Compositor: first steps to use realtime compositor outside viewport #108629
|
@ -764,20 +764,26 @@ class NODE_PT_quality(bpy.types.Panel):
|
|||
tree = snode.node_tree
|
||||
prefs = bpy.context.preferences
|
||||
|
||||
use_realtime = False
|
||||
col = layout.column()
|
||||
if prefs.experimental.use_full_frame_compositor:
|
||||
if prefs.experimental.use_experimental_compositors:
|
||||
col.prop(tree, "execution_mode")
|
||||
use_realtime = tree.execution_mode == 'REALTIME'
|
||||
|
||||
col = layout.column()
|
||||
col.active = not use_realtime
|
||||
col.prop(tree, "render_quality", text="Render")
|
||||
col.prop(tree, "edit_quality", text="Edit")
|
||||
col.prop(tree, "chunk_size")
|
||||
|
||||
col = layout.column()
|
||||
col.active = not use_realtime
|
||||
col.prop(tree, "use_opencl")
|
||||
col.prop(tree, "use_groupnode_buffer")
|
||||
col.prop(tree, "use_two_pass")
|
||||
col.prop(tree, "use_viewer_border")
|
||||
col.separator()
|
||||
|
||||
col = layout.column()
|
||||
col.prop(snode, "use_auto_render")
|
||||
|
||||
|
||||
|
|
|
@ -2396,7 +2396,7 @@ class USERPREF_PT_experimental_prototypes(ExperimentalPanel, Panel):
|
|||
({"property": "use_new_curves_tools"}, ("blender/blender/issues/68981", "#68981")),
|
||||
({"property": "use_new_point_cloud_type"}, ("blender/blender/issues/75717", "#75717")),
|
||||
({"property": "use_sculpt_texture_paint"}, ("blender/blender/issues/96225", "#96225")),
|
||||
({"property": "use_full_frame_compositor"}, ("blender/blender/issues/88150", "#88150")),
|
||||
({"property": "use_experimental_compositors"}, ("blender/blender/issues/88150", "#88150")),
|
||||
({"property": "enable_eevee_next"}, ("blender/blender/issues/93220", "#93220")),
|
||||
({"property": "enable_workbench_next"}, ("blender/blender/issues/101619", "#101619")),
|
||||
({"property": "use_grease_pencil_version3"}, ("blender/blender/projects/40", "Grease Pencil 3.0")),
|
||||
|
|
|
@ -11,6 +11,8 @@
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
struct Render;
|
||||
|
||||
/* Keep ascii art. */
|
||||
/* clang-format off */
|
||||
|
||||
|
@ -294,6 +296,9 @@ extern "C" {
|
|||
* It can be executed during editing (blenkernel/node.cc) or rendering
|
||||
* (renderer/pipeline.c)
|
||||
*
|
||||
* \param render: [struct Render]
|
||||
* Render instance for GPU context.
|
||||
*
|
||||
* \param render_data: [struct RenderData]
|
||||
* Render data for this composite, this won't always belong to a scene.
|
||||
*
|
||||
|
@ -326,7 +331,8 @@ extern "C" {
|
|||
*/
|
||||
/* clang-format off */
|
||||
|
||||
void COM_execute(RenderData *render_data,
|
||||
void COM_execute(Render *render,
|
||||
RenderData *render_data,
|
||||
Scene *scene,
|
||||
bNodeTree *node_tree,
|
||||
bool rendering,
|
||||
|
|
|
@ -14,6 +14,8 @@
|
|||
#include "COM_WorkScheduler.h"
|
||||
#include "COM_compositor.h"
|
||||
|
||||
#include "RE_compositor.hh"
|
||||
|
||||
static struct {
|
||||
bool is_initialized = false;
|
||||
ThreadMutex mutex;
|
||||
|
@ -47,7 +49,8 @@ static void compositor_reset_node_tree_status(bNodeTree *node_tree)
|
|||
node_tree->runtime->stats_draw(node_tree->runtime->sdh, IFACE_("Compositing"));
|
||||
}
|
||||
|
||||
void COM_execute(RenderData *render_data,
|
||||
void COM_execute(Render *render,
|
||||
RenderData *render_data,
|
||||
Scene *scene,
|
||||
bNodeTree *node_tree,
|
||||
bool rendering,
|
||||
|
@ -73,26 +76,41 @@ void COM_execute(RenderData *render_data,
