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blender-archive/source/blender/compositor/intern/COM_ExecutionSystem.h
Lukas Tönne 1687023776 Fix T38340 and T38473: fixed Scene pointers in Composite and Defocus nodes don't get updated based on context.
As discussed in T38340 the solution is to use the current scene from
context whenever feasible.

Composite does not use node->id at all now, the scene which owns the
compositing node tree is retrieved from context instead.

Defocus node->id is made editable by the user. By default it is not set,
which also will make it use the contextual scene and camera info.
The node->id pointer in Defocus is **not** cleared in older blend files.
This is done for backward compatibility: the node will then behave as
before in untouched scenes.

File Output nodes also don't store scene in node->id. This is only needed
when creating a new node for initializing the file format.

Reviewers: brecht, jbakker, mdewanchand

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D290
2014-02-05 13:51:51 +01:00

258 lines
8.8 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
*/
class ExecutionGroup;
#ifndef _COM_ExecutionSystem_h
#define _COM_ExecutionSystem_h
#include "DNA_color_types.h"
#include "DNA_node_types.h"
#include <vector>
#include "COM_Node.h"
#include "COM_SocketConnection.h"
#include "BKE_text.h"
#include "COM_ExecutionGroup.h"
#include "COM_NodeOperation.h"
using namespace std;
/**
* @page execution Execution model
* In order to get to an efficient model for execution, several steps are being done. these steps are explained below.
*
* @section EM_Step1 Step 1: translating blender node system to the new compsitor system
* Blenders node structure is based on C structs (DNA). These structs are not efficient in the new architecture.
* We want to use classes in order to simplify the system.
* during this step the blender node_tree is evaluated and converted to a CPP node system.
*
* @see ExecutionSystem
* @see Converter.convert
* @see Node
*
* @section EM_Step2 Step2: translating nodes to operations
* Ungrouping the GroupNodes. Group nodes are node_tree's in node_tree's.
* The new system only supports a single level of node_tree. We will 'flatten' the system in a single level.
* @see GroupNode
* @see ExecutionSystemHelper.ungroup
*
* Every node has the ability to convert itself to operations. The node itself is responsible to create a correct
* NodeOperation setup based on its internal settings.
* Most Node only need to convert it to its NodeOperation. Like a ColorToBWNode doesn't check anything,
* but replaces itself with a ConvertColorToBWOperation.
* More complex nodes can use different NodeOperation based on settings; like MixNode.
* based on the selected Mixtype a different operation will be used.
* for more information see the page about creating new Nodes. [@subpage newnode]
*
* @see ExecutionSystem.convertToOperations
* @see Node.convertToOperations
* @see NodeOperation base class for all operations in the system
*
* @section EM_Step3 Step3: add additional conversions to the operation system
* - Data type conversions: the system has 3 data types COM_DT_VALUE, COM_DT_VECTOR, COM_DT_COLOR.
* The user can connect a Value socket to a color socket.
* As values are ordered differently than colors a conversion happens.
*
* - Image size conversions: the system can automatically convert when resolutions do not match.
* An InputSocket has a resize mode. This can be any of the following settings.
* - [@ref InputSocketResizeMode.COM_SC_CENTER]: The center of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT_WIDTH]: The width of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT_HEIGHT]: the height of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_FIT]: The width, or the height of both images are aligned to make sure that it fits.
* - [@ref InputSocketResizeMode.COM_SC_STRETCH]: The width and the height of both images are aligned
* - [@ref InputSocketResizeMode.COM_SC_NO_RESIZE]: bottom left of the images are aligned.
*
* @see Converter.convertDataType Datatype conversions
* @see Converter.convertResolution Image size conversions
*
* @section EM_Step4 Step4: group operations in executions groups
* ExecutionGroup are groups of operations that are calculated as being one bigger operation.
* All operations will be part of an ExecutionGroup.
