Realtime Compositor: Implement Keying Screen node #113055
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Reference: blender/blender#113055
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Delete Branch "OmarEmaraDev/blender:gpu-keying-screen"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This patch implements the Keying Screen node for the Realtime
Compositor. Draw data was introduced to the Movie Clip ID to allow
caching of the keying screen.
Depends on: #112480.
Just a couple of warning on Metal.
@ -0,0 +12,4 @@
* faster. */
void populate_cache()
{
if (gl_LocalInvocationIndex < number_of_markers) {
Cast
gl_LocalInvocationIndex
toint
.@ -0,0 +35,4 @@
float sum_of_weights = 0.0;
vec4 weighted_sum = vec4(0.0);
for (int i = 0; i < number_of_markers; i++) {
vec2 marker_position = i < CACHE_SIZE ? cached_marker_positions[i] : marker_positions[i];
Use parenthesis around the test and cast
CACHE_SIZE
toint
. Same thing formarker_color
.@ -57,2 +57,4 @@
/** Animation data (must be immediately after id for utilities to use it). */
struct AnimData *adt;
/* runtime (must be immediately after id for utilities to use it). */
DrawDataList drawdata;
Can this me in the
MovieClip_Runtime
?I also don't really understand the comment or requirement. It is already not after
id
, and presumable things work just fine?@Sergey I copied the comment from similar IDs, so didn't think it through. But I shall update all similar IDs in a cleanup commit. It should say after the
AnimData
member and reference the template type.See
IdDdtTemplate
andDRW_drawdatalist_from_id
to understand this requirement. This should also explain why it can't be part ofMovieClip_Runtime
.Ah, I see. Seems a bit unintuitive, but is not related to this patch.