|
|||
compositor_init_node_previews(render_data, node_tree);
|
||||
compositor_reset_node_tree_status(node_tree);
|
||||
|
||||
/* Initialize workscheduler. */
|
||||
const bool use_opencl = (node_tree->flag & NTREE_COM_OPENCL) != 0;
|
||||
blender::compositor::WorkScheduler::initialize(use_opencl, BKE_render_num_threads(render_data));
|
||||
if (U.experimental.use_full_frame_compositor &&
|
||||
node_tree->execution_mode == NTREE_EXECUTION_MODE_REALTIME)
|
||||
{
|
||||
/* Realtime GPU compositer. */
|
||||
|
||||
/* Execute. */
|
||||
const bool twopass = (node_tree->flag & NTREE_TWO_PASS) && !rendering;
|
||||
if (twopass) {
|
||||
blender::compositor::ExecutionSystem fast_pass(
|
||||
render_data, scene, node_tree, rendering, true, view_name);
|
||||
fast_pass.execute();
|
||||
|
||||
if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
|
||||
BLI_mutex_unlock(&g_compositor.mutex);
|
||||
return;
|
||||
}
|
||||
/* TODO: add persistence and depsgraph updates for better performance. */
|
||||
blender::render::RealtimeCompositor compositer(
|
||||
*render, *scene, *render_data, *node_tree, rendering, view_name);
|
||||
compositer.execute();
|
||||
}
|
||||
else {
|
||||
/* Tiled and Full Frame compositers. */
|
||||
|
||||
blender::compositor::ExecutionSystem system(
|
||||
render_data, scene, node_tree, rendering, false, view_name);
|
||||
system.execute();
|
||||
/* Initialize workscheduler. */
|
||||
const bool use_opencl = (node_tree->flag & NTREE_COM_OPENCL) != 0;
|
||||
blender::compositor::WorkScheduler::initialize(use_opencl,
|
||||
BKE_render_num_threads(render_data));
|
||||
|
||||
/* Execute. */
|
||||
const bool twopass = (node_tree->flag & NTREE_TWO_PASS) && !rendering;
|
||||
if (twopass) {
|
||||
blender::compositor::ExecutionSystem fast_pass(
|
||||
render_data, scene, node_tree, rendering, true, view_name);
|
||||
fast_pass.execute();
|
||||
|
||||
if (node_tree->runtime->test_break(node_tree->runtime->tbh)) {
|
||||
BLI_mutex_unlock(&g_compositor.mutex);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
blender::compositor::ExecutionSystem system(
|
||||
render_data, scene, node_tree, rendering, false, view_name);
|
||||
system.execute();
|
||||
}
|
||||
|
||||
BLI_mutex_unlock(&g_compositor.mutex);
|
||||
}
|
||||
|
|
|
@ -9,6 +9,7 @@ set(INC
|
|||
../../blenkernel
|
||||
../../blenlib
|
||||
../../blentranslation
|
||||
../../draw
|
||||
../../gpu
|
||||
../../imbuf
|
||||
../../makesdna
|
||||
|
|
|
@ -3328,6 +3328,12 @@ static bool realtime_compositor_is_in_use(const bContext &context)
|
|||
return false;
|
||||
}
|
||||
|
||||
if (U.experimental.use_full_frame_compositor &&
|
||||
scene->nodetree->execution_mode == NTREE_EXECUTION_MODE_REALTIME)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
const Main *main = CTX_data_main(&context);
|
||||
LISTBASE_FOREACH (const bScreen *, screen, &main->screens) {
|
||||
LISTBASE_FOREACH (const ScrArea *, area, &screen->areabase) {
|
||||
|
|
|
@ -95,6 +95,8 @@ struct CompoJob {
|
|||
/* Evaluated state/ */
|
||||
Depsgraph *compositor_depsgraph;
|
||||
bNodeTree *localtree;
|
||||
/* Render instance. */
|
||||
Render *re;
|
||||
/* Jon system integration. */
|
||||
const bool *stop;
|
||||
bool *do_update;
|
||||
|
@ -239,6 +241,9 @@ static void compo_initjob(void *cjv)
|
|||
if (cj->recalc_flags) {
|
||||
compo_tag_output_nodes(cj->localtree, cj->recalc_flags);
|
||||
}
|
||||
|
||||
