This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/compositor/operations/COM_MultilayerImageOperation.cpp
Sergey Sharybin a8353530be Make byte-float conversion threaded in compositor
In fact, there's no need to get float buffer at all,
conversion could be done in pixel processor level
after interpolation.

It might give slightly worse interpolation results
(which i'm not sure would be visible by eye) but
it gives more than 2x speedup on my laptop on node
setups used for warping image.

--
svn merge -r58988:58989 ^/branches/soc-2011-tomato
2013-08-16 10:01:09 +00:00

99 lines
3.0 KiB
C++

/*
* Copyright 2011, Blender Foundation.
*
* 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.
*
* Contributor:
* Jeroen Bakker
* Monique Dewanchand
* Lukas Tönne
*/
#include "COM_MultilayerImageOperation.h"
extern "C" {
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
}
MultilayerBaseOperation::MultilayerBaseOperation(int pass) : BaseImageOperation()
{
this->m_passId = pass;
}
ImBuf *MultilayerBaseOperation::getImBuf()
{
RenderPass *rpass;
rpass = (RenderPass *)BLI_findlink(&this->m_renderlayer->passes, this->m_passId);
if (rpass) {
this->m_imageUser->pass = this->m_passId;
BKE_image_multilayer_index(this->m_image->rr, this->m_imageUser);
return BaseImageOperation::getImBuf();
}
return NULL;
}
void MultilayerColorOperation::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
int yi = y;
int xi = x;
if (this->m_imageFloatBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
zero_v4(output);
}
else {
if (this->m_numberOfChannels == 4) {
switch (sampler) {
case COM_PS_NEAREST:
nearest_interpolation_color(this->m_buffer, NULL, output, x, y);
break;
case COM_PS_BILINEAR:
bilinear_interpolation_color(this->m_buffer, NULL, output, x, y);
break;
case COM_PS_BICUBIC:
bicubic_interpolation_color(this->m_buffer, NULL, output, x, y);
break;
}
}
else {
int offset = (yi * this->getWidth() + xi) * 3;
copy_v3_v3(output, &this->m_imageFloatBuffer[offset]);
}
}
}
void MultilayerValueOperation::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
int yi = y;
int xi = x;
if (this->m_imageFloatBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
output[0] = 0.0f;
}
else {
float result = this->m_imageFloatBuffer[yi * this->getWidth() + xi];
output[0] = result;
}
}
void MultilayerVectorOperation::executePixel(float output[4], float x, float y, PixelSampler sampler)
{
int yi = y;
int xi = x;
if (this->m_imageFloatBuffer == NULL || xi < 0 || yi < 0 || (unsigned int)xi >= this->getWidth() || (unsigned int)yi >= this->getHeight() ) {
output[0] = 0.0f;
}
else {
int offset = (yi * this->getWidth() + xi) * 3;
copy_v3_v3(output, &this->m_imageFloatBuffer[offset]);
}
}