed3
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_separate_combine.glsl
@@ -0,0 +1,115 @@
+#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl)
+
+/* ** Combine/Separate XYZ ** */
+
+void node_composite_combine_xyz(float x, float y, float z, out vec3 vector)
+{
+ vector = vec3(x, y, z);
+}
+
+void node_composite_separate_xyz(vec3 vector, out float x, out float y, out float z)
+{
+ x = vector.x;
+ y = vector.y;
+ z = vector.z;
+}
+
+/* ** Combine/Separate RGBA ** */
+
+void node_composite_combine_rgba(float r, float g, float b, float a, out vec4 color)
+{
+ color = vec4(r, g, b, a);
+}
+
+void node_composite_separate_rgba(vec4 color, out float r, out float g, out float b, out float a)
+{
+ r = color.r;
+ g = color.g;
+ b = color.b;
+ a = color.a;
+}
+
+/* ** Combine/Separate HSVA ** */
+
+void node_composite_combine_hsva(float h, float s, float v, float a, out vec4 color)
+{
+ hsv_to_rgb(vec4(h, s, v, a), color);
+}
+
+void node_composite_separate_hsva(vec4 color, out float h, out float s, out float v, out float a)
+{
+ vec4 hsva;
+ rgb_to_hsv(color, hsva);
+ h = hsva.x;
+ s = hsva.y;
+ v = hsva.z;
+ a = hsva.a;
+}
+
+/* ** Combine/Separate YCCA ** */
+
+void node_composite_combine_ycca_itu_601(float y, float cb, float cr, float a, out vec4 color)
+{
+ ycca_to_rgba_itu_601(vec4(y, cb, cr, a), color);
+}
+
+void node_composite_combine_ycca_itu_709(float y, float cb, float cr, float a, out vec4 color)
+{
+ ycca_to_rgba_itu_709(vec4(y, cb, cr, a), color);
+}
+
+void node_composite_combine_ycca_jpeg(float y, float cb, float cr, float a, out vec4 color)
+{
+ ycca_to_rgba_jpeg(vec4(y, cb, cr, a), color);
+}
+
+void node_composite_separate_ycca_itu_601(
+ vec4 color, out float y, out float cb, out float cr, out float a)
+{
+ vec4 ycca;
+ rgba_to_ycca_itu_601(color, ycca);
+ y = ycca.x;
+ cb = ycca.y;
+ cr = ycca.z;
+ a = ycca.a;
+}
+
+void node_composite_separate_ycca_itu_709(
+ vec4 color, out float y, out float cb, out float cr, out float a)
+{
+ vec4 ycca;
+ rgba_to_ycca_itu_709(color, ycca);
+ y = ycca.x;
+ cb = ycca.y;
+ cr = ycca.z;
+ a = ycca.a;
+}
+
+void node_composite_separate_ycca_jpeg(
+ vec4 color, out float y, out float cb, out float cr, out float a)
+{
+ vec4 ycca;
+ rgba_to_ycca_jpeg(color, ycca);
+ y = ycca.x;
+ cb = ycca.y;
+ cr = ycca.z;
+ a = ycca.a;
+}
+
+/* ** Combine/Separate YUVA ** */
+
+void node_composite_combine_yuva_itu_709(float y, float u, float v, float a, out vec4 color)
+{
+ yuva_to_rgba_itu_709(vec4(y, u, v, a), color);
+}
+
+void node_composite_separate_yuva_itu_709(
+ vec4 color, out float y, out float u, out float v, out float a)
+{
+ vec4 yuva;
+ rgba_to_yuva_itu_709(color, yuva);
+ y = yuva.x;
+ u = yuva.y;
+ v = yuva.z;
+ a = yuva.a;
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl
new file mode 100644
index 00000000000..95380d1ed0f
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_set_alpha.glsl
@@ -0,0 +1,9 @@
+void node_composite_set_alpha_apply(vec4 color, float alpha, out vec4 result)
+{
+ result = color * alpha;
+}
+
+void node_composite_set_alpha_replace(vec4 color, float alpha, out vec4 result)
+{
+ result = vec4(color.rgb, alpha);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_store_output.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_store_output.glsl
new file mode 100644
index 00000000000..b8e797aa82c
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_store_output.glsl
@@ -0,0 +1,32 @@
+/* The GLSL specification is not clear about passing images to functions and consequently functions
+ * with image parameters are not portable across driver implementations or even non-functioning in
+ * some drivers. See https://github.com/KhronosGroup/GLSL/issues/57.
+ * To work around this, we use macros instead of functions. However, to make those macros usable in
+ * the GPU material library, we also define function counterparts that are guarded with #if 0 such
+ * that they are not used in the shader but are parsed by the GPU shader dependency parser. */
+
+#if 0
+void store_output_float(restrict writeonly image2D output_image, float value)
+{
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(value));
+}
+
+void store_output_vector(restrict writeonly image2D output_image, vec3 vector)
+{
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(vector, 0.0));
+}
+
+void store_output_color(restrict writeonly image2D output_image, vec4 color)
+{
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), color);
+}
+#else
+# define store_output_float(output_image, value) \
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(value));
+
+# define store_output_vector(output_image, vector) \
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(vector, 0.0));
+
+# define store_output_color(output_image, color) \
+ imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), color);
+#endif
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
new file mode 100644
index 00000000000..1a304af85c6
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_texture_utilities.glsl
@@ -0,0 +1,25 @@
+/* A shorthand for 1D textureSize with a zero LOD. */
+int texture_size(sampler1D sampler)
+{
+ return textureSize(sampler, 0);
+}
+
+/* A shorthand for 1D texelFetch with zero LOD and bounded access clamped to border. */
+vec4 texture_load(sampler1D sampler, int x)
+{
+ const int texture_bound = texture_size(sampler) - 1;
+ return texelFetch(sampler, clamp(x, 0, texture_bound), 0);
+}
+
+/* A shorthand for 2D textureSize with a zero LOD. */
+ivec2 texture_size(sampler2D sampler)
+{
+ return textureSize(sampler, 0);
+}
+
+/* A shorthand for 2D texelFetch with zero LOD and bounded access clamped to border. */
+vec4 texture_load(sampler2D sampler, ivec2 xy)
+{
+ const ivec2 texture_bounds = texture_size(sampler) - ivec2(1);
+ return texelFetch(sampler, clamp(xy, ivec2(0), texture_bounds), 0);
+}
diff --git a/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl
new file mode 100644
index 00000000000..75c76fd7341
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/library/gpu_shader_compositor_type_conversion.glsl
@@ -0,0 +1,29 @@
+float float_from_vec4(vec4 vector)
+{
+ return dot(vector.rgb, vec3(1.0)) / 3.0;
+}
+
+float float_from_vec3(vec3 vector)
+{
+ return dot(vector, vec3(1.0)) / 3.0;
+}
+
+vec3 vec3_from_vec4(vec4 vector)
+{
+ return vector.rgb;
+}
+
+vec3 vec3_from_float(float value)
+{
+ return vec3(value);
+}
+
+vec4 vec4_from_vec3(vec3 vector)
+{
+ return vec4(vector, 1.0);
+}
+
+vec4 vec4_from_float(float value)
+{
+ return vec4(vec3(value), 1.0);
+}
diff --git a/source/blender/imbuf/IMB_colormanagement.h b/source/blender/imbuf/IMB_colormanagement.h
index 2f0d2f9b449..75542774398 100644
--- a/source/blender/imbuf/IMB_colormanagement.h
+++ b/source/blender/imbuf/IMB_colormanagement.h
@@ -56,6 +56,8 @@ bool IMB_colormanagement_space_name_is_data(const char *name);
bool IMB_colormanagement_space_name_is_scene_linear(const char *name);
bool IMB_colormanagement_space_name_is_srgb(const char *name);
+BLI_INLINE void IMB_colormanagement_get_luminance_coefficients(float rgb[3]);
+
/**
* Convert a float RGB triplet to the correct luminance weighted average.
*
diff --git a/source/blender/imbuf/intern/colormanagement_inline.c b/source/blender/imbuf/intern/colormanagement_inline.c
index 668307ec802..ff8ea8f684e 100644
--- a/source/blender/imbuf/intern/colormanagement_inline.c
+++ b/source/blender/imbuf/intern/colormanagement_inline.c
@@ -11,6 +11,11 @@
#include "BLI_math_vector.h"
#include "IMB_colormanagement_intern.h"
+void IMB_colormanagement_get_luminance_coefficients(float rgb[3])
+{
+ copy_v3_v3(rgb, imbuf_luma_coefficients);
+}
+
float IMB_colormanagement_get_luminance(const float rgb[3])
{
return dot_v3v3(imbuf_luma_coefficients, rgb);
diff --git a/source/blender/makesdna/DNA_userdef_types.h b/source/blender/makesdna/DNA_userdef_types.h
index e449605ed81..63594d55183 100644
--- a/source/blender/makesdna/DNA_userdef_types.h
+++ b/source/blender/makesdna/DNA_userdef_types.h
@@ -653,6 +653,8 @@ typedef struct UserDef_Experimental {
char enable_eevee_next;
char use_sculpt_texture_paint;
char use_draw_manager_acquire_lock;
+ char use_realtime_compositor;
+ char _pad[7];
/** `makesdna` does not allow empty structs. */
} UserDef_Experimental;
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 8554d070dc3..0d281032b7e 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -486,6 +486,7 @@ enum {
V3D_SHADING_SCENE_LIGHTS_RENDER = (1 << 12),
V3D_SHADING_SCENE_WORLD_RENDER = (1 << 13),
V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION = (1 << 14),
+ V3D_SHADING_COMPOSITOR = (1 << 15),
};
#define V3D_USES_SCENE_LIGHTS(v3d) \
diff --git a/source/blender/makesrna/intern/rna_space.c b/source/blender/makesrna/intern/rna_space.c
index cae86801402..b87c39f2c3c 100644
--- a/source/blender/makesrna/intern/rna_space.c
+++ b/source/blender/makesrna/intern/rna_space.c
@@ -4192,6 +4192,14 @@ static void rna_def_space_view3d_shading(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Shader AOV Name", "Name of the active Shader AOV");
RNA_def_property_flag(prop, PROP_HIDDEN);
RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D, NULL);
+
+ prop = RNA_def_property(srna, "use_compositor", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "flag", V3D_SHADING_COMPOSITOR);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_boolean_default(prop, false);
+ RNA_def_property_ui_text(
+ prop, "Use Compositor", "Preview the compositor output inside the viewport in realtime");
+ RNA_def_property_update(prop, NC_SPACE | ND_SPACE_VIEW3D | NS_VIEW3D_SHADING, NULL);
}
static void rna_def_space_view3d_overlay(BlenderRNA *brna)
diff --git a/source/blender/makesrna/intern/rna_userdef.c b/source/blender/makesrna/intern/rna_userdef.c
index 43e8879fc17..95dfcedbc03 100644
--- a/source/blender/makesrna/intern/rna_userdef.c
+++ b/source/blender/makesrna/intern/rna_userdef.c
@@ -6420,6 +6420,10 @@ static void rna_def_userdef_experimental(BlenderRNA *brna)
RNA_def_property_ui_text(
prop, "Sculpt Mode Tilt Support", "Support for pen tablet tilt events in Sculpt Mode");
+ prop = RNA_def_property(srna, "use_realtime_compositor", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "use_realtime_compositor", 1);
+ RNA_def_property_ui_text(prop, "Realtime Compositor", "Enable the new realtime compositor");
+
prop = RNA_def_property(srna, "use_sculpt_texture_paint", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "use_sculpt_texture_paint", 1);
RNA_def_property_ui_text(prop, "Sculpt Texture Paint", "Use texture painting in Sculpt Mode");
diff --git a/source/blender/nodes/NOD_node_declaration.hh b/source/blender/nodes/NOD_node_declaration.hh
index 4e78f6c1142..d8b8c354230 100644
--- a/source/blender/nodes/NOD_node_declaration.hh
+++ b/source/blender/nodes/NOD_node_declaration.hh
@@ -88,6 +88,14 @@ class SocketDeclaration {
InputSocketFieldType input_field_type_ = InputSocketFieldType::None;
OutputFieldDependency output_field_dependency_;
+ /** The priority of the input for determining the domain of the node. See
+ * realtime_compositor::InputDescriptor for more information. */
+ int compositor_domain_priority_ = 0;
+
+ /** This input expects a single value and can't operate on non-single values. See
+ * realtime_compositor::InputDescriptor for more information. */
+ bool compositor_expects_single_value_ = false;
+
/** Utility method to make the socket available if there is a straightforward way to do so. */
std::function<void(bNode &)> make_available_fn_;
@@ -124,6 +132,9 @@ class SocketDeclaration {
InputSocketFieldType input_field_type() const;
const OutputFieldDependency &output_field_dependency() const;
+ int compositor_domain_priority() const;
+ bool compositor_expects_single_value() const;
+
protected:
void set_common_flags(bNodeSocket &socket) const;
bool matches_common_data(const bNodeSocket &socket) const;
@@ -238,6 +249,22 @@ class SocketDeclarationBuilder : public BaseSocketDeclarationBuilder {
return *(Self *)this;
}
+ /** The priority of the input for determining the domain of the node. See
+ * realtime_compositor::InputDescriptor for more information. */
+ Self &compositor_domain_priority(int priority)
+ {
+ decl_->compositor_domain_priority_ = priority;
+ return *(Self *)this;
+ }
+
+ /** This input expects a single value and can't operate on non-single values. See
+ * realtime_compositor::InputDescriptor for more information. */
+ Self &compositor_expects_single_value(bool value = true)
+ {
+ decl_->compositor_expects_single_value_ = value;
+ return *(Self *)this;
+ }
+
/**
* Pass a function that sets properties on the node required to make the corresponding socket
* available, if it is not available on the default state of the node. The function is allowed to
@@ -428,6 +455,16 @@ inline const OutputFieldDependency &SocketDeclaration::output_field_dependency()
return output_field_dependency_;
}
+inline int SocketDeclaration::compositor_domain_priority() const
+{
+ return compositor_domain_priority_;
+}
+
+inline bool SocketDeclaration::compositor_expects_single_value() const
+{
+ return compositor_expects_single_value_;
+}
+
inline void SocketDeclaration::make_available(bNode &node) const
{
if (make_available_fn_) {
diff --git a/source/blender/nodes/composite/CMakeLists.txt b/source/blender/nodes/composite/CMakeLists.txt
index c0100d77889..c918abaa9ce 100644
--- a/source/blender/nodes/composite/CMakeLists.txt
+++ b/source/blender/nodes/composite/CMakeLists.txt
@@ -10,11 +10,14 @@ set(INC
../../blenlib
../../blentranslation
../../depsgraph
+ ../../functions
+ ../../gpu
../../imbuf
../../makesdna
../../makesrna
../../render
../../windowmanager
+ ../../compositor/realtime_compositor
../../../../intern/guardedalloc
# dna_type_offsets.h
@@ -120,6 +123,10 @@ set(SRC
node_composite_util.hh
)
+set(LIB
+ bf_realtime_compositor
+)
+
if(WITH_IMAGE_OPENEXR)
add_definitions(-DWITH_OPENEXR)
endif()
diff --git a/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc b/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc
index d392b810bc1..64c59eb24e3 100644
--- a/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_alpha_over.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** ALPHAOVER ******************** */
@@ -16,9 +20,18 @@ namespace blender::nodes::node_composite_alpha_over_cc {
static void cmp_node_alphaover_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Image"), "Image_001").default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(2);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Image"), "Image_001")
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
@@ -36,6 +49,52 @@ static void node_composit_buts_alphaover(uiLayout *layout, bContext *UNUSED(C),
uiItemR(col, ptr, "premul", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class AlphaOverShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float premultiply_factor = get_premultiply_factor();
+ if (premultiply_factor != 0.0f) {
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_alpha_over_mixed",
+ inputs,
+ outputs,
+ GPU_uniform(&premultiply_factor));
+ return;
+ }
+
+ if (get_use_premultiply()) {
+ GPU_stack_link(material, &bnode(), "node_composite_alpha_over_key", inputs, outputs);
+ return;
+ }
+
+ GPU_stack_link(material, &bnode(), "node_composite_alpha_over_premultiply", inputs, outputs);
+ }
+
+ bool get_use_premultiply()
+ {
+ return bnode().custom1;
+ }
+
+ float get_premultiply_factor()
+ {
+ return ((NodeTwoFloats *)bnode().storage)->x;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new AlphaOverShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_alpha_over_cc
void register_node_type_cmp_alphaover()
@@ -50,6 +109,7 @@ void register_node_type_cmp_alphaover()
node_type_init(&ntype, file_ns::node_alphaover_init);
node_type_storage(
&ntype, "NodeTwoFloats", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_blur.cc b/source/blender/nodes/composite/nodes/node_composite_blur.cc
index 7beffe15c8e..ce267f3acc1 100644
--- a/source/blender/nodes/composite/nodes/node_composite_blur.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_blur.cc
@@ -5,11 +5,26 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+#include "BLI_math_base.hh"
+#include "BLI_math_vec_types.hh"
+#include "BLI_vector.hh"
+
+#include "DNA_scene_types.h"
+
+#include "RE_pipeline.h"
+
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_state.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** BLUR ******************** */
@@ -71,6 +86,197 @@ static void node_composit_buts_blur(uiLayout *layout, bContext *UNUSED(C), Point
uiItemR(col, ptr, "use_extended_bounds", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class BlurWeights {
+ public:
+ int type_;
+ float radius_;
+ GPUTexture *texture_ = nullptr;
+
+ ~BlurWeights()
+ {
+ if (texture_) {
+ GPU_texture_free(texture_);
+ }
+ }
+
+ 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_);
+ }
+
+ void update(float radius, int type)
+ {
+ if (texture_ && type == type_ && radius == radius_) {
+ return;
+ }
+
+ if (texture_) {
+ GPU_texture_free(texture_);
+ }
+
+ const int size = ceil(radius);
+ Vector<float> weights(2 * size + 1);
+
+ float sum = 0.0f;
+ const float scale = radius > 0.0f ? 1.0f / radius : 0.0f;
+ for (int i = -size; i <= size; i++) {
+ const float weight = RE_filter_value(type, i * scale);
+ sum += weight;
+ weights[i + size] = weight;
+ }
+
+ for (int i = 0; i < weights.size(); i++) {
+ weights[i] /= sum;
+ }
+
+ texture_ = GPU_texture_create_1d("Weights", weights.size(), 1, GPU_R32F, weights.data());
+
+ type_ = type;
+ radius_ = radius;
+ }
+};
+
+class BlurOperation : public NodeOperation {
+ private:
+ /* Cached blur weights for the horizontal pass. */
+ BlurWeights horizontal_weights_;
+ /* Cached blur weights for the vertical pass. */
+ BlurWeights vertical_weights_;
+
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ if (is_identity()) {
+ get_input("Image").pass_through(get_result("Image"));
+ return;
+ }
+
+ GPUTexture *horizontal_pass_result = execute_horizontal_pass();
+ execute_vertical_pass(horizontal_pass_result);
+ }
+
+ /* Blur the input image horizontally using the horizontal weights, write the output into an
+ * intermediate texture, and return it. */
+ GPUTexture *execute_horizontal_pass()
+ {
+ GPUShader *shader = shader_pool().acquire("compositor_blur_horizontal");
+ GPU_shader_bind(shader);
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_image");
+
+ horizontal_weights_.update(compute_blur_radius().x, get_blur_data().filtertype);
+ horizontal_weights_.bind_as_texture(shader, "weights");
+
+ const Domain domain = compute_domain();
+
+ GPUTexture *horizontal_pass_result = texture_pool().acquire_color(domain.size);
+ const int image_unit = GPU_shader_get_texture_binding(shader, "output_image");
