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-rw-r--r--source/blender/compositor/realtime_compositor/CMakeLists.txt66
-rw-r--r--source/blender/compositor/realtime_compositor/COM_compile_state.hh170
-rw-r--r--source/blender/compositor/realtime_compositor/COM_context.hh72
-rw-r--r--source/blender/compositor/realtime_compositor/COM_conversion_operation.hh126
-rw-r--r--source/blender/compositor/realtime_compositor/COM_domain.hh166
-rw-r--r--source/blender/compositor/realtime_compositor/COM_evaluator.hh170
-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.hh87
-rw-r--r--source/blender/compositor/realtime_compositor/COM_shader_operation.hh242
-rw-r--r--source/blender/compositor/realtime_compositor/COM_simple_operation.hh64
-rw-r--r--source/blender/compositor/realtime_compositor/COM_static_shader_manager.hh33
-rw-r--r--source/blender/compositor/realtime_compositor/COM_texture_pool.hh86
-rw-r--r--source/blender/compositor/realtime_compositor/COM_utilities.hh71
-rw-r--r--source/blender/compositor/realtime_compositor/intern/compile_state.cc163
-rw-r--r--source/blender/compositor/realtime_compositor/intern/context.cc36
-rw-r--r--source/blender/compositor/realtime_compositor/intern/conversion_operation.cc225
-rw-r--r--source/blender/compositor/realtime_compositor/intern/domain.cc38
-rw-r--r--source/blender/compositor/realtime_compositor/intern/evaluator.cc170
-rw-r--r--source/blender/compositor/realtime_compositor/intern/input_single_value_operation.cc59
-rw-r--r--source/blender/compositor/realtime_compositor/intern/node_operation.cc67
-rw-r--r--source/blender/compositor/realtime_compositor/intern/operation.cc201
-rw-r--r--source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc130
-rw-r--r--source/blender/compositor/realtime_compositor/intern/reduce_to_single_value_operation.cc67
-rw-r--r--source/blender/compositor/realtime_compositor/intern/result.cc257
-rw-r--r--source/blender/compositor/realtime_compositor/intern/scheduler.cc314
-rw-r--r--source/blender/compositor/realtime_compositor/intern/shader_node.cc157
-rw-r--r--source/blender/compositor/realtime_compositor/intern/shader_operation.cc526
-rw-r--r--source/blender/compositor/realtime_compositor/intern/simple_operation.cc55
-rw-r--r--source/blender/compositor/realtime_compositor/intern/static_shader_manager.cc24
-rw-r--r--source/blender/compositor/realtime_compositor/intern/texture_pool.cc84
-rw-r--r--source/blender/compositor/realtime_compositor/intern/utilities.cc133
38 files changed, 4705 insertions, 0 deletions
diff --git a/source/blender/compositor/realtime_compositor/CMakeLists.txt b/source/blender/compositor/realtime_compositor/CMakeLists.txt
new file mode 100644
index 00000000000..1f1333332f5
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/CMakeLists.txt
@@ -0,0 +1,66 @@
+# SPDX-License-Identifier: GPL-2.0-or-later
+
+set(INC
+ .
+ ../../blenkernel
+ ../../blenlib
+ ../../gpu
+ ../../imbuf
+ ../../makesdna
+ ../../makesrna
+ ../../nodes
+ ../../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/simple_operation.cc
+ intern/static_shader_manager.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_simple_operation.hh
+ COM_static_shader_manager.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..924919bbef6
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_compile_state.hh
@@ -0,0 +1,170 @@
+/* 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 is 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 or multiple nodes into an operation. Those maps are used to
+ * retrieve the results of outputs linked to the inputs of operations. For more details, see the
+ * get_result_from_output_socket method. 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..b5c8cea641f
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_context.hh
@@ -0,0 +1,72 @@
+/* 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_static_shader_manager.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 static shader manager 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 static shader manager that can be used to acquire shaders for the compositor efficiently. */
+ StaticShaderManager shader_manager_;
+
+ public:
+ Context(TexturePool &texture_pool);
+
+ /* Get the active compositing scene. */
+ virtual const Scene *get_scene() const = 0;
+
+ /* Get the dimensions of the output. */
+ virtual int2 get_output_size() = 0;
+
+ /* Get the texture representing the output where the result of the compositor should be
+ * written. This should be called by output nodes to get their target texture. */
+ virtual GPUTexture *get_output_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_input_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 static shader manager of this context. */
+ StaticShaderManager &shader_manager();
+};
+
+} // 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..54d712f7578
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_domain.hh
@@ -0,0 +1,166 @@
+/* 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 struct 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. */
+struct RealizationOptions {
+ /* 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 struct 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 &input_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..258a2a038c4
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_evaluator.hh
@@ -0,0 +1,170 @@
+/* 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_;
+ 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..38518c00c04
--- /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 <string>
+
+#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_static_shader_manager.hh"
+#include "COM_texture_pool.hh"
+
+namespace blender::realtime_compositor {
+
+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<std::string, 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<std::string, 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 identifier);
+
+ /* 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 manager of the compositor context. */
+ StaticShaderManager &shader_manager() 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..5a842e16008
--- /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 &operation_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..a16d68bb92d
--- /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 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
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..50337935d03
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_shader_node.hh
@@ -0,0 +1,87 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#pragma once
+
+#include "BLI_string_ref.hh"
+#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();
+
+ /* Returns the GPU node stack of the input with the given identifier. */
+ GPUNodeStack &get_input(StringRef identifier);
+
+ /* Returns the GPU node stack of the output with the given identifier. */
+ GPUNodeStack &get_output(StringRef identifier);
+
+ /* Returns the GPU node link of the input with the given identifier, if the input is not linked,
+ * a uniform link carrying the value of the input will be created a returned. It is expected that
+ * the caller will use the returned link in a GPU material, otherwise, the link may not be
+ * properly freed. */
+ GPUNodeLink *get_input_link(StringRef identifier);
+
+ 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. */
+ const 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..d03e52ac8f2
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_shader_operation.hh
@@ -0,0 +1,242 @@
+/* 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 "gpu_shader_create_info.hh"
+
+#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>;
+
+/* ------------------------------------------------------------------------------------------------
+ * 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.
