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blender-archive/source/blender/compositor/nodes/COM_TranslateNode.cc
Manuel Castilla 9adfd278f7 Compositor: Full-frame base system
This patch adds the base code needed to make the full-frame system work for both current tiled/per-pixel implementation of operations and full-frame.

Two execution models:
- Tiled: Current implementation. Renders execution groups in tiles from outputs to input. Not all operations are buffered. Runs the tiled/per-pixel implementation.
- FullFrame: All operations are buffered. Fully renders operations from inputs to outputs. Runs full-frame implementation of operations if available otherwise the current tiled/per-pixel. Creates output buffers on first read and free them as soon as all its readers have finished, reducing peak memory usage of complex/long trees. Operations are multi-threaded but do not run in parallel as Tiled (will be done in another patch).

This should allow us to convert operations to full-frame in small steps with the system already working and solve the problem of high memory usage.

FullFrame breaking changes respect Tiled system, mainly:
- Translate, Rotate, Scale, and Transform take effect immediately instead of next buffered operation.
- Any sampling is always done over inputs instead of last buffered operation.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D11113
2021-06-01 10:51:53 +02:00

79 lines
2.9 KiB
C++

/*
* 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.
*
* Copyright 2011, Blender Foundation.
*/
#include "COM_TranslateNode.h"
#include "COM_ExecutionSystem.h"
#include "COM_TranslateOperation.h"
#include "COM_WrapOperation.h"
#include "COM_WriteBufferOperation.h"
namespace blender::compositor {
TranslateNode::TranslateNode(bNode *editorNode) : Node(editorNode)
{
/* pass */
}
void TranslateNode::convertToOperations(NodeConverter &converter,
const CompositorContext &context) const
{
bNode *bnode = this->getbNode();
NodeTranslateData *data = (NodeTranslateData *)bnode->storage;
NodeInput *inputSocket = this->getInputSocket(0);
NodeInput *inputXSocket = this->getInputSocket(1);
NodeInput *inputYSocket = this->getInputSocket(2);
NodeOutput *outputSocket = this->getOutputSocket(0);
TranslateOperation *operation = new TranslateOperation();
if (data->relative) {
const RenderData *rd = context.getRenderData();
const float render_size_factor = context.getRenderPercentageAsFactor();
float fx = rd->xsch * render_size_factor;
float fy = rd->ysch * render_size_factor;
operation->setFactorXY(fx, fy);
}
converter.addOperation(operation);
converter.mapInputSocket(inputXSocket, operation->getInputSocket(1));
converter.mapInputSocket(inputYSocket, operation->getInputSocket(2));
converter.mapOutputSocket(outputSocket, operation->getOutputSocket(0));
/* FullFrame does not support using WriteBufferOperation.
* TODO: Implement TranslateOperation with wrap support in FullFrame.
*/
if (data->wrap_axis && context.get_execution_model() != eExecutionModel::FullFrame) {
WriteBufferOperation *writeOperation = new WriteBufferOperation(DataType::Color);
WrapOperation *wrapOperation = new WrapOperation(DataType::Color);
wrapOperation->setMemoryProxy(writeOperation->getMemoryProxy());
wrapOperation->setWrapping(data->wrap_axis);
converter.addOperation(writeOperation);
converter.addOperation(wrapOperation);
converter.mapInputSocket(inputSocket, writeOperation->getInputSocket(0));
converter.addLink(wrapOperation->getOutputSocket(), operation->getInputSocket(0));
}
else {
converter.mapInputSocket(inputSocket, operation->getInputSocket(0));
}
}
} // namespace blender::compositor