131 lines
4.4 KiB
C++
131 lines
4.4 KiB
C++
/* SPDX-FileCopyrightText: 2011 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#include "BLI_threads.h"
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#include "BLT_translation.hh"
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#include "BKE_node.hh"
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#include "BKE_node_runtime.hh"
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#include "BKE_scene.hh"
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#include "COM_ExecutionSystem.h"
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#include "COM_WorkScheduler.h"
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#include "COM_compositor.hh"
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#include "RE_compositor.hh"
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static struct {
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bool is_initialized = false;
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ThreadMutex mutex;
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} g_compositor;
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/* Make sure node tree has previews.
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* Don't create previews in advance, this is done when adding preview operations.
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* Reserved preview size is determined by render output for now. */
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static void compositor_init_node_previews(const RenderData *render_data, bNodeTree *node_tree)
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{
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/* We fit the aspect into COM_PREVIEW_SIZE x COM_PREVIEW_SIZE image to avoid
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* insane preview resolution, which might even overflow preview dimensions. */
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const float aspect = render_data->xsch > 0 ?
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float(render_data->ysch) / float(render_data->xsch) :
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1.0f;
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int preview_width, preview_height;
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if (aspect < 1.0f) {
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preview_width = blender::compositor::COM_PREVIEW_SIZE;
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preview_height = int(blender::compositor::COM_PREVIEW_SIZE * aspect);
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}
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else {
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preview_width = int(blender::compositor::COM_PREVIEW_SIZE / aspect);
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preview_height = blender::compositor::COM_PREVIEW_SIZE;
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}
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blender::bke::node_preview_init_tree(node_tree, preview_width, preview_height);
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}
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static void compositor_reset_node_tree_status(bNodeTree *node_tree)
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{
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node_tree->runtime->progress(node_tree->runtime->prh, 0.0);
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node_tree->runtime->stats_draw(node_tree->runtime->sdh, IFACE_("Compositing"));
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}
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void COM_execute(Render *render,
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RenderData *render_data,
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Scene *scene,
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bNodeTree *node_tree,
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bool rendering,
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const char *view_name,
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blender::realtime_compositor::RenderContext *render_context,
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blender::compositor::ProfilerData &profiler_data)
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{
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/* Initialize mutex, TODO: this mutex init is actually not thread safe and
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* should be done somewhere as part of blender startup, all the other
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* initializations can be done lazily. */
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if (!g_compositor.is_initialized) {
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BLI_mutex_init(&g_compositor.mutex);
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g_compositor.is_initialized = true;
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}
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BLI_mutex_lock(&g_compositor.mutex);
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if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
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/* During editing multiple compositor executions can be triggered.
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* Make sure this is the most recent one. */
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BLI_mutex_unlock(&g_compositor.mutex);
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return;
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}
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compositor_init_node_previews(render_data, node_tree);
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compositor_reset_node_tree_status(node_tree);
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if (U.experimental.use_full_frame_compositor &&
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node_tree->execution_mode == NTREE_EXECUTION_MODE_GPU)
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{
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/* GPU compositor. */
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RE_compositor_execute(
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*render, *scene, *render_data, *node_tree, rendering, view_name, render_context);
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}
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else {
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/* CPU compositor. */
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/* Initialize workscheduler. */
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blender::compositor::WorkScheduler::initialize(BKE_render_num_threads(render_data));
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/* Execute. */
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const bool twopass = (node_tree->flag & NTREE_TWO_PASS) && !rendering;
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if (twopass) {
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blender::compositor::ExecutionSystem fast_pass(render_data,
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scene,
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node_tree,
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rendering,
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true,
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view_name,
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render_context,
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profiler_data);
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fast_pass.execute();
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if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
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BLI_mutex_unlock(&g_compositor.mutex);
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return;
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}
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}
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blender::compositor::ExecutionSystem system(
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render_data, scene, node_tree, rendering, false, view_name, render_context, profiler_data);
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system.execute();
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}
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BLI_mutex_unlock(&g_compositor.mutex);
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}
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void COM_deinitialize()
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{
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if (g_compositor.is_initialized) {
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BLI_mutex_lock(&g_compositor.mutex);
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blender::compositor::WorkScheduler::deinitialize();
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g_compositor.is_initialized = false;
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BLI_mutex_unlock(&g_compositor.mutex);
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BLI_mutex_end(&g_compositor.mutex);
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}
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}
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