cj->re = RE_NewSceneRender(scene);
|
||||
RE_gl_context_create(cj->re);
|
||||
}
|
||||
|
||||
/* Called before redraw notifiers, it moves finished previews over. */
|
||||
|
@ -286,17 +291,19 @@ static void compo_startjob(void *cjv,
|
|||
BKE_callback_exec_id(cj->bmain, &scene->id, BKE_CB_EVT_COMPOSITE_PRE);
|
||||
|
||||
if ((cj->scene->r.scemode & R_MULTIVIEW) == 0) {
|
||||
ntreeCompositExecTree(cj->scene, ntree, &cj->scene->r, false, true, "");
|
||||
ntreeCompositExecTree(cj->re, cj->scene, ntree, &cj->scene->r, false, true, "");
|
||||
}
|
||||
else {
|
||||
LISTBASE_FOREACH (SceneRenderView *, srv, &scene->r.views) {
|
||||
if (BKE_scene_multiview_is_render_view_active(&scene->r, srv) == false) {
|
||||
continue;
|
||||
}
|
||||
ntreeCompositExecTree(cj->scene, ntree, &cj->scene->r, false, true, srv->name);
|
||||
ntreeCompositExecTree(cj->re, cj->scene, ntree, &cj->scene->r, false, true, srv->name);
|
||||
}
|
||||
}
|
||||
|
||||
RE_gl_context_destroy(cj->re);
|
||||
|
||||
ntree->runtime->test_break = nullptr;
|
||||
ntree->runtime->stats_draw = nullptr;
|
||||
ntree->runtime->progress = nullptr;
|
||||
|
|
|
@ -684,6 +684,7 @@ typedef struct bNodeTree {
|
|||
typedef enum eNodeTreeExecutionMode {
|
||||
NTREE_EXECUTION_MODE_TILED = 0,
|
||||
NTREE_EXECUTION_MODE_FULL_FRAME = 1,
|
||||
NTREE_EXECUTION_MODE_REALTIME = 2,
|
||||
} eNodeTreeExecutionMode;
|
||||
|
||||
typedef enum eNodeTreeRuntimeFlag {
|
||||
|
|
|
@ -136,6 +136,11 @@ static const EnumPropertyItem rna_enum_execution_mode_items[] = {
|
|||
0,
|
||||
"Full Frame",
|
||||
"Composites full image result as fast as possible"},
|
||||
{NTREE_EXECUTION_MODE_REALTIME,
|
||||
"REALTIME",
|
||||
0,
|
||||
"Realtime GPU",
|
||||
"Use GPU accelerated compositing with more limited functionality"},
|
||||
{0, NULL, 0, NULL, NULL},
|
||||
};
|
||||
|
||||
|
|
|
@ -6627,12 +6627,13 @@ static void rna_def_userdef_experimental(BlenderRNA *brna)
|
|||
RNA_def_property_ui_text(
|
||||
prop, "New Point Cloud Type", "Enable the new point cloud type in the ui");
|
||||
|
||||
prop = RNA_def_property(srna, "use_full_frame_compositor", PROP_BOOLEAN, PROP_NONE);
|
||||
prop = RNA_def_property(srna, "use_experimental_compositors", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_sdna(prop, NULL, "use_full_frame_compositor", 1);
|
||||
RNA_def_property_ui_text(prop,
|
||||
"Full Frame Compositor",
|
||||
"Enable compositor full frame execution mode option (no tiling, "
|
||||
"reduces execution time and memory usage)");
|
||||
RNA_def_property_ui_text(
|
||||
prop,
|
||||
"Experimental Compositors",
|
||||
"Enable compositor full frame and realtime GPU execution mode options (no tiling, "
|
||||
"reduces execution time and memory usage)");
|
||||
RNA_def_property_update(prop, 0, "rna_userdef_update");
|
||||
|
||||
prop = RNA_def_property(srna, "use_new_curves_tools", PROP_BOOLEAN, PROP_NONE);
|
||||
|
|
|
@ -14,6 +14,11 @@
|
|||
extern "C" {
|
||||
#endif
|
||||
|
||||
struct Scene;
|
||||
struct RenderData;
|
||||
struct Render;
|
||||
struct ViewLayer;
|
||||
|
||||
extern struct bNodeTreeType *ntreeType_Composite;
|
||||
|
||||
void node_cmp_rlayers_outputs(struct bNodeTree *ntree, struct bNode *node);
|
||||
|
@ -27,7 +32,8 @@ const char *node_cmp_rlayers_sock_to_pass(int sock_index);
|
|||
|
||||
void register_node_type_cmp_custom_group(bNodeType *ntype);
|
||||
|
||||
void ntreeCompositExecTree(struct Scene *scene,
|
||||
