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blender-archive/source/blender/compositor/operations/COM_ImageOperation.h
Sergey Sharybin a8353530be Make byte-float conversion threaded in compositor
In fact, there's no need to get float buffer at all,
conversion could be done in pixel processor level
after interpolation.

It might give slightly worse interpolation results
(which i'm not sure would be visible by eye) but
it gives more than 2x speedup on my laptop on node
setups used for warping image.

--
svn merge -r58988:58989 ^/branches/soc-2011-tomato
2013-08-16 10:01:09 +00:00

95 lines
2.5 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
*/
#ifndef _COM_ImageOperation_h
#define _COM_ImageOperation_h
#include "COM_NodeOperation.h"
#include "BLI_listbase.h"
#include "BKE_image.h"
extern "C" {
#include "RE_pipeline.h"
#include "RE_shader_ext.h"
#include "RE_render_ext.h"
#include "MEM_guardedalloc.h"
}
/**
* @brief Base class for all image operations
*/
class BaseImageOperation : public NodeOperation {
protected:
ImBuf *m_buffer;
Image *m_image;
ImageUser *m_imageUser;
float *m_imageFloatBuffer;
unsigned int *m_imageByteBuffer;
float *m_depthBuffer;
int m_imageheight;
int m_imagewidth;
int m_framenumber;
int m_numberOfChannels;
BaseImageOperation();
/**
* Determine the output resolution. The resolution is retrieved from the Renderer
*/
void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
virtual ImBuf *getImBuf();
public:
void initExecution();
void deinitExecution();
void setImage(Image *image) { this->m_image = image; }
void setImageUser(ImageUser *imageuser) { this->m_imageUser = imageuser; }
void setFramenumber(int framenumber) { this->m_framenumber = framenumber; }
};
class ImageOperation : public BaseImageOperation {
public:
/**
* Constructor
*/
ImageOperation();
void executePixel(float output[4], float x, float y, PixelSampler sampler);
};
class ImageAlphaOperation : public BaseImageOperation {
public:
/**
* Constructor
*/
ImageAlphaOperation();
void executePixel(float output[4], float x, float y, PixelSampler sampler);
};
class ImageDepthOperation : public BaseImageOperation {
public:
/**
* Constructor
*/
ImageDepthOperation();
void executePixel(float output[4], float x, float y, PixelSampler sampler);
};
#endif