+ GPU_texture_image_bind(horizontal_pass_result, image_unit);
+
+ compute_dispatch_global(shader, domain.size);
+
+ GPU_shader_unbind();
+ input_image.unbind_as_texture();
+ horizontal_weights_.unbind_as_texture();
+ GPU_texture_image_unbind(horizontal_pass_result);
+
+ return horizontal_pass_result;
+ }
+
+ /* Blur the intermediate texture returned by the horizontal pass using the vertical weights and
+ * write the output into the result. */
+ void execute_vertical_pass(GPUTexture *horizontal_pass_result)
+ {
+ GPUShader *shader = shader_pool().acquire("compositor_blur_vertical");
+ GPU_shader_bind(shader);
+
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
+ const int texture_image_unit = GPU_shader_get_texture_binding(shader, "input_image");
+ GPU_texture_bind(horizontal_pass_result, texture_image_unit);
+
+ vertical_weights_.update(compute_blur_radius().y, get_blur_data().filtertype);
+ vertical_weights_.bind_as_texture(shader, "weights");
+
+ const Domain domain = compute_domain();
+
+ Result &output_image = get_result("Image");
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, domain.size);
+
+ GPU_shader_unbind();
+ output_image.unbind_as_image();
+ vertical_weights_.unbind_as_texture();
+ GPU_texture_unbind(horizontal_pass_result);
+ }
+
+ float2 compute_blur_radius()
+ {
+ const float size = get_input("Size").get_float_value_default(1.0f);
+ if (!get_blur_data().relative) {
+ return float2(get_blur_data().sizex, get_blur_data().sizey) * size;
+ }
+
+ int2 input_size = get_input("Image").domain().size;
+ switch (get_blur_data().aspect) {
+ case CMP_NODE_BLUR_ASPECT_Y:
+ input_size.y = input_size.x;
+ break;
+ case CMP_NODE_BLUR_ASPECT_X:
+ input_size.x = input_size.y;
+ break;
+ default:
+ BLI_assert(get_blur_data().aspect == CMP_NODE_BLUR_ASPECT_NONE);
+ break;
+ }
+ return float2(input_size) * get_size_factor() * size;
+ }
+
+ float2 get_size_factor()
+ {
+ return float2(get_blur_data().percentx, get_blur_data().percenty) / 100.0f;
+ }
+
+ NodeBlurData &get_blur_data()
+ {
+ return *static_cast<NodeBlurData *>(bnode().storage);
+ }
+
+ /* Returns true if the operation does nothing and the input can be passed through. */
+ bool is_identity()
+ {
+ const Result &input = get_input("Image");
+ /* Single value inputs can't be blurred and are returned as is. */
+ if (input.is_single_value()) {
+ return true;
+ }
+
+ /* Zero blur radius. The operation does nothing and the input can be passed through. */
+ if (compute_blur_radius() == float2(0.0)) {
+ return true;
+ }
+
+ return false;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new BlurOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_blur_cc
void register_node_type_cmp_blur()
@@ -86,6 +292,7 @@ void register_node_type_cmp_blur()
node_type_init(&ntype, file_ns::node_composit_init_blur);
node_type_storage(
&ntype, "NodeBlurData", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_boxmask.cc b/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
index f39b69c63f2..e099684abeb 100644
--- a/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_boxmask.cc
@@ -5,9 +5,18 @@
* \ingroup cmpnodes
*/
+#include <cmath>
+
+#include "BLI_math_vec_types.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** SCALAR MATH ******************** */
@@ -48,6 +57,98 @@ static void node_composit_buts_boxmask(uiLayout *layout, bContext *UNUSED(C), Po
uiItemR(layout, ptr, "mask_type", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class BoxMaskOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUShader *shader = shader_pool().acquire(get_shader_name());
+ GPU_shader_bind(shader);
+
+ const Domain domain = compute_domain();
+
+ GPU_shader_uniform_2iv(shader, "domain_size", domain.size);
+
+ GPU_shader_uniform_2fv(shader, "location", get_location());
+ GPU_shader_uniform_2fv(shader, "size", get_size() / 2.0f);
+ GPU_shader_uniform_1f(shader, "cos_angle", std::cos(get_angle()));
+ GPU_shader_uniform_1f(shader, "sin_angle", std::sin(get_angle()));
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "base_mask");
+
+ const Result &value = get_input("Value");
+ value.bind_as_texture(shader, "mask_value");
+
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_mask");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input_mask.unbind_as_texture();
+ value.unbind_as_texture();
+ output_mask.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ Domain compute_domain() override
+ {
+ if (get_input("Mask").is_single_value()) {
+ return Domain(context().get_viewport_size());
+ }
+ return get_input("Mask").domain();
+ }
+
+ int get_mask_type()
+ {
+ return bnode().custom1;
+ }
+
+ const char *get_shader_name()
+ {
+ switch (get_mask_type()) {
+ default:
+ case CMP_NODE_MASKTYPE_ADD:
+ return "compositor_box_mask_add";
+ case CMP_NODE_MASKTYPE_SUBTRACT:
+ return "compositor_box_mask_subtract";
+ case CMP_NODE_MASKTYPE_MULTIPLY:
+ return "compositor_box_mask_multiply";
+ case CMP_NODE_MASKTYPE_NOT:
+ return "compositor_box_mask_not";
+ }
+ }
+
+ NodeBoxMask &get_node_box_mask()
+ {
+ return *static_cast<NodeBoxMask *>(bnode().storage);
+ }
+
+ float2 get_location()
+ {
+ return float2(get_node_box_mask().x, get_node_box_mask().y);
+ }
+
+ float2 get_size()
+ {
+ return float2(get_node_box_mask().width, get_node_box_mask().height);
+ }
+
+ float get_angle()
+ {
+ return get_node_box_mask().rotation;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new BoxMaskOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_boxmask_cc
void register_node_type_cmp_boxmask()
@@ -61,6 +162,7 @@ void register_node_type_cmp_boxmask()
ntype.draw_buttons = file_ns::node_composit_buts_boxmask;
node_type_init(&ntype, file_ns::node_composit_init_boxmask);
node_type_storage(&ntype, "NodeBoxMask", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_brightness.cc b/source/blender/nodes/composite/nodes/node_composite_brightness.cc
index 65ed2885d9b..fa22f551de6 100644
--- a/source/blender/nodes/composite/nodes/node_composite_brightness.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_brightness.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Bright and Contrast ******************** */
@@ -16,9 +20,11 @@ namespace blender::nodes::node_composite_brightness_cc {
static void cmp_node_brightcontrast_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Bright")).min(-100.0f).max(100.0f);
- b.add_input<decl::Float>(N_("Contrast")).min(-100.0f).max(100.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Bright")).min(-100.0f).max(100.0f).compositor_domain_priority(1);
+ b.add_input<decl::Float>(N_("Contrast")).min(-100.0f).max(100.0f).compositor_domain_priority(2);
b.add_output<decl::Color>(N_("Image"));
}
@@ -34,6 +40,38 @@ static void node_composit_buts_brightcontrast(uiLayout *layout,
uiItemR(layout, ptr, "use_premultiply", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class BrightContrastShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float use_premultiply = get_use_premultiply();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_bright_contrast",
+ inputs,
+ outputs,
+ GPU_constant(&use_premultiply));
+ }
+
+ bool get_use_premultiply()
+ {
+ return bnode().custom1;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new BrightContrastShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_brightness_cc
void register_node_type_cmp_brightcontrast()
@@ -46,6 +84,7 @@ void register_node_type_cmp_brightcontrast()
ntype.declare = file_ns::cmp_node_brightcontrast_declare;
ntype.draw_buttons = file_ns::node_composit_buts_brightcontrast;
node_type_init(&ntype, file_ns::node_composit_init_brightcontrast);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc b/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
index 627f07fdfce..e17e85f8b87 100644
--- a/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_channel_matte.cc
@@ -10,6 +10,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Channel Matte Node ********************************* */
@@ -18,7 +22,9 @@ namespace blender::nodes::node_composite_channel_matte_cc {
static void cmp_node_channel_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -79,6 +85,96 @@ static void node_composit_buts_channel_matte(uiLayout *layout,
col, ptr, "limit_min", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ChannelMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float color_space = get_color_space();
+ const float matte_channel = get_matte_channel();
+ float limit_channels[2];
+ get_limit_channels(limit_channels);
+ const float max_limit = get_max_limit();
+ const float min_limit = get_min_limit();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_channel_matte",
+ inputs,
+ outputs,
+ GPU_constant(&color_space),
+ GPU_constant(&matte_channel),
+ GPU_constant(limit_channels),
+ GPU_uniform(&max_limit),
+ GPU_uniform(&min_limit));
+ }
+
+ /* 1 -> CMP_NODE_CHANNEL_MATTE_CS_RGB
+ * 2 -> CMP_NODE_CHANNEL_MATTE_CS_HSV
+ * 3 -> CMP_NODE_CHANNEL_MATTE_CS_YUV
+ * 4 -> CMP_NODE_CHANNEL_MATTE_CS_YCC */
+ int get_color_space()
+ {
+ return bnode().custom1;
+ }
+
+ /* Get the index of the channel used to generate the matte. */
+ int get_matte_channel()
+ {
+ return bnode().custom2 - 1;
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ /* Get the index of the channel used to compute the limit value. */
+ int get_limit_channel()
+ {
+ return get_node_chroma()->channel - 1;
+ }
+
+ /* Get the indices of the channels used to compute the limit value. We always assume the limit
+ * algorithm is Max, if it is a single limit channel, store it in both limit channels, because
+ * the maximum of two identical values is is the same value. */
+ void get_limit_channels(float limit_channels[2])
+ {
+ if (get_node_chroma()->algorithm) {
+ /* If the algorithm is Max, store the indices of the other two channels other than the matte
+ * channel. */
+ limit_channels[0] = (get_matte_channel() + 1) % 3;
+ limit_channels[1] = (get_matte_channel() + 2) % 3;
+ }
+ else {
+ /* If the algorithm is Single, store the index of the limit channel in both channels. */
+ limit_channels[0] = get_limit_channel();
+ limit_channels[1] = get_limit_channel();
+ }
+ }
+
+ float get_max_limit()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_min_limit()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ChannelMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_channel_matte_cc
void register_node_type_cmp_channel_matte()
@@ -93,6 +189,7 @@ void register_node_type_cmp_channel_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_channel_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc b/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
index 69319c6825d..9dcd4213949 100644
--- a/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_chroma_matte.cc
@@ -5,11 +5,15 @@
* \ingroup cmpnodes
*/
-#include "BLI_math_rotation.h"
+#include <cmath>
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Chroma Key ********************************************************** */
@@ -18,8 +22,12 @@ namespace blender::nodes::node_composite_chroma_matte_cc {
static void cmp_node_chroma_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Key Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Key Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -51,6 +59,57 @@ static void node_composit_buts_chroma_matte(uiLayout *layout, bContext *UNUSED(C
// uiItemR(col, ptr, "shadow_adjust", UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ChromaMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float acceptance = get_acceptance();
+ const float cutoff = get_cutoff();
+ const float falloff = get_falloff();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_chroma_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&acceptance),
+ GPU_uniform(&cutoff),
+ GPU_uniform(&falloff));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_acceptance()
+ {
+ return std::tan(get_node_chroma()->t1) / 2.0f;
+ }
+
+ float get_cutoff()
+ {
+ return get_node_chroma()->t2;
+ }
+
+ float get_falloff()
+ {
+ return get_node_chroma()->fstrength;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ChromaMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_chroma_matte_cc
void register_node_type_cmp_chroma_matte()
@@ -65,6 +124,7 @@ void register_node_type_cmp_chroma_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_chroma_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_color_matte.cc b/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
index 474fb1b72f2..5e3aaf512e6 100644
--- a/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_color_matte.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Color Matte ********************************************************** */
@@ -16,8 +20,12 @@ namespace blender::nodes::node_composite_color_matte_cc {
static void cmp_node_color_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Key Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Key Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -50,6 +58,58 @@ static void node_composit_buts_color_matte(uiLayout *layout, bContext *UNUSED(C)
col, ptr, "color_value", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ColorMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float hue_epsilon = get_hue_epsilon();
+ const float saturation_epsilon = get_saturation_epsilon();
+ const float value_epsilon = get_value_epsilon();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&hue_epsilon),
+ GPU_uniform(&saturation_epsilon),
+ GPU_uniform(&value_epsilon));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_hue_epsilon()
+ {
+ /* Divide by 2 because the hue wraps around. */
+ return get_node_chroma()->t1 / 2.0f;
+ }
+
+ float get_saturation_epsilon()
+ {
+ return get_node_chroma()->t2;
+ }
+
+ float get_value_epsilon()
+ {
+ return get_node_chroma()->t3;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_color_matte_cc
void register_node_type_cmp_color_matte()
@@ -64,6 +124,7 @@ void register_node_type_cmp_color_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_color_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_color_spill.cc b/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
index 9ad5dfbaeb2..f2c066431b7 100644
--- a/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_color_spill.cc
@@ -10,6 +10,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Color Spill Suppression ********************************* */
@@ -18,8 +22,15 @@ namespace blender::nodes::node_composite_color_spill_cc {
static void cmp_node_color_spill_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
@@ -80,6 +91,106 @@ static void node_composit_buts_color_spill(uiLayout *layout, bContext *UNUSED(C)
}
}
+using namespace blender::realtime_compositor;
+
+class ColorSpillShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float spill_channel = get_spill_channel();
+ float spill_scale[3];
+ get_spill_scale(spill_scale);
+ float limit_channels[2];
+ get_limit_channels(limit_channels);
+ const float limit_scale = get_limit_scale();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_spill",
+ inputs,
+ outputs,
+ GPU_uniform(&spill_channel),
+ GPU_uniform(spill_scale),
+ GPU_uniform(limit_channels),
+ GPU_uniform(&limit_scale));
+ }
+
+ /* Get the index of the channel used for spilling. */
+ int get_spill_channel()
+ {
+ return bnode().custom1 - 1;
+ }
+
+ /* Get limiting algorithm.
+ * 0 -> Single.
+ * 1 -> Average. */
+ int get_limiting_algorithm()
+ {
+ return bnode().custom2;
+ }
+
+ NodeColorspill *get_node_color_spill()
+ {
+ return static_cast<NodeColorspill *>(bnode().storage);
+ }
+
+ void get_spill_scale(float spill_scale[3])
+ {
+ const NodeColorspill *node_color_spill = get_node_color_spill();
+ if (node_color_spill->unspill == 0) {
+ spill_scale[0] = 0.0f;
+ spill_scale[1] = 0.0f;
+ spill_scale[2] = 0.0f;
+ spill_scale[get_spill_channel()] = -1.0f;
+ }
+ else {
+ spill_scale[0] = node_color_spill->uspillr;
+ spill_scale[1] = node_color_spill->uspillg;
+ spill_scale[2] = node_color_spill->uspillb;
+ spill_scale[get_spill_channel()] *= -1.0f;
+ }
+ }
+
+ /* Get the index of the channel used for limiting. */
+ int get_limit_channel()
+ {
+ return get_node_color_spill()->limchan;
+ }
+
+ /* Get the indices of the channels used to compute the limit value. We always assume the limit
+ * algorithm is Average, if it is a single limit channel, store it in both limit channels,
+ * because the average of two identical values is the same value. */
+ void get_limit_channels(float limit_channels[2])
+ {
+ if (get_limiting_algorithm() == 1) {
+ /* If the algorithm is Average, store the indices of the other two channels other than the
+ * spill channel. */
+ limit_channels[0] = (get_spill_channel() + 1) % 3;
+ limit_channels[1] = (get_spill_channel() + 2) % 3;
+ }
+ else {
+ /* If the algorithm is Single, store the index of the limit channel in both channels. */
+ limit_channels[0] = get_limit_channel();
+ limit_channels[1] = get_limit_channel();
+ }
+ }
+
+ float get_limit_scale()
+ {
+ return get_node_color_spill()->limscale;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorSpillShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_color_spill_cc
void register_node_type_cmp_color_spill()
@@ -94,6 +205,7 @@ void register_node_type_cmp_color_spill()
node_type_init(&ntype, file_ns::node_composit_init_color_spill);
node_type_storage(
&ntype, "NodeColorspill", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc b/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc
index dd081c8fc12..90c5f6b4748 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_colorbalance.cc
@@ -10,6 +10,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Color Balance ********************************* */
@@ -46,8 +50,15 @@ namespace blender::nodes::node_composite_colorbalance_cc {
static void cmp_node_colorbalance_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
}
@@ -139,6 +150,61 @@ static void node_composit_buts_colorbalance_ex(uiLayout *layout,
}
}
+using namespace blender::realtime_compositor;
+
+class ColorBalanceShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const NodeColorBalance *node_color_balance = get_node_color_balance();
+
+ if (get_color_balance_method() == 0) {
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_balance_lgg",
+ inputs,
+ outputs,
+ GPU_uniform(node_color_balance->lift),
+ GPU_uniform(node_color_balance->gamma),
+ GPU_uniform(node_color_balance->gain));
+ return;
+ }
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_balance_asc_cdl",
+ inputs,
+ outputs,
+ GPU_uniform(node_color_balance->offset),
+ GPU_uniform(node_color_balance->power),
+ GPU_uniform(node_color_balance->slope),
+ GPU_uniform(&node_color_balance->offset_basis));
+ }
+
+ /* Get color balance method.
+ * 0 -> LGG.
