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conversion_operation.cc « intern « realtime_compositor « compositor « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* 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 {

/* -------------------------------------------------------------------- */
/** \name 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;
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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");
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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");
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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");
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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");
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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");
}

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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