Changes introduced in commit rBe9f2f17e8518 can create different render results when there is a Math or Mix operation after TextureOperation on tiled execution model. This is due to WriteBufferOperation forcing a single pixel resolution when these operations use a preferred resolution of 0 to check if their inputs have resolution. Fixing this behaviour creates different renders too. This patch keeps previous tiled implementation and adds the new implementation only for full frame execution. Reviewed By: Jeroen Bakker (jbakker) Differential Revision: https://developer.blender.org/D11546
178 lines
5.6 KiB
C++
178 lines
5.6 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_TextureOperation.h"
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#include "COM_WorkScheduler.h"
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#include "BKE_image.h"
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#include "BKE_node.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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namespace blender::compositor {
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TextureBaseOperation::TextureBaseOperation()
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{
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this->addInputSocket(DataType::Vector); // offset
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this->addInputSocket(DataType::Vector); // size
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this->m_texture = nullptr;
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this->m_inputSize = nullptr;
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this->m_inputOffset = nullptr;
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this->m_rd = nullptr;
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this->m_pool = nullptr;
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this->m_sceneColorManage = false;
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flags.complex = true;
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}
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TextureOperation::TextureOperation() : TextureBaseOperation()
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{
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this->addOutputSocket(DataType::Color);
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}
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TextureAlphaOperation::TextureAlphaOperation() : TextureBaseOperation()
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{
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this->addOutputSocket(DataType::Value);
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}
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void TextureBaseOperation::initExecution()
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{
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this->m_inputOffset = getInputSocketReader(0);
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this->m_inputSize = getInputSocketReader(1);
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this->m_pool = BKE_image_pool_new();
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if (this->m_texture != nullptr && this->m_texture->nodetree != nullptr &&
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this->m_texture->use_nodes) {
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ntreeTexBeginExecTree(this->m_texture->nodetree);
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}
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NodeOperation::initExecution();
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}
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void TextureBaseOperation::deinitExecution()
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{
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this->m_inputSize = nullptr;
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this->m_inputOffset = nullptr;
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BKE_image_pool_free(this->m_pool);
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this->m_pool = nullptr;
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if (this->m_texture != nullptr && this->m_texture->use_nodes &&
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this->m_texture->nodetree != nullptr && this->m_texture->nodetree->execdata != nullptr) {
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ntreeTexEndExecTree(this->m_texture->nodetree->execdata);
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}
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NodeOperation::deinitExecution();
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}
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void TextureBaseOperation::determineResolution(unsigned int resolution[2],
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unsigned int preferredResolution[2])
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{
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switch (execution_model_) {
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case eExecutionModel::Tiled: {
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if (preferredResolution[0] == 0 || preferredResolution[1] == 0) {
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int width = this->m_rd->xsch * this->m_rd->size / 100;
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int height = this->m_rd->ysch * this->m_rd->size / 100;
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resolution[0] = width;
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resolution[1] = height;
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}
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else {
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resolution[0] = preferredResolution[0];
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resolution[1] = preferredResolution[1];
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}
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break;
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}
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case eExecutionModel::FullFrame: {
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/* Determine inputs resolutions. */
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unsigned int temp[2];
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NodeOperation::determineResolution(temp, preferredResolution);
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/* We don't use inputs resolutions because they are only used as parameters, not image data.
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*/
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resolution[0] = preferredResolution[0];
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resolution[1] = preferredResolution[1];
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break;
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}
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}
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}
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void TextureAlphaOperation::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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float color[4];
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TextureBaseOperation::executePixelSampled(color, x, y, sampler);
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output[0] = color[3];
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}
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void TextureBaseOperation::executePixelSampled(float output[4],
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float x,
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float y,
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PixelSampler sampler)
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{
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TexResult texres = {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, nullptr};
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float textureSize[4];
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float textureOffset[4];
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float vec[3];
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int retval;
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const float cx = this->getWidth() / 2;
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const float cy = this->getHeight() / 2;
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float u = (x - cx) / this->getWidth() * 2;
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float v = (y - cy) / this->getHeight() * 2;
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/* When no interpolation/filtering happens in multitex() force nearest interpolation.
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* We do it here because (a) we can't easily say multitex() that we want nearest
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* interpolation and (b) in such configuration multitex() simply floor's the value
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* which often produces artifacts.
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*/
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if (m_texture != nullptr && (m_texture->imaflag & TEX_INTERPOL) == 0) {
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u += 0.5f / cx;
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v += 0.5f / cy;
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}
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this->m_inputSize->readSampled(textureSize, x, y, sampler);
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this->m_inputOffset->readSampled(textureOffset, x, y, sampler);
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vec[0] = textureSize[0] * (u + textureOffset[0]);
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vec[1] = textureSize[1] * (v + textureOffset[1]);
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vec[2] = textureSize[2] * textureOffset[2];
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const int thread_id = WorkScheduler::current_thread_id();
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retval = multitex_ext(this->m_texture,
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vec,
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nullptr,
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nullptr,
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0,
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&texres,
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thread_id,
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m_pool,
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m_sceneColorManage,
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false);
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if (texres.talpha) {
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output[3] = texres.ta;
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}
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else {
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output[3] = texres.tin;
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}
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if ((retval & TEX_RGB)) {
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output[0] = texres.tr;
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output[1] = texres.tg;
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output[2] = texres.tb;
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}
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else {
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output[0] = output[1] = output[2] = output[3];
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}
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}
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} // namespace blender::compositor
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