This commit makes BKE_image_acquire_ibuf referencing result, which means once some area requested for image buffer, it'll be guaranteed this buffer wouldn't be freed by image signal. To de-reference buffer BKE_image_release_ibuf should now always be used. To make referencing working correct we can not rely on result of image_get_ibuf_threadsafe called outside from thread lock. This is so because we need to guarantee getting image buffer from list of loaded buffers and it's referencing happens atomic. Without lock here it is possible that between call of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would be called. Image signal handling too is blocking now to prevent such a situation. Threads are locking by spinlock, which are faster than mutexes. There were some slowdown reports in the past about render slowdown when using OSX on Xeon CPU. It shouldn't happen with spin locks, but more tests on different hardware would be really welcome. So far can not see speed regressions on own computers. This commit also removes BKE_image_get_ibuf, because it was not so intuitive when get_ibuf and acquire_ibuf should be used. Thanks to Ton and Brecht for discussion/review :)
166 lines
5.6 KiB
C++
166 lines
5.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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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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* Contributor:
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* Jeroen Bakker
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* Monique Dewanchand
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* Lukas Tönne
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*/
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#include "COM_ImageNode.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_ImageOperation.h"
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#include "COM_MultilayerImageOperation.h"
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#include "BKE_node.h"
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#include "BLI_utildefines.h"
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ImageNode::ImageNode(bNode *editorNode) : Node(editorNode)
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{
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/* pass */
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}
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NodeOperation *ImageNode::doMultilayerCheck(ExecutionSystem *system, RenderLayer *rl, Image *image, ImageUser *user, int framenumber, int outputsocketIndex, int pass, DataType datatype)
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{
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OutputSocket *outputSocket = this->getOutputSocket(outputsocketIndex);
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MultilayerBaseOperation *operation = NULL;
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switch (datatype) {
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case COM_DT_VALUE:
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operation = new MultilayerValueOperation(pass);
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break;
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case COM_DT_VECTOR:
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operation = new MultilayerVectorOperation(pass);
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break;
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case COM_DT_COLOR:
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operation = new MultilayerColorOperation(pass);
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break;
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default:
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break;
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}
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operation->setImage(image);
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operation->setRenderLayer(rl);
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operation->setImageUser(user);
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operation->setFramenumber(framenumber);
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outputSocket->relinkConnections(operation->getOutputSocket());
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system->addOperation(operation);
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return operation;
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}
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void ImageNode::convertToOperations(ExecutionSystem *graph, CompositorContext *context)
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{
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/// Image output
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OutputSocket *outputImage = this->getOutputSocket(0);
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bNode *editorNode = this->getbNode();
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Image *image = (Image *)editorNode->id;
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ImageUser *imageuser = (ImageUser *)editorNode->storage;
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int framenumber = context->getFramenumber();
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int numberOfOutputs = this->getNumberOfOutputSockets();
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BKE_image_user_frame_calc(imageuser, context->getFramenumber(), 0);
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/* force a load, we assume iuser index will be set OK anyway */
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if (image && image->type == IMA_TYPE_MULTILAYER) {
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bool is_multilayer_ok = false;
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ImBuf *ibuf = BKE_image_acquire_ibuf(image, imageuser, NULL);
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if (image->rr) {
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RenderLayer *rl = (RenderLayer *)BLI_findlink(&image->rr->layers, imageuser->layer);
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if (rl) {
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OutputSocket *socket;
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int index;
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is_multilayer_ok = true;
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for (index = 0; index < numberOfOutputs; index++) {
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socket = this->getOutputSocket(index);
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if (socket->isConnected() || index == 0) {
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bNodeSocket *bnodeSocket = socket->getbNodeSocket();
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NodeImageLayer *storage = (NodeImageLayer *)bnodeSocket->storage;
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int passindex = storage->pass_index;
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RenderPass *rpass = (RenderPass *)BLI_findlink(&rl->passes, passindex);
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if (rpass) {
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NodeOperation *operation = NULL;
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imageuser->pass = passindex;
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switch (rpass->channels) {
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case 1:
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operation = doMultilayerCheck(graph, rl, image, imageuser, framenumber, index, passindex, COM_DT_VALUE);
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break;
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/* using image operations for both 3 and 4 channels (RGB and RGBA respectively) */
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/* XXX any way to detect actual vector images? */
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case 3:
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operation = doMultilayerCheck(graph, rl, image, imageuser, framenumber, index, passindex, COM_DT_VECTOR);
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break;
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case 4:
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operation = doMultilayerCheck(graph, rl, image, imageuser, framenumber, index, passindex, COM_DT_COLOR);
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break;
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default:
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/* XXX add a dummy operation? */
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break;
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}
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if (index == 0 && operation) {
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addPreviewOperation(graph, context, operation->getOutputSocket());
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}
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}
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}
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}
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}
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}
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BKE_image_release_ibuf(image, ibuf, NULL);
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/* without this, multilayer that fail to load will crash blender [#32490] */
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if (is_multilayer_ok == false) {
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convertToOperations_invalid(graph, context);
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}
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}
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else {
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if (numberOfOutputs > 0) {
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ImageOperation *operation = new ImageOperation();
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if (outputImage->isConnected()) {
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outputImage->relinkConnections(operation->getOutputSocket());
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}
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operation->setImage(image);
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operation->setImageUser(imageuser);
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operation->setFramenumber(framenumber);
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graph->addOperation(operation);
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addPreviewOperation(graph, context, operation->getOutputSocket());
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}
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if (numberOfOutputs > 1) {
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OutputSocket *alphaImage = this->getOutputSocket(1);
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if (alphaImage->isConnected()) {
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ImageAlphaOperation *alphaOperation = new ImageAlphaOperation();
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alphaOperation->setImage(image);
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alphaOperation->setImageUser(imageuser);
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alphaOperation->setFramenumber(framenumber);
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alphaImage->relinkConnections(alphaOperation->getOutputSocket());
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graph->addOperation(alphaOperation);
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}
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}
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if (numberOfOutputs > 2) {
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OutputSocket *depthImage = this->getOutputSocket(2);
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if (depthImage->isConnected()) {
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ImageDepthOperation *depthOperation = new ImageDepthOperation();
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depthOperation->setImage(image);
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depthOperation->setImageUser(imageuser);
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depthOperation->setFramenumber(framenumber);
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depthImage->relinkConnections(depthOperation->getOutputSocket());
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graph->addOperation(depthOperation);
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}
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}
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}
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}
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