The compostor used a fixed size of 4 floats to hold pixel data. this patch will select size of a pixel based on its type. It uses 1 float for Value, 3 float for vector and 4 floats for color data types. When benchmarking on shots (opening shot of caminandes) we get a reduction of memory of 30% and a tiny speedup as less data transformations needs to take place (but these are negligable. More information of the patch can be found on https://developer.blender.org/D627 and http://wiki.blender.org/index.php/Dev:Ref/Proposals/Compositor2014_p1.1_TD Developers: jbakker & mdewanchand Thanks for Sergey for his indept review.
57 lines
2.0 KiB
C++
57 lines
2.0 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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*/
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#ifndef _COM_WriteBufferOperation_h_
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#define _COM_WriteBufferOperation_h_
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#include "COM_NodeOperation.h"
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#include "COM_MemoryProxy.h"
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#include "COM_SocketReader.h"
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/**
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* @brief NodeOperation to write to a tile
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* @ingroup Operation
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*/
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class WriteBufferOperation : public NodeOperation {
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MemoryProxy *m_memoryProxy;
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bool m_single_value; /* single value stored in buffer */
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NodeOperation *m_input;
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public:
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WriteBufferOperation(DataType datatype);
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~WriteBufferOperation();
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MemoryProxy *getMemoryProxy() { return this->m_memoryProxy; }
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void executePixelSampled(float output[4], float x, float y, PixelSampler sampler);
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const bool isWriteBufferOperation() const { return true; }
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bool isSingleValue() const { return m_single_value; }
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void executeRegion(rcti *rect, unsigned int tileNumber);
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void initExecution();
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void deinitExecution();
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void executeOpenCLRegion(OpenCLDevice *device, rcti *rect, unsigned int chunkNumber, MemoryBuffer **memoryBuffers, MemoryBuffer *outputBuffer);
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void determineResolution(unsigned int resolution[2], unsigned int preferredResolution[2]);
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void readResolutionFromInputSocket();
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inline NodeOperation *getInput() {
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return m_input;
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}
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};
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#endif
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