void ntreeCompositExecTree(struct Render *render,
|
||||
struct Scene *scene,
|
||||
struct bNodeTree *ntree,
|
||||
struct RenderData *rd,
|
||||
bool rendering,
|
||||
|
|
|
@ -171,7 +171,8 @@ void register_node_tree_type_cmp()
|
|||
ntreeTypeAdd(tt);
|
||||
}
|
||||
|
||||
void ntreeCompositExecTree(Scene *scene,
|
||||
void ntreeCompositExecTree(Render *render,
|
||||
Scene *scene,
|
||||
bNodeTree *ntree,
|
||||
RenderData *rd,
|
||||
bool rendering,
|
||||
|
@ -179,7 +180,7 @@ void ntreeCompositExecTree(Scene *scene,
|
|||
const char *view_name)
|
||||
{
|
||||
#ifdef WITH_COMPOSITOR_CPU
|
||||
COM_execute(rd, scene, ntree, rendering, view_name);
|
||||
COM_execute(render, rd, scene, ntree, rendering, view_name);
|
||||
#else
|
||||
UNUSED_VARS(scene, ntree, rd, rendering, view_name);
|
||||
#endif
|
||||
|
|
|
@ -9,9 +9,12 @@ set(INC
|
|||
../blenkernel
|
||||
../blenlib
|
||||
../blentranslation
|
||||
../compositor/realtime_compositor
|
||||
../compositor/realtime_compositor/cached_resources
|
||||
../depsgraph
|
||||
../draw
|
||||
../gpu
|
||||
../gpu/intern
|
||||
../imbuf
|
||||
../makesdna
|
||||
../makesrna
|
||||
|
@ -30,6 +33,7 @@ set(INC_SYS
|
|||
|
||||
set(SRC
|
||||
intern/bake.cc
|
||||
intern/compositor.cc
|
||||
intern/engine.cc
|
||||
intern/initrender.cc
|
||||
intern/multires_bake.cc
|
||||
|
@ -42,6 +46,7 @@ set(SRC
|
|||
intern/zbuf.c
|
||||
|
||||
RE_bake.h
|
||||
RE_compositor.hh
|
||||
RE_engine.h
|
||||
RE_multires_bake.h
|
||||
RE_pipeline.h
|
||||
|
@ -56,6 +61,7 @@ set(SRC
|
|||
)
|
||||
|
||||
set(LIB
|
||||
bf_realtime_compositor
|
||||
)
|
||||
|
||||
if(WITH_PYTHON)
|
||||
|
|
|
@ -0,0 +1,59 @@
|
|||
/* SPDX-FileCopyrightText: 2023 Blender Foundation
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
struct bNodeTree;
|
||||
struct Depsgraph;
|
||||
struct Render;
|
||||
struct RenderData;
|
||||
struct Scene;
|
||||
|
||||
namespace blender {
|
||||
|
||||
namespace realtime_compositor {
|
||||
class Evaluator;
|
||||
}
|
||||
|
||||
namespace render {
|
||||
class Context;
|
||||
class TexturePool;
|
||||
|
||||
/* ------------------------------------------------------------------------------------------------
|
||||
* Render Realtime Compositor
|
||||
*
|
||||
* Implementation of the compositor for final rendering, as opposed to the viewport compositor
|
||||
* that is part of the draw manager. The input and output of this is pre-existing RenderResult
|
||||
* buffers in scenes, that are uploaded to and read back from the GPU. */
|
||||
|
||||
class RealtimeCompositor {
|
||||
private:
|
||||
/* Render instance for GPU context to run compositor in. */
|
||||
Render &render_;
|
||||
|
||||
std::unique_ptr<TexturePool> texture_pool_;
|
||||
std::unique_ptr<Context> context_;
|
||||
std::unique_ptr<realtime_compositor::Evaluator> evaluator_;
|
||||
|
||||
public:
|
||||
RealtimeCompositor(Render &render,
|
||||
const Scene &scene,
|
||||
const RenderData &render_data,
|
||||
const bNodeTree &node_tree,
|
||||
const bool use_file_output,
|
||||
const char *view_name);
|
||||
|
||||
~RealtimeCompositor();
|
||||
|
||||
/* Evaluate the compositor and output to the scene render result. */
|
||||
void execute();
|
||||
|
||||
/* If the compositor node tree changed, reset the evaluator. */
|
||||
void update(const Depsgraph *depsgraph);
|
||||
};
|
||||
|
||||
} // namespace render
|
||||
} // namespace blender
|
|
@ -0,0 +1,301 @@
|
|||
