tornavis/source/blender/compositor/realtime_compositor/intern/utilities.cc

243 lines
7.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_assert.h"
#include "BLI_function_ref.hh"
#include "BLI_index_range.hh"
#include "BLI_math_color.h"
#include "BLI_math_vector.hh"
#include "BLI_math_vector_types.hh"
#include "BLI_task.hh"
#include "BLI_utildefines.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.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 & /*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 & /*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 has a declaration, in which case we assume the default values for the rest of
* the properties. */
if (!node_declaration) {
return input_descriptor;
}
const SocketDeclaration *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();
input_descriptor.realization_options.realize_on_operation_domain = bool(
socket_declaration->compositor_realization_options() &
CompositorInputRealizationOptions::RealizeOnOperationDomain);
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);
}
bool is_node_preview_needed(const DNode &node)
{
if (!(node->flag & NODE_PREVIEW)) {
return false;
}
if (node->flag & NODE_HIDDEN) {
return false;
}
/* Only compute previews for nodes in the active context. */
if (node.context()->instance_key().value !=
node.context()->derived_tree().active_context().instance_key().value)
{
return false;
}
return true;
}
/* Given the size of a result, compute a lower resolution size for a preview. The greater dimension
* will be assigned an arbitrarily chosen size of 128, while the other dimension will get the size
* that maintains the same aspect ratio. */
static int2 compute_preview_size(int2 size)
{
const int greater_dimension_size = 128;
if (size.x > size.y) {
return int2(greater_dimension_size, int(greater_dimension_size * (float(size.y) / size.x)));
}
else {
return int2(int(greater_dimension_size * (float(size.x) / size.y)), greater_dimension_size);
}
}
void compute_preview_from_result(Context &context, const DNode &node, Result &input_result)
{
/* Initialize node tree previews if not already initialized. */
bNodeTree *root_tree = const_cast<bNodeTree *>(
&node.context()->derived_tree().root_context().btree());
if (!root_tree->previews) {
root_tree->previews = BKE_node_instance_hash_new("node previews");
}
const int2 preview_size = compute_preview_size(input_result.domain().size);
node->runtime->preview_xsize = preview_size.x;
node->runtime->preview_ysize = preview_size.y;
bNodePreview *preview = bke::node_preview_verify(
root_tree->previews, node.instance_key(), preview_size.x, preview_size.y, true);
GPUShader *shader = context.get_shader("compositor_compute_preview");
GPU_shader_bind(shader);
if (input_result.type() == ResultType::Float) {
GPU_texture_swizzle_set(input_result.texture(), "rrr1");
}
input_result.bind_as_texture(shader, "input_tx");
Result preview_result = context.create_temporary_result(ResultType::Color);
preview_result.allocate_texture(Domain(preview_size));
preview_result.bind_as_image(shader, "preview_img");
compute_dispatch_threads_at_least(shader, preview_size);
input_result.unbind_as_texture();
preview_result.unbind_as_image();
GPU_shader_unbind();
GPU_memory_barrier(GPU_BARRIER_TEXTURE_FETCH);
float *preview_pixels = static_cast<float *>(
GPU_texture_read(preview_result.texture(), GPU_DATA_FLOAT, 0));
preview_result.release();
ColormanageProcessor *color_processor = IMB_colormanagement_display_processor_new(
&context.get_scene().view_settings, &context.get_scene().display_settings);
threading::parallel_for(IndexRange(preview_size.y), 1, [&](const IndexRange sub_y_range) {
for (const int64_t y : sub_y_range) {
for (const int64_t x : IndexRange(preview_size.x)) {
const int index = (y * preview_size.x + x) * 4;
IMB_colormanagement_processor_apply_v4(color_processor, preview_pixels + index);
rgba_float_to_uchar(preview->ibuf->byte_buffer.data + index, preview_pixels + index);
}
}
});
/* Restore original swizzle mask set above. */
if (input_result.type() == ResultType::Float) {
GPU_texture_swizzle_set(input_result.texture(), "rgba");
}
IMB_colormanagement_processor_free(color_processor);
MEM_freeN(preview_pixels);
}
} // namespace blender::realtime_compositor