Adds full frame implementation to these nodes operations. When enabling "extend bounds" node option, tiled implementation result is slightly different because it's using `TranslateOperation` with bilinear sampling for centering. Full frame always uses nearest to don't lose image quality. It has the disadvantage of causing image jiggling on backdrop when switching size values as it's not pixel perfect. This is fixed by rounding to even. No functional changes. Part of T88150. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D12167
389 lines
14 KiB
C++
389 lines
14 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_BokehBlurOperation.h"
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#include "COM_ConstantOperation.h"
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#include "BLI_math.h"
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#include "COM_OpenCLDevice.h"
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#include "RE_pipeline.h"
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namespace blender::compositor {
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constexpr int IMAGE_INPUT_INDEX = 0;
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constexpr int BOKEH_INPUT_INDEX = 1;
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constexpr int BOUNDING_BOX_INPUT_INDEX = 2;
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constexpr int SIZE_INPUT_INDEX = 3;
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BokehBlurOperation::BokehBlurOperation()
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{
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this->addInputSocket(DataType::Color);
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this->addInputSocket(DataType::Color, ResizeMode::None);
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this->addInputSocket(DataType::Value);
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this->addInputSocket(DataType::Value);
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this->addOutputSocket(DataType::Color);
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flags.complex = true;
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flags.open_cl = true;
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this->m_size = 1.0f;
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this->m_sizeavailable = false;
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this->m_inputProgram = nullptr;
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this->m_inputBokehProgram = nullptr;
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this->m_inputBoundingBoxReader = nullptr;
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this->m_extend_bounds = false;
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}
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void BokehBlurOperation::init_data()
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{
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if (execution_model_ == eExecutionModel::FullFrame) {
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updateSize();
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}
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NodeOperation *bokeh = get_input_operation(BOKEH_INPUT_INDEX);
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const int width = bokeh->getWidth();
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const int height = bokeh->getHeight();
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const float dimension = MIN2(width, height);
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m_bokehMidX = width / 2.0f;
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m_bokehMidY = height / 2.0f;
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m_bokehDimension = dimension / 2.0f;
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}
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void *BokehBlurOperation::initializeTileData(rcti * /*rect*/)
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{
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lockMutex();
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if (!this->m_sizeavailable) {
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updateSize();
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}
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void *buffer = getInputOperation(0)->initializeTileData(nullptr);
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unlockMutex();
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return buffer;
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}
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void BokehBlurOperation::initExecution()
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{
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initMutex();
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this->m_inputProgram = getInputSocketReader(0);
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this->m_inputBokehProgram = getInputSocketReader(1);
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this->m_inputBoundingBoxReader = getInputSocketReader(2);
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QualityStepHelper::initExecution(COM_QH_INCREASE);
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}
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void BokehBlurOperation::executePixel(float output[4], int x, int y, void *data)
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{
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float color_accum[4];
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float tempBoundingBox[4];
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float bokeh[4];
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this->m_inputBoundingBoxReader->readSampled(tempBoundingBox, x, y, PixelSampler::Nearest);
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if (tempBoundingBox[0] > 0.0f) {
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float multiplier_accum[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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MemoryBuffer *inputBuffer = (MemoryBuffer *)data;
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const rcti &input_rect = inputBuffer->get_rect();
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float *buffer = inputBuffer->getBuffer();
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int bufferwidth = inputBuffer->getWidth();
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int bufferstartx = input_rect.xmin;
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int bufferstarty = input_rect.ymin;
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const float max_dim = MAX2(this->getWidth(), this->getHeight());
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int pixelSize = this->m_size * max_dim / 100.0f;
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zero_v4(color_accum);
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if (pixelSize < 2) {
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this->m_inputProgram->readSampled(color_accum, x, y, PixelSampler::Nearest);
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multiplier_accum[0] = 1.0f;
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multiplier_accum[1] = 1.0f;
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multiplier_accum[2] = 1.0f;