/* SPDX-FileCopyrightText: 2023 Blender Foundation
|
||||
*
|
||||
* SPDX-License-Identifier: GPL-2.0-or-later */
|
||||
|
||||
#include "BLI_threads.h"
|
||||
#include "BLI_vector.hh"
|
||||
|
||||
#include "BKE_global.h"
|
||||
#include "BKE_image.h"
|
||||
#include "BKE_node.hh"
|
||||
#include "BKE_scene.h"
|
||||
|
||||
#include "DRW_engine.h"
|
||||
|
||||
#include "COM_context.hh"
|
||||
#include "COM_evaluator.hh"
|
||||
|
||||
#include "RE_compositor.hh"
|
||||
#include "RE_pipeline.h"
|
||||
|
||||
namespace blender::render {
|
||||
|
||||
/* Render Texture Pool */
|
||||
|
||||
class TexturePool : public realtime_compositor::TexturePool {
|
||||
public:
|
||||
Vector<GPUTexture *> textures_;
|
||||
|
||||
virtual ~TexturePool()
|
||||
{
|
||||
for (GPUTexture *texture : textures_) {
|
||||
GPU_texture_free(texture);
|
||||
}
|
||||
}
|
||||
|
||||
GPUTexture *allocate_texture(int2 size, eGPUTextureFormat format) override
|
||||
{
|
||||
/* TODO: should share pool with draw manager. It needs some globals
|
||||
* initialization figured out there first. */
|
||||
#if 0
|
||||
DrawEngineType *owner = (DrawEngineType *)this;
|
||||
return DRW_texture_pool_query_2d(size.x, size.y, format, owner);
|
||||
#else
|
||||
GPUTexture *texture = GPU_texture_create_2d(
|
||||
"compositor_texture_pool", size.x, size.y, 1, format, GPU_TEXTURE_USAGE_GENERAL, NULL);
|
||||
textures_.append(texture);
|
||||
return texture;
|
||||
#endif
|
||||
}
|
||||
};
|
||||
|
||||
/* Render Context */
|
||||
|
||||
class Context : public realtime_compositor::Context {
|
||||
private:
|
||||
/* Input data. */
|
||||
const Scene &scene_;
|
||||
const RenderData &render_data_;
|
||||
const bNodeTree &node_tree_;
|
||||
const bool use_file_output_;
|
||||
const char *view_name_;
|
||||
|
||||
/* Output combined texture. */
|
||||
GPUTexture *output_texture_ = nullptr;
|
||||
|
||||
public:
|
||||
Context(const Scene &scene,
|
||||
const RenderData &render_data,
|
||||
const bNodeTree &node_tree,
|
||||
const bool use_file_output,
|
||||
const char *view_name,
|
||||
TexturePool &texture_pool)
|
||||
: realtime_compositor::Context(texture_pool),
|
||||
scene_(scene),
|
||||
render_data_(render_data),
|
||||
node_tree_(node_tree),
|
||||
use_file_output_(use_file_output),
|
||||
view_name_(view_name)
|
||||
{
|
||||
}
|
||||
|
||||
virtual ~Context()
|
||||
{
|
||||
GPU_texture_free(output_texture_);
|
||||
}
|
||||
|
||||
const bNodeTree &get_node_tree() const override
|
||||
{
|
||||
return node_tree_;
|
||||
}
|
||||
|
||||
bool use_file_output() const override
|
||||
{
|
||||
return use_file_output_;
|
||||
}
|
||||
|
||||
bool use_texture_color_management() const override
|
||||
{
|
||||
return BKE_scene_check_color_management_enabled(&scene_);
|
||||
}
|
||||
|
||||
const RenderData &get_render_data() const override
|
||||
{
|
||||
return render_data_;
|
||||
}
|
||||
|
||||
int2 get_render_size() const override
|
||||
{
|
||||
int width, height;
|
||||
BKE_render_resolution(&render_data_, false, &width, &height);
|
||||
return int2(width, height);
|
||||
}
|
||||
|
||||
rcti get_compositing_region() const override
|
||||
{
|
||||
const int2 render_size = get_render_size();
|
||||
const rcti render_region = rcti{0, render_size.x, 0, render_size.y};
|
||||
|
||||
return render_region;
|
||||
}
|
||||
|
||||
GPUTexture *get_output_texture() override
|
||||
{
|
||||
/* TODO: support outputting for viewers and previews.
