Commit: aa2bce7b3b86b33c9b98fa0582638944ccfd7361
Author: Omar Emara
Date:   Tue Feb 15 10:35:27 2022 +0200
Branches: temp-viewport-compositor-compiler
https://developer.blender.org/rBaa2bce7b3b86b33c9b98fa0582638944ccfd7361

Viewport Compositor: Add initial operation interface

This patch adds the initial interface for compositor operations and node
operations. The patch also add a structure that encapsulates a result of
some operation.

===================================================================

M       source/blender/blenkernel/BKE_node.h
M       source/blender/draw/engines/compositor/compositor_engine.cc
M       source/blender/nodes/NOD_compositor_execute.hh
M       source/blender/nodes/intern/node_compositor_execute.cc

===================================================================

diff --git a/source/blender/blenkernel/BKE_node.h 
b/source/blender/blenkernel/BKE_node.h
index 87e204e1c27..c57224d95a3 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -116,7 +116,7 @@ typedef struct bNodeSocketTemplate {
 #ifdef __cplusplus
 namespace blender {
 namespace nodes {
-class CompositorContext;
+class DNode;
 class NodeMultiFunctionBuilder;
 class GeoNodeExecParams;
 class NodeDeclarationBuilder;
@@ -126,10 +126,13 @@ namespace fn {
 class CPPType;
 class MFDataType;
 }  // namespace fn
+namespace compositor {
+class Context;
+class NodeOperation;
+}  // namespace compositor
 }  // namespace blender
 
 using CPPTypeHandle = blender::fn::CPPType;
-using NodeCompositorExecuteFunction = void 
(*)(blender::nodes::CompositorContext &context);
 using NodeMultiFunctionBuildFunction = void 
(*)(blender::nodes::NodeMultiFunctionBuilder &builder);
 using NodeGeometryExecFunction = void (*)(blender::nodes::GeoNodeExecParams 
params);
 using NodeDeclareFunction = void (*)(blender::nodes::NodeDeclarationBuilder 
&builder);
@@ -141,8 +144,11 @@ using SocketGetGeometryNodesCPPValueFunction = void 
(*)(const struct bNodeSocket
 using NodeGatherSocketLinkOperationsFunction =
     void (*)(blender::nodes::GatherLinkSearchOpParams &params);
 
+using NodeCompositorGetOperationFunction = blender::compositor::NodeOperation 
(*)(
+    blender::compositor::Context &context, blender::nodes::DNode &node);
+
 #else
-typedef void *NodeCompositorExecuteFunction;
+typedef void *NodeCompositorGetOperationFunction;
 typedef void *NodeMultiFunctionBuildFunction;
 typedef void *NodeGeometryExecFunction;
 typedef void *NodeDeclareFunction;
@@ -326,7 +332,7 @@ typedef struct bNodeType {
   NodeGPUExecFunction gpu_fn;
 
   /* Execute a compositor node. */
-  NodeCompositorExecuteFunction compositor_execute;
+  NodeCompositorGetOperationFunction compositor_get_operation;
 
   /* Build a multi-function for this node. */
   NodeMultiFunctionBuildFunction build_multi_function;
diff --git a/source/blender/draw/engines/compositor/compositor_engine.cc 
b/source/blender/draw/engines/compositor/compositor_engine.cc
index 74086dc6eb8..7b86b1592b3 100644
--- a/source/blender/draw/engines/compositor/compositor_engine.cc
+++ b/source/blender/draw/engines/compositor/compositor_engine.cc
@@ -44,7 +44,7 @@ class DRWTexturePool : public TexturePool {
   }
 };
 
-class DRWCompositorContext : public CompositorContext {
+class DRWContext : public Context {
   GPUTexture *get_viewport_texture() override
   {
     return DRW_viewport_texture_list_get()->color;
diff --git a/source/blender/nodes/NOD_compositor_execute.hh 
b/source/blender/nodes/NOD_compositor_execute.hh
index de257629d4f..96386c71928 100644
--- a/source/blender/nodes/NOD_compositor_execute.hh
+++ b/source/blender/nodes/NOD_compositor_execute.hh
@@ -16,7 +16,8 @@
 
 #pragma once
 
-#include "BLI_hash.hh"
+#include <cstdint>
+
 #include "BLI_map.hh"
 #include "BLI_vector.hh"
 #include "BLI_vector_set.hh"
@@ -48,28 +49,6 @@ class TexturePoolKey {
   uint64_t hash() const;
 };
 
-inline TexturePoolKey::TexturePoolKey(int width, int height, eGPUTextureFormat 
format)
-    : width(width), height(height), format(format)
-{
-}
-
-inline TexturePoolKey::TexturePoolKey(const GPUTexture *texture)
-{
-  width = GPU_texture_width(texture);
-  height = GPU_texture_height(texture);
-  format = GPU_texture_format(texture);
-}
-
-inline uint64_t TexturePoolKey::hash() const
-{
-  return get_default_hash_3(width, height, format);
-}
-
-inline bool operator==(const TexturePoolKey &a, const TexturePoolKey &b)
-{
-  return a.width == b.width && a.height == b.height && a.format == b.format;
-}
-
 /* A pool of textures that can be allocated and reused transparently 
throughout the evaluation of
  * the node tree. The textures can be reference counted and will only be 
effectively released back
  * into the pool when their reference count reaches one. Concrete derived 
classes are expected to
@@ -102,10 +81,14 @@ class TexturePool {
   virtual GPUTexture *allocate_texture(int width, int height, 
eGPUTextureFormat format) = 0;
 };
 