+ * 1 -> ASC-CDL. */
+ int get_color_balance_method()
+ {
+ return bnode().custom1;
+ }
+
+ NodeColorBalance *get_node_color_balance()
+ {
+ return static_cast<NodeColorBalance *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorBalanceShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_colorbalance_cc
void register_node_type_cmp_colorbalance()
@@ -155,6 +221,7 @@ void register_node_type_cmp_colorbalance()
node_type_init(&ntype, file_ns::node_composit_init_colorbalance);
node_type_storage(
&ntype, "NodeColorBalance", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc b/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc
index 39ecd277cec..36e6672ce1c 100644
--- a/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_colorcorrection.cc
@@ -5,9 +5,15 @@
* \ingroup cmpnodes
*/
+#include "IMB_colormanagement.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Color Correction ********************************* */
@@ -16,8 +22,14 @@ namespace blender::nodes::node_composite_colorcorrection_cc {
static void cmp_node_colorcorrection_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Mask")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Mask"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
@@ -266,6 +278,73 @@ static void node_composit_buts_colorcorrection_ex(uiLayout *layout,
uiItemR(row, ptr, "midtones_end", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ColorCorrectionShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ float enabled_channels[3];
+ get_enabled_channels(enabled_channels);
+ float luminance_coefficients[3];
+ IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
+
+ const NodeColorCorrection *node_color_correction = get_node_color_correction();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_color_correction",
+ inputs,
+ outputs,
+ GPU_constant(enabled_channels),
+ GPU_uniform(&node_color_correction->startmidtones),
+ GPU_uniform(&node_color_correction->endmidtones),
+ GPU_uniform(&node_color_correction->master.saturation),
+ GPU_uniform(&node_color_correction->master.contrast),
+ GPU_uniform(&node_color_correction->master.gamma),
+ GPU_uniform(&node_color_correction->master.gain),
+ GPU_uniform(&node_color_correction->master.lift),
+ GPU_uniform(&node_color_correction->shadows.saturation),
+ GPU_uniform(&node_color_correction->shadows.contrast),
+ GPU_uniform(&node_color_correction->shadows.gamma),
+ GPU_uniform(&node_color_correction->shadows.gain),
+ GPU_uniform(&node_color_correction->shadows.lift),
+ GPU_uniform(&node_color_correction->midtones.saturation),
+ GPU_uniform(&node_color_correction->midtones.contrast),
+ GPU_uniform(&node_color_correction->midtones.gamma),
+ GPU_uniform(&node_color_correction->midtones.gain),
+ GPU_uniform(&node_color_correction->midtones.lift),
+ GPU_uniform(&node_color_correction->highlights.saturation),
+ GPU_uniform(&node_color_correction->highlights.contrast),
+ GPU_uniform(&node_color_correction->highlights.gamma),
+ GPU_uniform(&node_color_correction->highlights.gain),
+ GPU_uniform(&node_color_correction->highlights.lift),
+ GPU_constant(luminance_coefficients));
+ }
+
+ void get_enabled_channels(float enabled_channels[3])
+ {
+ for (int i = 0; i < 3; i++) {
+ enabled_channels[i] = (bnode().custom1 & (1 << i)) ? 1.0f : 0.0f;
+ }
+ }
+
+ NodeColorCorrection *get_node_color_correction()
+ {
+ return static_cast<NodeColorCorrection *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorCorrectionShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_colorcorrection_cc
void register_node_type_cmp_colorcorrection()
@@ -282,6 +361,7 @@ void register_node_type_cmp_colorcorrection()
node_type_init(&ntype, file_ns::node_composit_init_colorcorrection);
node_type_storage(
&ntype, "NodeColorCorrection", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_composite.cc b/source/blender/nodes/composite/nodes/node_composite_composite.cc
index d35ce7dc11a..b270804662f 100644
--- a/source/blender/nodes/composite/nodes/node_composite_composite.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_composite.cc
@@ -5,9 +5,16 @@
* \ingroup cmpnodes
*/
+#include "BLI_math_vec_types.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_state.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** COMPOSITE ******************** */
@@ -26,6 +33,43 @@ static void node_composit_buts_composite(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "use_alpha", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class CompositeOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ const Result &input_image = get_input("Image");
+ GPUTexture *viewport_texture = context().get_viewport_texture();
+
+ /* If the input image is a texture, copy the input texture to the viewport texture. */
+ if (input_image.is_texture()) {
+ /* Make sure any prior writes to the texture are reflected before copying it. */
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
+
+ GPU_texture_copy(viewport_texture, input_image.texture());
+ }
+ else {
+ /* Otherwise, if the input image is a single color value, clear the viewport texture to that
+ * color. */
+ GPU_texture_clear(viewport_texture, GPU_DATA_FLOAT, input_image.get_color_value());
+ }
+ }
+
+ /* The operation domain have the same dimensions of the viewport without any transformations. */
+ Domain compute_domain() override
+ {
+ return Domain(context().get_viewport_size());
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new CompositeOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_composite_cc
void register_node_type_cmp_composite()
@@ -37,6 +81,7 @@ void register_node_type_cmp_composite()
cmp_node_type_base(&ntype, CMP_NODE_COMPOSITE, "Composite", NODE_CLASS_OUTPUT);
ntype.declare = file_ns::cmp_node_composite_declare;
ntype.draw_buttons = file_ns::node_composit_buts_composite;
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.flag |= NODE_PREVIEW;
ntype.no_muting = true;
diff --git a/source/blender/nodes/composite/nodes/node_composite_crop.cc b/source/blender/nodes/composite/nodes/node_composite_crop.cc
index 823e1052dd0..763e1f6b682 100644
--- a/source/blender/nodes/composite/nodes/node_composite_crop.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_crop.cc
@@ -5,11 +5,22 @@
* \ingroup cmpnodes
*/
+#include "BLI_math_base.h"
+#include "BLI_math_vec_types.hh"
+
+#include "DNA_node_types.h"
+
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** Crop ******************** */
@@ -18,7 +29,9 @@ namespace blender::nodes::node_composite_crop_cc {
static void cmp_node_crop_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
}
@@ -54,6 +67,161 @@ static void node_composit_buts_crop(uiLayout *layout, bContext *UNUSED(C), Point
}
}
+using namespace blender::realtime_compositor;
+
+class CropOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ /* The operation does nothing, so just pass the input through. */
+ if (is_identity()) {
+ get_input("Image").pass_through(get_result("Image"));
+ return;
+ }
+
+ if (get_is_image_crop()) {
+ execute_image_crop();
+ }
+ else {
+ execute_alpha_crop();
+ }
+ }
+
+ /* Crop by replacing areas outside of the cropping bounds with zero alpha. The output have the
+ * same domain as the input image. */
+ void execute_alpha_crop()
+ {
+ GPUShader *shader = shader_pool().acquire("compositor_alpha_crop");
+ GPU_shader_bind(shader);
+
+ int2 lower_bound, upper_bound;
+ compute_cropping_bounds(lower_bound, upper_bound);
+ GPU_shader_uniform_2iv(shader, "lower_bound", lower_bound);
+ GPU_shader_uniform_2iv(shader, "upper_bound", upper_bound);
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_image");
+
+ const Domain domain = compute_domain();
+
+ Result &output_image = get_result("Image");
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input_image.unbind_as_texture();
+ output_image.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ /* Crop the image into a new size that matches the cropping bounds. */
+ void execute_image_crop()
+ {
+ int2 lower_bound, upper_bound;
+ compute_cropping_bounds(lower_bound, upper_bound);
+
+ /* The image is cropped into nothing, so just return a single zero value. */
+ if (lower_bound.x == upper_bound.x || lower_bound.y == upper_bound.y) {
+ Result &result = get_result("Image");
+ result.allocate_invalid();
+ return;
+ }
+
+ GPUShader *shader = shader_pool().acquire("compositor_image_crop");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_2iv(shader, "lower_bound", lower_bound);
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_image");
+
+ const int2 size = upper_bound - lower_bound;
+
+ Result &output_image = get_result("Image");
+ output_image.allocate_texture(Domain(size, compute_domain().transformation));
+ output_image.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, size);
+
+ input_image.unbind_as_texture();
+ output_image.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ /* If true, the image should actually be cropped into a new size. Otherwise, if false, the region
+ * outside of the cropping bounds will be set to a zero alpha value. */
+ bool get_is_image_crop()
+ {
+ return bnode().custom1;
+ }
+
+ bool get_is_relative()
+ {
+ return bnode().custom2;
+ }
+
+ NodeTwoXYs &get_node_two_xys()
+ {
+ return *static_cast<NodeTwoXYs *>(bnode().storage);
+ }
+
+ /* Returns true if the operation does nothing and the input can be passed through. */
+ bool is_identity()
+ {
+ const Result &input = get_input("Image");
+ /* Single value inputs can't be cropped and are returned as is. */
+ if (input.is_single_value()) {
+ return true;
+ }
+
+ int2 lower_bound, upper_bound;
+ compute_cropping_bounds(lower_bound, upper_bound);
+ const int2 input_size = input.domain().size;
+ /* The cropping bounds cover the whole image, so no cropping happens. */
+ if (lower_bound == int2(0) && upper_bound == input_size) {
+ return true;
+ }
+
+ return false;
+ }
+
+ void compute_cropping_bounds(int2 &lower_bound, int2 &upper_bound)
+ {
+ const NodeTwoXYs &node_two_xys = get_node_two_xys();
+ const int2 input_size = get_input("Image").domain().size;
+
+ if (get_is_relative()) {
+ /* The cropping bounds are relative to the image size. The factors are in the [0, 1] range,
+ * so it is guaranteed that they won't go over the input image size. */
+ lower_bound.x = input_size.x * node_two_xys.fac_x1;
+ lower_bound.y = input_size.y * node_two_xys.fac_y2;
+ upper_bound.x = input_size.x * node_two_xys.fac_x2;
+ upper_bound.y = input_size.y * node_two_xys.fac_y1;
+ }
+ else {
+ /* Make sure the bounds don't go over the input image size. */
+ lower_bound.x = min_ii(node_two_xys.x1, input_size.x);
+ lower_bound.y = min_ii(node_two_xys.y2, input_size.y);
+ upper_bound.x = min_ii(node_two_xys.x2, input_size.x);
+ upper_bound.y = min_ii(node_two_xys.y1, input_size.y);
+ }
+
+ /* Make sure upper bound is actually higher than the lower bound. */
+ lower_bound.x = min_ii(lower_bound.x, upper_bound.x);
+ lower_bound.y = min_ii(lower_bound.y, upper_bound.y);
+ upper_bound.x = max_ii(lower_bound.x, upper_bound.x);
+ upper_bound.y = max_ii(lower_bound.y, upper_bound.y);
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new CropOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_crop_cc
void register_node_type_cmp_crop()
@@ -67,6 +235,7 @@ void register_node_type_cmp_crop()
ntype.draw_buttons = file_ns::node_composit_buts_crop;
node_type_init(&ntype, file_ns::node_composit_init_crop);
node_type_storage(&ntype, "NodeTwoXYs", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_cryptomatte.cc b/source/blender/nodes/composite/nodes/node_composite_cryptomatte.cc
index 9193f91087a..8fb45a5a90b 100644
--- a/source/blender/nodes/composite/nodes/node_composite_cryptomatte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_cryptomatte.cc
@@ -313,6 +313,7 @@ void register_node_type_cmp_cryptomatte()
ntype.poll = file_ns::node_poll_cryptomatte;
node_type_storage(
&ntype, "NodeCryptomatte", file_ns::node_free_cryptomatte, file_ns::node_copy_cryptomatte);
+
nodeRegisterType(&ntype);
}
@@ -376,6 +377,7 @@ void register_node_type_cmp_cryptomatte_legacy()
node_type_init(&ntype, file_ns::node_init_cryptomatte_legacy);
node_type_storage(
&ntype, "NodeCryptomatte", file_ns::node_free_cryptomatte, file_ns::node_copy_cryptomatte);
+
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_curves.cc b/source/blender/nodes/composite/nodes/node_composite_curves.cc
index fff0d467f75..ea534935d10 100644
--- a/source/blender/nodes/composite/nodes/node_composite_curves.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_curves.cc
@@ -5,14 +5,23 @@
* \ingroup cmpnodes
*/
+#include "BLI_math_base.h"
+
+#include "BKE_colortools.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_node_operation.hh"
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** CURVE Time ******************** */
-namespace blender::nodes::node_composite_curves_cc {
+namespace blender::nodes::node_composite_time_curves_cc {
static void cmp_node_time_declare(NodeDeclarationBuilder &b)
{
@@ -27,11 +36,65 @@ static void node_composit_init_curves_time(bNodeTree *UNUSED(ntree), bNode *node
node->storage = BKE_curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f);
}
-} // namespace blender::nodes::node_composite_curves_cc
+using namespace blender::realtime_compositor;
+
+class TimeCurveOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &result = get_result("Fac");
+ result.allocate_single_value();
+
+ CurveMapping *curve_mapping = get_curve_mapping();
+ BKE_curvemapping_init(curve_mapping);
+ const float time = BKE_curvemapping_evaluateF(curve_mapping, 0, compute_normalized_time());
+ result.set_float_value(clamp_f(time, 0.0f, 1.0f));
+ }
+
+ CurveMapping *get_curve_mapping()
+ {
+ return static_cast<CurveMapping *>(bnode().storage);
+ }
+
+ int get_start_time()
+ {
+ return bnode().custom1;
+ }
+
+ int get_end_time()
+ {
+ return bnode().custom2;
+ }
+
+ float compute_normalized_time()
+ {
+ const int frame_number = context().get_frame_number();
+ if (frame_number < get_start_time()) {
+ return 0.0f;
+ }
+ if (frame_number > get_end_time()) {
+ return 1.0f;
+ }
+ if (get_start_time() == get_end_time()) {
+ return 0.0f;
+ }
+ return static_cast<float>(frame_number - get_start_time()) /
+ static_cast<float>(get_end_time() - get_start_time());
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new TimeCurveOperation(context, node);
+}
+
+} // namespace blender::nodes::node_composite_time_curves_cc
void register_node_type_cmp_curve_time()
{
- namespace file_ns = blender::nodes::node_composite_curves_cc;
+ namespace file_ns = blender::nodes::node_composite_time_curves_cc;
static bNodeType ntype;
@@ -40,17 +103,22 @@ void register_node_type_cmp_curve_time()
node_type_size(&ntype, 200, 140, 320);
node_type_init(&ntype, file_ns::node_composit_init_curves_time);
node_type_storage(&ntype, "CurveMapping", node_free_curves, node_copy_curves);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
/* **************** CURVE VEC ******************** */
-namespace blender::nodes::node_composite_curves_cc {
+namespace blender::nodes::node_composite_vector_curves_cc {
static void cmp_node_curve_vec_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Vector>(N_("Vector")).default_value({0.0f, 0.0f, 0.0f}).min(-1.0f).max(1.0f);
+ b.add_input<decl::Vector>(N_("Vector"))
+ .default_value({0.0f, 0.0f, 0.0f})
+ .min(-1.0f)
+ .max(1.0f)
+ .compositor_domain_priority(0);
b.add_output<decl::Vector>(N_("Vector"));
}
@@ -64,11 +132,63 @@ static void node_buts_curvevec(uiLayout *layout, bContext *UNUSED(C), PointerRNA
uiTemplateCurveMapping(layout, ptr, "mapping", 'v', false, false, false, false);
}
-} // namespace blender::nodes::node_composite_curves_cc
+using namespace blender::realtime_compositor;
+
+class VectorCurvesShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ CurveMapping *curve_mapping = get_curve_mapping();
+
+ BKE_curvemapping_init(curve_mapping);
+ float *band_values;
+ int band_size;
+ BKE_curvemapping_table_RGBA(curve_mapping, &band_values, &band_size);
+ float band_layer;
+ GPUNodeLink *band_texture = GPU_color_band(material, band_size, band_values, &band_layer);
+
+ float start_slopes[CM_TOT];
+ float end_slopes[CM_TOT];
+ BKE_curvemapping_compute_slopes(curve_mapping, start_slopes, end_slopes);
+ float range_minimums[CM_TOT];
+ BKE_curvemapping_get_range_minimums(curve_mapping, range_minimums);
+ float range_dividers[CM_TOT];
+ BKE_curvemapping_compute_range_dividers(curve_mapping, range_dividers);
+
+ GPU_stack_link(material,
+ &bnode(),
+ "curves_vector",
+ inputs,
+ outputs,
+ band_texture,
+ GPU_constant(&band_layer),
+ GPU_uniform(range_minimums),
+ GPU_uniform(range_dividers),
+ GPU_uniform(start_slopes),
+ GPU_uniform(end_slopes));
+ }
+
+ CurveMapping *get_curve_mapping()
+ {
+ return static_cast<CurveMapping *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new VectorCurvesShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_vector_curves_cc
void register_node_type_cmp_curve_vec()
{
- namespace file_ns = blender::nodes::node_composite_curves_cc;
+ namespace file_ns = blender::nodes::node_composite_vector_curves_cc;
static bNodeType ntype;
@@ -78,19 +198,26 @@ void register_node_type_cmp_curve_vec()
node_type_size(&ntype, 200, 140, 320);
node_type_init(&ntype, file_ns::node_composit_init_curve_vec);
node_type_storage(&ntype, "CurveMapping", node_free_curves, node_copy_curves);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
/* **************** CURVE RGB ******************** */
-namespace blender::nodes::node_composite_curves_cc {
+namespace blender::nodes::node_composite_rgb_curves_cc {
static void cmp_node_rgbcurves_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(-1.0f).max(1.0f).subtype(
- PROP_FACTOR);
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(-1.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_input<decl::Color>(N_("Black Level")).default_value({0.0f, 0.0f, 0.0f, 1.0f});
b.add_input<decl::Color>(N_("White Level")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
b.add_output<decl::Color>(N_("Image"));
@@ -101,11 +228,96 @@ static void node_composit_init_curve_rgb(bNodeTree *UNUSED(ntree), bNode *node)
node->storage = BKE_curvemapping_add(4, 0.0f, 0.0f, 1.0f, 1.0f);
}
-} // namespace blender::nodes::node_composite_curves_cc
+using namespace blender::realtime_compositor;
+
+class RGBCurvesShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ CurveMapping *curve_mapping = get_curve_mapping();
+
+ BKE_curvemapping_init(curve_mapping);
+ float *band_values;
+ int band_size;
+ BKE_curvemapping_table_RGBA(curve_mapping, &band_values, &band_size);
+ float band_layer;
+ GPUNodeLink *band_texture = GPU_color_band(material, band_size, band_values, &band_layer);
+
+ float start_slopes[CM_TOT];
+ float end_slopes[CM_TOT];
+ BKE_curvemapping_compute_slopes(curve_mapping, start_slopes, end_slopes);
+ float range_minimums[CM_TOT];
+ BKE_curvemapping_get_range_minimums(curve_mapping, range_minimums);
+ float range_dividers[CM_TOT];
+ BKE_curvemapping_compute_range_dividers(curve_mapping, range_dividers);
+
+ if (curve_mapping->tone == CURVE_TONE_FILMLIKE) {
+ GPU_stack_link(material,
+ &bnode(),
+ "curves_film_like",
+ inputs,
+ outputs,
+ band_texture,
+ GPU_constant(&band_layer),
+ GPU_uniform(&range_minimums[3]),
+ GPU_uniform(&range_dividers[3]),
+ GPU_uniform(&start_slopes[3]),
+ GPU_uniform(&end_slopes[3]));
+ return;
+ }
+
+ /* If the RGB curves do nothing, use a function that skips RGB computations. */
+ if (BKE_curvemapping_is_map_identity(curve_mapping, 0) &&
+ BKE_curvemapping_is_map_identity(curve_mapping, 1) &&
+ BKE_curvemapping_is_map_identity(curve_mapping, 2)) {
+ GPU_stack_link(material,
