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blender-archive/source/blender/compositor/intern/COM_MemoryBuffer.h
Lukas Tönne 09874df135 Structural cleanup and improvements for the compositor.
Many parts of the compositor are unnecessarily complicated. This patch
aims at reducing the complexity of writing nodes and making the code
more transparent.

== Separating Nodes and Operations ==

Currently these are both mixed in the same graph, even though they have
very different purposes and are used at distinct stages in the
compositing process. The patch introduces dedicated graph classes for
nodes and for operations.

This removes the need for a lot of special case checks (isOperation etc.)
and explicit type casts. It simplifies the code since it becomes clear
at every stage what type of node we are dealing with. The compiler can
use static typing to avoid common bugs from mixing up these types and
fewer runtime sanity checks are needed.

== Simplified Node Conversion ==

Converting nodes to operations was previously based on "relinking", i.e.
nodes would start with by mirroring links in the Blender DNA node trees,
then add operations and redirect these links to them. This was very hard
to follow in many cases and required a lot of attention to avoid invalid
states.

Now there is a helper class called the NodeConverter, which is passed to
nodes and implements a much simpler API for this process. Nodes can add
operations and explicit connections as before, but defining "external"
links to the inputs/outputs of the original node now uses mapping
instead of directly modifying link data. Input data (node graph) and
result (operations graph) are cleanly separated.

== Removed Redundant Data Structures ==

A few redundant data structures have been removed, notably the
SocketConnection. These are only needed temporarily during graph
construction. For executing the compositor operations it is perfectly
sufficient to store only the direct input link pointers. A common
pointer indirection is avoided this way (which might also give a little
performance improvement).

== Avoid virtual recursive functions ==

Recursive virtual functions are evil. They are very hard to follow
during debugging. At least in the parts this patch is concerned with
these functions have been replaced by a non-virtual recursive core
function (which might then call virtual non-recursive functions if
needed). See for example NodeOperationBuilder::group_operations.
2014-04-15 16:28:10 +02:00

