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/* 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
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