+ &bnode(),
+ "curves_combined_only",
+ inputs,
+ outputs,
+ band_texture,
+ GPU_constant(&band_layer),
+ GPU_uniform(&range_minimums[3]),
+ GPU_uniform(&range_dividers[3]),
+ GPU_uniform(&start_slopes[3]),
+ GPU_uniform(&end_slopes[3]));
+ return;
+ }
+
+ GPU_stack_link(material,
+ &bnode(),
+ "curves_combined_rgb",
+ inputs,
+ outputs,
+ band_texture,
+ GPU_constant(&band_layer),
+ GPU_uniform(range_minimums),
+ GPU_uniform(range_dividers),
+ GPU_uniform(start_slopes),
+ GPU_uniform(end_slopes));
+ }
+
+ CurveMapping *get_curve_mapping()
+ {
+ return static_cast<CurveMapping *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new RGBCurvesShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_rgb_curves_cc
void register_node_type_cmp_curve_rgb()
{
- namespace file_ns = blender::nodes::node_composite_curves_cc;
+ namespace file_ns = blender::nodes::node_composite_rgb_curves_cc;
static bNodeType ntype;
@@ -114,6 +326,7 @@ void register_node_type_cmp_curve_rgb()
node_type_size(&ntype, 200, 140, 320);
node_type_init(&ntype, file_ns::node_composit_init_curve_rgb);
node_type_storage(&ntype, "CurveMapping", node_free_curves, node_copy_curves);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc b/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
index 20dd61a9725..9241e0e37af 100644
--- a/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_diff_matte.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* channel Difference Matte ********************************* */
@@ -16,8 +20,12 @@ namespace blender::nodes::node_composite_diff_matte_cc {
static void cmp_node_diff_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image 1")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Image 2")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image 1"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Image 2"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Color>(N_("Matte"));
}
@@ -40,6 +48,50 @@ static void node_composit_buts_diff_matte(uiLayout *layout, bContext *UNUSED(C),
uiItemR(col, ptr, "falloff", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class DifferenceMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float tolerance = get_tolerance();
+ const float falloff = get_falloff();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_difference_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&tolerance),
+ GPU_uniform(&falloff));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_tolerance()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_falloff()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new DifferenceMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_diff_matte_cc
void register_node_type_cmp_diff_matte()
@@ -54,6 +106,7 @@ void register_node_type_cmp_diff_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_diff_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc b/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
index a8646d8498e..3153cfa66c7 100644
--- a/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_distance_matte.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* channel Distance Matte ********************************* */
@@ -16,8 +20,12 @@ namespace blender::nodes::node_composite_distance_matte_cc {
static void cmp_node_distance_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Key Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Key Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -48,6 +56,68 @@ static void node_composit_buts_distance_matte(uiLayout *layout,
uiItemR(col, ptr, "falloff", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class DistanceMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float tolerance = get_tolerance();
+ const float falloff = get_falloff();
+
+ if (get_color_space() == 1) {
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_distance_matte_rgba",
+ inputs,
+ outputs,
+ GPU_uniform(&tolerance),
+ GPU_uniform(&falloff));
+ return;
+ }
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_distance_matte_ycca",
+ inputs,
+ outputs,
+ GPU_uniform(&tolerance),
+ GPU_uniform(&falloff));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ /* 0 -> YCCA
+ * 1 -> RGBA */
+ int get_color_space()
+ {
+ return get_node_chroma()->channel;
+ }
+
+ float get_tolerance()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_falloff()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new DistanceMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_distance_matte_cc
void register_node_type_cmp_distance_matte()
@@ -62,6 +132,7 @@ void register_node_type_cmp_distance_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_distance_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc b/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
index 4da6a0a442e..4104f60e0c3 100644
--- a/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_ellipsemask.cc
@@ -5,9 +5,18 @@
* \ingroup cmpnodes
*/
+#include <cmath>
+
+#include "BLI_math_vec_types.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** SCALAR MATH ******************** */
@@ -46,6 +55,98 @@ static void node_composit_buts_ellipsemask(uiLayout *layout, bContext *UNUSED(C)
uiItemR(layout, ptr, "mask_type", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class EllipseMaskOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUShader *shader = shader_pool().acquire(get_shader_name());
+ GPU_shader_bind(shader);
+
+ const Domain domain = compute_domain();
+
+ GPU_shader_uniform_2iv(shader, "domain_size", domain.size);
+
+ GPU_shader_uniform_2fv(shader, "location", get_location());
+ GPU_shader_uniform_2fv(shader, "radius", get_size() / 2.0f);
+ GPU_shader_uniform_1f(shader, "cos_angle", std::cos(get_angle()));
+ GPU_shader_uniform_1f(shader, "sin_angle", std::sin(get_angle()));
+
+ const Result &input_mask = get_input("Mask");
+ input_mask.bind_as_texture(shader, "base_mask");
+
+ const Result &value = get_input("Value");
+ value.bind_as_texture(shader, "mask_value");
+
+ Result &output_mask = get_result("Mask");
+ output_mask.allocate_texture(domain);
+ output_mask.bind_as_image(shader, "output_mask");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input_mask.unbind_as_texture();
+ value.unbind_as_texture();
+ output_mask.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ Domain compute_domain() override
+ {
+ if (get_input("Mask").is_single_value()) {
+ return Domain(context().get_viewport_size());
+ }
+ return get_input("Mask").domain();
+ }
+
+ int get_mask_type()
+ {
+ return bnode().custom1;
+ }
+
+ const char *get_shader_name()
+ {
+ switch (get_mask_type()) {
+ default:
+ case CMP_NODE_MASKTYPE_ADD:
+ return "compositor_ellipse_mask_add";
+ case CMP_NODE_MASKTYPE_SUBTRACT:
+ return "compositor_ellipse_mask_subtract";
+ case CMP_NODE_MASKTYPE_MULTIPLY:
+ return "compositor_ellipse_mask_multiply";
+ case CMP_NODE_MASKTYPE_NOT:
+ return "compositor_ellipse_mask_not";
+ }
+ }
+
+ NodeEllipseMask &get_node_ellipse_mask()
+ {
+ return *static_cast<NodeEllipseMask *>(bnode().storage);
+ }
+
+ float2 get_location()
+ {
+ return float2(get_node_ellipse_mask().x, get_node_ellipse_mask().y);
+ }
+
+ float2 get_size()
+ {
+ return float2(get_node_ellipse_mask().width, get_node_ellipse_mask().height);
+ }
+
+ float get_angle()
+ {
+ return get_node_ellipse_mask().rotation;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new EllipseMaskOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_ellipsemask_cc
void register_node_type_cmp_ellipsemask()
@@ -61,6 +162,7 @@ void register_node_type_cmp_ellipsemask()
node_type_init(&ntype, file_ns::node_composit_init_ellipsemask);
node_type_storage(
&ntype, "NodeEllipseMask", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_exposure.cc b/source/blender/nodes/composite/nodes/node_composite_exposure.cc
index 881cfc11058..19b93680ff6 100644
--- a/source/blender/nodes/composite/nodes/node_composite_exposure.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_exposure.cc
@@ -5,6 +5,10 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Exposure ******************** */
@@ -13,11 +17,33 @@ namespace blender::nodes::node_composite_exposure_cc {
static void cmp_node_exposure_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Exposure")).min(-10.0f).max(10.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Exposure")).min(-10.0f).max(10.0f).compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
+using namespace blender::realtime_compositor;
+
+class ExposureShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_exposure", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ExposureShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_exposure_cc
void register_node_type_cmp_exposure()
@@ -28,6 +54,7 @@ void register_node_type_cmp_exposure()
cmp_node_type_base(&ntype, CMP_NODE_EXPOSURE, "Exposure", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::cmp_node_exposure_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_filter.cc b/source/blender/nodes/composite/nodes/node_composite_filter.cc
index c343c21feb2..c4646afc282 100644
--- a/source/blender/nodes/composite/nodes/node_composite_filter.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_filter.cc
@@ -8,6 +8,12 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** FILTER ******************** */
@@ -16,8 +22,15 @@ namespace blender::nodes::node_composite_filter_cc {
static void cmp_node_filter_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
}
@@ -26,6 +39,157 @@ static void node_composit_buts_filter(uiLayout *layout, bContext *UNUSED(C), Poi
uiItemR(layout, ptr, "filter_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class FilterOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUShader *shader = shader_pool().acquire("compositor_filter");
+ GPU_shader_bind(shader);
+
+ float kernel[3][3];
+ get_filter_kernel(kernel);
+ GPU_shader_uniform_mat3_as_mat4(shader, "kernel", kernel);
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_image");
+
+ const Result &factor = get_input("Fac");
+ factor.bind_as_texture(shader, "factor");
+
+ const Domain domain = compute_domain();
+
+ Result &output_image = get_result("Image");
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input_image.unbind_as_texture();
+ factor.unbind_as_texture();
+ output_image.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ int get_filter_method()
+ {
+ return bnode().custom1;
+ }
+
+ void get_filter_kernel(float kernel[3][3])
+ {
+ switch (get_filter_method()) {
+ case CMP_FILT_SOFT:
+ kernel[0][0] = 1.0f / 16.0f;
+ kernel[0][1] = 2.0f / 16.0f;
+ kernel[0][2] = 1.0f / 16.0f;
+ kernel[1][0] = 2.0f / 16.0f;
+ kernel[1][1] = 4.0f / 16.0f;
+ kernel[1][2] = 2.0f / 16.0f;
+ kernel[2][0] = 1.0f / 16.0f;
+ kernel[2][1] = 2.0f / 16.0f;
+ kernel[2][2] = 1.0f / 16.0f;
+ break;
+ case CMP_FILT_SHARP_BOX:
+ kernel[0][0] = -1.0f;
+ kernel[0][1] = -1.0f;
+ kernel[0][2] = -1.0f;
+ kernel[1][0] = -1.0f;
+ kernel[1][1] = 9.0f;
+ kernel[1][2] = -1.0f;
+ kernel[2][0] = -1.0f;
+ kernel[2][1] = -1.0f;
+ kernel[2][2] = -1.0f;
+ break;
+ case CMP_FILT_LAPLACE:
+ kernel[0][0] = -1.0f / 8.0f;
+ kernel[0][1] = -1.0f / 8.0f;
+ kernel[0][2] = -1.0f / 8.0f;
+ kernel[1][0] = -1.0f / 8.0f;
+ kernel[1][1] = 1.0f;
+ kernel[1][2] = -1.0f / 8.0f;
+ kernel[2][0] = -1.0f / 8.0f;
+ kernel[2][1] = -1.0f / 8.0f;
+ kernel[2][2] = -1.0f / 8.0f;
+ break;
+ case CMP_FILT_SOBEL:
+ kernel[0][0] = 1.0f;
+ kernel[0][1] = 0.0f;
+ kernel[0][2] = -1.0f;
+ kernel[1][0] = 2.0f;
+ kernel[1][1] = 0.0f;
+ kernel[1][2] = -2.0f;
+ kernel[2][0] = 1.0f;
+ kernel[2][1] = 0.0f;
+ kernel[2][2] = -1.0f;
+ break;
+ case CMP_FILT_PREWITT:
+ kernel[0][0] = 1.0f;
+ kernel[0][1] = 0.0f;
+ kernel[0][2] = -1.0f;
+ kernel[1][0] = 1.0f;
+ kernel[1][1] = 0.0f;
+ kernel[1][2] = -1.0f;
+ kernel[2][0] = 1.0f;
+ kernel[2][1] = 0.0f;
+ kernel[2][2] = -1.0f;
+ break;
+ case CMP_FILT_KIRSCH:
+ kernel[0][0] = 5.0f;
+ kernel[0][1] = -3.0f;
+ kernel[0][2] = -2.0f;
+ kernel[1][0] = 5.0f;
+ kernel[1][1] = -3.0f;
+ kernel[1][2] = -2.0f;
+ kernel[2][0] = 5.0f;
+ kernel[2][1] = -3.0f;
+ kernel[2][2] = -2.0f;
+ break;
+ case CMP_FILT_SHADOW:
+ kernel[0][0] = 1.0f;
+ kernel[0][1] = 0.0f;
+ kernel[0][2] = -1.0f;
+ kernel[1][0] = 2.0f;
+ kernel[1][1] = 1.0f;
+ kernel[1][2] = -2.0f;
+ kernel[2][0] = 1.0f;
+ kernel[2][1] = 0.0f;
+ kernel[2][2] = -1.0f;
+ break;
+ case CMP_FILT_SHARP_DIAMOND:
+ kernel[0][0] = 0.0f;
+ kernel[0][1] = -1.0f;
+ kernel[0][2] = 0.0f;
+ kernel[1][0] = -1.0f;
+ kernel[1][1] = 5.0f;
+ kernel[1][2] = -1.0f;
+ kernel[2][0] = 0.0f;
+ kernel[2][1] = -1.0f;
+ kernel[2][2] = 0.0f;
+ break;
+ default:
+ kernel[0][0] = 0.0f;
+ kernel[0][1] = 0.0f;
+ kernel[0][2] = 0.0f;
+ kernel[1][0] = 0.0f;
+ kernel[1][1] = 1.0f;
+ kernel[1][2] = 0.0f;
+ kernel[2][0] = 0.0f;
+ kernel[2][1] = 0.0f;
+ kernel[2][2] = 0.0f;
+ break;
+ }
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new FilterOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_filter_cc
void register_node_type_cmp_filter()
@@ -38,6 +202,7 @@ void register_node_type_cmp_filter()
ntype.declare = file_ns::cmp_node_filter_declare;
ntype.draw_buttons = file_ns::node_composit_buts_filter;
ntype.labelfunc = node_filter_label;
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.flag |= NODE_PREVIEW;
nodeRegisterType(&ntype);
diff --git a/source/blender/nodes/composite/nodes/node_composite_flip.cc b/source/blender/nodes/composite/nodes/node_composite_flip.cc
index 37b9a2d020d..9a14f6dce90 100644
--- a/source/blender/nodes/composite/nodes/node_composite_flip.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_flip.cc
@@ -5,9 +5,17 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** Flip ******************** */
@@ -16,7 +24,9 @@ namespace blender::nodes::node_composite_flip_cc {
static void cmp_node_flip_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
}
@@ -25,6 +35,69 @@ static void node_composit_buts_flip(uiLayout *layout, bContext *UNUSED(C), Point
uiItemR(layout, ptr, "axis", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class FlipOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &input = get_input("Image");
+ Result &result = get_result("Image");
+
+ /* Can't flip a single value, pass it through to the output. */
+ if (input.is_single_value()) {
+ input.pass_through(result);
+ return;
+ }
+
+ GPUShader *shader = get_flip_shader();
+ GPU_shader_bind(shader);
+
+ input.bind_as_texture(shader, "input_image");
+
+ const Domain domain = compute_domain();
+
+ result.allocate_texture(domain);
+ result.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input.unbind_as_texture();
+ result.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ GPUShader *get_flip_shader()
+ {
+ switch (get_flip_mode()) {
+ case 0:
+ return shader_pool().acquire("compositor_flip_x");
+ case 1:
+ return shader_pool().acquire("compositor_flip_y");
+ case 2:
+ return shader_pool().acquire("compositor_flip_x_and_y");
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+
+ /* 0 -> Flip along x.
+ * 1 -> Flip along y.
+ * 2 -> Flip along both x and y. */
+ int get_flip_mode()
+ {
+ return bnode().custom1;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new FlipOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_flip_cc
void register_node_type_cmp_flip()
@@ -36,6 +109,7 @@ void register_node_type_cmp_flip()
cmp_node_type_base(&ntype, CMP_NODE_FLIP, "Flip", NODE_CLASS_DISTORT);
ntype.declare = file_ns::cmp_node_flip_declare;
ntype.draw_buttons = file_ns::node_composit_buts_flip;
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_gamma.cc b/source/blender/nodes/composite/nodes/node_composite_gamma.cc
index b4b8502e915..660d8068231 100644
--- a/source/blender/nodes/composite/nodes/node_composite_gamma.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_gamma.cc
@@ -5,6 +5,10 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Gamma Tools ******************** */
@@ -13,15 +17,38 @@ namespace blender::nodes::node_composite_gamma_cc {
static void cmp_node_gamma_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_input<decl::Float>(N_("Gamma"))
.default_value(1.0f)
.min(0.001f)
.max(10.0f)
- .subtype(PROP_UNSIGNED);
+ .subtype(PROP_UNSIGNED)
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
+using namespace blender::realtime_compositor;
+
+class GammaShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_gamma", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new GammaShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_gamma_cc
void register_node_type_cmp_gamma()
@@ -32,6 +59,7 @@ void register_node_type_cmp_gamma()
cmp_node_type_base(&ntype, CMP_NODE_GAMMA, "Gamma", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::cmp_node_gamma_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_hue_sat_val.cc b/source/blender/nodes/composite/nodes/node_composite_hue_sat_val.cc
index 08a048829df..091864a06f7 100644
--- a/source/blender/nodes/composite/nodes/node_composite_hue_sat_val.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_hue_sat_val.cc
@@ -5,6 +5,10 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Hue Saturation ******************** */
@@ -13,22 +17,56 @@ namespace blender::nodes::node_composite_hue_sat_val_cc {
static void cmp_node_huesatval_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Hue")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Hue"))
+ .default_value(0.5f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
b.add_input<decl::Float>(N_("Saturation"))
.default_value(1.0f)
.min(0.0f)
.max(2.0f)
- .subtype(PROP_FACTOR);
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(2);
b.add_input<decl::Float>(N_("Value"))
.default_value(1.0f)
.min(0.0f)
.max(2.0f)
- .subtype(PROP_FACTOR);
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(3);
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(4);
b.add_output<decl::Color>(N_("Image"));
}
+using namespace blender::realtime_compositor;
+
+class HueSaturationValueShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_hue_saturation_value", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new HueSaturationValueShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_hue_sat_val_cc
void register_node_type_cmp_hue_sat()
@@ -39,6 +77,7 @@ void register_node_type_cmp_hue_sat()
cmp_node_type_base(&ntype, CMP_NODE_HUE_SAT, "Hue Saturation Value", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::cmp_node_huesatval_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_huecorrect.cc b/source/blender/nodes/composite/nodes/node_composite_huecorrect.cc
index bb5e6bf06a8..325eaee7243 100644
--- a/source/blender/nodes/composite/nodes/node_composite_huecorrect.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_huecorrect.cc
@@ -5,14 +5,27 @@
* \ingroup cmpnodes
*/
+#include "BKE_colortools.h"
+
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
namespace blender::nodes::node_composite_huecorrect_cc {
static void cmp_node_huecorrect_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
}
@@ -33,6 +46,53 @@ static void node_composit_init_huecorrect(bNodeTree *UNUSED(ntree), bNode *node)
cumapping->cur = 1;
}
+using namespace blender::realtime_compositor;
+
+class HueCorrectShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ CurveMapping *curve_mapping = get_curve_mapping();
+
+ BKE_curvemapping_init(curve_mapping);
+ float *band_values;
+ int band_size;
+ BKE_curvemapping_table_RGBA(curve_mapping, &band_values, &band_size);
+ float band_layer;
+ GPUNodeLink *band_texture = GPU_color_band(material, band_size, band_values, &band_layer);
+
+ float range_minimums[CM_TOT];
+ BKE_curvemapping_get_range_minimums(curve_mapping, range_minimums);
+ float range_dividers[CM_TOT];
+ BKE_curvemapping_compute_range_dividers(curve_mapping, range_dividers);