+ * An input to the operation is declared for a distinct output socket as follows:
+ *
+ * - A texture is added to the shader, which will be bound to the result of the output socket
+ * during evaluation.
+ * - A GPU attribute is added to the GPU material for that output socket and is linked to the GPU
+ * input stack of the inputs linked to the output socket.
+ * - Code is emitted to initialize the values of the attributes by sampling the textures
+ * corresponding to each of the inputs.
+ * - The newly added attribute is mapped to the output socket in output_to_material_attribute_map_
+ * to share that same attributes for all inputs linked to the same output socket.
+ *
+ * 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. An output to the
+ * operation is declared for an output socket as follows:
+ *
+ * - An image is added in the shader where the output value will be written.
+ * - A storer GPU material node that stores the value of the output is added and linked to the GPU
+ * output stack of the output. The storer will store the value in the image identified by the
+ * index of the output given to the storer.
+ * - The storer functions are generated dynamically to map each index with its appropriate image.
+ *
+ * The GPU material code generator 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. This is needed to help the compiler establish links between operations. */
+ Map<std::string, DOutputSocket> 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. This is needed to help the compiler establish links
+ * between operations. */
+ Map<DOutputSocket, std::string> 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 attribute that was created for it. This is used to share the same attribute with all
+ * inputs that are linked to the same output socket. */
+ Map<DOutputSocket, GPUNodeLink *> output_to_material_attribute_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_socket);
+
+ /* 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. */
+ Map<std::string, DOutputSocket> &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. 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
+ * attributes stored in output_to_material_attribute_map_ have names that match the texture
+ * samplers in the shader as well as 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. The
+ * name of the images in the shader match the identifier of their corresponding outputs. 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 ConstructGPUMaterialFn that is passed to
+ * GPU_material_from_callbacks to construct the GPU material graph. 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 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 construct_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 socket of a node that is part of the shader operation which is linked to the
+ * given output socket of a node that is also part of the shader operation, just link the output
+ * link of the GPU node stack of the output socket to the input link of the GPU node stack of the
+ * input socket. This essentially establishes the needed links in the GPU material node graph. */
+ void link_node_input_internal(DInputSocket input_socket, DOutputSocket output_socket);
+
+ /* Given the input socket of a node that is part of the shader operation which is linked to the
+ * given output socket of a node that is not part of the shader operation, declare a new
+ * operation input and link it to the input link of the GPU node stack of the input socket. An
+ * operation input is only declared if no input was already declared for that same output socket
+ * before. */
+ void link_node_input_external(DInputSocket input_socket,
+ DOutputSocket output_socket,
+ GPUMaterial *material);
+
+ /* Given the input socket of a node that is part of the shader operation which is linked to the
+ * given output socket of a node that is not part of the shader operation, declare a new input to
+ * the operation that is represented in the GPU material by a newly created GPU attribute. It is
+ * assumed that no operation input was declared for this same output socket before. In the
+ * generate_code_for_inputs method, a texture will be added in the shader for each of the
+ * declared inputs, having the same name as the attribute. Additionally, code will be emitted to
+ * initialize the attributes by sampling their corresponding textures. */
+ void declare_operation_input(DInputSocket input_socket,
+ DOutputSocket output_socket,
+ GPUMaterial *material);
+
+ /* Populate the output results of the shader operation for output sockets 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 socket of a node that is part of the shader operation which is linked to an
+ * input socket of a node that is not part of the shader operation, declare a new output to the
+ * operation and link it to an output storer passing in the index of the output. In the
+ * generate_code_for_outputs method, an image will be added in the shader for each of the
+ * declared outputs. Additionally, code will be emitted to define the storer functions that store
+ * the value in the appropriate image identified by the given index. */
+ void populate_operation_result(DOutputSocket output_socket, 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 first generates the necessary code to load the inputs and store the outputs. Then,
+ * it creates a compute shader from the generated sources. Finally, it adds the necessary GPU
+ * resources to the shader. */
+ static void generate_code(void *thunk, GPUMaterial *material, GPUCodegenOutput *code_generator);
+
+ /* Add an image in the shader for each of the declared outputs. Additionally, emit code to define
+ * the storer functions that store the given value in the appropriate image identified by the
+ * given index. */
+ void generate_code_for_outputs(gpu::shader::ShaderCreateInfo &shader_create_info);
+
+ /* Add a texture will in the shader for each of the declared inputs/attributes in the operation,
+ * having the same name as the attribute. Additionally, emit code to initialize the attributes by
+ * sampling their corresponding textures. */
+ void generate_code_for_inputs(GPUMaterial *material,
+ gpu::shader::ShaderCreateInfo &shader_create_info);
+};
+
+} // 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..0061986ce42
--- /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 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_static_shader_manager.hh b/source/blender/compositor/realtime_compositor/COM_static_shader_manager.hh
new file mode 100644
index 00000000000..161a80862a0
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_static_shader_manager.hh
@@ -0,0 +1,33 @@
+/* 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 {
+
+/* -------------------------------------------------------------------------------------------------