+/* --------------------------------------------------------------------
+ * Context.
+ */
+
 /* This abstract class is used by node operations to access data intrinsic to 
the compositor
  * engine. The compositor engine should implement the class to provide the 
necessary
  * functionalities for node operations. */
-class CompositorContext {
+class Context {
  public:
   /* Get the texture representing the viewport where the result of the 
compositor should be
    * written. This should be called by output nodes to get their target 
texture. */
@@ -116,8 +99,121 @@ class CompositorContext {
   virtual GPUTexture *get_pass_texture(int view_layer, eScenePassType 
pass_type) = 0;
 };
 
+/* --------------------------------------------------------------------
+ * Result.
+ */
+
+/* Possible data types that operations can operate on. They either represent 
the base type of the
+ * result texture or a single value result. */
+enum class ResultType : uint8_t {
+  Float,
+  Vector,
+  Color,
+};
+
+/* A structure that describes the result of an operation. An operator can have 
multiple results
+ * corresponding to multiple outputs. A result either represents a single 
value or a texture. */
+struct Result {
+  /* The base type of the texture or the type of the single value. */
+  ResultType type;
+  /* If true, the result is a texture, otherwise, the result is a single 
value. */
+  bool is_texture;
+  /* A union of the possible data that could be stored in the result. One of 
those members is
+   * active depending on the value of the is_texture and type members. */
+  union {
+    GPUTexture *texture;
+    float value;
+    float vector[3];
+    float color[4];
+  } data;
+};
+
+/* --------------------------------------------------------------------
+ * Operation.
+ */
+
+class Operation {
+ protected:
+  /* A reference to the compositor context. This member references the same 
object in all
+   * operations but is included in the class for convenience. */
+  Context &context_;
+  /* A mapping between each output of the operation identified by its name and 
the computed result
+   * for that output. Unused outputs are not included. It is the 
responsibility of the evaluator to
+   * add default results for outputs that are needed and should be computed by 
the operation prior
+   * to invoking any methods, which is done by calling ensure_output. The 
results structures are
+   * uninitialized prior to the invocation of the allocate method, and 
allocate method is expected
+   * to initialize the results structures appropriately. The contents of the 
results data are
+   * uninitialized prior to the invocation of the execute method, and the 
execute method is
+   * expected to compute those data appropriately. */
+  Map<StringRef, Result> outputs_;
+  /* A mapping between each input of the operation identified by its name and 
a reference to the
+   * computed result for the output that it is connected to. It is the 
responsibility of the
+   * evaluator to populate the inputs prior to invoking any method, which is 
done by calling
+   * populate_input. Inputs that are not linked reference meta-output single 
value results. */
+  Map<StringRef, Result *> inputs_;
+
+ public:
+  Operation(Context &context);
+
+  /* This method should return true if this operation can only operate on 
buffers, otherwise,
+   * return false if the operation can be applied pixel-wise. */
+  virtual bool is_buffered() const = 0;
+
+  /* This method should allocate all the necessary buffers needed by the 
operation and initialize
+   * the output results. This includes the output textures as well as any 
temporary intermediate
+   * buffers used by the operation. The texture pool provided by the context 
should be used to any
+   * texture allocations. */
+  virtual void allocate() = 0;
+
+  /* This method should execute the operation, compute its outputs, and write 
them to the
+   * appropriate result. */
+  virtual void execute() = 0;
+
+  /* This method should release any temporary intermediate buffer that was 
allocated in the
+   * allocation method. */
+  virtual void release();
+
+  /* Declares that the output identified by the given name is needed and 
should be computed by the
+   * operation. See outputs_ member for more details. */
+  void ensure_output(StringRef name);
+
+  /* Get a reference to the output result identified by the given name. Expect 
the result to be
+   * uninitialized when calling from the allocate method and expect the result 
data to be
+   * uninitialized when calling from the execute method. */
+  Result &get_result(StringRef name);
+
+  /* Populate the inputs map by mapping an input identified by the given name 
to a reference to the
+   * output result it is connected to. See inputs_ member for more details. */
+  void populate_input(StringRef name, Result *result);
+
+  /* Get a reference to the result connected to the input identified by the 
given name. */
+  const Result &get_input(StringRef name) const;
+};
+
+/* --------------------------------------------------------------------
+ * Node Operation.
+ */
+
 using namespace nodes::derived_node_tree_types;
 
+class NodeOperation : public Operation {
+ private:
+  DNode &node_;
+
+ public:
+  NodeOperation(Context &context, DNode &node);
+
+  virtual bool is_buffered() const override;
+
+  /* Returns true if the output identified by the given name is needed and 
should be computed,
+   * otherwise returns false. */
+  bool is_output_needed(StringRef name) const;
+};
+
+/* --------------------------------------------------------------------
+ * Compiler.
+ */
+
 class Compiler {
  private:
   /* The derived and reference node trees representing the compositor setup. */
diff --git a/source/blender/nodes/intern/node_compositor_execute.cc 
b/source/blender/nodes/intern/node_compositor_execute.cc
index f341a2be8ef..f2aaf7f7364 100644
--- a/source/blender/nodes/intern/node_compositor_execute.cc
+++ b/source/blender/nodes/intern/node_compositor_execute.cc
@@ -14,6 +14,7 @@
  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  */
 
+#include "BLI_h

@@ Diff output truncated at 10240 characters. @@

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