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_hue_correct",
+ inputs,
+ outputs,
+ band_texture,
+ GPU_constant(&band_layer),
+ GPU_uniform(range_minimums),
+ GPU_uniform(range_dividers));
+ }
+
+ CurveMapping *get_curve_mapping()
+ {
+ return static_cast<CurveMapping *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new HueCorrectShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_huecorrect_cc
void register_node_type_cmp_huecorrect()
@@ -46,6 +106,7 @@ void register_node_type_cmp_huecorrect()
node_type_size(&ntype, 320, 140, 500);
node_type_init(&ntype, file_ns::node_composit_init_huecorrect);
node_type_storage(&ntype, "CurveMapping", node_free_curves, node_copy_curves);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_image.cc b/source/blender/nodes/composite/nodes/node_composite_image.cc
index d071e9f13db..7cf05bb076e 100644
--- a/source/blender/nodes/composite/nodes/node_composite_image.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_image.cc
@@ -8,23 +8,34 @@
#include "node_composite_util.hh"
#include "BLI_linklist.h"
+#include "BLI_math_vec_types.hh"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_global.h"
+#include "BKE_image.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_scene.h"
+#include "DEG_depsgraph_query.h"
+
#include "DNA_scene_types.h"
#include "RE_engine.h"
+#include "RE_pipeline.h"
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
/* **************** IMAGE (and RenderResult, multilayer image) ******************** */
static bNodeSocketTemplate cmp_node_rlayers_out[] = {
@@ -431,6 +442,170 @@ static void node_composit_copy_image(bNodeTree *UNUSED(dest_ntree),
}
}
+using namespace blender::realtime_compositor;
+
+class ImageOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ if (!is_valid()) {
+ allocate_invalid();
+ return;
+ }
+
+ update_image_frame_number();
+
+ for (const OutputSocketRef *output : node()->outputs()) {
+ compute_output(output->identifier());
+ }
+ }
+
+ /* Returns true if the node results can be computed, otherwise, returns false. */
+ bool is_valid()
+ {
+ Image *image = get_image();
+ ImageUser *image_user = get_image_user();
+ if (!image || !image_user) {
+ return false;
+ }
+
+ if (BKE_image_is_multilayer(image)) {
+ if (!image->rr) {
+ return false;
+ }
+
+ RenderLayer *render_layer = get_render_layer();
+
+ if (!render_layer) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+ /* Allocate all needed outputs as invalid. This should be called when is_valid returns false. */
+ void allocate_invalid()
+ {
+ for (const OutputSocketRef *output : node()->outputs()) {
+ if (!should_compute_output(output->identifier())) {
+ continue;
+ }
+
+ Result &result = get_result(output->identifier());
+ result.allocate_invalid();
+ }
+ }
+
+ /* Compute the effective frame number of the image if it was animated and invalidate the cached
+ * GPU texture if the computed frame number is different. */
+ void update_image_frame_number()
+ {
+ BKE_image_user_frame_calc(get_image(), get_image_user(), context().get_frame_number());
+ }
+
+ void compute_output(StringRef identifier)
+ {
+ if (!should_compute_output(identifier)) {
+ return;
+ }
+
+ ImageUser image_user = compute_image_user_for_output(identifier);
+ GPUTexture *image_texture = BKE_image_get_gpu_texture(get_image(), &image_user, nullptr);
+
+ const int2 size = int2(GPU_texture_width(image_texture), GPU_texture_height(image_texture));
+ Result &result = get_result(identifier);
+ result.allocate_texture(Domain(size));
+
+ GPUShader *shader = shader_pool().acquire(get_shader_name(identifier));
+ GPU_shader_bind(shader);
+
+ const int input_unit = GPU_shader_get_texture_binding(shader, "input_sampler");
+ GPU_texture_bind(image_texture, input_unit);
+
+ result.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, size);
+
+ GPU_shader_unbind();
+ GPU_texture_unbind(image_texture);
+ result.unbind_as_image();
+ }
+
+ /* Get a copy of the image user that is appropriate to retrieve the image buffer for the output
+ * with the given identifier. This essentially sets the appropriate pass and view indices that
+ * corresponds to the output. */
+ ImageUser compute_image_user_for_output(StringRef identifier)
+ {
+ ImageUser image_user = *get_image_user();
+ if (BKE_image_is_multilayer(get_image())) {
+ image_user.pass = get_pass_index(get_pass_name(identifier));
+ BKE_image_multilayer_index(get_image()->rr, &image_user);
+ }
+ else {
+ BKE_image_multiview_index(get_image(), &image_user);
+ }
+
+ return image_user;
+ }
+
+ /* Get the shader that should be used to compute the output with the given identifier. The
+ * shaders just copy the retrieved image textures into the results except for the alpha output,
+ * which extracts the alpha and writes it to the result instead. Note that a call to a host
+ * texture copy doesn't work because results are stored in a different half float formats. */
+ const char *get_shader_name(StringRef identifier)
+ {
+ if (identifier == "Alpha") {
+ return "compositor_convert_color_to_alpha";
+ }
+ else if (get_result(identifier).type() == ResultType::Color) {
+ return "compositor_convert_color_to_half_color";
+ }
+ else {
+ return "compositor_convert_float_to_half_float";
+ }
+ }
+
+ Image *get_image()
+ {
+ return (Image *)bnode().id;
+ }
+
+ ImageUser *get_image_user()
+ {
+ return static_cast<ImageUser *>(bnode().storage);
+ }
+
+ /* Get the render layer selected in the node assuming the image is a multilayer image. */
+ RenderLayer *get_render_layer()
+ {
+ const ListBase *layers = &get_image()->rr->layers;
+ return static_cast<RenderLayer *>(BLI_findlink(layers, get_image_user()->layer));
+ }
+
+ /* Get the name of the pass corresponding to the output with the given identifier assuming the
+ * image is a multilayer image. */
+ const char *get_pass_name(StringRef identifier)
+ {
+ DOutputSocket output = node().output_by_identifier(identifier);
+ return static_cast<NodeImageLayer *>(output->bsocket()->storage)->pass_name;
+ }
+
+ /* Get the index of the pass with the given name in the selected render layer's passes list
+ * assuming the image is a multilayer image. */
+ int get_pass_index(const char *name)
+ {
+ return BLI_findstringindex(&get_render_layer()->passes, name, offsetof(RenderPass, name));
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new ImageOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_image_cc
void register_node_type_cmp_image()
@@ -444,6 +619,7 @@ void register_node_type_cmp_image()
node_type_storage(
&ntype, "ImageUser", file_ns::node_composit_free_image, file_ns::node_composit_copy_image);
node_type_update(&ntype, file_ns::cmp_node_image_update);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.labelfunc = node_image_label;
ntype.flag |= NODE_PREVIEW;
@@ -467,7 +643,7 @@ const char *node_cmp_rlayers_sock_to_pass(int sock_index)
return (STREQ(name, "Alpha")) ? RE_PASSNAME_COMBINED : name;
}
-namespace blender::nodes::node_composite_image_cc {
+namespace blender::nodes::node_composite_render_layer_cc {
static void node_composit_init_rlayers(const bContext *C, PointerRNA *ptr)
{
@@ -593,11 +769,60 @@ static void node_composit_buts_viewlayers(uiLayout *layout, bContext *C, Pointer
RNA_string_set(&op_ptr, "scene", scene_name);
}
-} // namespace blender::nodes::node_composite_image_cc
+using namespace blender::realtime_compositor;
+
+class RenderLayerOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ const int view_layer = bnode().custom1;
+ GPUTexture *pass_texture = context().get_pass_texture(view_layer, SCE_PASS_COMBINED);
+ const int2 size = int2(GPU_texture_width(pass_texture), GPU_texture_height(pass_texture));
+
+ /* Compute image output. */
+ Result &image_result = get_result("Image");
+ image_result.allocate_texture(Domain(size));
+ GPU_texture_copy(image_result.texture(), pass_texture);
+
+ /* Compute alpha output. */
+ Result &alpha_result = get_result("Alpha");
+ alpha_result.allocate_texture(Domain(size));
+
+ GPUShader *shader = shader_pool().acquire("compositor_convert_color_to_alpha");
+ GPU_shader_bind(shader);
+
+ const int input_unit = GPU_shader_get_texture_binding(shader, "input_sampler");
+ GPU_texture_bind(pass_texture, input_unit);
+
+ alpha_result.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, size);
+
+ GPU_shader_unbind();
+ GPU_texture_unbind(pass_texture);
+ alpha_result.unbind_as_image();
+
+ for (const OutputSocketRef *output : node()->outputs()) {
+ if (output->identifier() == "Image" || output->identifier() == "Alpha") {
+ continue;
+ }
+ get_result(output->identifier()).allocate_invalid();
+ }
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new RenderLayerOperation(context, node);
+}
+
+} // namespace blender::nodes::node_composite_render_layer_cc
void register_node_type_cmp_rlayers()
{
- namespace file_ns = blender::nodes::node_composite_image_cc;
+ namespace file_ns = blender::nodes::node_composite_render_layer_cc;
static bNodeType ntype;
@@ -606,6 +831,7 @@ void register_node_type_cmp_rlayers()
ntype.draw_buttons = file_ns::node_composit_buts_viewlayers;
ntype.initfunc_api = file_ns::node_composit_init_rlayers;
ntype.poll = file_ns::node_composit_poll_rlayers;
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.flag |= NODE_PREVIEW;
node_type_storage(
&ntype, nullptr, file_ns::node_composit_free_rlayers, file_ns::node_composit_copy_rlayers);
diff --git a/source/blender/nodes/composite/nodes/node_composite_invert.cc b/source/blender/nodes/composite/nodes/node_composite_invert.cc
index 6dff043537a..4bfcc7b6b9c 100644
--- a/source/blender/nodes/composite/nodes/node_composite_invert.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_invert.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** INVERT ******************** */
@@ -16,8 +20,15 @@ namespace blender::nodes::node_composite_invert_cc {
static void cmp_node_invert_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_input<decl::Color>(N_("Color")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Color>(N_("Color"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Color"));
}
@@ -35,6 +46,45 @@ static void node_composit_buts_invert(uiLayout *layout, bContext *UNUSED(C), Poi
uiItemR(col, ptr, "invert_alpha", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class InvertShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float do_rgb = get_do_rgb();
+ const float do_alpha = get_do_alpha();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_invert",
+ inputs,
+ outputs,
+ GPU_constant(&do_rgb),
+ GPU_constant(&do_alpha));
+ }
+
+ bool get_do_rgb()
+ {
+ return bnode().custom1 & CMP_CHAN_RGB;
+ }
+
+ bool get_do_alpha()
+ {
+ return bnode().custom1 & CMP_CHAN_A;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new InvertShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_invert_cc
void register_node_type_cmp_invert()
@@ -47,6 +97,7 @@ void register_node_type_cmp_invert()
ntype.declare = file_ns::cmp_node_invert_declare;
ntype.draw_buttons = file_ns::node_composit_buts_invert;
node_type_init(&ntype, file_ns::node_composit_init_invert);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_lensdist.cc b/source/blender/nodes/composite/nodes/node_composite_lensdist.cc
index 593b7cc9b71..e70fe4ddde0 100644
--- a/source/blender/nodes/composite/nodes/node_composite_lensdist.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_lensdist.cc
@@ -5,20 +5,48 @@
* \ingroup cmpnodes
*/
+#include "BLI_math_base.h"
+#include "BLI_math_vec_types.hh"
+
#include "RNA_access.h"
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
+/* Distortion can't be exactly -1.0 as it will cause infinite pincushion distortion. */
+#define MINIMUM_DISTORTION -0.999f
+/* Arbitrary scaling factor for the dispersion input in projector distortion mode. */
+#define PROJECTOR_DISPERSION_SCALE 5.0f
+/* Arbitrary scaling factor for the dispersion input in screen distortion mode. */
+#define SCREEN_DISPERSION_SCALE 4.0f
+/* Arbitrary scaling factor for the distortion input. */
+#define DISTORTION_SCALE 4.0f
+
namespace blender::nodes::node_composite_lensdist_cc {
static void cmp_node_lensdist_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Distort")).default_value(0.0f).min(-0.999f).max(1.0f);
- b.add_input<decl::Float>(N_("Dispersion")).default_value(0.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Distort"))
+ .default_value(0.0f)
+ .min(MINIMUM_DISTORTION)
+ .max(1.0f)
+ .compositor_expects_single_value();
+ b.add_input<decl::Float>(N_("Dispersion"))
+ .default_value(0.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_expects_single_value();
b.add_output<decl::Color>(N_("Image"));
}
@@ -42,6 +70,178 @@ static void node_composit_buts_lensdist(uiLayout *layout, bContext *UNUSED(C), P
uiItemR(col, ptr, "use_fit", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class LensDistortionOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ if (is_identity()) {
+ get_input("Image").pass_through(get_result("Image"));
+ return;
+ }
+
+ if (get_is_projector()) {
+ execute_projector_distortion();
+ }
+ else {
+ execute_screen_distortion();
+ }
+ }
+
+ void execute_projector_distortion()
+ {
+ GPUShader *shader = shader_pool().acquire("compositor_projector_lens_distortion");
+ GPU_shader_bind(shader);
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_image");
+
+ GPU_texture_filter_mode(input_image.texture(), true);
+ GPU_texture_wrap_mode(input_image.texture(), false, false);
+
+ const Domain domain = compute_domain();
+
+ const float dispersion = (get_dispersion() * PROJECTOR_DISPERSION_SCALE) / domain.size.x;
+ GPU_shader_uniform_1f(shader, "dispersion", dispersion);
+
+ Result &output_image = get_result("Image");
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input_image.unbind_as_texture();
+ output_image.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ void execute_screen_distortion()
+ {
+ GPUShader *shader = shader_pool().acquire(get_screen_distortion_shader());
+ GPU_shader_bind(shader);
+
+ const Result &input_image = get_input("Image");
+ input_image.bind_as_texture(shader, "input_image");
+
+ GPU_texture_filter_mode(input_image.texture(), true);
+ GPU_texture_wrap_mode(input_image.texture(), false, false);
+
+ const Domain domain = compute_domain();
+
+ const float3 chromatic_distortion = compute_chromatic_distortion();
+ GPU_shader_uniform_3fv(shader, "chromatic_distortion", chromatic_distortion);
+
+ GPU_shader_uniform_1f(shader, "scale", compute_scale());
+
+ Result &output_image = get_result("Image");
+ output_image.allocate_texture(domain);
+ output_image.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, domain.size);
+
+ input_image.unbind_as_texture();
+ output_image.unbind_as_image();
+ GPU_shader_unbind();
+ }
+
+ const char *get_screen_distortion_shader()
+ {
+ if (get_is_jitter()) {
+ return "compositor_screen_lens_distortion_jitter";
+ }
+ return "compositor_screen_lens_distortion";
+ }
+
+ float get_distortion()
+ {
+ const Result &input = get_input("Distort");
+ return clamp_f(input.get_float_value_default(0.0f), MINIMUM_DISTORTION, 1.0f);
+ }
+
+ float get_dispersion()
+ {
+ const Result &input = get_input("Dispersion");
+ return clamp_f(input.get_float_value_default(0.0f), 0.0f, 1.0f);
+ }
+
+ /* Get the distortion amount for each channel. The green channel has a distortion amount that
+ * matches that specified in the node inputs, while the red and blue channels have higher and
+ * lower distortion amounts respectively based on the dispersion value. */
+ float3 compute_chromatic_distortion()
+ {
+ const float green_distortion = get_distortion();
+ const float dispersion = get_dispersion() / SCREEN_DISPERSION_SCALE;
+ const float red_distortion = clamp_f(green_distortion + dispersion, MINIMUM_DISTORTION, 1.0f);
+ const float blue_distortion = clamp_f(green_distortion - dispersion, MINIMUM_DISTORTION, 1.0f);
+ return float3(red_distortion, green_distortion, blue_distortion) * DISTORTION_SCALE;
+ }
+
+ /* The distortion model model will distort the image in such a way that the result will no longer
+ * fit the domain of the original image, so we scale the image to account for that. If get_is_fit
+ * is false, then the scaling factor will be such that the furthest pixels horizontally and
+ * vertically are at the boundary of the image. Otherwise, if get_is_fit is true, the scaling
+ * factor will be such that the furthest pixels diagonally are at the corner of the image. */
+ float compute_scale()
+ {
+ const float3 distortion = compute_chromatic_distortion() / DISTORTION_SCALE;
+ const float maximum_distortion = max_fff(distortion[0], distortion[1], distortion[2]);
+
+ if (get_is_fit() && (maximum_distortion > 0.0f)) {
+ return 1.0f / (1.0f + 2.0f * maximum_distortion);
+ }
+ return 1.0f / (1.0f + maximum_distortion);
+ }
+
+ bool get_is_projector()
+ {
+ return get_node_lens_distortion().proj;
+ }
+
+ bool get_is_jitter()
+ {
+ return get_node_lens_distortion().jit;
+ }
+
+ bool get_is_fit()
+ {
+ return get_node_lens_distortion().fit;
+ }
+
+ NodeLensDist &get_node_lens_distortion()
+ {
+ return *static_cast<NodeLensDist *>(bnode().storage);
+ }
+
+ /* Returns true if the operation does nothing and the input can be passed through. */
+ bool is_identity()
+ {
+ /* The input is a single value and the operation does nothing. */
+ if (get_input("Image").is_single_value()) {
+ return true;
+ }
+
+ /* Projector have zero dispersion and does nothing. */
+ if (get_is_projector() && get_dispersion() == 0.0f) {
+ return true;
+ }
+
+ /* Both distortion and dispersion are zero and the operation does nothing. */
+ if (get_distortion() == 0.0f && get_dispersion() == 0.0f) {
+ return true;
+ }
+
+ return false;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new LensDistortionOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_lensdist_cc
void register_node_type_cmp_lensdist()
@@ -56,6 +256,7 @@ void register_node_type_cmp_lensdist()
node_type_init(&ntype, file_ns::node_composit_init_lensdist);
node_type_storage(
&ntype, "NodeLensDist", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc b/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
index 94697a2aafd..092a12a7ea4 100644
--- a/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_luma_matte.cc
@@ -5,9 +5,15 @@
* \ingroup cmpnodes
*/
+#include "IMB_colormanagement.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* ******************* Luma Matte Node ********************************* */
@@ -16,7 +22,9 @@ namespace blender::nodes::node_composite_luma_matte_cc {
static void cmp_node_luma_matte_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
b.add_output<decl::Float>(N_("Matte"));
}
@@ -40,6 +48,53 @@ static void node_composit_buts_luma_matte(uiLayout *layout, bContext *UNUSED(C),
col, ptr, "limit_min", UI_ITEM_R_SPLIT_EMPTY_NAME | UI_ITEM_R_SLIDER, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class LuminanceMatteShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float high = get_high();
+ const float low = get_low();
+ float luminance_coefficients[3];
+ IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_luminance_matte",
+ inputs,
+ outputs,
+ GPU_uniform(&high),
+ GPU_uniform(&low),
+ GPU_constant(luminance_coefficients));
+ }
+
+ NodeChroma *get_node_chroma()
+ {
+ return static_cast<NodeChroma *>(bnode().storage);
+ }
+
+ float get_high()
+ {
+ return get_node_chroma()->t1;
+ }
+
+ float get_low()
+ {
+ return get_node_chroma()->t2;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new LuminanceMatteShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_luma_matte_cc
void register_node_type_cmp_luma_matte()