+ * Static Shader Manager
+ *
+ * A static shader manager is a map of shaders identified by their info name that can be acquired
+ * and reused throughout the evaluation of the compositor and are only freed when the shader
+ * manager is destroyed. Once a shader is acquired for the first time, it will be cached in the
+ * manager to be potentially acquired later if needed without the shader creation overhead. */
+class StaticShaderManager {
+ private:
+ /* The set of shaders identified by their info name that are currently available in the manager
+ * to be acquired. */
+ Map<StringRef, GPUShader *> shaders_;
+
+ public:
+ ~StaticShaderManager();
+
+ /* Check if there is an available shader with the given info name in the manager, if such shader
+ * exists, return it, otherwise, return a newly created shader and add it to the manager. */
+ GPUShader *get(const char *info_name);
+};
+
+} // 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..25f9fd0c1b6
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/COM_utilities.hh
@@ -0,0 +1,71 @@
+/* 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 bNodeSocket *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 bNodeSocket *socket);
+
+/**
+ * Dispatch the given compute shader in a 2D compute space such that the number of threads in both
+ * dimensions is as small as possible but at least covers the entirety of threads_range assuming
+ * the shader has a local group size given by local_size. That means that the number of threads
+ * might be a bit larger than threads_range, 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_threads_at_least(GPUShader *shader,
+ int2 threads_range,
+ 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..97c1e47e86e
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/compile_state.cc
@@ -0,0 +1,163 @@
+/* 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)
+{
+ 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 bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ /* 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(dinput);
+ if (!output) {
+ continue;
+ }
+
+ const InputDescriptor input_descriptor = input_descriptor_from_input_socket(input);
+
+ /* 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;
+ }
+
+ 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..64ac29af3d1
--- /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_static_shader_manager.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_;
+}
+
+StaticShaderManager &Context::shader_manager()
+{
+ return shader_manager_;
+}
+
+} // 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..d6bf74ffbee
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/conversion_operation.cc
@@ -0,0 +1,225 @@
+/* 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_tx");
+ result.bind_as_image(shader, "output_img");
+
+ compute_dispatch_threads_at_least(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);
+ }
+
+ if (result_type == ResultType::Float && expected_type == ResultType::Color) {
+ return new ConvertFloatToColorOperation(context);
+ }
+
+ if (result_type == ResultType::Color && expected_type == ResultType::Float) {
+ return new ConvertColorToFloatOperation(context);
+ }
+
+ if (result_type == ResultType::Color && expected_type == ResultType::Vector) {
+ return new ConvertColorToVectorOperation(context);
+ }
+
+ if (result_type == ResultType::Vector && expected_type == ResultType::Float) {
+ return new ConvertVectorToFloatOperation(context);
+ }
+
+ if (result_type == ResultType::Vector && expected_type == ResultType::Color) {
+ return new ConvertVectorToColorOperation(context);
+ }
+
+ 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_manager().get("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_manager().get("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_manager().get("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_manager().get("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_manager().get("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_manager().get("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..48457bec199
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/evaluator.cc
@@ -0,0 +1,170 @@
+/* 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()
+{
+ context_.texture_pool().reset();
+
+ if (!is_compiled_) {
+ compile_and_evaluate();
+ is_compiled_ = true;
+ return;
+ }
+
+ for (const std::unique_ptr<Operation> &operation : operations_stream_) {
+ operation->evaluate();
+ }
+}
+
+void Evaluator::reset()
+{
+ operations_stream_.clear();
+ derived_node_tree_.reset();
+
+ 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;
+ }
+
+ return true;
+}
+
+void Evaluator::compile_and_evaluate()
+{
+ derived_node_tree_ = std::make_unique<DerivedNodeTree>(node_tree_);
+
+ if (!validate_node_tree()) {
+ return;
+ }
+
+ const Schedule schedule = compute_schedule(*derived_node_tree_);
+
+ CompileState compile_state(schedule);
+
+ for (const DNode &node : schedule) {
+ if (compile_state.should_compile_shader_compile_unit(node)) {
+ compile_and_evaluate_shader_compile_unit(compile_state);
+ }
+
+ if (is_shader_node(node)) {
+ compile_state.add_node_to_shader_compile_unit(node);
+ }
+ else {
+ compile_and_evaluate_node(node, compile_state);
+ }
+ }
+}
+
+void Evaluator::compile_and_evaluate_node(DNode node, CompileState &compile_state)
+{
+ NodeOperation *operation = node->typeinfo->get_compositor_operation(context_, node);
+
+ compile_state.map_node_to_node_operation(node, operation);
+
+ map_node_operation_inputs_to_their_results(node, operation, compile_state);
+
+ /* This has to be done after input mapping because the method may add Input Single Value
+ * Operations to the operations stream, which needs to be evaluated before the operation itself
+ * is evaluated. */
+ operations_stream_.append(std::unique_ptr<Operation>(operation));
+
+ operation->compute_results_reference_counts(compile_state.get_schedule());
+
+ operation->evaluate();
+}
+
+void Evaluator::map_node_operation_inputs_to_their_results(DNode node,
+ NodeOperation *operation,
+ CompileState &compile_state)
+{
+ for (const bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ DSocket dorigin = get_input_origin_socket(dinput);
+
+ /* The origin socket is an output, which means the input is linked. So map the input to the
+ * result we get from the output. */
+ if (dorigin->is_output()) {
+ Result &result = compile_state.get_result_from_output_socket(DOutputSocket(dorigin));
+ operation->map_input_to_result(input->identifier, &result);
+ continue;
+ }
+
+ /* Otherwise, the origin socket is an input, which either means the input is unlinked and the
+ * origin is the input socket itself or the input is connected to an unlinked input of a group
+ * input node and the origin is the input of the group input node. So map the input to the
