Realtime Compositor: Add node previews for shader operations #109250

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Omar Emara merged 3 commits from OmarEmaraDev/blender:shader-operation-preview into main 2023-06-23 18:46:25 +02:00
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This patch adds support for node previews for shader operations, making
node previews fully supported.

The patch was started as an effort to refactor the compositor compiler
to split the shader operators when node previews increase past hardware
limits. However, I realized that the better approach would be to remove
those limits altogether by using texture arrays instead of individual
textures for operation results, then use texture views to slice that
array. This is not implemented in this patch and will require some
prerequisites, namely adding target conversion to GPU texture views as
well as support texture arrays in the DRW texture pool.

Depends on: #109249.

This patch adds support for node previews for shader operations, making node previews fully supported. The patch was started as an effort to refactor the compositor compiler to split the shader operators when node previews increase past hardware limits. However, I realized that the better approach would be to remove those limits altogether by using texture arrays instead of individual textures for operation results, then use texture views to slice that array. This is not implemented in this patch and will require some prerequisites, namely adding target conversion to GPU texture views as well as support texture arrays in the DRW texture pool. Depends on: #109249.
Omar Emara added the
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Omar Emara added 2 commits 2023-06-22 17:53:34 +02:00
The logically_linked_sockets runtime data of sockets is only initialized
for inputs. This patch also initializes it for output sockets through
the inversion the inputs logically_linked_sockets structure.
This patch adds support for node previews for shader operations, making
node previews fully supported.

The patch was started as an effort to refactor the compositor compiler
to split the shader operators when node previews increase past hardware
limits. However, I realized that the better approach would be to remove
those limits altogether by using texture arrays instead of individual
textures for operation results, then use texture views to slice that
array. This is not implemented in this patch and will require some
prerequisites, namely adding target conversion to GPU texture views as
well as support texture arrays in the DRW texture pool.

Depends on: #109249.
Omar Emara requested review from Brecht Van Lommel 2023-06-22 17:54:09 +02:00
Brecht Van Lommel approved these changes 2023-06-23 17:00:39 +02:00
Omar Emara added 1 commit 2023-06-23 18:34:38 +02:00
Omar Emara merged commit c2361381cd into main 2023-06-23 18:46:25 +02:00
Omar Emara deleted branch shader-operation-preview 2023-06-23 18:46:26 +02:00
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Reference: blender/blender#109250
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