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blender-archive/source/blender/compositor/operations/COM_TextureOperation.cpp
Sergey Sharybin 8c113a95e3 Make texture node threaded
Quite trivial idea -- just pass tread ID to the texture sampling function.

Implemented as a TLS to avoid passing huge amount of extra contexts around.
Should be working on all platforms, but compilation test is required.

Reviewers: juicyfruit, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1831
2016-03-03 16:02:31 +05:00

176 lines
4.8 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
*/
#include "COM_TextureOperation.h"
#include "COM_WorkScheduler.h"
#include "BLI_listbase.h"
#include "BLI_threads.h"
#include "BKE_image.h"
extern "C" {
#include "BKE_node.h"
}
TextureBaseOperation::TextureBaseOperation() : NodeOperation()
{
this->addInputSocket(COM_DT_VECTOR); //offset
this->addInputSocket(COM_DT_VECTOR); //size
this->m_texture = NULL;
this->m_inputSize = NULL;
this->m_inputOffset = NULL;
this->m_rd = NULL;
this->m_pool = NULL;
this->m_sceneColorManage = false;
}
TextureOperation::TextureOperation() : TextureBaseOperation()
{
this->addOutputSocket(COM_DT_COLOR);
}
TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
{
this->addOutputSocket(COM_DT_VALUE);
}
void TextureBaseOperation::initExecution()
{
this->m_inputOffset = getInputSocketReader(0);
this->m_inputSize = getInputSocketReader(1);
this->m_pool = BKE_image_pool_new();
if (this->m_texture != NULL &&
this->m_texture->nodetree != NULL &&
this->m_texture->use_nodes)
{
ntreeTexBeginExecTree(this->m_texture->nodetree);
}
NodeOperation::initExecution();
}
void TextureBaseOperation::deinitExecution()
{
this->m_inputSize = NULL;
this->m_inputOffset = NULL;
BKE_image_pool_free(this->m_pool);
this->m_pool = NULL;
if (this->m_texture != NULL &&
this->m_texture->use_nodes &&
this->m_texture->nodetree != NULL &&
this->m_texture->nodetree->execdata != NULL)
{
ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
}
NodeOperation::deinitExecution();
}
void TextureBaseOperation::determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2])
{
if (preferredResolution[0] == 0 || preferredResolution[1] == 0) {
int width = this->m_rd->xsch * this->m_rd->size / 100;
int height = this->m_rd->ysch * this->m_rd->size / 100;
resolution[0] = width;
resolution[1] = height;
}
else {
resolution[0] = preferredResolution[0];
resolution[1] = preferredResolution[1];
}
}
void TextureAlphaOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
float color[4];
TextureBaseOperation::executePixelSampled(color, x, y, sampler);
output[0] = color[3];
}
void TextureBaseOperation::executePixelSampled(float output[4], float x, float y, PixelSampler sampler)
{
TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
float textureSize[4];
float textureOffset[4];
float vec[3];
int retval;
const float cx = this->getWidth() / 2;
const float cy = this->getHeight() / 2;
const float u = (x - cx) / this->getWidth() * 2;
const float v = (y - cy) / this->getHeight() * 2;
this->m_inputSize->readSampled(textureSize, x, y, sampler);
this->m_inputOffset->readSampled(textureOffset, x, y, sampler);
vec[0] = textureSize[0] * (u + textureOffset[0]);
vec[1] = textureSize[1] * (v + textureOffset[1]);
vec[2] = textureSize[2] * textureOffset[2];
const int thread_id = WorkScheduler::current_thread_id();
retval = multitex_ext(this->m_texture,
vec,
NULL, NULL,
0,
&texres,
thread_id,
m_pool,
m_sceneColorManage,
false);
if (texres.talpha)
output[3] = texres.ta;
else
output[3] = texres.tin;
if ((retval & TEX_RGB)) {
output[0] = texres.tr;
output[1] = texres.tg;
output[2] = texres.tb;
}
else {
output[0] = output[1] = output[2] = output[3];
}
}
MemoryBuffer *TextureBaseOperation::createMemoryBuffer(rcti * /*rect2*/)
{
int height = getHeight();
int width = getWidth();
DataType datatype = this->getOutputSocket()->getDataType();
int add = 4;
if (datatype == COM_DT_VALUE) {
add = 1;
}
rcti rect;
rect.xmin = 0;
rect.ymin = 0;
rect.xmax = width;
rect.ymax = height;
MemoryBuffer *result = new MemoryBuffer(datatype, &rect);
float *data = result->getBuffer();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++, data += add) {
this->executePixelSampled(data, x, y, COM_PS_NEAREST);
}
}
return result;
}