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multiplier_accum[3] = 1.0f;
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}
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int miny = y - pixelSize;
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int maxy = y + pixelSize;
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int minx = x - pixelSize;
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int maxx = x + pixelSize;
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miny = MAX2(miny, input_rect.ymin);
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minx = MAX2(minx, input_rect.xmin);
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maxy = MIN2(maxy, input_rect.ymax);
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maxx = MIN2(maxx, input_rect.xmax);
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int step = getStep();
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int offsetadd = getOffsetAdd() * COM_DATA_TYPE_COLOR_CHANNELS;
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float m = this->m_bokehDimension / pixelSize;
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for (int ny = miny; ny < maxy; ny += step) {
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int bufferindex = ((minx - bufferstartx) * COM_DATA_TYPE_COLOR_CHANNELS) +
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((ny - bufferstarty) * COM_DATA_TYPE_COLOR_CHANNELS * bufferwidth);
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for (int nx = minx; nx < maxx; nx += step) {
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float u = this->m_bokehMidX - (nx - x) * m;
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float v = this->m_bokehMidY - (ny - y) * m;
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this->m_inputBokehProgram->readSampled(bokeh, u, v, PixelSampler::Nearest);
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madd_v4_v4v4(color_accum, bokeh, &buffer[bufferindex]);
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add_v4_v4(multiplier_accum, bokeh);
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bufferindex += offsetadd;
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}
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}
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output[0] = color_accum[0] * (1.0f / multiplier_accum[0]);
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output[1] = color_accum[1] * (1.0f / multiplier_accum[1]);
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output[2] = color_accum[2] * (1.0f / multiplier_accum[2]);
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output[3] = color_accum[3] * (1.0f / multiplier_accum[3]);
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}
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else {
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this->m_inputProgram->readSampled(output, x, y, PixelSampler::Nearest);
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}
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}
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void BokehBlurOperation::deinitExecution()
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{
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deinitMutex();
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this->m_inputProgram = nullptr;
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this->m_inputBokehProgram = nullptr;
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this->m_inputBoundingBoxReader = nullptr;
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}
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bool BokehBlurOperation::determineDependingAreaOfInterest(rcti *input,
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ReadBufferOperation *readOperation,
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rcti *output)
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{
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rcti newInput;
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rcti bokehInput;
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const float max_dim = MAX2(this->getWidth(), this->getHeight());
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if (this->m_sizeavailable) {
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newInput.xmax = input->xmax + (this->m_size * max_dim / 100.0f);
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newInput.xmin = input->xmin - (this->m_size * max_dim / 100.0f);
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newInput.ymax = input->ymax + (this->m_size * max_dim / 100.0f);
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newInput.ymin = input->ymin - (this->m_size * max_dim / 100.0f);
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}
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else {
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newInput.xmax = input->xmax + (10.0f * max_dim / 100.0f);
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newInput.xmin = input->xmin - (10.0f * max_dim / 100.0f);
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newInput.ymax = input->ymax + (10.0f * max_dim / 100.0f);
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newInput.ymin = input->ymin - (10.0f * max_dim / 100.0f);
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}
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NodeOperation *operation = getInputOperation(1);
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bokehInput.xmax = operation->getWidth();
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bokehInput.xmin = 0;
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bokehInput.ymax = operation->getHeight();
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bokehInput.ymin = 0;
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if (operation->determineDependingAreaOfInterest(&bokehInput, readOperation, output)) {
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return true;
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}
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operation = getInputOperation(0);
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if (operation->determineDependingAreaOfInterest(&newInput, readOperation, output)) {
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return true;
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}
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operation = getInputOperation(2);
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if (operation->determineDependingAreaOfInterest(input, readOperation, output)) {
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return true;
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}
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if (!this->m_sizeavailable) {
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rcti sizeInput;
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sizeInput.xmin = 0;
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sizeInput.ymin = 0;
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sizeInput.xmax = 5;
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sizeInput.ymax = 5;
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operation = getInputOperation(3);
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if (operation->determineDependingAreaOfInterest(&sizeInput, readOperation, output)) {