* Complex nodes will be added to separate groups. Between ExecutionGroup's the data will be stored in MemoryBuffers.
* ReadBufferOperations and WriteBufferOperations are added where needed.
*
* <pre>
*
* +------------------------------+ +----------------+
* | ExecutionGroup A | |ExecutionGroup B| ExecutionGroup
* | +----------+ +----------+| |+----------+ |
* /----->| Operation|---->| Operation|-\ /--->| Operation|-\ | NodeOperation
* | | | A | | B ||| | || C | | |
* | | | cFFA | /->| cFFA ||| | || cFFA | | |
* | | +----------+ | +----------+|| | |+----------+ | |
* | +---------------|--------------+v | +-------------v--+
* +-*----+ +---*--+ +--*-*--+ +--*----+
* |inputA| |inputB| |outputA| |outputB| MemoryBuffer
* |cFAA | |cFAA | |cFAA | |cFAA |
* +------+ +------+ +-------+ +-------+
* </pre>
* @see ExecutionSystem.groupOperations method doing this step
* @see ExecutionSystem.addReadWriteBufferOperations
* @see NodeOperation.isComplex
* @see ExecutionGroup class representing the ExecutionGroup
*/
/**
* @brief the ExecutionSystem contains the whole compositor tree.
*/
class ExecutionSystem {
private:
/**
* @brief the context used during execution
*/
CompositorContext m_context;
/**
* @brief vector of nodes
*/
vector<Node *> m_nodes;
/**
* @brief vector of operations
*/
vector<NodeOperation *> m_operations;
/**
* @brief vector of groups
*/
vector<ExecutionGroup *> m_groups;
/**
* @brief vector of connections
*/
vector<SocketConnection *> m_connections;
private: //methods
/**
* @brief add ReadBufferOperation and WriteBufferOperation around an operation
* @param operation the operation to add the bufferoperations around.
*/
void addReadWriteBufferOperations(NodeOperation *operation);
/**
* find all execution group with output nodes
*/
void findOutputExecutionGroup(vector<ExecutionGroup *> *result, CompositorPriority priority) const;
/**
* find all execution group with output nodes
*/
void findOutputExecutionGroup(vector<ExecutionGroup *> *result) const;
public:
/**
* @brief Create a new ExecutionSystem and initialize it with the
* editingtree.
*
* @param editingtree [bNodeTree *]
* @param rendering [true false]
*/
ExecutionSystem(RenderData *rd, Scene *scene, bNodeTree *editingtree, bool rendering, bool fastcalculation,
const ColorManagedViewSettings *viewSettings, const ColorManagedDisplaySettings *displaySettings);
/**
* Destructor
*/
~ExecutionSystem();
/**
* @brief execute this system
* - initialize the NodeOperation's and ExecutionGroup's
* - schedule the output ExecutionGroup's based on their priority
* - deinitialize the ExecutionGroup's and NodeOperation's
*/
void execute();
/**
* @brief Add an operation to the operation list
*
* @param operation the operation to add
*/
void addOperation(NodeOperation *operation);
/**
* Add an editor link to the system. convert it to an socketconnection (CPP-representative)
* this converted socket is returned.
*/
SocketConnection *addNodeLink(bNodeLink *bNodeLink);
void addSocketConnection(SocketConnection *connection);
/**
* Remove a socket connection from the system.
*/
void removeSocketConnection(SocketConnection *connection);
/**
* @brief Convert all nodes to operations
*/
void convertToOperations();
/**
* @brief group operations in ExecutionGroup's
* @see ExecutionGroup
*/
void groupOperations();
/**
* @brief get the reference to the compositor context
*/
CompositorContext &getContext() { return this->m_context; }
/**
* @brief get the reference to the compositor nodes
*/
vector<Node *> &getNodes() { return this->m_nodes; }
/**
* @brief get the reference to the compositor connections
*/
vector<SocketConnection *>& getConnections() { return this->m_connections; }
/**
* @brief get the reference to the list of execution groups
*/
vector<ExecutionGroup *>& getExecutionGroups() { return this->m_groups; }
/**
* @brief get the reference to the list of operations
*/
vector<NodeOperation *>& getOperations() { return this->m_operations; }
private:
/**
* @brief determine the actual data types of all sockets
* @param nodes list of nodes or operations to do the data type determination
*/
void determineActualSocketDataTypes(vector<NodeBase *> &nodes);
void executeGroups(CompositorPriority priority);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("COM:ExecutionSystem")
#endif
};
#endif /* _COM_ExecutionSystem_h */