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blender-archive/source/blender/compositor/intern/COM_compositor.cpp
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

124 lines
3.9 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
*/
extern "C" {
#include "BKE_node.h"
#include "BLI_threads.h"
}
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_global.h"
#include "COM_compositor.h"
#include "COM_ExecutionSystem.h"
#include "COM_WorkScheduler.h"
#include "OCL_opencl.h"
#include "COM_MovieDistortionOperation.h"
static ThreadMutex s_compositorMutex;
static bool is_compositorMutex_init = FALSE;
static void intern_freeCompositorCaches()
{
deintializeDistortionCache();
}
void COM_execute(RenderData *rd, Scene *scene, bNodeTree *editingtree, int rendering,
const ColorManagedViewSettings *viewSettings,
const ColorManagedDisplaySettings *displaySettings)
{
/* initialize mutex, TODO this mutex init is actually not thread safe and
* should be done somewhere as part of blender startup, all the other
* initializations can be done lazily */
if (is_compositorMutex_init == FALSE) {
BLI_mutex_init(&s_compositorMutex);
is_compositorMutex_init = TRUE;
}
BLI_mutex_lock(&s_compositorMutex);
if (editingtree->test_break(editingtree->tbh)) {
// during editing multiple calls to this method can be triggered.
// make sure one the last one will be doing the work.
BLI_mutex_unlock(&s_compositorMutex);
return;
}
/* Make sure node tree has previews.
* Don't create previews in advance, this is done when adding preview operations.
* Reserved preview size is determined by render output for now.
*/
float aspect = rd->xsch > 0 ? (float)rd->ysch / (float)rd->xsch : 1.0f;
BKE_node_preview_init_tree(editingtree, COM_PREVIEW_SIZE, (int)(COM_PREVIEW_SIZE * aspect), FALSE);
/* initialize workscheduler, will check if already done. TODO deinitialize somewhere */
bool use_opencl = (editingtree->flag & NTREE_COM_OPENCL) != 0;
WorkScheduler::initialize(use_opencl, BKE_render_num_threads(rd));
/* set progress bar to 0% and status to init compositing */
editingtree->progress(editingtree->prh, 0.0);
bool twopass = (editingtree->flag & NTREE_TWO_PASS) > 0 && !rendering;
/* initialize execution system */
if (twopass) {
ExecutionSystem *system = new ExecutionSystem(rd, scene, editingtree, rendering, twopass, viewSettings, displaySettings);
system->execute();
delete system;
if (editingtree->test_break(editingtree->tbh)) {
// during editing multiple calls to this method can be triggered.
// make sure one the last one will be doing the work.
BLI_mutex_unlock(&s_compositorMutex);
return;
}
}
ExecutionSystem *system = new ExecutionSystem(rd, scene, editingtree, rendering, false,
viewSettings, displaySettings);
system->execute();
delete system;
BLI_mutex_unlock(&s_compositorMutex);
}
static void UNUSED_FUNCTION(COM_freeCaches)()
{
if (is_compositorMutex_init) {
BLI_mutex_lock(&s_compositorMutex);
intern_freeCompositorCaches();
BLI_mutex_unlock(&s_compositorMutex);
}
}
void COM_deinitialize()
{
if (is_compositorMutex_init) {
BLI_mutex_lock(&s_compositorMutex);
intern_freeCompositorCaches();
WorkScheduler::deinitialize();
is_compositorMutex_init = FALSE;
BLI_mutex_unlock(&s_compositorMutex);
BLI_mutex_end(&s_compositorMutex);
}
}