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/*
* 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
*/
class MemoryBuffer;
#ifndef _COM_MemoryBuffer_h_
#define _COM_MemoryBuffer_h_
#include "COM_ExecutionGroup.h"
#include "COM_MemoryProxy.h"
#include "COM_SocketReader.h"
extern "C" {
# include "BLI_math.h"
# include "BLI_rect.h"
}
/**
* @brief state of a memory buffer
* @ingroup Memory
*/
typedef enum MemoryBufferState {
/** @brief memory has been allocated on creator device and CPU machine, but kernel has not been executed */
COM_MB_ALLOCATED = 1,
/** @brief memory is available for use, content has been created */
COM_MB_AVAILABLE = 2,
/** @brief chunk is consolidated from other chunks. special state.*/
COM_MB_TEMPORARILY = 6
} MemoryBufferState;
typedef enum MemoryBufferExtend {
COM_MB_CLIP,
COM_MB_EXTEND,
COM_MB_REPEAT
} MemoryBufferExtend;
class MemoryProxy;
/**
* @brief a MemoryBuffer contains access to the data of a chunk
*/
class MemoryBuffer {
private:
/**
* @brief proxy of the memory (same for all chunks in the same buffer)
*/
MemoryProxy *m_memoryProxy;
/**
* @brief the type of buffer COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR
*/
DataType m_datatype;
/**
* @brief region of this buffer inside relative to the MemoryProxy
*/
rcti m_rect;
/**
* brief refers to the chunknumber within the executiongroup where related to the MemoryProxy
* @see memoryProxy
*/
unsigned int m_chunkNumber;
/**
* @brief width of the chunk
*/
unsigned int m_chunkWidth;
/**
* @brief state of the buffer
*/
MemoryBufferState m_state;
/**
* @brief the actual float buffer/data
*/
float *m_buffer;
public:
/**
* @brief construct new MemoryBuffer for a chunk
*/
MemoryBuffer(MemoryProxy *memoryProxy, unsigned int chunkNumber, rcti *rect);
/**
* @brief construct new temporarily MemoryBuffer for an area
*/
MemoryBuffer(MemoryProxy *memoryProxy, rcti *rect);
/**
* @brief destructor
*/
~MemoryBuffer();
/**
* @brief read the ChunkNumber of this MemoryBuffer
*/
unsigned int getChunkNumber() { return this->m_chunkNumber; }
/**
* @brief get the data of this MemoryBuffer
* @note buffer should already be available in memory
*/
float *getBuffer() { return this->m_buffer; }
/**
* @brief after execution the state will be set to available by calling this method
*/
void setCreatedState()
{
this->m_state = COM_MB_AVAILABLE;
}
inline void wrap_pixel(int &x, int &y, MemoryBufferExtend extend_x, MemoryBufferExtend extend_y)
{
int w = m_rect.xmax - m_rect.xmin;
int h = m_rect.ymax - m_rect.ymin;
x = x - m_rect.xmin;
y = y - m_rect.ymin;
switch (extend_x) {
case COM_MB_CLIP:
break;
case COM_MB_EXTEND:
if (x < 0) x = 0;
if (x >= w) x = w;
break;
case COM_MB_REPEAT:
x = (x >= 0.0f ? (x % w) : (x % w) + w);
break;
}
switch (extend_y) {
case COM_MB_CLIP:
break;
case COM_MB_EXTEND:
if (y < 0) y = 0;
if (y >= h) y = h;
break;
case COM_MB_REPEAT:
y = (y >= 0.0f ? (y % h) : (y % h) + h);
break;
}
}
inline void read(float result[4], int x, int y,
MemoryBufferExtend extend_x = COM_MB_CLIP,
MemoryBufferExtend extend_y = COM_MB_CLIP)
{
bool clip_x = (extend_x == COM_MB_CLIP && (x < m_rect.xmin || x >= m_rect.xmax));
bool clip_y = (extend_y == COM_MB_CLIP && (y < m_rect.ymin || y >= m_rect.ymax));
if (clip_x || clip_y) {
/* clip result outside rect is zero */
zero_v4(result);
}
else {
wrap_pixel(x, y, extend_x, extend_y);
const int offset = (this->m_chunkWidth * y + x) * COM_NUMBER_OF_CHANNELS;
copy_v4_v4(result, &this->m_buffer[offset]);
}
}
inline void readNoCheck(float result[4], int x, int y,
MemoryBufferExtend extend_x = COM_MB_CLIP,
MemoryBufferExtend extend_y = COM_MB_CLIP)
{
wrap_pixel(x, y, extend_x, extend_y);
const int offset = (this->m_chunkWidth * y + x) * COM_NUMBER_OF_CHANNELS;
BLI_assert(offset >= 0);
BLI_assert(offset < this->determineBufferSize() * COM_NUMBER_OF_CHANNELS);
BLI_assert(!(extend_x == COM_MB_CLIP && (x < m_rect.xmin || x >= m_rect.xmax)) &&
!(extend_y == COM_MB_CLIP && (y < m_rect.ymin || y >= m_rect.ymax)));
#if 0
/* always true */
BLI_assert((int)(MEM_allocN_len(this->m_buffer) / sizeof(*this->m_buffer)) ==
(int)(this->determineBufferSize() * COM_NUMBER_OF_CHANNELS));
#endif
copy_v4_v4(result, &this->m_buffer[offset]);
}
void writePixel(int x, int y, const float color[4]);
void addPixel(int x, int y, const float color[4]);
inline void readBilinear(float result[4], float x, float y,
MemoryBufferExtend extend_x = COM_MB_CLIP,
MemoryBufferExtend extend_y = COM_MB_CLIP)
{
int x1 = floor(x);
int y1 = floor(y);
int x2 = x1 + 1;
int y2 = y1 + 1;
wrap_pixel(x1, y1, extend_x, extend_y);
wrap_pixel(x2, y2, extend_x, extend_y);
float valuex = x - x1;
float valuey = y - y1;
float mvaluex = 1.0f - valuex;
float mvaluey = 1.0f - valuey;
float color1[4];
float color2[4];
float color3[4];
float color4[4];
read(color1, x1, y1);
read(color2, x1, y2);
read(color3, x2, y1);
read(color4, x2, y2);
color1[0] = color1[0] * mvaluey + color2[0] * valuey;
color1[1] = color1[1] * mvaluey + color2[1] * valuey;
color1[2] = color1[2] * mvaluey + color2[2] * valuey;
color1[3] = color1[3] * mvaluey + color2[3] * valuey;
color3[0] = color3[0] * mvaluey + color4[0] * valuey;
color3[1] = color3[1] * mvaluey + color4[1] * valuey;
color3[2] = color3[2] * mvaluey + color4[2] * valuey;
color3[3] = color3[3] * mvaluey + color4[3] * valuey;
result[0] = color1[0] * mvaluex + color3[0] * valuex;
result[1] = color1[1] * mvaluex + color3[1] * valuex;
result[2] = color1[2] * mvaluex + color3[2] * valuex;
result[3] = color1[3] * mvaluex + color3[3] * valuex;
}
void readEWA(float result[4], const float uv[2], const float derivatives[2][2], PixelSampler sampler);
/**
* @brief is this MemoryBuffer a temporarily buffer (based on an area, not on a chunk)
*/
inline const bool isTemporarily() const { return this->m_state == COM_MB_TEMPORARILY; }
/**
* @brief add the content from otherBuffer to this MemoryBuffer
* @param otherBuffer source buffer
*
* @note take care when running this on a new buffer since it wont fill in
* uninitialized values in areas where the buffers don't overlap.
*/
void copyContentFrom(MemoryBuffer *otherBuffer);
/**
* @brief get the rect of this MemoryBuffer
*/
rcti *getRect() { return &this->m_rect; }
/**
* @brief get the width of this MemoryBuffer
*/
int getWidth() const;
/**
* @brief get the height of this MemoryBuffer
*/
int getHeight() const;
/**
* @brief clear the buffer. Make all pixels black transparent.
*/
void clear();
MemoryBuffer *duplicate();
float *convertToValueBuffer();
float getMaximumValue();
float getMaximumValue(rcti *rect);
private:
unsigned int determineBufferSize();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("COM:MemoryBuffer")
#endif
};
#endif