D627: Memory usage optimization for the compositor.

The compostor used a fixed size of 4 floats to hold pixel data. this
patch will select size of a pixel based on its type.
It uses 1 float for Value, 3 float for vector and 4 floats for color
data types.

When benchmarking on shots (opening shot of caminandes) we get a
reduction of memory of 30% and a tiny speedup as less data
transformations needs to take place (but these are negligable.

More information of the patch can be found on
https://developer.blender.org/D627 and
http://wiki.blender.org/index.php/Dev:Ref/Proposals/Compositor2014_p1.1_TD

Developers: jbakker & mdewanchand
Thanks for Sergey for his indept review.
This commit is contained in:
2015-01-19 18:13:26 +01:00
parent a8fa291b8c
commit 35d3b6316b
48 changed files with 364 additions and 442 deletions

View File

@@ -111,15 +111,6 @@ void RenderLayersBaseProg::doInterpolation(float output[4], float x, float y, Pi
BLI_bicubic_interpolation_fl(this->m_inputBuffer, output, width, height, this->m_elementsize, x, y);
break;
}
if (this->m_elementsize == 1) {
output[1] = 0.0f;
output[2] = 0.0f;
output[3] = 0.0f;
}
else if (this->m_elementsize == 3) {
output[3] = 1.0f;
}
}
void RenderLayersBaseProg::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
@@ -145,7 +136,16 @@ void RenderLayersBaseProg::executePixelSampled(float output[4], float x, float y
#endif
if (this->m_inputBuffer == NULL) {
zero_v4(output);
int elemsize = this->m_elementsize;
if (elemsize == 1) {
output[0] = 0.0f;
}
else if (elemsize == 3) {
zero_v3(output);
} else {
BLI_assert(elemsize == 4);
zero_v4(output);
}
}
else {
doInterpolation(output, x, y, sampler);
@@ -204,15 +204,12 @@ void RenderLayersAlphaProg::executePixelSampled(float output[4], float x, float
float *inputBuffer = this->getInputBuffer();
if (inputBuffer == NULL) {
zero_v4(output);
output[0] = 0.0f;
}
else {
float temp[4];
doInterpolation(temp, x, y, sampler);
output[0] = temp[3];
output[1] = 0.0f;
output[2] = 0.0f;
output[3] = 0.0f;
}
}
@@ -227,7 +224,7 @@ RenderLayersColorOperation::RenderLayersColorOperation() : RenderLayersBaseProg(
RenderLayersCyclesOperation::RenderLayersCyclesOperation(int pass) : RenderLayersBaseProg(pass, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Depth Operation ******** */
@@ -245,16 +242,10 @@ void RenderLayersDepthProg::executePixelSampled(float output[4], float x, float
if (inputBuffer == NULL || ix < 0 || iy < 0 || ix >= (int)this->getWidth() || iy >= (int)this->getHeight() ) {
output[0] = 0.0f;
output[1] = 0.0f;
output[2] = 0.0f;
output[3] = 0.0f;
}
else {
unsigned int offset = (iy * this->getWidth() + ix);
output[0] = inputBuffer[offset];
output[1] = 0.0f;
output[2] = 0.0f;
output[3] = 0.0f;
}
}
@@ -262,21 +253,21 @@ void RenderLayersDepthProg::executePixelSampled(float output[4], float x, float
RenderLayersDiffuseOperation::RenderLayersDiffuseOperation() : RenderLayersBaseProg(SCE_PASS_DIFFUSE, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Emit Operation ******** */
RenderLayersEmitOperation::RenderLayersEmitOperation() : RenderLayersBaseProg(SCE_PASS_EMIT, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Environment Operation ******** */
RenderLayersEnvironmentOperation::RenderLayersEnvironmentOperation() : RenderLayersBaseProg(SCE_PASS_ENVIRONMENT, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Image Operation ******** */
@@ -290,7 +281,7 @@ RenderLayersColorProg::RenderLayersColorProg() : RenderLayersBaseProg(SCE_PASS_C
RenderLayersIndirectOperation::RenderLayersIndirectOperation() : RenderLayersBaseProg(SCE_PASS_INDIRECT, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Material Index Operation ******** */
@@ -325,28 +316,28 @@ RenderLayersObjectIndexOperation::RenderLayersObjectIndexOperation() : RenderLay
RenderLayersReflectionOperation::RenderLayersReflectionOperation() : RenderLayersBaseProg(SCE_PASS_REFLECT, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Refraction Operation ******** */
RenderLayersRefractionOperation::RenderLayersRefractionOperation() : RenderLayersBaseProg(SCE_PASS_REFRACT, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Shadow Operation ******** */
RenderLayersShadowOperation::RenderLayersShadowOperation() : RenderLayersBaseProg(SCE_PASS_SHADOW, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Specular Operation ******** */
RenderLayersSpecularOperation::RenderLayersSpecularOperation() : RenderLayersBaseProg(SCE_PASS_SPEC, 3)
{
this->addOutputSocket(COM_DT_COLOR);
this->addOutputSocket(COM_DT_VECTOR);
}
/* ******** Render Layers Speed Operation ******** */