127 lines
4.2 KiB
C++
127 lines
4.2 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 "BLI_threads.h"
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#include "BLT_translation.h"
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#include "BKE_node.h"
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#include "BKE_scene.h"
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#include "COM_ExecutionSystem.h"
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#include "COM_MovieDistortionOperation.h"
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#include "COM_WorkScheduler.h"
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#include "COM_compositor.h"
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#include "clew.h"
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static struct {
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bool is_initialized = false;
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ThreadMutex mutex;
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} g_compositor;
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/* Make sure node tree has previews.
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* Don't create previews in advance, this is done when adding preview operations.
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* Reserved preview size is determined by render output for now. */
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static void compositor_init_node_previews(const RenderData *render_data, bNodeTree *node_tree)
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{
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/* We fit the aspect into COM_PREVIEW_SIZE x COM_PREVIEW_SIZE image to avoid
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* insane preview resolution, which might even overflow preview dimensions. */
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const float aspect = render_data->xsch > 0 ?
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(float)render_data->ysch / (float)render_data->xsch :
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1.0f;
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int preview_width, preview_height;
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if (aspect < 1.0f) {
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preview_width = COM_PREVIEW_SIZE;
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preview_height = (int)(COM_PREVIEW_SIZE * aspect);
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}
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else {
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preview_width = (int)(COM_PREVIEW_SIZE / aspect);
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preview_height = COM_PREVIEW_SIZE;
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}
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BKE_node_preview_init_tree(node_tree, preview_width, preview_height, false);
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}
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static void compositor_reset_node_tree_status(bNodeTree *node_tree)
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{
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node_tree->progress(node_tree->prh, 0.0);
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node_tree->stats_draw(node_tree->sdh, IFACE_("Compositing"));
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}
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void COM_execute(RenderData *render_data,
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Scene *scene,
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bNodeTree *node_tree,
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int rendering,
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const ColorManagedViewSettings *viewSettings,
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const ColorManagedDisplaySettings *displaySettings,
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const char *viewName)
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{
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/* Initialize mutex, TODO this mutex init is actually not thread safe and
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* should be done somewhere as part of blender startup, all the other
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* initializations can be done lazily. */
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if (!g_compositor.is_initialized) {
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BLI_mutex_init(&g_compositor.mutex);
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g_compositor.is_initialized = true;
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}
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BLI_mutex_lock(&g_compositor.mutex);
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if (node_tree->test_break(node_tree->tbh)) {
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/* During editing multiple compositor executions can be triggered.
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* Make sure this is the most recent one. */
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BLI_mutex_unlock(&g_compositor.mutex);
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return;
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}
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compositor_init_node_previews(render_data, node_tree);
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compositor_reset_node_tree_status(node_tree);
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/* Initialize workscheduler. */
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const bool use_opencl = (node_tree->flag & NTREE_COM_OPENCL) != 0;
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WorkScheduler::initialize(use_opencl, BKE_render_num_threads(render_data));
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/* Execute. */
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const bool twopass = (node_tree->flag & NTREE_TWO_PASS) && !rendering;
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if (twopass) {
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ExecutionSystem fast_pass(
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render_data, scene, node_tree, rendering, true, viewSettings, displaySettings, viewName);
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fast_pass.execute();
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if (node_tree->test_break(node_tree->tbh)) {
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BLI_mutex_unlock(&g_compositor.mutex);
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return;
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}
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}
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ExecutionSystem system(
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render_data, scene, node_tree, rendering, false, viewSettings, displaySettings, viewName);
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system.execute();
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BLI_mutex_unlock(&g_compositor.mutex);
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}
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void COM_deinitialize()
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{
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if (g_compositor.is_initialized) {
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BLI_mutex_lock(&g_compositor.mutex);
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WorkScheduler::deinitialize();
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g_compositor.is_initialized = false;
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BLI_mutex_unlock(&g_compositor.mutex);
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BLI_mutex_end(&g_compositor.mutex);
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}
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}
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