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return true;
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}
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}
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return false;
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}
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void BokehBlurOperation::executeOpenCL(OpenCLDevice *device,
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MemoryBuffer *outputMemoryBuffer,
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cl_mem clOutputBuffer,
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MemoryBuffer **inputMemoryBuffers,
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std::list<cl_mem> *clMemToCleanUp,
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std::list<cl_kernel> * /*clKernelsToCleanUp*/)
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{
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cl_kernel kernel = device->COM_clCreateKernel("bokehBlurKernel", nullptr);
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if (!this->m_sizeavailable) {
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updateSize();
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}
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const float max_dim = MAX2(this->getWidth(), this->getHeight());
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cl_int radius = this->m_size * max_dim / 100.0f;
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cl_int step = this->getStep();
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device->COM_clAttachMemoryBufferToKernelParameter(
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kernel, 0, -1, clMemToCleanUp, inputMemoryBuffers, this->m_inputBoundingBoxReader);
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device->COM_clAttachMemoryBufferToKernelParameter(
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kernel, 1, 4, clMemToCleanUp, inputMemoryBuffers, this->m_inputProgram);
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device->COM_clAttachMemoryBufferToKernelParameter(
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kernel, 2, -1, clMemToCleanUp, inputMemoryBuffers, this->m_inputBokehProgram);
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device->COM_clAttachOutputMemoryBufferToKernelParameter(kernel, 3, clOutputBuffer);
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device->COM_clAttachMemoryBufferOffsetToKernelParameter(kernel, 5, outputMemoryBuffer);
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clSetKernelArg(kernel, 6, sizeof(cl_int), &radius);
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clSetKernelArg(kernel, 7, sizeof(cl_int), &step);
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device->COM_clAttachSizeToKernelParameter(kernel, 8, this);
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device->COM_clEnqueueRange(kernel, outputMemoryBuffer, 9, this);
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}
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void BokehBlurOperation::updateSize()
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{
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if (this->m_sizeavailable) {
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return;
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}
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switch (execution_model_) {
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case eExecutionModel::Tiled: {
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float result[4];
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this->getInputSocketReader(3)->readSampled(result, 0, 0, PixelSampler::Nearest);
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this->m_size = result[0];
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CLAMP(this->m_size, 0.0f, 10.0f);
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break;
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}
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case eExecutionModel::FullFrame: {
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NodeOperation *size_input = get_input_operation(SIZE_INPUT_INDEX);
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if (size_input->get_flags().is_constant_operation) {
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m_size = *static_cast<ConstantOperation *>(size_input)->get_constant_elem();
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CLAMP(m_size, 0.0f, 10.0f);
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} /* Else use default. */
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break;
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}
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}
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this->m_sizeavailable = true;
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}
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void BokehBlurOperation::determineResolution(unsigned int resolution[2],
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unsigned int preferredResolution[2])
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{
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if (!m_extend_bounds) {
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NodeOperation::determineResolution(resolution, preferredResolution);
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return;
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}
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switch (execution_model_) {
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case eExecutionModel::Tiled: {
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NodeOperation::determineResolution(resolution, preferredResolution);
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const float max_dim = MAX2(resolution[0], resolution[1]);
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resolution[0] += 2 * this->m_size * max_dim / 100.0f;
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resolution[1] += 2 * this->m_size * max_dim / 100.0f;
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break;
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}
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case eExecutionModel::FullFrame: {
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set_determined_resolution_modifier([=](unsigned int res[2]) {
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const float max_dim = MAX2(res[0], res[1]);
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/* Rounding to even prevents image jiggling in backdrop while switching size values. */
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float add_size = round_to_even(2 * this->m_size * max_dim / 100.0f);
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res[0] += add_size;
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res[1] += add_size;
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});
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NodeOperation::determineResolution(resolution, preferredResolution);
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break;
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}
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}