+ * result of a newly created Input Single Value Operation. */
+ auto *input_operation = new InputSingleValueOperation(context_, DInputSocket(dorigin));
+ operation->map_input_to_result(input->identifier, &input_operation->get_result());
+
+ operations_stream_.append(std::unique_ptr<InputSingleValueOperation>(input_operation));
+
+ input_operation->evaluate();
+ }
+}
+
+void Evaluator::compile_and_evaluate_shader_compile_unit(CompileState &compile_state)
+{
+ ShaderCompileUnit &compile_unit = compile_state.get_shader_compile_unit();
+ ShaderOperation *operation = new ShaderOperation(context_, compile_unit);
+
+ for (DNode node : compile_unit) {
+ compile_state.map_node_to_shader_operation(node, operation);
+ }
+
+ map_shader_operation_inputs_to_their_results(operation, compile_state);
+
+ operations_stream_.append(std::unique_ptr<Operation>(operation));
+
+ operation->compute_results_reference_counts(compile_state.get_schedule());
+
+ operation->evaluate();
+
+ compile_state.reset_shader_compile_unit();
+}
+
+void Evaluator::map_shader_operation_inputs_to_their_results(ShaderOperation *operation,
+ CompileState &compile_state)
+{
+ for (const auto &item : operation->get_inputs_to_linked_outputs_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..b3cc86b5f79
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/input_single_value_operation.cc
@@ -0,0 +1,59 @@
+/* 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)
+{
+ const ResultType result_type = get_node_socket_result_type(input_socket_.bsocket());
+ 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();
+
+ const bNodeSocket *bsocket = input_socket_.bsocket();
+
+ /* Set the value of the result to the default value of the input socket. */
+ switch (result.type()) {
+ case ResultType::Float:
+ result.set_float_value(bsocket->default_value_typed<bNodeSocketValueFloat>()->value);
+ break;
+ case ResultType::Vector:
+ result.set_vector_value(
+ float3(bsocket->default_value_typed<bNodeSocketValueVector>()->value));
+ break;
+ case ResultType::Color:
+ result.set_color_value(float4(bsocket->default_value_typed<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..1c20c967ddb
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/node_operation.cc
@@ -0,0 +1,67 @@
+/* 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)
+{
+ for (const bNodeSocket *output : node->output_sockets()) {
+ const ResultType result_type = get_node_socket_result_type(output);
+ const Result result = Result(result_type, texture_pool());
+ populate_result(output->identifier, result);
+ }
+
+ for (const bNodeSocket *input : node->input_sockets()) {
+ 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 bNodeSocket *output : this->node()->output_sockets()) {
+ const DOutputSocket doutput{node().context(), output};
+
+ const int reference_count = number_of_inputs_linked_to_output_conditioned(
+ doutput, [&](DInputSocket input) { return schedule.contains(input.node()); });
+
+ get_result(doutput->identifier).set_initial_reference_count(reference_count);
+ }
+}
+
+const DNode &NodeOperation::node() const
+{
+ return node_;
+}
+
+const bNode &NodeOperation::bnode() const
+{
+ return *node_;
+}
+
+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..fb02807d729
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/operation.cc
@@ -0,0 +1,201 @@
+/* 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_simple_operation.hh"
+#include "COM_static_shader_manager.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()
+{
+ /* Each input processor type is added to all inputs entirely before the next type. This is done
+ * because the construction of the input processors may depend on the result of previous input
+ * processors for all inputs. For instance, the realize on domain input processor considers the
+ * value of all inputs, so previous input processors for all inputs needs to be added and
+ * evaluated first. */
+
+ 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);
+ }
+
+ 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);
+ }
+
+ 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;
+ }
+
+ 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());
+
+ 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();
+}
+
+StaticShaderManager &Operation::shader_manager() const
+{
+ return context_.shader_manager();
+}
+
+void Operation::evaluate_input_processors()
+{
+ if (!input_processors_added_) {
+ add_and_evaluate_input_processors();
+ input_processors_added_ = true;
+ return;
+ }
+
+ 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..817293c0fa6
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/realize_on_domain_operation.cc
@@ -0,0 +1,130 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_float3x3.hh"
+#include "BLI_math_vec_types.hh"
+#include "BLI_utildefines.h"
+
+#include "GPU_shader.h"
+#include "GPU_texture.h"
+
+#include "COM_context.hh"
+#include "COM_domain.hh"
+#include "COM_input_descriptor.hh"
+#include "COM_realize_on_domain_operation.hh"
+#include "COM_result.hh"
+#include "COM_utilities.hh"
+
+namespace blender::realtime_compositor {
+
+RealizeOnDomainOperation::RealizeOnDomainOperation(Context &context,
+ Domain domain,
+ ResultType type)
+ : SimpleOperation(context), domain_(domain)
+{
+ InputDescriptor input_descriptor;
+ input_descriptor.type = type;
+ declare_input_descriptor(input_descriptor);
+ populate_result(Result(type, texture_pool()));
+}
+
+void RealizeOnDomainOperation::execute()
+{
+ Result &input = get_input();
+ Result &result = get_result();
+
+ result.allocate_texture(domain_);
+
+ GPUShader *shader = get_realization_shader();
+ GPU_shader_bind(shader);
+
+ /* Transform the input space into the domain space. */
+ const float3x3 local_transformation = input.domain().transformation *
+ domain_.transformation.inverted();
+
+ /* Set the origin of the transformation to be the center of the domain. */
+ const float3x3 transformation = float3x3::from_origin_transformation(
+ local_transformation, float2(domain_.size) / 2.0f);
+
+ /* Invert the transformation because the shader transforms the domain coordinates instead of the
+ * input image itself and thus expect the inverse. */
+ const float3x3 inverse_transformation = transformation.inverted();
+
+ GPU_shader_uniform_mat3_as_mat4(shader, "inverse_transformation", inverse_transformation.ptr());
+
+ /* The texture sampler should use bilinear interpolation for both the bilinear and bicubic
+ * cases, as the logic used by the bicubic realization shader expects textures to use bilinear
+ * interpolation. */
+ const bool use_bilinear = ELEM(input.get_realization_options().interpolation,
+ Interpolation::Bilinear,
+ Interpolation::Bicubic);
+ GPU_texture_filter_mode(input.texture(), use_bilinear);
+
+ /* Make out-of-bound texture access return zero by clamping to border color. And make texture
+ * wrap appropriately if the input repeats. */
