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-rw-r--r--source/blender/compositor/COM_compositor.h4
-rw-r--r--source/blender/compositor/intern/COM_Converter.h2
-rw-r--r--source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp134
-rw-r--r--source/blender/compositor/operations/COM_GlareFogGlowOperation.cpp4
-rw-r--r--source/blender/compositor/operations/COM_KeyingClipOperation.h4
-rw-r--r--source/blender/compositor/operations/COM_KeyingDespillOperation.h4
-rw-r--r--source/blender/compositor/operations/COM_KeyingOperation.h4
7 files changed, 78 insertions, 78 deletions
diff --git a/source/blender/compositor/COM_compositor.h b/source/blender/compositor/COM_compositor.h
index 4d8c83a5b2d..86390e5650a 100644
--- a/source/blender/compositor/COM_compositor.h
+++ b/source/blender/compositor/COM_compositor.h
@@ -224,7 +224,7 @@ extern "C" {
* For every CPUcore a working thread is created. These working threads will ask the WorkScheduler if there is work
* for a specific Device.
* the workscheduler will find work for the device and the device will be asked to execute the WorkPackage
-
+ *
* @subsection singlethread Single threaded
* For debugging reasons the multi-threading can be disabled. This is done by changing the COM_CURRENT_THREADING_MODEL
* to COM_TM_NOTHREAD. When compiling the workscheduler
@@ -268,7 +268,7 @@ extern "C" {
*
* @section executePixel executing a pixel
* Finally the last step, the node functionality :)
-
+ *
* @page newnode Creating new nodes
*/
diff --git a/source/blender/compositor/intern/COM_Converter.h b/source/blender/compositor/intern/COM_Converter.h
index 6cf22a1e2a4..dbe98871c50 100644
--- a/source/blender/compositor/intern/COM_Converter.h
+++ b/source/blender/compositor/intern/COM_Converter.h
@@ -60,7 +60,7 @@ public:
*
* @note Conversion logic is implemented in this method
* @see InputSocketResizeMode for the possible conversions.
-
+ *
* @param connection the SocketConnection what needs conversion
* @param system the ExecutionSystem to add the conversion to.
* @see SocketConnection - a link between two sockets
diff --git a/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp b/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp
index c3c115b7c3b..e5a145bab2e 100644
--- a/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp
+++ b/source/blender/compositor/operations/COM_DoubleEdgeMaskOperation.cpp
@@ -781,10 +781,10 @@ static void do_allEdgeDetection(unsigned int t, unsigned int rw, unsigned int *l
if (!limask[a]) { // if the inner mask is empty
if (lomask[a]) { // if the outer mask is full
/*
- Next we test all 4 directions around the current pixel: next/prev/up/down
- The test ensures that the outer mask is empty and that the inner mask
- is also empty. If both conditions are true for any one of the 4 adjacent pixels
- then the current pixel is counted as being a true outer edge pixel.
+ * Next we test all 4 directions around the current pixel: next/prev/up/down
+ * The test ensures that the outer mask is empty and that the inner mask
+ * is also empty. If both conditions are true for any one of the 4 adjacent pixels
+ * then the current pixel is counted as being a true outer edge pixel.
*/
if ((!lomask[pix_nextCol] && !limask[pix_nextCol]) ||
(!lomask[pix_prevCol] && !limask[pix_prevCol]) ||
@@ -843,10 +843,10 @@ static void do_adjacentEdgeDetection(unsigned int t, unsigned int rw, unsigned i
if (!limask[a]) { // if the inner mask is empty
if (lomask[a]) { // if the outer mask is full
/*
- Next we test all 4 directions around the current pixel: next/prev/up/down
- The test ensures that the outer mask is empty and that the inner mask
- is also empty. If both conditions are true for any one of the 4 adjacent pixels
- then the current pixel is counted as being a true outer edge pixel.
+ * Next we test all 4 directions around the current pixel: next/prev/up/down
+ * The test ensures that the outer mask is empty and that the inner mask
+ * is also empty. If both conditions are true for any one of the 4 adjacent pixels
+ * then the current pixel is counted as being a true outer edge pixel.
