Adds full frame implementation to this node operations. No functional changes. 1.2x faster than tiled fallback. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D11638
64 lines
2.2 KiB
C++
64 lines
2.2 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2011, Blender Foundation.
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*/
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#include "COM_IDMaskOperation.h"
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namespace blender::compositor {
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IDMaskOperation::IDMaskOperation()
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{
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this->addInputSocket(DataType::Value);
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this->addOutputSocket(DataType::Value);
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this->flags.complex = true;
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}
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void *IDMaskOperation::initializeTileData(rcti *rect)
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{
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void *buffer = getInputOperation(0)->initializeTileData(rect);
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return buffer;
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}
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void IDMaskOperation::executePixel(float output[4], int x, int y, void *data)
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{
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MemoryBuffer *input_buffer = (MemoryBuffer *)data;
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const int buffer_width = input_buffer->getWidth();
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float *buffer = input_buffer->getBuffer();
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int buffer_index = (y * buffer_width + x);
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output[0] = (roundf(buffer[buffer_index]) == this->m_objectIndex) ? 1.0f : 0.0f;
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}
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void IDMaskOperation::update_memory_buffer_partial(MemoryBuffer *output,
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const rcti &area,
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Span<MemoryBuffer *> inputs)
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{
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const MemoryBuffer *input = inputs[0];
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const int width = BLI_rcti_size_x(&area);
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for (int y = area.ymin; y < area.ymax; y++) {
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float *out = output->get_elem(area.xmin, y);
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const float *in = input->get_elem(area.xmin, y);
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const float *row_end = out + width * output->elem_stride;
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while (out < row_end) {
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out[0] = (roundf(in[0]) == m_objectIndex) ? 1.0f : 0.0f;
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in += input->elem_stride;
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out += output->elem_stride;
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}
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}
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}
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} // namespace blender::compositor
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