+ const bool repeats = input.get_realization_options().repeat_x ||
+ input.get_realization_options().repeat_y;
+ GPU_texture_wrap_mode(input.texture(), repeats, false);
+
+ input.bind_as_texture(shader, "input_tx");
+ result.bind_as_image(shader, "domain_img");
+
+ compute_dispatch_threads_at_least(shader, domain_.size);
+
+ input.unbind_as_texture();
+ result.unbind_as_image();
+ GPU_shader_unbind();
+}
+
+GPUShader *RealizeOnDomainOperation::get_realization_shader()
+{
+ switch (get_result().type()) {
+ case ResultType::Color:
+ return shader_manager().get("compositor_realize_on_domain_color");
+ case ResultType::Vector:
+ return shader_manager().get("compositor_realize_on_domain_vector");
+ case ResultType::Float:
+ return shader_manager().get("compositor_realize_on_domain_float");
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+Domain RealizeOnDomainOperation::compute_domain()
+{
+ return domain_;
+}
+
+SimpleOperation *RealizeOnDomainOperation::construct_if_needed(
+ Context &context,
+ const Result &input_result,
+ const InputDescriptor &input_descriptor,
+ const Domain &operation_domain)
+{
+ /* This input wants to skip realization, the operation is not needed. */
+ if (input_descriptor.skip_realization) {
+ return nullptr;
+ }
+
+ /* The input expects a single value and if no single value is provided, it will be ignored and a
+ * default value will be used, so no need to realize it and the operation is not needed. */
+ if (input_descriptor.expects_single_value) {
+ return nullptr;
+ }
+
+ /* Input result is a single value and does not need realization, the operation is not needed. */
+ if (input_result.is_single_value()) {
+ return nullptr;
+ }
+
+ /* The input have an identical domain to the operation domain, so no need to realize it and the
+ * operation is not needed. */
+ if (input_result.domain() == operation_domain) {
+ return nullptr;
+ }
+
+ /* Otherwise, realization is needed. */
+ return new RealizeOnDomainOperation(context, operation_domain, input_descriptor.type);
+}
+
+} // namespace blender::realtime_compositor
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..acc9b4ab7d6
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/reduce_to_single_value_operation.cc
@@ -0,0 +1,67 @@
+/* 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()
+{
+ /* Make sure any prior writes to the texture are reflected before downloading it. */
+ GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
+
+ const Result &input = get_input();
+ float *pixel = static_cast<float *>(GPU_texture_read(input.texture(), GPU_DATA_FLOAT, 0));
+
+ 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;
+ }
+
+ 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..8059367d211
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/result.cc
@@ -0,0 +1,257 @@
+/* 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;
+
+ 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..ac5cc55a73f
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/scheduler.cc
@@ -0,0 +1,314 @@
+/* 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 "BKE_node_runtime.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)
+{
+ const bNodeTree &root_tree = tree.root_context().btree();
+
+ for (const bNode *node : root_tree.nodes_by_type("CompositorNodeComposite")) {
+ if (node->flag & NODE_DO_OUTPUT) {
+ return DNode(&tree.root_context(), node);
+ }
+ }
+
+ for (const bNode *node : root_tree.nodes_by_type("CompositorNodeViewer")) {
+ if (node->flag & NODE_DO_OUTPUT) {
+ return DNode(&tree.root_context(), node);
+ }
+ }
+
+ for (const bNode *node : root_tree.nodes_by_type("CompositorNodeSplitViewer")) {
+ if (node->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 bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ /* Get the output linked to the input. If it is null, that means the input is unlinked and
+ * has no dependency node. */
+ const DOutputSocket doutput = get_output_linked_to_input(dinput);
+ if (!doutput) {
+ continue;
+ }
+
+ /* The node dependency was already computed or pushed before, so skip it. */
+ if (needed_buffers.contains(doutput.node()) || pushed_nodes.contains(doutput.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(doutput.node());
+ pushed_nodes.add_new(doutput.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 bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ /* 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 doutput = get_output_linked_to_input(dinput);
+ if (!doutput) {
+ 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(doutput.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(doutput.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 bNodeSocket *output : node->output_sockets()) {
+ const DOutputSocket doutput{node.context(), output};
+
+ /* The output is not linked, it outputs no buffer. */
+ if (!output->is_logically_linked()) {
+ 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(doutput, 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 bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ /* 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 doutput = get_output_linked_to_input(dinput);
+ if (!doutput) {
+ 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(doutput.node())) {
+ continue;
+ }
+
+ /* The dependency node was already schedule, so skip it. */
+ if (schedule.contains(doutput.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(doutput.node()) >
+ needed_buffers.lookup(sorted_dependency_nodes[i])) {
+ insertion_position++;
+ }
+ else {
+ break;
+ }
+ }
+ sorted_dependency_nodes.insert(insertion_position, doutput.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..96dd50790c3
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/shader_node.cc
@@ -0,0 +1,157 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "BLI_assert.h"
+#include "BLI_math_vector.h"
+#include "BLI_string_ref.hh"
+
+#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();
+}
+
+GPUNodeStack &ShaderNode::get_input(StringRef identifier)
+{
+ return inputs_[node_.input_by_identifier(identifier)->index()];
+}
+
+GPUNodeStack &ShaderNode::get_output(StringRef identifier)
+{
+ return outputs_[node_.output_by_identifier(identifier)->index()];
+}
+
+GPUNodeLink *ShaderNode::get_input_link(StringRef identifier)
+{
+ GPUNodeStack &input = get_input(identifier);
+ if (input.link) {
+ return input.link;
+ }
+ return GPU_uniform(input.vec);
+}
+
+const DNode &ShaderNode::node() const
+{
+ return node_;
+}
+
+const bNode &ShaderNode::bnode() const
+{
+ return *node_;
+}
+
+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 bNodeSocket *socket)
+{
+ switch (socket->type) {
+ case SOCK_FLOAT:
+ vector[0] = socket->default_value_typed<bNodeSocketValueFloat>()->value;
+ return;
+ case SOCK_VECTOR:
+ copy_v3_v3(vector, socket->default_value_typed<bNodeSocketValueVector>()->value);
+ return;