*/
if ((!lomask[pix_nextCol] && !limask[pix_nextCol]) ||
(!lomask[pix_prevCol] && !limask[pix_prevCol]) ||
@@ -902,65 +902,65 @@ static void do_createEdgeLocationBuffer(unsigned int t, unsigned int rw, unsigne
unsigned int outerAccum = 0; // for looping outer edge pixel indexes, represents current position from offset
unsigned int gradientAccum = 0; // for looping gradient pixel indexes, represents current position from offset
/*
- Here we compute the size of buffer needed to hold (row,col) coordinates
- for each pixel previously determined to be either gradient, inner edge,
- or outer edge.
-
- Allocation is done by requesting 4 bytes "sizeof(int)" per pixel, even
- though gbuf[] is declared as unsigned short* (2 bytes) because we don't
- store the pixel indexes, we only store x,y location of pixel in buffer.
-
- This does make the assumption that x and y can fit in 16 unsigned bits
- so if Blender starts doing renders greater than 65536 in either direction
- this will need to allocate gbuf[] as unsigned int *and allocate 8 bytes
- per flagged pixel.
-
- In general, the buffer on-screen:
-
- Example: 9 by 9 pixel block
-
- . = pixel non-white in both outer and inner mask
- o = pixel white in outer, but not inner mask, adjacent to "." pixel
- g = pixel white in outer, but not inner mask, not adjacent to "." pixel
- i = pixel white in inner mask, adjacent to "g" or "." pixel
- F = pixel white in inner mask, only adjacent to other pixels white in the inner mask
-
-
- ......... <----- pixel #80
- ..oooo...
- .oggggo..
- .oggiggo.
- .ogiFigo.
- .oggiggo.
- .oggggo..
- ..oooo...
- pixel #00 -----> .........
-
- gsz = 18 (18 "g" pixels above)
- isz = 4 (4 "i" pixels above)
- osz = 18 (18 "o" pixels above)
-
-
- The memory in gbuf[] after filling will look like this:
-
- gradientFillOffset (0 pixels) innerEdgeOffset (18 pixels) outerEdgeOffset (22 pixels)
- / / /
- / / /
- |X Y X Y X Y X Y > <X Y X Y > <X Y X Y X Y > <X Y X Y | <- (x,y)
- +--------------------------------> <----------------> <------------------------> <----------------+
- |0 2 4 6 8 10 12 14 > ... <68 70 72 74 > ... <80 82 84 86 88 90 > ... <152 154 156 158 | <- bytes
- +--------------------------------> <----------------> <------------------------> <----------------+
- |g0 g0 g1 g1 g2 g2 g3 g3 > <g17 g17 i0 i0 > <i2 i2 i3 i3 o0 o0 > <o16 o16 o17 o17 | <- pixel
- / / /
- / / /
- / / /
- +---------- gradientAccum (18) ---------+ +--- innerAccum (22) ---+ +--- outerAccum (40) ---+
-
-
- Ultimately we do need the pixel's memory buffer index to set the output
- pixel color, but it's faster to reconstruct the memory buffer location
- each iteration of the final gradient calculation than it is to deconstruct
- a memory location into x,y pairs each round.
+ * Here we compute the size of buffer needed to hold (row,col) coordinates
+ * for each pixel previously determined to be either gradient, inner edge,
+ * or outer edge.
+ *
+ * Allocation is done by requesting 4 bytes "sizeof(int)" per pixel, even
+ * though gbuf[] is declared as unsigned short* (2 bytes) because we don't
+ * store the pixel indexes, we only store x,y location of pixel in buffer.
+ *
+ * This does make the assumption that x and y can fit in 16 unsigned bits
+ * so if Blender starts doing renders greater than 65536 in either direction
+ * this will need to allocate gbuf[] as unsigned int *and allocate 8 bytes
+ * per flagged pixel.
+ *
+ * In general, the buffer on-screen:
+ *
+ * Example: 9 by 9 pixel block
+ *
+ * . = pixel non-white in both outer and inner mask
+ * o = pixel white in outer, but not inner mask, adjacent to "." pixel
+ * g = pixel white in outer, but not inner mask, not adjacent to "." pixel
+ * i = pixel white in inner mask, adjacent to "g" or "." pixel
+ * F = pixel white in inner mask, only adjacent to other pixels white in the inner mask
+ *
+ *
+ * ......... <----- pixel #80
+ * ..oooo...
+ * .oggggo..
+ * .oggiggo.
+ * .ogiFigo.
+ * .oggiggo.
+ * .oggggo..
+ * ..oooo...
+ * pixel #00 -----> .........
