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+/* 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 struct
+ * 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