@@ -54,6 +109,7 @@ void register_node_type_cmp_luma_matte()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_luma_matte);
node_type_storage(&ntype, "NodeChroma", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_map_range.cc b/source/blender/nodes/composite/nodes/node_composite_map_range.cc
index e52c6d096b9..e72869efa93 100644
--- a/source/blender/nodes/composite/nodes/node_composite_map_range.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_map_range.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Map Range ******************** */
@@ -16,11 +20,31 @@ namespace blender::nodes::node_composite_map_range_cc {
static void cmp_node_map_range_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_("From Min")).default_value(0.0f).min(-10000.0f).max(10000.0f);
- b.add_input<decl::Float>(N_("From Max")).default_value(1.0f).min(-10000.0f).max(10000.0f);
- b.add_input<decl::Float>(N_("To Min")).default_value(0.0f).min(-10000.0f).max(10000.0f);
- b.add_input<decl::Float>(N_("To Max")).default_value(1.0f).min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Float>(N_("Value"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("From Min"))
+ .default_value(0.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Float>(N_("From Max"))
+ .default_value(1.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_domain_priority(2);
+ b.add_input<decl::Float>(N_("To Min"))
+ .default_value(0.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_domain_priority(3);
+ b.add_input<decl::Float>(N_("To Max"))
+ .default_value(1.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_domain_priority(4);
b.add_output<decl::Float>(N_("Value"));
}
@@ -32,6 +56,38 @@ static void node_composit_buts_map_range(uiLayout *layout, bContext *UNUSED(C),
uiItemR(col, ptr, "use_clamp", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class MapRangeShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const float should_clamp = get_should_clamp();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_map_range",
+ inputs,
+ outputs,
+ GPU_constant(&should_clamp));
+ }
+
+ bool get_should_clamp()
+ {
+ return bnode().custom1;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new MapRangeShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_map_range_cc
void register_node_type_cmp_map_range()
@@ -43,6 +99,7 @@ void register_node_type_cmp_map_range()
cmp_node_type_base(&ntype, CMP_NODE_MAP_RANGE, "Map Range", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::cmp_node_map_range_declare;
ntype.draw_buttons = file_ns::node_composit_buts_map_range;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_map_value.cc b/source/blender/nodes/composite/nodes/node_composite_map_value.cc
index b069cce93fc..3dd94cbc514 100644
--- a/source/blender/nodes/composite/nodes/node_composite_map_value.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_map_value.cc
@@ -10,6 +10,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** MAP VALUE ******************** */
@@ -18,7 +22,11 @@ namespace blender::nodes::node_composite_map_value_cc {
static void cmp_node_map_value_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"));
}
@@ -48,6 +56,56 @@ static void node_composit_buts_map_value(uiLayout *layout, bContext *UNUSED(C),
uiItemR(sub, ptr, "max", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class MapValueShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const TexMapping *texture_mapping = get_texture_mapping();
+
+ const float use_min = get_use_min();
+ const float use_max = get_use_max();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_map_value",
+ inputs,
+ outputs,
+ GPU_uniform(texture_mapping->loc),
+ GPU_uniform(texture_mapping->size),
+ GPU_constant(&use_min),
+ GPU_uniform(texture_mapping->min),
+ GPU_constant(&use_max),
+ GPU_uniform(texture_mapping->max));
+ }
+
+ TexMapping *get_texture_mapping()
+ {
+ return static_cast<TexMapping *>(bnode().storage);
+ }
+
+ bool get_use_min()
+ {
+ return get_texture_mapping()->flag & TEXMAP_CLIP_MIN;
+ }
+
+ bool get_use_max()
+ {
+ return get_texture_mapping()->flag & TEXMAP_CLIP_MAX;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new MapValueShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_map_value_cc
void register_node_type_cmp_map_value()
@@ -61,6 +119,7 @@ void register_node_type_cmp_map_value()
ntype.draw_buttons = file_ns::node_composit_buts_map_value;
node_type_init(&ntype, file_ns::node_composit_init_map_value);
node_type_storage(&ntype, "TexMapping", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_math.cc b/source/blender/nodes/composite/nodes/node_composite_math.cc
index 7b2eadef2cb..536e8c35f38 100644
--- a/source/blender/nodes/composite/nodes/node_composite_math.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_math.cc
@@ -5,6 +5,12 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
+#include "NOD_math_functions.hh"
+
#include "node_composite_util.hh"
/* **************** SCALAR MATH ******************** */
@@ -13,18 +19,72 @@ namespace blender::nodes::node_composite_math_cc {
static void cmp_node_math_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Value")).default_value(0.5f).min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Float>(N_("Value"))
+ .default_value(0.5f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_domain_priority(0);
b.add_input<decl::Float>(N_("Value"), "Value_001")
.default_value(0.5f)
.min(-10000.0f)
- .max(10000.0f);
+ .max(10000.0f)
+ .compositor_domain_priority(1);
b.add_input<decl::Float>(N_("Value"), "Value_002")
.default_value(0.5f)
.min(-10000.0f)
- .max(10000.0f);
+ .max(10000.0f)
+ .compositor_domain_priority(2);
b.add_output<decl::Float>(N_("Value"));
}
+using namespace blender::realtime_compositor;
+
+class MathShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), get_shader_function_name(), inputs, outputs);
+
+ if (!get_should_clamp()) {
+ return;
+ }
+
+ const float min = 0.0f;
+ const float max = 1.0f;
+ GPU_link(material,
+ "clamp_value",
+ outputs[0].link,
+ GPU_constant(&min),
+ GPU_constant(&max),
+ &outputs[0].link);
+ }
+
+ int get_mode()
+ {
+ return bnode().custom1;
+ }
+
+ const char *get_shader_function_name()
+ {
+ return get_float_math_operation_info(get_mode())->shader_name.c_str();
+ }
+
+ bool get_should_clamp()
+ {
+ return bnode().custom2 & SHD_MATH_CLAMP;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new MathShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_math_cc
void register_node_type_cmp_math()
@@ -37,6 +97,7 @@ void register_node_type_cmp_math()
ntype.declare = file_ns::cmp_node_math_declare;
ntype.labelfunc = node_math_label;
node_type_update(&ntype, node_math_update);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_mixrgb.cc b/source/blender/nodes/composite/nodes/node_composite_mixrgb.cc
index fc11aa188b0..f2985db9a67 100644
--- a/source/blender/nodes/composite/nodes/node_composite_mixrgb.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_mixrgb.cc
@@ -5,6 +5,14 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+
+#include "DNA_material_types.h"
+
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** MIX RGB ******************** */
@@ -13,12 +21,118 @@ namespace blender::nodes::node_composite_mixrgb_cc {
static void cmp_node_mixrgb_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(1.0f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Color>(N_("Image"), "Image_001").default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(2);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Color>(N_("Image"), "Image_001")
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
+using namespace blender::realtime_compositor;
+
+class MixRGBShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), get_shader_function_name(), inputs, outputs);
+
+ if (get_use_alpha()) {
+ GPU_link(material, "multiply_by_alpha", inputs[0].link, inputs[1].link, &inputs[0].link);
+ }
+
+ if (!get_should_clamp()) {
+ return;
+ }
+
+ const float min[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ const float max[4] = {1.0f, 1.0f, 1.0f, 1.0f};
+ GPU_link(material,
+ "clamp_color",
+ outputs[0].link,
+ GPU_constant(min),
+ GPU_constant(max),
+ &outputs[0].link);
+ }
+
+ int get_mode()
+ {
+ return bnode().custom1;
+ }
+
+ const char *get_shader_function_name()
+ {
+ switch (get_mode()) {
+ case MA_RAMP_BLEND:
+ return "mix_blend";
+ case MA_RAMP_ADD:
+ return "mix_add";
+ case MA_RAMP_MULT:
+ return "mix_mult";
+ case MA_RAMP_SUB:
+ return "mix_sub";
+ case MA_RAMP_SCREEN:
+ return "mix_screen";
+ case MA_RAMP_DIV:
+ return "mix_div";
+ case MA_RAMP_DIFF:
+ return "mix_diff";
+ case MA_RAMP_DARK:
+ return "mix_dark";
+ case MA_RAMP_LIGHT:
+ return "mix_light";
+ case MA_RAMP_OVERLAY:
+ return "mix_overlay";
+ case MA_RAMP_DODGE:
+ return "mix_dodge";
+ case MA_RAMP_BURN:
+ return "mix_burn";
+ case MA_RAMP_HUE:
+ return "mix_hue";
+ case MA_RAMP_SAT:
+ return "mix_sat";
+ case MA_RAMP_VAL:
+ return "mix_val";
+ case MA_RAMP_COLOR:
+ return "mix_color";
+ case MA_RAMP_SOFT:
+ return "mix_soft";
+ case MA_RAMP_LINEAR:
+ return "mix_linear";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+
+ bool get_use_alpha()
+ {
+ return bnode().custom2 & SHD_MIXRGB_USE_ALPHA;
+ }
+
+ bool get_should_clamp()
+ {
+ return bnode().custom2 & SHD_MIXRGB_CLAMP;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new MixRGBShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_mixrgb_cc
void register_node_type_cmp_mix_rgb()
@@ -31,6 +145,7 @@ void register_node_type_cmp_mix_rgb()
ntype.flag |= NODE_PREVIEW;
ntype.declare = file_ns::cmp_node_mixrgb_declare;
ntype.labelfunc = node_blend_label;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_movieclip.cc b/source/blender/nodes/composite/nodes/node_composite_movieclip.cc
index a4d5f294fe0..76aed311049 100644
--- a/source/blender/nodes/composite/nodes/node_composite_movieclip.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_movieclip.cc
@@ -5,8 +5,12 @@
* \ingroup cmpnodes
*/
+#include "BLI_math_vec_types.hh"
+
#include "BKE_context.h"
#include "BKE_lib_id.h"
+#include "BKE_movieclip.h"
+
#include "DNA_defaults.h"
#include "RNA_access.h"
@@ -14,6 +18,12 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
namespace blender::nodes::node_composite_movieclip_cc {
@@ -79,6 +89,177 @@ static void node_composit_buts_movieclip_ex(uiLayout *layout, bContext *C, Point
uiTemplateColorspaceSettings(layout, &clipptr, "colorspace_settings");
}
+using namespace blender::realtime_compositor;
+
+class MovieClipOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUTexture *movie_clip_texture = get_movie_clip_texture();
+
+ compute_image(movie_clip_texture);
+ compute_alpha(movie_clip_texture);
+ compute_stabilization_data(movie_clip_texture);
+
+ free_movie_clip_texture();
+ }
+
+ void compute_image(GPUTexture *movie_clip_texture)
+ {
+ if (!should_compute_output("Image")) {
+ return;
+ }
+
+ Result &result = get_result("Image");
+
+ /* The movie clip texture is invalid or missing, set an appropriate fallback value. */
+ if (!movie_clip_texture) {
+ result.allocate_invalid();
+ return;
+ }
+
+ const int2 size = int2(GPU_texture_width(movie_clip_texture),
+ GPU_texture_height(movie_clip_texture));
+ result.allocate_texture(Domain(size));
+
+ GPUShader *shader = shader_pool().acquire("compositor_convert_color_to_half_color");
+ GPU_shader_bind(shader);
+
+ const int input_unit = GPU_shader_get_texture_binding(shader, "input_sampler");
+ GPU_texture_bind(movie_clip_texture, input_unit);
+
+ result.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, size);
+
+ GPU_shader_unbind();
+ GPU_texture_unbind(movie_clip_texture);
+ result.unbind_as_image();
+ }
+
+ void compute_alpha(GPUTexture *movie_clip_texture)
+ {
+ if (!should_compute_output("Alpha")) {
+ return;
+ }
+
+ Result &result = get_result("Alpha");
+
+ /* The movie clip texture is invalid or missing, set an appropriate fallback value. */
+ if (!movie_clip_texture) {
+ result.allocate_single_value();
+ result.set_float_value(1.0f);
+ return;
+ }
+
+ const int2 size = int2(GPU_texture_width(movie_clip_texture),
+ GPU_texture_height(movie_clip_texture));
+ result.allocate_texture(Domain(size));
+
+ GPUShader *shader = shader_pool().acquire("compositor_convert_color_to_alpha");
+ GPU_shader_bind(shader);
+
+ const int input_unit = GPU_shader_get_texture_binding(shader, "input_sampler");
+ GPU_texture_bind(movie_clip_texture, input_unit);
+
+ result.bind_as_image(shader, "output_image");
+
+ compute_dispatch_global(shader, size);
+
+ GPU_shader_unbind();
+ GPU_texture_unbind(movie_clip_texture);
+ result.unbind_as_image();
+ }
+
+ void compute_stabilization_data(GPUTexture *movie_clip_texture)
+ {
+ /* The movie clip texture is invalid or missing, set appropriate fallback values. */
+ if (!movie_clip_texture) {
+ if (should_compute_output("Offset X")) {
+ Result &result = get_result("Offset X");
+ result.allocate_single_value();
+ result.set_float_value(0.0f);
+ }
+ if (should_compute_output("Offset Y")) {
+ Result &result = get_result("Offset Y");
+ result.allocate_single_value();
+ result.set_float_value(0.0f);
+ }
+ if (should_compute_output("Scale")) {
+ Result &result = get_result("Scale");
+ result.allocate_single_value();
+ result.set_float_value(1.0f);
+ }
+ if (should_compute_output("Angle")) {
+ Result &result = get_result("Angle");
+ result.allocate_single_value();
+ result.set_float_value(0.0f);
+ }
+ return;
+ }
+
+ MovieClip *movie_clip = get_movie_clip();
+ const int frame_number = BKE_movieclip_remap_scene_to_clip_frame(movie_clip,
+ context().get_frame_number());
+ const int width = GPU_texture_width(movie_clip_texture);
+ const int height = GPU_texture_height(movie_clip_texture);
+
+ /* If the movie clip has no stabilization data, it will initialize the given values with
+ * fallback values regardless, so no need to handle that case. */
+ float2 offset;
+ float scale, angle;
+ BKE_tracking_stabilization_data_get(
+ movie_clip, frame_number, width, height, offset, &scale, &angle);
+
+ if (should_compute_output("Offset X")) {
+ Result &result = get_result("Offset X");
+ result.allocate_single_value();
+ result.set_float_value(offset.x);
+ }
+ if (should_compute_output("Offset Y")) {
+ Result &result = get_result("Offset Y");
+ result.allocate_single_value();
+ result.set_float_value(offset.y);
+ }
+ if (should_compute_output("Scale")) {
+ Result &result = get_result("Scale");
+ result.allocate_single_value();
+ result.set_float_value(scale);
+ }
+ if (should_compute_output("Angle")) {
+ Result &result = get_result("Angle");
+ result.allocate_single_value();
+ result.set_float_value(angle);
+ }
+ }
+
+ GPUTexture *get_movie_clip_texture()
+ {
+ MovieClip *movie_clip = get_movie_clip();
+ MovieClipUser *movie_clip_user = static_cast<MovieClipUser *>(bnode().storage);
+ BKE_movieclip_user_set_frame(movie_clip_user, context().get_frame_number());
+ return BKE_movieclip_get_gpu_texture(movie_clip, movie_clip_user);
+ }
+
+ void free_movie_clip_texture()
+ {
+ MovieClip *movie_clip = get_movie_clip();
+ return BKE_movieclip_free_gputexture(movie_clip);
+ }
+
+ MovieClip *get_movie_clip()
+ {
+ return (MovieClip *)bnode().id;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new MovieClipOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_movieclip_cc
void register_node_type_cmp_movieclip()
@@ -91,6 +272,7 @@ void register_node_type_cmp_movieclip()
ntype.declare = file_ns::cmp_node_movieclip_declare;
ntype.draw_buttons = file_ns::node_composit_buts_movieclip;
ntype.draw_buttons_ex = file_ns::node_composit_buts_movieclip_ex;
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.initfunc_api = file_ns::init;
ntype.flag |= NODE_PREVIEW;
node_type_storage(
diff --git a/source/blender/nodes/composite/nodes/node_composite_normal.cc b/source/blender/nodes/composite/nodes/node_composite_normal.cc
index b4dd0bbacd0..f61ace01cfd 100644
--- a/source/blender/nodes/composite/nodes/node_composite_normal.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_normal.cc
@@ -5,6 +5,10 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** NORMAL ******************** */
@@ -17,7 +21,8 @@ static void cmp_node_normal_declare(NodeDeclarationBuilder &b)
.default_value({0.0f, 0.0f, 1.0f})
.min(-1.0f)
.max(1.0f)
- .subtype(PROP_DIRECTION);
+ .subtype(PROP_DIRECTION)
+ .compositor_domain_priority(0);
b.add_output<decl::Vector>(N_("Normal"))
.default_value({0.0f, 0.0f, 1.0f})
.min(-1.0f)
@@ -26,6 +31,37 @@ static void cmp_node_normal_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Float>(N_("Dot"));
}
+using namespace blender::realtime_compositor;
+
+class NormalShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material,
+ &bnode(),
+ "node_composite_normal",
+ inputs,
+ outputs,
+ GPU_uniform(get_vector_value()));
+ }
+
+ /* The vector value is stored in the default value of the output socket. */
+ float *get_vector_value()
+ {
+ return node().output_by_identifier("Normal")->default_value<bNodeSocketValueVector>()->value;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new NormalShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_normal_cc
void register_node_type_cmp_normal()
@@ -36,6 +72,7 @@ void register_node_type_cmp_normal()
cmp_node_type_base(&ntype, CMP_NODE_NORMAL, "Normal", NODE_CLASS_OP_VECTOR);
ntype.declare = file_ns::cmp_node_normal_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_posterize.cc b/source/blender/nodes/composite/nodes/node_composite_posterize.cc
index c97035d55ea..1268219e7e2 100644
--- a/source/blender/nodes/composite/nodes/node_composite_posterize.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_posterize.cc
@@ -5,6 +5,10 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Posterize ******************** */
@@ -13,11 +17,37 @@ namespace blender::nodes::node_composite_posterize_cc {
static void cmp_node_posterize_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Steps")).default_value(8.0f).min(2.0f).max(1024.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Steps"))
+ .default_value(8.0f)
+ .min(2.0f)
+ .max(1024.0f)
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
+using namespace blender::realtime_compositor;
+
+class PosterizeShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_posterize", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new PosterizeShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_posterize_cc
void register_node_type_cmp_posterize()
@@ -28,6 +58,7 @@ void register_node_type_cmp_posterize()
cmp_node_type_base(&ntype, CMP_NODE_POSTERIZE, "Posterize", NODE_CLASS_OP_COLOR);
ntype.declare = file_ns::cmp_node_posterize_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_premulkey.cc b/source/blender/nodes/composite/nodes/node_composite_premulkey.cc
index 000cc9df90a..2b4f2863742 100644
--- a/source/blender/nodes/composite/nodes/node_composite_premulkey.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_premulkey.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** Premul and Key Alpha Convert ******************** */
@@ -16,7 +20,9 @@ namespace blender::nodes::node_composite_premulkey_cc {
static void cmp_node_premulkey_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Image"));
}
@@ -25,6 +31,38 @@ static void node_composit_buts_premulkey(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "mapping", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class AlphaConvertShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ if (get_mode() == 0) {
+ GPU_stack_link(material, &bnode(), "color_alpha_premultiply", inputs, outputs);
+ return;
+ }
+
+ GPU_stack_link(material, &bnode(), "color_alpha_unpremultiply", inputs, outputs);
+ }
+
+ /* 0 -> Premultiply Alpha.