+ case SOCK_RGBA:
+ copy_v4_v4(vector, socket->default_value_typed<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;
+
+ stack.sockettype = socket->type;
+ stack.type = gpu_type_from_socket_type((eNodeSocketDatatype)socket->type);
+
+ if (socket->is_input()) {
+ const DInputSocket input(socket);
+
+ DSocket origin = get_input_origin_socket(input);
+
+ /* The input is linked if the origin socket 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 either be an
+ * unlinked input or an unlinked input of a group input node that the socket is linked to,
+ * otherwise, get the value from the socket itself. */
+ if (origin->is_input()) {
+ gpu_stack_vector_from_socket(stack.vec, origin.bsocket());
+ }
+ else {
+ gpu_stack_vector_from_socket(stack.vec, socket.bsocket());
+ }
+ }
+ 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. */
+ const int num_input_sockets = node_->input_sockets().size();
+ inputs_.resize(num_input_sockets + 1);
+ inputs_.last().end = true;
+
+ for (int i = 0; i < num_input_sockets; 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. */
+ const int num_output_sockets = node_->output_sockets().size();
+ outputs_.resize(num_output_sockets + 1);
+ outputs_.last().end = true;
+
+ for (int i = 0; i < num_output_sockets; 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..8e52baf63ec
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/shader_operation.cc
@@ -0,0 +1,526 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include <memory>
+#include <string>
+
+#include "BLI_listbase.h"
+#include "BLI_map.hh"
+#include "BLI_string_ref.hh"
+#include "BLI_utildefines.h"
+
+#include "DNA_customdata_types.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(&construct_material, &generate_code, this);
+ GPU_material_status_set(material_, GPU_MAT_QUEUED);
+ GPU_material_compile(material_);
+}
+
+ShaderOperation::~ShaderOperation()
+{
+ GPU_material_free_single(material_);
+}
+
+void ShaderOperation::execute()
+{
+ 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_threads_at_least(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_socket)
+{
+ return output_sockets_to_output_identifiers_map_.lookup(output_socket);
+}
+
+Map<std::string, DOutputSocket> &ShaderOperation::get_inputs_to_linked_outputs_map()
+{
+ return inputs_to_linked_outputs_map_;
+}
+
+void ShaderOperation::compute_results_reference_counts(const Schedule &schedule)
+{
+ for (const auto &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 curve and ramp nodes. */
+ 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)
+{
+ /* Attributes represents the inputs of the operation and their names match those of the inputs of
+ * the operation as well as the corresponding texture samples in the shader. */
+ ListBase attributes = GPU_material_attributes(material_);
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ get_input(attribute->name).bind_as_texture(shader, attribute->name);
+ }
+}
+
+void ShaderOperation::bind_outputs(GPUShader *shader)
+{
+ for (StringRefNull output_identifier : output_sockets_to_output_identifiers_map_.values()) {
+ get_result(output_identifier).bind_as_image(shader, output_identifier.c_str());
+ }
+}
+
+void ShaderOperation::construct_material(void *thunk, GPUMaterial *material)
+{
+ ShaderOperation *operation = static_cast<ShaderOperation *>(thunk);
+ for (DNode node : operation->compile_unit_) {
+ ShaderNode *shader_node = node->typeinfo->get_compositor_shader_node(node);
+ operation->shader_nodes_.add_new(node, std::unique_ptr<ShaderNode>(shader_node));
+
+ operation->link_node_inputs(node, material);
+
+ shader_node->compile(material);
+
+ operation->populate_results_for_node(node, material);
+ }
+}
+
+void ShaderOperation::link_node_inputs(DNode node, GPUMaterial *material)
+{
+ for (const bNodeSocket *input : node->input_sockets()) {
+ const DInputSocket dinput{node.context(), input};
+
+ /* 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 doutput = get_output_linked_to_input(dinput);
+ if (!doutput) {
+ continue;
+ }
+
+ /* If the origin node is part of the shader operation, then the link is internal to the GPU
+ * material graph and is linked appropriately. */
+ if (compile_unit_.contains(doutput.node())) {
+ link_node_input_internal(dinput, doutput);
+ continue;
+ }
+
+ /* Otherwise, the origin node is not part of the shader operation, then the link is external to
+ * the GPU material graph and an input to the shader operation must be declared and linked to
+ * the node input. */
+ link_node_input_external(dinput, doutput, material);
+ }
+}
+
+void ShaderOperation::link_node_input_internal(DInputSocket input_socket,
+ DOutputSocket output_socket)
+{
+ ShaderNode &output_node = *shader_nodes_.lookup(output_socket.node());
+ GPUNodeStack &output_stack = output_node.get_output(output_socket->identifier);
+
+ ShaderNode &input_node = *shader_nodes_.lookup(input_socket.node());
+ GPUNodeStack &input_stack = input_node.get_input(input_socket->identifier);
+
+ input_stack.link = output_stack.link;
+}
+
+void ShaderOperation::link_node_input_external(DInputSocket input_socket,
+ DOutputSocket output_socket,
+ GPUMaterial *material)
+{
+
+ ShaderNode &node = *shader_nodes_.lookup(input_socket.node());
+ GPUNodeStack &stack = node.get_input(input_socket->identifier);
+
+ /* An input was already declared for that same output socket, so no need to declare it again. */
+ if (!output_to_material_attribute_map_.contains(output_socket)) {
+ declare_operation_input(input_socket, output_socket, material);
+ }
+
+ /* Link the attribute representing the shader operation input corresponding to the given output
+ * socket. */
+ stack.link = output_to_material_attribute_map_.lookup(output_socket);
+}
+
+static const char *get_set_function_name(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "set_value";
+ case ResultType::Vector:
+ return "set_rgb";
+ case ResultType::Color:
+ return "set_rgba";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::declare_operation_input(DInputSocket input_socket,
+ DOutputSocket output_socket,
+ GPUMaterial *material)
+{
+ const int input_index = output_to_material_attribute_map_.size();
+ std::string input_identifier = "input" + std::to_string(input_index);
+
+ /* Declare the input descriptor for this input and prefer to declare its type to be the same as
+ * the type of the output socket because doing type conversion in the shader is much cheaper. */
+ InputDescriptor input_descriptor = input_descriptor_from_input_socket(input_socket.bsocket());
+ input_descriptor.type = get_node_socket_result_type(output_socket.bsocket());
+ declare_input_descriptor(input_identifier, input_descriptor);
+
+ /* Add a new GPU attribute representing an input to the GPU material. Instead of using the
+ * attribute directly, we link it to an appropriate set function and use its output link instead.