+ *
+ * gsz = 18 (18 "g" pixels above)
+ * isz = 4 (4 "i" pixels above)
+ * osz = 18 (18 "o" pixels above)
+ *
+ *
+ * The memory in gbuf[] after filling will look like this:
+ *
+ * gradientFillOffset (0 pixels) innerEdgeOffset (18 pixels) outerEdgeOffset (22 pixels)
+ * / / /
+ * / / /
+ * |X Y X Y X Y X Y > <X Y X Y > <X Y X Y X Y > <X Y X Y | <- (x,y)
+ * +--------------------------------> <----------------> <------------------------> <----------------+
+ * |0 2 4 6 8 10 12 14 > ... <68 70 72 74 > ... <80 82 84 86 88 90 > ... <152 154 156 158 | <- bytes
+ * +--------------------------------> <----------------> <------------------------> <----------------+
+ * |g0 g0 g1 g1 g2 g2 g3 g3 > <g17 g17 i0 i0 > <i2 i2 i3 i3 o0 o0 > <o16 o16 o17 o17 | <- pixel
+ * / / /
+ * / / /
+ * / / /
+ * +---------- gradientAccum (18) ---------+ +--- innerAccum (22) ---+ +--- outerAccum (40) ---+
+ *
+ *
+ * Ultimately we do need the pixel's memory buffer index to set the output
+ * pixel color, but it's faster to reconstruct the memory buffer location
+ * each iteration of the final gradient calculation than it is to deconstruct
+ * a memory location into x,y pairs each round.
*/
diff --git a/source/blender/compositor/operations/COM_GlareFogGlowOperation.cpp b/source/blender/compositor/operations/COM_GlareFogGlowOperation.cpp
index 694aa26bcde..cb4c27a4c80 100644
--- a/source/blender/compositor/operations/COM_GlareFogGlowOperation.cpp
+++ b/source/blender/compositor/operations/COM_GlareFogGlowOperation.cpp
@@ -120,8 +120,8 @@ static void FHT(fREAL *data, unsigned int M, unsigned int inverse)
}
//------------------------------------------------------------------------------
/* 2D Fast Hartley Transform, Mx/My -> log2 of width/height,
- nzp -> the row where zero pad data starts,
- inverse -> see above */
+ * nzp -> the row where zero pad data starts,
+ * inverse -> see above */
static void FHT2D(fREAL *data, unsigned int Mx, unsigned int My,
unsigned int nzp, unsigned int inverse)
{
diff --git a/source/blender/compositor/operations/COM_KeyingClipOperation.h b/source/blender/compositor/operations/COM_KeyingClipOperation.h
index bffcdb96877..1a8e71a306b 100644
--- a/source/blender/compositor/operations/COM_KeyingClipOperation.h
+++ b/source/blender/compositor/operations/COM_KeyingClipOperation.h
@@ -27,8 +27,8 @@
#include "COM_NodeOperation.h"
/**
- * Class with implementation of black/white clipping for keying node
- */
+ * Class with implementation of black/white clipping for keying node
+ */
class KeyingClipOperation : public NodeOperation {
protected:
float m_clipBlack;
diff --git a/source/blender/compositor/operations/COM_KeyingDespillOperation.h b/source/blender/compositor/operations/COM_KeyingDespillOperation.h
index 879ee0acaca..4fea9b578a1 100644
--- a/source/blender/compositor/operations/COM_KeyingDespillOperation.h
+++ b/source/blender/compositor/operations/COM_KeyingDespillOperation.h
@@ -27,8 +27,8 @@
#include "COM_NodeOperation.h"
/**
- * Class with implementation of keying despill node
- */
+ * Class with implementation of keying despill node
+ */
class KeyingDespillOperation : public NodeOperation {
protected:
SocketReader *m_pixelReader;
diff --git a/source/blender/compositor/operations/COM_KeyingOperation.h b/source/blender/compositor/operations/COM_KeyingOperation.h
index 61036bead80..736db54850a 100644
--- a/source/blender/compositor/operations/COM_KeyingOperation.h
+++ b/source/blender/compositor/operations/COM_KeyingOperation.h
@@ -32,8 +32,8 @@
#include "BLI_listbase.h"
/**
- * Class with implementation of keying node
- */
+ * Class with implementation of keying node
+ */
class KeyingOperation : public NodeOperation {
protected:
SocketReader *m_pixelReader;