Blender V4.5
render/intern/compositor.cc
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1/* SPDX-FileCopyrightText: 2023 Blender Authors
2 *
3 * SPDX-License-Identifier: GPL-2.0-or-later */
4
5#include <cstring>
6#include <string>
7
8#include "BLI_listbase.h"
10#include "BLI_threads.h"
11#include "BLI_vector.hh"
12
13#include "MEM_guardedalloc.h"
14
15#include "BKE_cryptomatte.hh"
16#include "BKE_global.hh"
17#include "BKE_image.hh"
18#include "BKE_node.hh"
19#include "BKE_scene.hh"
20
21#include "DRW_engine.hh"
22#include "DRW_render.hh"
23
24#include "IMB_imbuf.hh"
25
26#include "COM_context.hh"
27#include "COM_domain.hh"
28#include "COM_evaluator.hh"
29#include "COM_render_context.hh"
30
31#include "RE_compositor.hh"
32#include "RE_pipeline.h"
33
34#include "WM_api.hh"
35
36#include "GPU_context.hh"
37#include "GPU_state.hh"
38#include "GPU_texture_pool.hh"
39
40#include "render_types.h"
41
42namespace blender::render {
43
77
78/* Render Context Data */
79
81 private:
82 /* Input data. */
83 ContextInputData input_data_;
84
85 /* Output combined result. */
86 compositor::Result output_result_;
87
88 /* Viewer output result. */
89 compositor::Result viewer_output_result_;
90
91 /* Cached GPU and CPU passes that the compositor took ownership of. Those had their reference
92 * count incremented when accessed and need to be freed/have their reference count decremented
93 * when destroying the context. */
94 Vector<GPUTexture *> cached_gpu_passes_;
95 Vector<ImBuf *> cached_cpu_passes_;
96
97 public:
98 Context(const ContextInputData &input_data)
100 input_data_(input_data),
101 output_result_(this->create_result(compositor::ResultType::Color)),
102 viewer_output_result_(this->create_result(compositor::ResultType::Color))
103 {
104 }
105
106 virtual ~Context()
107 {
108 output_result_.release();
109 viewer_output_result_.release();
110 for (GPUTexture *pass : cached_gpu_passes_) {
111 GPU_texture_free(pass);
112 }
113 for (ImBuf *pass : cached_cpu_passes_) {
114 IMB_freeImBuf(pass);
115 }
116 }
117
118 void update_input_data(const ContextInputData &input_data)
119 {
120 input_data_ = input_data;
121 }
122
123 const Scene &get_scene() const override
124 {
125 return *input_data_.scene;
126 }
127
128 const bNodeTree &get_node_tree() const override
129 {
130 return *input_data_.node_tree;
131 }
132
133 bool use_gpu() const override
134 {
136 }
137
139 {
140 if (this->render_context()) {
141 return static_cast<eCompositorDenoiseQaulity>(
143 }
144
145 return static_cast<eCompositorDenoiseQaulity>(
147 }
148
150 {
151 return input_data_.needed_outputs;
152 }
153
154 const RenderData &get_render_data() const override
155 {
156 return *(input_data_.render_data);
157 }
158
159 int2 get_render_size() const override
160 {
161 Render *render = RE_GetSceneRender(input_data_.scene);
162 RenderResult *render_result = RE_AcquireResultRead(render);
163
164 /* If a render result already exist, use its size, since the compositor operates on the render
165 * settings at which the render happened. Otherwise, use the size from the render data. */
166 int2 size;
167 if (render_result) {
168 size = int2(render_result->rectx, render_result->recty);
169 }
170 else {
171 BKE_render_resolution(input_data_.render_data, true, &size.x, &size.y);
172 }
173
175
176 return size;
177 }
178
180 {
181 const int2 render_size = get_render_size();
182 const rcti render_region = rcti{0, render_size.x, 0, render_size.y};
183
184 return render_region;
185 }
186
188 {
189 const int2 render_size = get_render_size();
190 if (output_result_.is_allocated()) {
191 /* If the allocated result have the same size as the render size, return it as is. */
192 if (render_size == output_result_.domain().size) {
193 return output_result_;
194 }
195 /* Otherwise, the size changed, so release its data and reset it, then we reallocate it on
196 * the new render size below. */
197 output_result_.release();
198 output_result_ = this->create_result(compositor::ResultType::Color);
199 }
200
201 output_result_.allocate_texture(render_size, false);
202 return output_result_;
203 }
204
206 const bool is_data,
207 compositor::ResultPrecision precision) override
208 {
209 viewer_output_result_.set_transformation(domain.transformation);