+ * 1 -> Unpremultiply Alpha. */
+ int get_mode()
+ {
+ return bnode().custom1;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new AlphaConvertShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_premulkey_cc
void register_node_type_cmp_premulkey()
@@ -36,6 +74,7 @@ void register_node_type_cmp_premulkey()
cmp_node_type_base(&ntype, CMP_NODE_PREMULKEY, "Alpha Convert", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_premulkey_declare;
ntype.draw_buttons = file_ns::node_composit_buts_premulkey;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_rgb.cc b/source/blender/nodes/composite/nodes/node_composite_rgb.cc
index 5bc4c67dd8e..6f3a00af7e3 100644
--- a/source/blender/nodes/composite/nodes/node_composite_rgb.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_rgb.cc
@@ -5,6 +5,12 @@
* \ingroup cmpnodes
*/
+#include "BLI_math_vec_types.hh"
+
+#include "DNA_node_types.h"
+
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** RGB ******************** */
@@ -16,6 +22,29 @@ static void cmp_node_rgb_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Color>(N_("RGBA")).default_value({0.5f, 0.5f, 0.5f, 1.0f});
}
+using namespace blender::realtime_compositor;
+
+class RGBOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &result = get_result("RGBA");
+ result.allocate_single_value();
+
+ const bNodeSocket *socket = static_cast<bNodeSocket *>(bnode().outputs.first);
+ float4 color = float4(static_cast<bNodeSocketValueRGBA *>(socket->default_value)->value);
+
+ result.set_color_value(color);
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new RGBOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_rgb_cc
void register_node_type_cmp_rgb()
@@ -27,6 +56,7 @@ void register_node_type_cmp_rgb()
cmp_node_type_base(&ntype, CMP_NODE_RGB, "RGB", NODE_CLASS_INPUT);
ntype.declare = file_ns::cmp_node_rgb_declare;
node_type_size_preset(&ntype, NODE_SIZE_SMALL);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_rotate.cc b/source/blender/nodes/composite/nodes/node_composite_rotate.cc
index a083bc1837b..35caa3cd242 100644
--- a/source/blender/nodes/composite/nodes/node_composite_rotate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_rotate.cc
@@ -5,9 +5,14 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+#include "BLI_float3x3.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** Rotate ******************** */
@@ -16,12 +21,15 @@ namespace blender::nodes::node_composite_rotate_cc {
static void cmp_node_rotate_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_input<decl::Float>(N_("Degr"))
.default_value(0.0f)
.min(-10000.0f)
.max(10000.0f)
- .subtype(PROP_ANGLE);
+ .subtype(PROP_ANGLE)
+ .compositor_expects_single_value();
b.add_output<decl::Color>(N_("Image"));
}
@@ -35,6 +43,47 @@ static void node_composit_buts_rotate(uiLayout *layout, bContext *UNUSED(C), Poi
uiItemR(layout, ptr, "filter_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class RotateOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &input = get_input("Image");
+ Result &result = get_result("Image");
+ input.pass_through(result);
+
+ const float rotation = get_input("Degr").get_float_value_default(0.0f);
+
+ const float3x3 transformation = float3x3::from_rotation(rotation);
+
+ result.transform(transformation);
+ result.get_realization_options().interpolation = get_interpolation();
+ }
+
+ Interpolation get_interpolation()
+ {
+ switch (bnode().custom1) {
+ case 0:
+ return Interpolation::Nearest;
+ case 1:
+ return Interpolation::Bilinear;
+ case 2:
+ return Interpolation::Bicubic;
+ }
+
+ BLI_assert_unreachable();
+ return Interpolation::Nearest;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new RotateOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_rotate_cc
void register_node_type_cmp_rotate()
@@ -47,6 +96,7 @@ void register_node_type_cmp_rotate()
ntype.declare = file_ns::cmp_node_rotate_declare;
ntype.draw_buttons = file_ns::node_composit_buts_rotate;
node_type_init(&ntype, file_ns::node_composit_init_rotate);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_scene_time.cc b/source/blender/nodes/composite/nodes/node_composite_scene_time.cc
index 20bafb0d3d4..1f5317378bb 100644
--- a/source/blender/nodes/composite/nodes/node_composite_scene_time.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_scene_time.cc
@@ -3,6 +3,8 @@
* \ingroup cmpnodes
*/
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
namespace blender::nodes {
@@ -13,6 +15,38 @@ static void cmp_node_scene_time_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Float>(N_("Frame"));
}
+using namespace blender::realtime_compositor;
+
+class SceneTimeOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ execute_seconds();
+ execute_frame();
+ }
+
+ void execute_seconds()
+ {
+ Result &result = get_result("Seconds");
+ result.allocate_single_value();
+ result.set_float_value(context().get_time());
+ }
+
+ void execute_frame()
+ {
+ Result &result = get_result("Frame");
+ result.allocate_single_value();
+ result.set_float_value(static_cast<float>(context().get_frame_number()));
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new SceneTimeOperation(context, node);
+}
+
} // namespace blender::nodes
void register_node_type_cmp_scene_time()
@@ -21,5 +55,7 @@ void register_node_type_cmp_scene_time()
cmp_node_type_base(&ntype, CMP_NODE_SCENE_TIME, "Scene Time", NODE_CLASS_INPUT);
ntype.declare = blender::nodes::cmp_node_scene_time_declare;
+ ntype.get_compositor_operation = blender::nodes::get_compositor_operation;
+
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_sepcomb_hsva.cc b/source/blender/nodes/composite/nodes/node_composite_sepcomb_hsva.cc
index a0d2485ea5a..ef160a9a50c 100644
--- a/source/blender/nodes/composite/nodes/node_composite_sepcomb_hsva.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_sepcomb_hsva.cc
@@ -5,57 +5,110 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** SEPARATE HSVA ******************** */
-namespace blender::nodes::node_composite_sepcomb_hsva_cc {
+namespace blender::nodes::node_composite_separate_hsva_cc {
static void cmp_node_sephsva_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Float>(N_("H"));
b.add_output<decl::Float>(N_("S"));
b.add_output<decl::Float>(N_("V"));
b.add_output<decl::Float>(N_("A"));
}
-} // namespace blender::nodes::node_composite_sepcomb_hsva_cc
+using namespace blender::realtime_compositor;
+
+class SeparateHSVAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_separate_hsva", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new SeparateHSVAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_separate_hsva_cc
void register_node_type_cmp_sephsva()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_hsva_cc;
+ namespace file_ns = blender::nodes::node_composite_separate_hsva_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_SEPHSVA_LEGACY, "Separate HSVA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_sephsva_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
+
nodeRegisterType(&ntype);
}
/* **************** COMBINE HSVA ******************** */
-namespace blender::nodes::node_composite_sepcomb_hsva_cc {
+namespace blender::nodes::node_composite_combine_hsva_cc {
static void cmp_node_combhsva_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("H")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("S")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("V")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("A")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Float>(N_("H")).min(0.0f).max(1.0f).compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("S")).min(0.0f).max(1.0f).compositor_domain_priority(1);
+ b.add_input<decl::Float>(N_("V")).min(0.0f).max(1.0f).compositor_domain_priority(2);
+ b.add_input<decl::Float>(N_("A"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(3);
b.add_output<decl::Color>(N_("Image"));
}
-} // namespace blender::nodes::node_composite_sepcomb_hsva_cc
+using namespace blender::realtime_compositor;
+
+class CombineHSVAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_combine_hsva", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new CombineHSVAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_combine_hsva_cc
void register_node_type_cmp_combhsva()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_hsva_cc;
+ namespace file_ns = blender::nodes::node_composite_combine_hsva_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COMBHSVA_LEGACY, "Combine HSVA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_combhsva_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_sepcomb_rgba.cc b/source/blender/nodes/composite/nodes/node_composite_sepcomb_rgba.cc
index ae46681b0f4..c059f1eb6c1 100644
--- a/source/blender/nodes/composite/nodes/node_composite_sepcomb_rgba.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_sepcomb_rgba.cc
@@ -5,57 +5,110 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** SEPARATE RGBA ******************** */
-namespace blender::nodes::node_composite_sepcomb_rgba_cc {
+
+namespace blender::nodes::node_composite_separate_rgba_cc {
static void cmp_node_seprgba_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Float>(N_("R"));
b.add_output<decl::Float>(N_("G"));
b.add_output<decl::Float>(N_("B"));
b.add_output<decl::Float>(N_("A"));
}
-} // namespace blender::nodes::node_composite_sepcomb_rgba_cc
+using namespace blender::realtime_compositor;
+
+class SeparateRGBAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_separate_rgba", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new SeparateRGBAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_separate_rgba_cc
void register_node_type_cmp_seprgba()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_rgba_cc;
+ namespace file_ns = blender::nodes::node_composite_separate_rgba_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_SEPRGBA_LEGACY, "Separate RGBA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_seprgba_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
/* **************** COMBINE RGBA ******************** */
-namespace blender::nodes::node_composite_sepcomb_rgba_cc {
+namespace blender::nodes::node_composite_combine_rgba_cc {
static void cmp_node_combrgba_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("R")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("G")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("B")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("A")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Float>(N_("R")).min(0.0f).max(1.0f).compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("G")).min(0.0f).max(1.0f).compositor_domain_priority(1);
+ b.add_input<decl::Float>(N_("B")).min(0.0f).max(1.0f).compositor_domain_priority(2);
+ b.add_input<decl::Float>(N_("A"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(3);
b.add_output<decl::Color>(N_("Image"));
}
-} // namespace blender::nodes::node_composite_sepcomb_rgba_cc
+using namespace blender::realtime_compositor;
+
+class CombineRGBAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_combine_rgba", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new CombineRGBAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_combine_rgba_cc
void register_node_type_cmp_combrgba()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_rgba_cc;
+ namespace file_ns = blender::nodes::node_composite_combine_rgba_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COMBRGBA_LEGACY, "Combine RGBA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_combrgba_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_sepcomb_xyz.cc b/source/blender/nodes/composite/nodes/node_composite_sepcomb_xyz.cc
index 4979c376cab..e288e698808 100644
--- a/source/blender/nodes/composite/nodes/node_composite_sepcomb_xyz.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_sepcomb_xyz.cc
@@ -5,10 +5,15 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** SEPARATE XYZ ******************** */
-namespace blender::nodes {
+
+namespace blender::nodes::node_composite_separate_xyz_cc {
static void cmp_node_separate_xyz_declare(NodeDeclarationBuilder &b)
{
@@ -18,21 +23,44 @@ static void cmp_node_separate_xyz_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Float>("Z");
}
-} // namespace blender::nodes
+using namespace blender::realtime_compositor;
+
+class SeparateXYZShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_separate_xyz", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new SeparateXYZShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_separate_xyz_cc
void register_node_type_cmp_separate_xyz()
{
+ namespace file_ns = blender::nodes::node_composite_separate_xyz_cc;
+
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_SEPARATE_XYZ, "Separate XYZ", NODE_CLASS_CONVERTER);
- ntype.declare = blender::nodes::cmp_node_separate_xyz_declare;
+ ntype.declare = file_ns::cmp_node_separate_xyz_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
/* **************** COMBINE XYZ ******************** */
-namespace blender::nodes {
+namespace blender::nodes::node_composite_combine_xyz_cc {
static void cmp_node_combine_xyz_declare(NodeDeclarationBuilder &b)
{
@@ -42,14 +70,37 @@ static void cmp_node_combine_xyz_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Vector>("Vector");
}
-} // namespace blender::nodes
+using namespace blender::realtime_compositor;
+
+class CombineXYZShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_combine_xyz", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new CombineXYZShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_combine_xyz_cc
void register_node_type_cmp_combine_xyz()
{
+ namespace file_ns = blender::nodes::node_composite_combine_xyz_cc;
+
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COMBINE_XYZ, "Combine XYZ", NODE_CLASS_CONVERTER);
- ntype.declare = blender::nodes::cmp_node_combine_xyz_declare;
+ ntype.declare = file_ns::cmp_node_combine_xyz_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_sepcomb_ycca.cc b/source/blender/nodes/composite/nodes/node_composite_sepcomb_ycca.cc
index a3c40b61e64..551e298a043 100644
--- a/source/blender/nodes/composite/nodes/node_composite_sepcomb_ycca.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_sepcomb_ycca.cc
@@ -5,15 +5,23 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** SEPARATE YCCA ******************** */
-namespace blender::nodes::node_composite_sepcomb_ycca_cc {
+namespace blender::nodes::node_composite_separate_ycca_cc {
static void cmp_node_sepycca_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Float>(N_("Y"));
b.add_output<decl::Float>(N_("Cb"));
b.add_output<decl::Float>(N_("Cr"));
@@ -25,31 +33,84 @@ static void node_composit_init_mode_sepycca(bNodeTree *UNUSED(ntree), bNode *nod
node->custom1 = 1; /* BLI_YCC_ITU_BT709 */
}
-} // namespace blender::nodes::node_composite_sepcomb_ycca_cc
+using namespace blender::realtime_compositor;
+
+class SeparateYCCAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), get_shader_function_name(), inputs, outputs);
+ }
+
+ int get_mode()
+ {
+ return bnode().custom1;
+ }
+
+ const char *get_shader_function_name()
+ {
+ switch (get_mode()) {
+ case BLI_YCC_ITU_BT601:
+ return "node_composite_separate_ycca_itu_601";
+ case BLI_YCC_ITU_BT709:
+ return "node_composite_separate_ycca_itu_709";
+ case BLI_YCC_JFIF_0_255:
+ return "node_composite_separate_ycca_jpeg";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new SeparateYCCAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_separate_ycca_cc
void register_node_type_cmp_sepycca()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_ycca_cc;
+ namespace file_ns = blender::nodes::node_composite_separate_ycca_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_SEPYCCA_LEGACY, "Separate YCbCrA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_sepycca_declare;
node_type_init(&ntype, file_ns::node_composit_init_mode_sepycca);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
/* **************** COMBINE YCCA ******************** */
-namespace blender::nodes::node_composite_sepcomb_ycca_cc {
+namespace blender::nodes::node_composite_combine_ycca_cc {
static void cmp_node_combycca_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Y")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("Cb")).default_value(0.5f).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("Cr")).default_value(0.5f).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("A")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Float>(N_("Y")).min(0.0f).max(1.0f).compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Cb"))
+ .default_value(0.5f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(1);
+ b.add_input<decl::Float>(N_("Cr"))
+ .default_value(0.5f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(2);
+ b.add_input<decl::Float>(N_("A"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(3);
b.add_output<decl::Color>(N_("Image"));
}
@@ -58,17 +119,58 @@ static void node_composit_init_mode_combycca(bNodeTree *UNUSED(ntree), bNode *no
node->custom1 = 1; /* BLI_YCC_ITU_BT709 */
}
-} // namespace blender::nodes::node_composite_sepcomb_ycca_cc
+using namespace blender::realtime_compositor;
+
+class CombineYCCAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), get_shader_function_name(), inputs, outputs);
+ }
+
+ int get_mode()
+ {
+ return bnode().custom1;
+ }
+
+ const char *get_shader_function_name()
+ {
+ switch (get_mode()) {
+ case BLI_YCC_ITU_BT601:
+ return "node_composite_combine_ycca_itu_601";
+ case BLI_YCC_ITU_BT709:
+ return "node_composite_combine_ycca_itu_709";
+ case BLI_YCC_JFIF_0_255:
+ return "node_composite_combine_ycca_jpeg";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new CombineYCCAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_combine_ycca_cc
void register_node_type_cmp_combycca()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_ycca_cc;
+ namespace file_ns = blender::nodes::node_composite_combine_ycca_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COMBYCCA_LEGACY, "Combine YCbCrA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_combycca_declare;
node_type_init(&ntype, file_ns::node_composit_init_mode_combycca);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_sepcomb_yuva.cc b/source/blender/nodes/composite/nodes/node_composite_sepcomb_yuva.cc
index 7fdece5904d..87fffb52708 100644
--- a/source/blender/nodes/composite/nodes/node_composite_sepcomb_yuva.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_sepcomb_yuva.cc
@@ -5,58 +5,110 @@
* \ingroup cmpnodes
*/
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** SEPARATE YUVA ******************** */
-namespace blender::nodes::node_composite_sepcomb_yuva_cc {
+namespace blender::nodes::node_composite_separate_yuva_cc {
static void cmp_node_sepyuva_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Float>(N_("Y"));
b.add_output<decl::Float>(N_("U"));
b.add_output<decl::Float>(N_("V"));
b.add_output<decl::Float>(N_("A"));
}
-} // namespace blender::nodes::node_composite_sepcomb_yuva_cc
+using namespace blender::realtime_compositor;
+
+class SeparateYUVAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_separate_yuva_itu_709", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new SeparateYUVAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_separate_yuva_cc
void register_node_type_cmp_sepyuva()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_yuva_cc;
+ namespace file_ns = blender::nodes::node_composite_separate_yuva_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_SEPYUVA_LEGACY, "Separate YUVA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_sepyuva_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
/* **************** COMBINE YUVA ******************** */
-namespace blender::nodes::node_composite_sepcomb_yuva_cc {
+namespace blender::nodes::node_composite_combine_yuva_cc {
static void cmp_node_combyuva_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Y")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("U")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("V")).min(0.0f).max(1.0f);
- b.add_input<decl::Float>(N_("A")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Float>(N_("Y")).min(0.0f).max(1.0f).compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("U")).min(0.0f).max(1.0f).compositor_domain_priority(1);
+ b.add_input<decl::Float>(N_("V")).min(0.0f).max(1.0f).compositor_domain_priority(2);
+ b.add_input<decl::Float>(N_("A"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(3);
b.add_output<decl::Color>(N_("Image"));
}
-} // namespace blender::nodes::node_composite_sepcomb_yuva_cc
+using namespace blender::realtime_compositor;
+
+class CombineYUVAShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ GPU_stack_link(material, &bnode(), "node_composite_combine_yuva_itu_709", inputs, outputs);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new CombineYUVAShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_combine_yuva_cc
void register_node_type_cmp_combyuva()
{
- namespace file_ns = blender::nodes::node_composite_sepcomb_yuva_cc;
+ namespace file_ns = blender::nodes::node_composite_combine_yuva_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_COMBYUVA_LEGACY, "Combine YUVA", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_combyuva_declare;
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_setalpha.cc b/source/blender/nodes/composite/nodes/node_composite_setalpha.cc
index 8aeaafbbf67..b4e98186974 100644
--- a/source/blender/nodes/composite/nodes/node_composite_setalpha.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_setalpha.cc
@@ -8,6 +8,10 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** SET ALPHA ******************** */
@@ -16,8 +20,14 @@ namespace blender::nodes::node_composite_setalpha_cc {
static void cmp_node_setalpha_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("Alpha")).default_value(1.0f).min(0.0f).max(1.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("Alpha"))
+ .default_value(1.0f)
+ .min(0.0f)
+ .max(1.0f)
+ .compositor_domain_priority(1);
b.add_output<decl::Color>(N_("Image"));
}
@@ -33,6 +43,38 @@ static void node_composit_buts_set_alpha(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "mode", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class SetAlphaShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ const NodeSetAlpha *node_set_alpha = get_node_set_alpha();
+
+ if (node_set_alpha->mode == CMP_NODE_SETALPHA_MODE_APPLY) {
+ GPU_stack_link(material, &bnode(), "node_composite_set_alpha_apply", inputs, outputs);
+ return;
+ }
+
+ GPU_stack_link(material, &bnode(), "node_composite_set_alpha_replace", inputs, outputs);
+ }
+
+ NodeSetAlpha *get_node_set_alpha()
+ {
+ return static_cast<NodeSetAlpha *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new SetAlphaShaderNode(node);
+}
+
} // namespace blender::nodes::node_composite_setalpha_cc
void register_node_type_cmp_setalpha()
@@ -47,6 +89,7 @@ void register_node_type_cmp_setalpha()
node_type_init(&ntype, file_ns::node_composit_init_setalpha);
node_type_storage(
&ntype, "NodeSetAlpha", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_split_viewer.cc b/source/blender/nodes/composite/nodes/node_composite_split_viewer.cc
index ab325c4559f..a16421dfae3 100644
--- a/source/blender/nodes/composite/nodes/node_composite_split_viewer.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_split_viewer.cc
@@ -11,6 +11,12 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+#include "COM_utilities.hh"
+
#include "node_composite_util.hh"
/* **************** SPLIT VIEWER ******************** */
@@ -43,6 +49,72 @@ static void node_composit_buts_splitviewer(uiLayout *layout, bContext *UNUSED(C)
uiItemR(col, ptr, "factor", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class ViewerOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ GPUShader *shader = get_split_viewer_shader();
+ GPU_shader_bind(shader);
+
+ const int2 size = compute_domain().size;
+
+ GPU_shader_uniform_1f(shader, "split_ratio", get_split_ratio());
+ GPU_shader_uniform_2iv(shader, "view_size", size);
+
+ const Result &first_image = get_input("Image");
+ first_image.bind_as_texture(shader, "first_image");
+ const Result &second_image = get_input("Image_001");
+ second_image.bind_as_texture(shader, "second_image");
+
+ GPUTexture *viewport_texture = context().get_viewport_texture();
+ const int image_unit = GPU_shader_get_texture_binding(shader, "output_image");
+ GPU_texture_image_bind(viewport_texture, image_unit);
+
+ compute_dispatch_global(shader, size);
+
+ first_image.unbind_as_texture();
+ second_image.unbind_as_texture();
+ GPU_texture_image_unbind(viewport_texture);
+ GPU_shader_unbind();
+ }
+
+ /* The operation domain have the same dimensions of the viewport without any transformations. */
+ Domain compute_domain() override
+ {
+ return Domain(context().get_viewport_size());
+ }
+
+ GPUShader *get_split_viewer_shader()
+ {
+ if (get_split_axis() == 0) {
+ return shader_pool().acquire("compositor_split_viewer_horizontal");
+ }
+
+ return shader_pool().acquire("compositor_split_viewer_vertical");
+ }
+
+ /* 0 -> Split Horizontal.
