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blender-archive/source/blender/compositor/intern/COM_FullFrameExecutionModel.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
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- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

92 lines
2.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2021 Blender Foundation. */
#pragma once
#include "BLI_vector.hh"
#include "COM_Enums.h"
#include "COM_ExecutionModel.h"
#ifdef WITH_CXX_GUARDEDALLOC
# include "MEM_guardedalloc.h"
#endif
namespace blender::compositor {
/* Forward declarations. */
class CompositorContext;
class ExecutionSystem;
class MemoryBuffer;
class NodeOperation;
class SharedOperationBuffers;
/**
* Fully renders operations in order from inputs to outputs.
*/
class FullFrameExecutionModel : public ExecutionModel {
private:
/**
* Contains operations active buffers data.
* Buffers will be disposed once reader operations are finished.
*/
SharedOperationBuffers &active_buffers_;
/**
* Number of operations finished.
*/
int num_operations_finished_;
/**
* Order of priorities for output operations execution.
*/
Vector<eCompositorPriority> priorities_;
public:
FullFrameExecutionModel(CompositorContext &context,
SharedOperationBuffers &shared_buffers,
Span<NodeOperation *> operations);
void execute(ExecutionSystem &exec_system) override;
private:
void determine_areas_to_render_and_reads();
/**
* Render output operations in order of priority.
*/
void render_operations();
void render_output_dependencies(NodeOperation *output_op);
/**
* Returns input buffers with an offset relative to given output coordinates.
* Returned memory buffers must be deleted.
*/
Vector<MemoryBuffer *> get_input_buffers(NodeOperation *op, int output_x, int output_y);
MemoryBuffer *create_operation_buffer(NodeOperation *op, int output_x, int output_y);
void render_operation(NodeOperation *op);
void operation_finished(NodeOperation *operation);
/**
* Calculates given output operation area to be rendered taking into account viewer and render
* borders.
*/
void get_output_render_area(NodeOperation *output_op, rcti &r_area);
/**
* Determines all operations areas needed to render given output area.
*/
void determine_areas_to_render(NodeOperation *output_op, const rcti &output_area);
/**
* Determines reads to receive by operations in output operation tree (i.e: Number of dependent
* operations each operation has).
*/
void determine_reads(NodeOperation *output_op);
void update_progress_bar();
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("COM:FullFrameExecutionModel")
#endif
};
} // namespace blender::compositor