|
||||
* TODO: just a temporary hack, needs to get stored in RenderResult,
|
||||
* once that supports GPU buffers. */
|
||||
if (output_texture_ == nullptr) {
|
||||
const int2 size = get_render_size();
|
||||
output_texture_ = GPU_texture_create_2d("compositor_output_texture",
|
||||
size.x,
|
||||
size.y,
|
||||
1,
|
||||
GPU_RGBA16F,
|
||||
GPU_TEXTURE_USAGE_GENERAL,
|
||||
NULL);
|
||||
}
|
||||
|
||||
return output_texture_;
|
||||
}
|
||||
|
||||
GPUTexture *get_input_texture(int view_layer_id, const char *pass_name) override
|
||||
{
|
||||
/* TODO: eventually this should get cached on the RenderResult itself when
|
||||
* it supports storing GPU buffers, for faster updates. But will also need
|
||||
* some eviction strategy to avoid too much GPU memory usage. */
|
||||
Render *re = RE_GetSceneRender(&scene_);
|
||||
RenderResult *rr = nullptr;
|
||||
GPUTexture *input_texture = nullptr;
|
||||
|
||||
if (re) {
|
||||
rr = RE_AcquireResultRead(re);
|
||||
}
|
||||
|
||||
if (rr) {
|
||||
ViewLayer *view_layer = (ViewLayer *)BLI_findlink(&scene_.view_layers, view_layer_id);
|
||||
if (view_layer) {
|
||||
RenderLayer *rl = RE_GetRenderLayer(rr, view_layer->name);
|
||||
if (rl) {
|
||||
RenderPass *rpass = (RenderPass *)BLI_findstring(
|
||||
&rl->passes, pass_name, offsetof(RenderPass, name));
|
||||
|
||||
if (rpass && rpass->buffer.data) {
|
||||
const int2 size(rl->rectx, rl->recty);
|
||||
|
||||
if (rpass->channels == 1) {
|
||||
input_texture = texture_pool().acquire_float(size);
|
||||
if (input_texture) {
|
||||
GPU_texture_update(input_texture, GPU_DATA_FLOAT, rpass->buffer.data);
|
||||
}
|
||||
}
|
||||
else if (rpass->channels == 3) {
|
||||
input_texture = texture_pool().acquire_color(size);
|
||||
if (input_texture) {
|
||||
/* TODO: conversion could be done as part of GPU upload somehow? */
|
||||
const float *rgb_buffer = rpass->buffer.data;
|
||||
float *rgba_buffer = MEM_cnew_array<float>(4 * size.x * size.y, __func__);
|
||||
for (size_t i = 0; (size_t)size.x * (size_t)size.y; i++) {
|
||||
rgba_buffer[i * 4 + 0] = rgb_buffer[i * 3 + 0];
|
||||
rgba_buffer[i * 4 + 1] = rgb_buffer[i * 3 + 1];
|
||||
rgba_buffer[i * 4 + 2] = rgb_buffer[i * 3 + 2];
|
||||
rgba_buffer[i * 4 + 3] = 1.0f;
|
||||
}
|
||||
GPU_texture_update(input_texture, GPU_DATA_FLOAT, rgba_buffer);
|
||||
MEM_freeN(rgba_buffer);
|
||||
}
|
||||
}
|
||||
else if (rpass->channels == 4) {
|
||||
input_texture = texture_pool().acquire_color(size);
|
||||
if (input_texture) {
|
||||
GPU_texture_update(input_texture, GPU_DATA_FLOAT, rpass->buffer.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (re) {
|
||||
RE_ReleaseResult(re);
|
||||
re = nullptr;
|
||||
}
|
||||
|
||||
return input_texture;
|
||||
}
|
||||
|
||||
StringRef get_view_name() override
|
||||
{
|
||||
return view_name_;
|
||||
}
|
||||
|
||||
void set_info_message(StringRef /* message */) const override
|
||||
{
|
||||
/* TODO: ignored for now. Currently only used to communicate incomplete node support
|
||||
* which is already shown on the node itself.
