Realtime Compositor: Implement filter node

This patch implements the filter node for the realtime compositor.

Differential Revision: https://developer.blender.org/D15661

Reviewed By: Clement Foucault
This commit is contained in:
2022-08-18 12:00:14 +02:00
parent 6cb0a122df
commit b828d453e9
6 changed files with 178 additions and 1 deletions

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@@ -318,7 +318,9 @@ set(GLSL_SRC
shaders/compositor/compositor_bokeh_image.glsl
shaders/compositor/compositor_box_mask.glsl
shaders/compositor/compositor_convert.glsl
shaders/compositor/compositor_edge_filter.glsl
shaders/compositor/compositor_ellipse_mask.glsl
shaders/compositor/compositor_filter.glsl
shaders/compositor/compositor_flip.glsl
shaders/compositor/compositor_image_crop.glsl
shaders/compositor/compositor_projector_lens_distortion.glsl
@@ -565,7 +567,9 @@ set(SRC_SHADER_CREATE_INFOS
shaders/compositor/infos/compositor_bokeh_image_info.hh
shaders/compositor/infos/compositor_box_mask_info.hh
shaders/compositor/infos/compositor_convert_info.hh
shaders/compositor/infos/compositor_edge_filter_info.hh
shaders/compositor/infos/compositor_ellipse_mask_info.hh
shaders/compositor/infos/compositor_filter_info.hh
shaders/compositor/infos/compositor_flip_info.hh
shaders/compositor/infos/compositor_image_crop_info.hh
shaders/compositor/infos/compositor_projector_lens_distortion_info.hh

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@@ -0,0 +1,31 @@
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
/* Compute the dot product between the 3x3 window around the pixel and the edge detection kernel
* in the X direction and Y direction. The Y direction kernel is computed by transposing the
* given X direction kernel. */
vec3 color_x = vec3(0);
vec3 color_y = vec3(0);
for (int j = 0; j < 3; j++) {
for (int i = 0; i < 3; i++) {
vec3 color = texture_load(input_tx, texel + ivec2(i - 1, j - 1)).rgb;
color_x += color * kernel[j][i];
color_y += color * kernel[i][j];
}
}
/* Compute the channel-wise magnitude of the 2D vector composed from the X and Y edge detection
* filter results. */
vec3 magnitude = sqrt(color_x * color_x + color_y * color_y);
/* Mix the channel-wise magnitude with the original color at the center of the kernel using the
* input factor. */
vec4 color = texture_load(input_tx, texel);
magnitude = mix(color.rgb, magnitude, texture_load(factor_tx, texel).x);
/* Store the channel-wise magnitude with the original alpha of the input. */
imageStore(output_img, texel, vec4(magnitude, color.a));
}

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@@ -0,0 +1,20 @@
#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
void main()
{
ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
/* Compute the dot product between the 3x3 window around the pixel and the filter kernel. */
vec4 color = vec4(0);
for (int j = 0; j < 3; j++) {
for (int i = 0; i < 3; i++) {
color += texture_load(input_tx, texel + ivec2(i - 1, j - 1)) * kernel[j][i];
}
}
/* Mix with the original color at the center of the kernel using the input factor. */
color = mix(texture_load(input_tx, texel), color, texture_load(factor_tx, texel).x);
/* Store the color making sure it is not negative. */
imageStore(output_img, texel, max(color, 0.0));
}

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@@ -0,0 +1,12 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(compositor_edge_filter)
.local_group_size(16, 16)
.push_constant(Type::MAT4, "kernel")
.sampler(0, ImageType::FLOAT_2D, "input_tx")
.sampler(1, ImageType::FLOAT_2D, "factor_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
.compute_source("compositor_edge_filter.glsl")
.do_static_compilation(true);

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@@ -0,0 +1,12 @@
/* SPDX-License-Identifier: GPL-2.0-or-later */
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(compositor_filter)
.local_group_size(16, 16)
.push_constant(Type::MAT4, "kernel")
.sampler(0, ImageType::FLOAT_2D, "input_tx")
.sampler(1, ImageType::FLOAT_2D, "factor_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
.compute_source("compositor_filter.glsl")
.do_static_compilation(true);