+ * 1 -> Split Vertical. */
+ int get_split_axis()
+ {
+ return bnode().custom2;
+ }
+
+ float get_split_ratio()
+ {
+ return bnode().custom1 / 100.0f;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new ViewerOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_split_viewer_cc
void register_node_type_cmp_splitviewer()
@@ -57,6 +129,7 @@ void register_node_type_cmp_splitviewer()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_splitviewer);
node_type_storage(&ntype, "ImageUser", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.no_muting = true;
diff --git a/source/blender/nodes/composite/nodes/node_composite_switch.cc b/source/blender/nodes/composite/nodes/node_composite_switch.cc
index bda490572e9..767802cc442 100644
--- a/source/blender/nodes/composite/nodes/node_composite_switch.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_switch.cc
@@ -8,6 +8,8 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** Switch ******************** */
@@ -26,6 +28,30 @@ static void node_composit_buts_switch(uiLayout *layout, bContext *UNUSED(C), Poi
uiItemR(layout, ptr, "check", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class SwitchOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &input = get_input(get_condition() ? "On" : "Off");
+ Result &result = get_result("Image");
+ input.pass_through(result);
+ }
+
+ bool get_condition()
+ {
+ return bnode().custom1;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new SwitchOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_switch_cc
void register_node_type_cmp_switch()
@@ -38,5 +64,7 @@ void register_node_type_cmp_switch()
ntype.declare = file_ns::cmp_node_switch_declare;
ntype.draw_buttons = file_ns::node_composit_buts_switch;
node_type_size_preset(&ntype, NODE_SIZE_SMALL);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
+
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_switchview.cc b/source/blender/nodes/composite/nodes/node_composite_switchview.cc
index 2cf3da03a05..e74c3b6007a 100644
--- a/source/blender/nodes/composite/nodes/node_composite_switchview.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_switchview.cc
@@ -11,6 +11,8 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** SWITCH VIEW ******************** */
@@ -140,6 +142,25 @@ static void node_composit_buts_switch_view_ex(uiLayout *layout,
nullptr);
}
+using namespace blender::realtime_compositor;
+
+class SwitchViewOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &input = get_input(context().get_view_name());
+ Result &result = get_result("Image");
+ input.pass_through(result);
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new SwitchViewOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_switchview_cc
void register_node_type_cmp_switch_view()
@@ -153,6 +174,7 @@ void register_node_type_cmp_switch_view()
ntype.draw_buttons_ex = file_ns::node_composit_buts_switch_view_ex;
ntype.initfunc_api = file_ns::init_switch_view;
node_type_update(&ntype, file_ns::cmp_node_switch_view_update);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_transform.cc b/source/blender/nodes/composite/nodes/node_composite_transform.cc
index fe72f5e33ca..7c5866d2d06 100644
--- a/source/blender/nodes/composite/nodes/node_composite_transform.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_transform.cc
@@ -5,9 +5,15 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+#include "BLI_float3x3.hh"
+#include "BLI_math_vector.h"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** Transform ******************** */
@@ -16,15 +22,30 @@ namespace blender::nodes::node_composite_transform_cc {
static void cmp_node_transform_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
- b.add_input<decl::Float>(N_("X")).default_value(0.0f).min(-10000.0f).max(10000.0f);
- b.add_input<decl::Float>(N_("Y")).default_value(0.0f).min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({0.8f, 0.8f, 0.8f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("X"))
+ .default_value(0.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_expects_single_value();
+ b.add_input<decl::Float>(N_("Y"))
+ .default_value(0.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_expects_single_value();
b.add_input<decl::Float>(N_("Angle"))
.default_value(0.0f)
.min(-10000.0f)
.max(10000.0f)
- .subtype(PROP_ANGLE);
- b.add_input<decl::Float>(N_("Scale")).default_value(1.0f).min(0.0001f).max(CMP_SCALE_MAX);
+ .subtype(PROP_ANGLE)
+ .compositor_expects_single_value();
+ b.add_input<decl::Float>(N_("Scale"))
+ .default_value(1.0f)
+ .min(0.0001f)
+ .max(CMP_SCALE_MAX)
+ .compositor_expects_single_value();
b.add_output<decl::Color>(N_("Image"));
}
@@ -33,6 +54,51 @@ static void node_composit_buts_transform(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "filter_type", UI_ITEM_R_SPLIT_EMPTY_NAME, "", ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class TransformOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &input = get_input("Image");
+ Result &result = get_result("Image");
+ input.pass_through(result);
+
+ const float2 translation = float2(get_input("X").get_float_value_default(0.0f),
+ get_input("Y").get_float_value_default(0.0f));
+ const float rotation = get_input("Angle").get_float_value_default(0.0f);
+ const float2 scale = float2(get_input("Scale").get_float_value_default(1.0f));
+
+ const float3x3 transformation = float3x3::from_translation_rotation_scale(
+ translation, rotation, scale);
+
+ result.transform(transformation);
+ result.get_realization_options().interpolation = get_interpolation();
+ }
+
+ Interpolation get_interpolation()
+ {
+ switch (bnode().custom1) {
+ case 0:
+ return Interpolation::Nearest;
+ case 1:
+ return Interpolation::Bilinear;
+ case 2:
+ return Interpolation::Bicubic;
+ }
+
+ BLI_assert_unreachable();
+ return Interpolation::Nearest;
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new TransformOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_transform_cc
void register_node_type_cmp_transform()
@@ -44,6 +110,7 @@ void register_node_type_cmp_transform()
cmp_node_type_base(&ntype, CMP_NODE_TRANSFORM, "Transform", NODE_CLASS_DISTORT);
ntype.declare = file_ns::cmp_node_transform_declare;
ntype.draw_buttons = file_ns::node_composit_buts_transform;
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_translate.cc b/source/blender/nodes/composite/nodes/node_composite_translate.cc
index bbdc8ca4d31..fbd53b8310f 100644
--- a/source/blender/nodes/composite/nodes/node_composite_translate.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_translate.cc
@@ -5,9 +5,14 @@
* \ingroup cmpnodes
*/
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+
#include "UI_interface.h"
#include "UI_resources.h"
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** Translate ******************** */
@@ -16,9 +21,19 @@ namespace blender::nodes::node_composite_translate_cc {
static void cmp_node_translate_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
- b.add_input<decl::Float>(N_("X")).default_value(0.0f).min(-10000.0f).max(10000.0f);
- b.add_input<decl::Float>(N_("Y")).default_value(0.0f).min(-10000.0f).max(10000.0f);
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({1.0f, 1.0f, 1.0f, 1.0f})
+ .compositor_domain_priority(0);
+ b.add_input<decl::Float>(N_("X"))
+ .default_value(0.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_expects_single_value();
+ b.add_input<decl::Float>(N_("Y"))
+ .default_value(0.0f)
+ .min(-10000.0f)
+ .max(10000.0f)
+ .compositor_expects_single_value();
b.add_output<decl::Color>(N_("Image"));
}
@@ -34,6 +49,59 @@ static void node_composit_buts_translate(uiLayout *layout, bContext *UNUSED(C),
uiItemR(layout, ptr, "wrap_axis", UI_ITEM_R_SPLIT_EMPTY_NAME, nullptr, ICON_NONE);
}
+using namespace blender::realtime_compositor;
+
+class TranslateOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &input = get_input("Image");
+ Result &result = get_result("Image");
+ input.pass_through(result);
+
+ float x = get_input("X").get_float_value_default(0.0f);
+ float y = get_input("Y").get_float_value_default(0.0f);
+ if (get_use_relative()) {
+ x *= input.domain().size.x;
+ y *= input.domain().size.y;
+ }
+
+ const float2 translation = float2(x, y);
+ const float3x3 transformation = float3x3::from_translation(translation);
+
+ result.transform(transformation);
+ result.get_realization_options().repeat_x = get_repeat_x();
+ result.get_realization_options().repeat_y = get_repeat_y();
+ }
+
+ NodeTranslateData &get_node_translate()
+ {
+ return *static_cast<NodeTranslateData *>(bnode().storage);
+ }
+
+ bool get_use_relative()
+ {
+ return get_node_translate().relative;
+ }
+
+ bool get_repeat_x()
+ {
+ return ELEM(get_node_translate().wrap_axis, CMP_NODE_WRAP_X, CMP_NODE_WRAP_XY);
+ }
+
+ bool get_repeat_y()
+ {
+ return ELEM(get_node_translate().wrap_axis, CMP_NODE_WRAP_Y, CMP_NODE_WRAP_XY);
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new TranslateOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_translate_cc
void register_node_type_cmp_translate()
@@ -48,6 +116,7 @@ void register_node_type_cmp_translate()
node_type_init(&ntype, file_ns::node_composit_init_translate);
node_type_storage(
&ntype, "NodeTranslateData", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_val_to_rgb.cc b/source/blender/nodes/composite/nodes/node_composite_val_to_rgb.cc
index f71028bf8c1..faf0fbb9311 100644
--- a/source/blender/nodes/composite/nodes/node_composite_val_to_rgb.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_val_to_rgb.cc
@@ -5,16 +5,31 @@
* \ingroup cmpnodes
*/
+#include "BLI_assert.h"
+
+#include "IMB_colormanagement.h"
+
+#include "BKE_colorband.h"
+
+#include "GPU_material.h"
+
+#include "COM_shader_node.hh"
+
#include "node_composite_util.hh"
/* **************** VALTORGB ******************** */
-namespace blender::nodes::node_composite_val_to_rgb_cc {
+namespace blender::nodes::node_composite_color_ramp_cc {
static void cmp_node_valtorgb_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Float>(N_("Fac")).default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
- b.add_output<decl::Color>(N_("Image"));
+ b.add_input<decl::Float>(N_("Fac"))
+ .default_value(0.5f)
+ .min(0.0f)
+ .max(1.0f)
+ .subtype(PROP_FACTOR)
+ .compositor_domain_priority(1);
+ b.add_output<decl::Color>(N_("Image")).compositor_domain_priority(0);
b.add_output<decl::Float>(N_("Alpha"));
}
@@ -23,11 +38,94 @@ static void node_composit_init_valtorgb(bNodeTree *UNUSED(ntree), bNode *node)
node->storage = BKE_colorband_add(true);
}
-} // namespace blender::nodes::node_composite_val_to_rgb_cc
+using namespace blender::realtime_compositor;
+
+class ColorRampShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ struct ColorBand *color_band = get_color_band();
+
+ /* Common / easy case optimization. */
+ if ((color_band->tot <= 2) && (color_band->color_mode == COLBAND_BLEND_RGB)) {
+ float mul_bias[2];
+ switch (color_band->ipotype) {
+ case COLBAND_INTERP_LINEAR:
+ mul_bias[0] = 1.0f / (color_band->data[1].pos - color_band->data[0].pos);
+ mul_bias[1] = -mul_bias[0] * color_band->data[0].pos;
+ GPU_stack_link(material,
+ &bnode(),
+ "valtorgb_opti_linear",
+ inputs,
+ outputs,
+ GPU_uniform(mul_bias),
+ GPU_uniform(&color_band->data[0].r),
+ GPU_uniform(&color_band->data[1].r));
+ return;
+ case COLBAND_INTERP_CONSTANT:
+ mul_bias[1] = max_ff(color_band->data[0].pos, color_band->data[1].pos);
+ GPU_stack_link(material,
+ &bnode(),
+ "valtorgb_opti_constant",
+ inputs,
+ outputs,
+ GPU_uniform(&mul_bias[1]),
+ GPU_uniform(&color_band->data[0].r),
+ GPU_uniform(&color_band->data[1].r));
+ return;
+ case COLBAND_INTERP_EASE:
+ mul_bias[0] = 1.0f / (color_band->data[1].pos - color_band->data[0].pos);
+ mul_bias[1] = -mul_bias[0] * color_band->data[0].pos;
+ GPU_stack_link(material,
+ &bnode(),
+ "valtorgb_opti_ease",
+ inputs,
+ outputs,
+ GPU_uniform(mul_bias),
+ GPU_uniform(&color_band->data[0].r),
+ GPU_uniform(&color_band->data[1].r));
+ return;
+ default:
+ BLI_assert_unreachable();
+ return;
+ }
+ }
+
+ float *array, layer;
+ int size;
+ BKE_colorband_evaluate_table_rgba(color_band, &array, &size);
+ GPUNodeLink *tex = GPU_color_band(material, size, array, &layer);
+
+ if (color_band->ipotype == COLBAND_INTERP_CONSTANT) {
+ GPU_stack_link(
+ material, &bnode(), "valtorgb_nearest", inputs, outputs, tex, GPU_constant(&layer));
+ return;
+ }
+
+ GPU_stack_link(material, &bnode(), "valtorgb", inputs, outputs, tex, GPU_constant(&layer));
+ }
+
+ struct ColorBand *get_color_band()
+ {
+ return static_cast<struct ColorBand *>(bnode().storage);
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new ColorRampShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_color_ramp_cc
void register_node_type_cmp_valtorgb()
{
- namespace file_ns = blender::nodes::node_composite_val_to_rgb_cc;
+ namespace file_ns = blender::nodes::node_composite_color_ramp_cc;
static bNodeType ntype;
@@ -36,31 +134,63 @@ void register_node_type_cmp_valtorgb()
node_type_size(&ntype, 240, 200, 320);
node_type_init(&ntype, file_ns::node_composit_init_valtorgb);
node_type_storage(&ntype, "ColorBand", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
/* **************** RGBTOBW ******************** */
-namespace blender::nodes::node_composite_val_to_rgb_cc {
+namespace blender::nodes::node_composite_rgb_to_bw_cc {
static void cmp_node_rgbtobw_declare(NodeDeclarationBuilder &b)
{
- b.add_input<decl::Color>(N_("Image")).default_value({0.8f, 0.8f, 0.8f, 1.0f});
+ b.add_input<decl::Color>(N_("Image"))
+ .default_value({0.8f, 0.8f, 0.8f, 1.0f})
+ .compositor_domain_priority(0);
b.add_output<decl::Color>(N_("Val"));
}
-} // namespace blender::nodes::node_composite_val_to_rgb_cc
+using namespace blender::realtime_compositor;
+
+class RGBToBWShaderNode : public ShaderNode {
+ public:
+ using ShaderNode::ShaderNode;
+
+ void compile(GPUMaterial *material) override
+ {
+ GPUNodeStack *inputs = get_inputs_array();
+ GPUNodeStack *outputs = get_outputs_array();
+
+ float luminance_coefficients[3];
+ IMB_colormanagement_get_luminance_coefficients(luminance_coefficients);
+
+ GPU_stack_link(material,
+ &bnode(),
+ "color_to_luminance",
+ inputs,
+ outputs,
+ GPU_constant(luminance_coefficients));
+ }
+};
+
+static ShaderNode *get_compositor_shader_node(DNode node)
+{
+ return new RGBToBWShaderNode(node);
+}
+
+} // namespace blender::nodes::node_composite_rgb_to_bw_cc
void register_node_type_cmp_rgbtobw()
{
- namespace file_ns = blender::nodes::node_composite_val_to_rgb_cc;
+ namespace file_ns = blender::nodes::node_composite_rgb_to_bw_cc;
static bNodeType ntype;
cmp_node_type_base(&ntype, CMP_NODE_RGBTOBW, "RGB to BW", NODE_CLASS_CONVERTER);
ntype.declare = file_ns::cmp_node_rgbtobw_declare;
node_type_size_preset(&ntype, NODE_SIZE_SMALL);
+ ntype.get_compositor_shader_node = file_ns::get_compositor_shader_node;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_value.cc b/source/blender/nodes/composite/nodes/node_composite_value.cc
index a3269d3d1c2..a96e1db14ad 100644
--- a/source/blender/nodes/composite/nodes/node_composite_value.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_value.cc
@@ -5,6 +5,8 @@
* \ingroup cmpnodes
*/
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** VALUE ******************** */
@@ -16,6 +18,29 @@ static void cmp_node_value_declare(NodeDeclarationBuilder &b)
b.add_output<decl::Float>(N_("Value")).default_value(0.5f);
}
+using namespace blender::realtime_compositor;
+
+class ValueOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ Result &result = get_result("Value");
+ result.allocate_single_value();
+
+ const bNodeSocket *socket = static_cast<bNodeSocket *>(bnode().outputs.first);
+ float value = static_cast<bNodeSocketValueFloat *>(socket->default_value)->value;
+
+ result.set_float_value(value);
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new ValueOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_value_cc
void register_node_type_cmp_value()
@@ -27,6 +52,7 @@ void register_node_type_cmp_value()
cmp_node_type_base(&ntype, CMP_NODE_VALUE, "Value", NODE_CLASS_INPUT);
ntype.declare = file_ns::cmp_node_value_declare;
node_type_size_preset(&ntype, NODE_SIZE_SMALL);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
nodeRegisterType(&ntype);
}
diff --git a/source/blender/nodes/composite/nodes/node_composite_viewer.cc b/source/blender/nodes/composite/nodes/node_composite_viewer.cc
index 05f395183b5..de5fdf7e364 100644
--- a/source/blender/nodes/composite/nodes/node_composite_viewer.cc
+++ b/source/blender/nodes/composite/nodes/node_composite_viewer.cc
@@ -13,6 +13,11 @@
#include "UI_interface.h"
#include "UI_resources.h"
+#include "GPU_state.h"
+#include "GPU_texture.h"
+
+#include "COM_node_operation.hh"
+
#include "node_composite_util.hh"
/* **************** VIEWER ******************** */
@@ -55,6 +60,43 @@ static void node_composit_buts_viewer_ex(uiLayout *layout, bContext *UNUSED(C),
}
}
+using namespace blender::realtime_compositor;
+
+class ViewerOperation : public NodeOperation {
+ public:
+ using NodeOperation::NodeOperation;
+
+ void execute() override
+ {
+ const Result &input_image = get_input("Image");
+ GPUTexture *viewport_texture = context().get_viewport_texture();
+
+ /* If the input image is a texture, copy the input texture to the viewport texture. */
+ if (input_image.is_texture()) {
+ /* Make sure any prior writes to the texture are reflected before copying it. */
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
+
+ GPU_texture_copy(viewport_texture, input_image.texture());
+ }
+ else {
+ /* Otherwise, if the input image is a single color value, clear the viewport texture to that
+ * color. */
+ GPU_texture_clear(viewport_texture, GPU_DATA_FLOAT, input_image.get_color_value());
+ }
+ }
+
+ /* The operation domain have the same dimensions of the viewport without any transformations. */
+ Domain compute_domain() override
+ {
+ return Domain(context().get_viewport_size());
+ }
+};
+
+static NodeOperation *get_compositor_operation(Context &context, DNode node)
+{
+ return new ViewerOperation(context, node);
+}
+
} // namespace blender::nodes::node_composite_viewer_cc
void register_node_type_cmp_viewer()
@@ -70,6 +112,7 @@ void register_node_type_cmp_viewer()
ntype.flag |= NODE_PREVIEW;
node_type_init(&ntype, file_ns::node_composit_init_viewer);
node_type_storage(&ntype, "ImageUser", node_free_standard_storage, node_copy_standard_storage);
+ ntype.get_compositor_operation = file_ns::get_compositor_operation;
ntype.no_muting = true;