|
||||
*
|
||||
* Perhaps this overall info message could be replaced by a boolean indicating
|
||||
* incomplete support, and leave more specific message to individual nodes? */
|
||||
}
|
||||
|
||||
IDRecalcFlag query_id_recalc_flag(ID *id) const override
|
||||
{
|
||||
/* TODO: implement? */
|
||||
return IDRecalcFlag(0);
|
||||
}
|
||||
|
||||
void output_to_render_result()
|
||||
{
|
||||
Render *re = RE_GetSceneRender(&scene_);
|
||||
RenderResult *rr = RE_AcquireResultWrite(re);
|
||||
|
||||
if (rr) {
|
||||
RenderView *rv = RE_RenderViewGetByName(rr, view_name_);
|
||||
|
||||
GPU_memory_barrier(GPU_BARRIER_TEXTURE_UPDATE);
|
||||
float *output_buffer = (float *)GPU_texture_read(output_texture_, GPU_DATA_FLOAT, 0);
|
||||
|
||||
if (output_buffer) {
|
||||
RE_RenderBuffer_assign_data(&rv->combined_buffer, output_buffer);
|
||||
}
|
||||
|
||||
/* TODO: z-buffer output. */
|
||||
|
||||
rr->have_combined = true;
|
||||
}
|
||||
|
||||
if (re) {
|
||||
RE_ReleaseResult(re);
|
||||
re = nullptr;
|
||||
}
|
||||
|
||||
Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_R_RESULT, "Render Result");
|
||||
BKE_image_partial_update_mark_full_update(image);
|
||||
BLI_thread_lock(LOCK_DRAW_IMAGE);
|
||||
BKE_image_signal(G.main, image, nullptr, IMA_SIGNAL_FREE);
|
||||
BLI_thread_unlock(LOCK_DRAW_IMAGE);
|
||||
}
|
||||
};
|
||||
|
||||
/* Render Realtime Compositor */
|
||||
|
||||
RealtimeCompositor::RealtimeCompositor(Render &render,
|
||||
const Scene &scene,
|
||||
const RenderData &render_data,
|
||||
const bNodeTree &node_tree,
|
||||
const bool use_file_output,
|
||||
const char *view_name)
|
||||
: render_(render)
|
||||
{
|
||||
/* Create resources with GPU context enabled. */
|
||||
DRW_render_context_enable(&render_);
|
||||
texture_pool_ = std::make_unique<TexturePool>();
|
||||
context_ = std::make_unique<Context>(
|
||||
scene, render_data, node_tree, use_file_output, view_name, *texture_pool_);
|
||||
evaluator_ = std::make_unique<realtime_compositor::Evaluator>(*context_);
|
||||
DRW_render_context_disable(&render_);
|
||||
}
|
||||
|
||||
RealtimeCompositor::~RealtimeCompositor()
|
||||
{
|
||||
/* Free resources with GPU context enabled. */
|
||||
DRW_render_context_enable(&render_);
|
||||
evaluator_.reset();
|
||||
context_.reset();
|
||||
texture_pool_.reset();
|
||||
DRW_render_context_disable(&render_);
|
||||
}
|
||||
|
||||
void RealtimeCompositor::execute()
|
||||
{
|
||||
DRW_render_context_enable(&render_);
|
||||
evaluator_->evaluate();
|
||||
context_->output_to_render_result();
|
||||
DRW_render_context_disable(&render_);
|
||||
}
|
||||
|
||||
void RealtimeCompositor::update(const Depsgraph *depsgraph)
|
||||
{
|
||||
/* TODO: implement */
|
||||
}
|
||||
|
||||
} // namespace blender::render
|
|
@ -1194,7 +1194,7 @@ static void do_render_compositor(Render *re)
|
|||
|
||||
LISTBASE_FOREACH (RenderView *, rv, &re->result->views) {
|
||||
ntreeCompositExecTree(
|
||||
re->pipeline_scene_eval, ntree, &re->r, true, G.background == 0, rv->name);
|
||||
re, re->pipeline_scene_eval, ntree, &re->r, true, G.background == 0, rv->name);
|
||||
}
|
||||
|
||||
ntree->runtime->stats_draw = nullptr;
|
||||
|
|
Loading…
Reference in New Issue