+ * This is needed because the `gputype` member of the attribute is only initialized if it is
+ * linked to a GPU node. */
+ GPUNodeLink *attribute_link;
+ GPU_link(material,
+ get_set_function_name(input_descriptor.type),
+ GPU_attribute(material, CD_AUTO_FROM_NAME, input_identifier.c_str()),
+ &attribute_link);
+
+ /* Map the output socket to the attribute that was created for it. */
+ output_to_material_attribute_map_.add(output_socket, attribute_link);
+
+ /* Map the identifier of the operation input to the output socket it is linked to. */
+ inputs_to_linked_outputs_map_.add_new(input_identifier, output_socket);
+}
+
+void ShaderOperation::populate_results_for_node(DNode node, GPUMaterial *material)
+{
+ for (const bNodeSocket *output : node->output_sockets()) {
+ const DOutputSocket doutput{node.context(), output};
+
+ /* If any of the nodes linked to the output are not part of the shader operation, then an
+ * output result needs to be populated for it. */
+ const bool need_to_populate_result = is_output_linked_to_node_conditioned(
+ doutput, [&](DNode node) { return !compile_unit_.contains(node); });
+
+ if (need_to_populate_result) {
+ populate_operation_result(doutput, material);
+ }
+ }
+}
+
+static const char *get_store_function_name(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "node_compositor_store_output_float";
+ case ResultType::Vector:
+ return "node_compositor_store_output_vector";
+ case ResultType::Color:
+ return "node_compositor_store_output_color";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::populate_operation_result(DOutputSocket output_socket, GPUMaterial *material)
+{
+ const unsigned int output_id = output_sockets_to_output_identifiers_map_.size();
+ std::string output_identifier = "output" + std::to_string(output_id);
+
+ const ResultType result_type = get_node_socket_result_type(output_socket.bsocket());
+ const Result result = Result(result_type, texture_pool());
+ populate_result(output_identifier, result);
+
+ /* Map the output socket to the identifier of the newly populated result. */
+ output_sockets_to_output_identifiers_map_.add_new(output_socket, output_identifier);
+
+ ShaderNode &node = *shader_nodes_.lookup(output_socket.node());
+ GPUNodeLink *output_link = node.get_output(output_socket->identifier).link;
+
+ /* Link the output node stack to an output storer storing in the appropriate result. The result
+ * is identified by its index in the operation and the index is encoded as a float to be passed
+ * to the GPU function. Additionally, create an output link from the storer node to declare as an
+ * output to the GPU material. This storer output link is a dummy link in the sense that its
+ * value is ignored since it is already written in the output, but it is used to track nodes that
+ * contribute to the output of the compositor node tree. */
+ GPUNodeLink *storer_output_link;
+ GPUNodeLink *id_link = GPU_constant((float *)&output_id);
+ const char *store_function_name = get_store_function_name(result_type);
+ GPU_link(material, store_function_name, id_link, output_link, &storer_output_link);
+
+ /* Declare the output link of the storer node as an output of the GPU material to help the GPU
+ * code generator to track the nodes that contribute to the output of the shader. */
+ GPU_material_add_output_link_composite(material, storer_output_link);
+}
+
+using namespace gpu::shader;
+
+void ShaderOperation::generate_code(void *thunk,
+ GPUMaterial *material,
+ GPUCodegenOutput *code_generator_output)
+{
+ ShaderOperation *operation = static_cast<ShaderOperation *>(thunk);
+ ShaderCreateInfo &shader_create_info = *reinterpret_cast<ShaderCreateInfo *>(
+ code_generator_output->create_info);
+
+ shader_create_info.local_group_size(16, 16);
+
+ /* The resources are added without explicit locations, so make sure it is done by the
+ * shader creator. */
+ shader_create_info.auto_resource_location(true);
+
+ /* Add implementation for implicit conversion operations inserted by the code generator. This
+ * file should include the functions [float|vec3|vec4]_from_[float|vec3|vec4]. */
+ shader_create_info.typedef_source("gpu_shader_compositor_type_conversion.glsl");
+
+ /* The source shader is a compute shader with a main function that calls the dynamically
+ * generated evaluate function. The evaluate function includes the serialized GPU material graph
+ * preceded by code that initialized the inputs of the operation. Additionally, the storer
+ * functions that writes the outputs are defined outside the evaluate function. */
+ shader_create_info.compute_source("gpu_shader_compositor_main.glsl");
+
+ /* The main function is emitted in the shader before the evaluate function, so the evaluate
+ * function needs to be forward declared here. */
+ shader_create_info.typedef_source_generated += "void evaluate();\n";
+
+ operation->generate_code_for_outputs(shader_create_info);
+
+ shader_create_info.compute_source_generated += "void evaluate()\n{\n";
+
+ operation->generate_code_for_inputs(material, shader_create_info);
+
+ shader_create_info.compute_source_generated += code_generator_output->composite;
+
+ shader_create_info.compute_source_generated += "}\n";
+}
+
+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;
+}
+
+/* Texture storers in the shader always take a vec4 as an argument, so encode each type in a vec4
+ * appropriately. */
+static const char *glsl_store_expression_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "vec4(value)";
+ case ResultType::Vector:
+ return "vec4(vector, 0.0)";
+ case ResultType::Color:
+ return "color";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::generate_code_for_outputs(ShaderCreateInfo &shader_create_info)
+{
+ const std::string store_float_function_header = "void store_float(const uint id, float value)";
+ const std::string store_vector_function_header = "void store_vector(const uint id, vec3 vector)";
+ const std::string store_color_function_header = "void store_color(const uint id, vec4 color)";
+
+ /* The store functions are used by the node_compositor_store_output_[float|vector|color]
+ * functions but are only defined later as part of the compute source, so they need to be forward
+ * declared. */
+ shader_create_info.typedef_source_generated += store_float_function_header + ";\n";
+ shader_create_info.typedef_source_generated += store_vector_function_header + ";\n";
+ shader_create_info.typedef_source_generated += store_color_function_header + ";\n";
+
+ /* Each of the store functions is essentially a single switch case on the given ID, so start by
+ * opening the function with a curly bracket followed by opening a switch statement in each of
+ * the functions. */
+ std::stringstream store_float_function;
+ std::stringstream store_vector_function;
+ std::stringstream store_color_function;
+ const std::string store_function_start = "\n{\n switch (id) {\n";