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}
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void BokehBlurOperation::get_area_of_interest(const int input_idx,
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const rcti &output_area,
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rcti &r_input_area)
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{
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switch (input_idx) {
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case IMAGE_INPUT_INDEX: {
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const float max_dim = MAX2(this->getWidth(), this->getHeight());
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const float add_size = m_size * max_dim / 100.0f;
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r_input_area.xmin = output_area.xmin - add_size;
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r_input_area.xmax = output_area.xmax + add_size;
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r_input_area.ymin = output_area.ymin - add_size;
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r_input_area.ymax = output_area.ymax + add_size;
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break;
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}
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case BOKEH_INPUT_INDEX: {
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NodeOperation *bokeh_input = getInputOperation(BOKEH_INPUT_INDEX);
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r_input_area.xmin = 0;
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r_input_area.xmax = bokeh_input->getWidth();
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r_input_area.ymin = 0;
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r_input_area.ymax = bokeh_input->getHeight();
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break;
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}
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case BOUNDING_BOX_INPUT_INDEX:
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r_input_area = output_area;
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break;
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case SIZE_INPUT_INDEX: {
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r_input_area = COM_SINGLE_ELEM_AREA;
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break;
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}
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}
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}
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void BokehBlurOperation::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 float max_dim = MAX2(this->getWidth(), this->getHeight());
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const int pixel_size = m_size * max_dim / 100.0f;
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const float m = m_bokehDimension / pixel_size;
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const MemoryBuffer *image_input = inputs[IMAGE_INPUT_INDEX];
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const MemoryBuffer *bokeh_input = inputs[BOKEH_INPUT_INDEX];
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MemoryBuffer *bounding_input = inputs[BOUNDING_BOX_INPUT_INDEX];
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BuffersIterator<float> it = output->iterate_with({bounding_input}, area);
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const rcti &image_rect = image_input->get_rect();
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for (; !it.is_end(); ++it) {
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const int x = it.x;
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const int y = it.y;
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const float bounding_box = *it.in(0);
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if (bounding_box <= 0.0f) {
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image_input->read_elem(x, y, it.out);
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continue;
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}
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float color_accum[4] = {0};
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float multiplier_accum[4] = {0};
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if (pixel_size < 2) {
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image_input->read_elem(x, y, color_accum);
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multiplier_accum[0] = 1.0f;
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multiplier_accum[1] = 1.0f;
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multiplier_accum[2] = 1.0f;
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multiplier_accum[3] = 1.0f;
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}
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const int miny = MAX2(y - pixel_size, image_rect.ymin);
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const int maxy = MIN2(y + pixel_size, image_rect.ymax);
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const int minx = MAX2(x - pixel_size, image_rect.xmin);
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const int maxx = MIN2(x + pixel_size, image_rect.xmax);
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const int step = getStep();
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const int elem_stride = image_input->elem_stride * step;
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const int row_stride = image_input->row_stride * step;
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const float *row_color = image_input->get_elem(minx, miny);
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for (int ny = miny; ny < maxy; ny += step, row_color += row_stride) {
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const float *color = row_color;
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const float v = m_bokehMidY - (ny - y) * m;
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for (int nx = minx; nx < maxx; nx += step, color += elem_stride) {
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const float u = m_bokehMidX - (nx - x) * m;
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float bokeh[4];
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bokeh_input->read_elem_checked(u, v, bokeh);
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madd_v4_v4v4(color_accum, bokeh, color);
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add_v4_v4(multiplier_accum, bokeh);
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}
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}
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it.out[0] = color_accum[0] * (1.0f / multiplier_accum[0]);
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it.out[1] = color_accum[1] * (1.0f / multiplier_accum[1]);
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it.out[2] = color_accum[2] * (1.0f / multiplier_accum[2]);
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it.out[3] = color_accum[3] * (1.0f / multiplier_accum[3]);
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}
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}
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} // namespace blender::compositor
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