+ store_float_function << store_float_function_header << store_function_start;
+ store_vector_function << store_vector_function_header << store_function_start;
+ store_color_function << store_color_function_header << store_function_start;
+
+ for (StringRefNull output_identifier : output_sockets_to_output_identifiers_map_.values()) {
+ const Result &result = get_result(output_identifier);
+
+ /* Add a write-only image for this output where its values will be written. */
+ shader_create_info.image(0,
+ texture_format_from_result_type(result.type()),
+ Qualifier::WRITE,
+ ImageType::FLOAT_2D,
+ output_identifier,
+ Frequency::BATCH);
+
+ /* Add a case for the index of this output followed by a break statement. */
+ std::stringstream case_code;
+ const std::string store_expression = glsl_store_expression_from_result_type(result.type());
+ const std::string texel = ", ivec2(gl_GlobalInvocationID.xy), ";
+ case_code << " case " << StringRef(output_identifier).drop_known_prefix("output") << ":\n"
+ << " imageStore(" << output_identifier << texel << store_expression << ");\n"
+ << " break;\n";
+
+ /* Only add the case to the function with the matching type. */
+ switch (result.type()) {
+ case ResultType::Float:
+ store_float_function << case_code.str();
+ break;
+ case ResultType::Vector:
+ store_vector_function << case_code.str();
+ break;
+ case ResultType::Color:
+ store_color_function << case_code.str();
+ break;
+ }
+ }
+
+ /* Close the previously opened switch statement as well as the function itself. */
+ const std::string store_function_end = " }\n}\n\n";
+ store_float_function << store_function_end;
+ store_vector_function << store_function_end;
+ store_color_function << store_function_end;
+
+ shader_create_info.compute_source_generated += store_float_function.str() +
+ store_vector_function.str() +
+ store_color_function.str();
+}
+
+static const char *glsl_type_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "float";
+ case ResultType::Vector:
+ return "vec3";
+ case ResultType::Color:
+ return "vec4";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+/* Texture loaders in the shader always return a vec4, so a swizzle is needed to retrieve the
+ * actual value for each type. */
+static const char *glsl_swizzle_from_result_type(ResultType type)
+{
+ switch (type) {
+ case ResultType::Float:
+ return "x";
+ case ResultType::Vector:
+ return "xyz";
+ case ResultType::Color:
+ return "rgba";
+ }
+
+ BLI_assert_unreachable();
+ return nullptr;
+}
+
+void ShaderOperation::generate_code_for_inputs(GPUMaterial *material,
+ ShaderCreateInfo &shader_create_info)
+{
+ /* The attributes of the GPU material represents the inputs of the operation. */
+ ListBase attributes = GPU_material_attributes(material);
+
+ if (BLI_listbase_is_empty(&attributes)) {
+ return;
+ }
+
+ /* Add a texture sampler for each of the inputs with the same name as the attribute. */
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ shader_create_info.sampler(0, ImageType::FLOAT_2D, attribute->name, Frequency::BATCH);
+ }
+
+ /* Declare a struct called var_attrs that includes an appropriately typed member for each of the
+ * inputs. The names of the members should be the letter v followed by the ID of the attribute
+ * corresponding to the input. Such names are expected by the code generator. */
+ std::stringstream declare_attributes;
+ declare_attributes << "struct {\n";
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ const InputDescriptor &input_descriptor = get_input_descriptor(attribute->name);
+ const std::string type = glsl_type_from_result_type(input_descriptor.type);
+ declare_attributes << " " << type << " v" << attribute->id << ";\n";
+ }
+ declare_attributes << "} var_attrs;\n\n";
+
+ shader_create_info.compute_source_generated += declare_attributes.str();
+
+ /* The texture loader utilities are needed to sample the input textures and initialize the
+ * attributes. */
+ shader_create_info.typedef_source("gpu_shader_compositor_texture_utilities.glsl");
+
+ /* Initialize each member of the previously declared struct by loading its corresponding texture
+ * with an appropriate swizzle for its type. */
+ std::stringstream initialize_attributes;
+ LISTBASE_FOREACH (GPUMaterialAttribute *, attribute, &attributes) {
+ const InputDescriptor &input_descriptor = get_input_descriptor(attribute->name);
+ const std::string swizzle = glsl_swizzle_from_result_type(input_descriptor.type);
+ initialize_attributes << "var_attrs.v" << attribute->id << " = "
+ << "texture_load(" << attribute->name
+ << ", ivec2(gl_GlobalInvocationID.xy))." << swizzle << ";\n";
+ }
+ initialize_attributes << "\n";
+
+ shader_create_info.compute_source_generated += initialize_attributes.str();
+}
+
+} // 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..d55a20e5c54
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/simple_operation.cc
@@ -0,0 +1,55 @@
+/* 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/static_shader_manager.cc b/source/blender/compositor/realtime_compositor/intern/static_shader_manager.cc
new file mode 100644
index 00000000000..c9c8a056f87
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/static_shader_manager.cc
@@ -0,0 +1,24 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "GPU_shader.h"
+
+#include "COM_static_shader_manager.hh"
+
+namespace blender::realtime_compositor {
+
+StaticShaderManager::~StaticShaderManager()
+{
+ for (GPUShader *shader : shaders_.values()) {
+ GPU_shader_free(shader);
+ }
+}
+
+GPUShader *StaticShaderManager::get(const char *info_name)
+{
+ /* If a shader with the same info name already exists in the manager, 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/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..2e1baec98a8
--- /dev/null
+++ b/source/blender/compositor/realtime_compositor/intern/utilities.cc
@@ -0,0 +1,133 @@
+/* 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_math_vector.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->is_logically_linked()) {
+ 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, so 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);
+}
+
+ResultType get_node_socket_result_type(const bNodeSocket *socket)
+{
+ switch (socket->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 bNodeSocket *socket)
+{
+ using namespace nodes;
+ InputDescriptor input_descriptor;
+ input_descriptor.type = get_node_socket_result_type(socket);
+ const NodeDeclaration *node_declaration = socket->owner_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_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size)
+{
+ /* If the threads range 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 threads range of the dispatch will be a bit
+ * larger than the given one. */
+ const int2 groups_to_dispatch = math::divide_ceil(threads_range, local_size);
+ GPU_compute_dispatch(shader, groups_to_dispatch.x, groups_to_dispatch.y, 1);
+}
+
+} // namespace blender::realtime_compositor