210 viewer_output_result_.meta_data.is_non_color_data = is_data;
211
212 if (viewer_output_result_.is_allocated()) {
213 /* If the allocated result have the same size and precision as requested, return it as is. */
214 if (domain.size == viewer_output_result_.domain().size &&
215 precision == viewer_output_result_.precision())
216 {
217 return viewer_output_result_;
218 }
219
220 /* Otherwise, the size or precision changed, so release its data and reset it, then we
221 * reallocate it on the new domain below. */
222 viewer_output_result_.release();
223 viewer_output_result_ = this->create_result(compositor::ResultType::Color);
224 viewer_output_result_.set_transformation(domain.transformation);
225 viewer_output_result_.meta_data.is_non_color_data = is_data;
226 }
227
228 viewer_output_result_.set_precision(precision);
229 viewer_output_result_.allocate_texture(domain, false);
230 return viewer_output_result_;
231 }
232
234 int view_layer_id,
235 const char *pass_name) override
236 {
237 if (!scene) {
238 return compositor::Result(*this);
239 }
240
241 ViewLayer *view_layer = static_cast<ViewLayer *>(
242 BLI_findlink(&scene->view_layers, view_layer_id));
243 if (!view_layer) {
244 return compositor::Result(*this);
245 }
246
248 if (!render) {
249 return compositor::Result(*this);
250 }
251
252 RenderResult *render_result = RE_AcquireResultRead(render);
253 if (!render_result) {
255 return compositor::Result(*this);
256 }
257
258 RenderLayer *render_layer = RE_GetRenderLayer(render_result, view_layer->name);
259 if (!render_layer) {
261 return compositor::Result(*this);
262 }
263
264 RenderPass *render_pass = RE_pass_find_by_name(
265 render_layer, pass_name, this->get_view_name().data());
266 if (!render_pass) {
268 return compositor::Result(*this);
269 }
270
271 if (!render_pass || !render_pass->ibuf || !render_pass->ibuf->float_buffer.data) {
273 return compositor::Result(*this);
274 }
275
278
279 if (this->use_gpu()) {
280 GPUTexture *pass_texture = RE_pass_ensure_gpu_texture_cache(render, render_pass);
281 /* Don't assume render will keep pass data stored, add our own reference. */
282 GPU_texture_ref(pass_texture);
283 pass.wrap_external(pass_texture);
284 cached_gpu_passes_.append(pass_texture);
285 }
286 else {
287 /* Don't assume render will keep pass data stored, add our own reference. */
288 IMB_refImBuf(render_pass->ibuf);
289 pass.wrap_external(render_pass->ibuf->float_buffer.data,
290 int2(render_pass->ibuf->x, render_pass->ibuf->y));
291 cached_cpu_passes_.append(render_pass->ibuf);
292 }
293
295 return pass;
296 }
297
299 {
300 switch (pass->channels) {
301 case 1:
303 case 2:
305 case 3:
307 case 4:
308 if (StringRef(pass->chan_id) == "XYZW") {
310 }
311 else {
313 }
314 default:
315 break;
316 }
317
320 }
321
322 StringRef get_view_name() const override
323 {
324 return input_data_.view_name;
325 }
326
328 {
329 switch (input_data_.scene->r.compositor_precision) {
331 /* Auto uses full precision for final renders and half procession otherwise. */
332 if (this->render_context()) {
334 }
335 else {
337 }
340 }
341
344 }
345
346 void set_info_message(StringRef /*message*/) const override
347 {
348 /* TODO: ignored for now. Currently only used to communicate incomplete node support
349 * which is already shown on the node itself.
350 *
351 * Perhaps this overall info message could be replaced by a boolean indicating
352 * incomplete support, and leave more specific message to individual nodes? */
353 }
354
356 int view_layer_id,
357 const char *pass_name,
358 compositor::MetaData &meta_data) const override
359 {
360 if (!scene) {
361 return;
362 }
363
364 ViewLayer *view_layer = static_cast<ViewLayer *>(
365 BLI_findlink(&scene->view_layers, view_layer_id));
366 if (!view_layer) {
367 return;
368 }
369
371 if (!render) {
372 return;
373 }
374
375 RenderResult *render_result = RE_AcquireResultRead(render);
376 if (!render_result || !render_result->stamp_data) {
378 return;
379 }
380
381 /* We assume the given pass is a Cryptomatte pass and retrieve its layer name. If it wasn't a
382 * Cryptomatte pass, the checks below will fail anyways. */
383 const std::string combined_pass_name = std::string(view_layer->name) + "." + pass_name;
385 combined_pass_name);
386
387 struct StampCallbackData {
388 std::string cryptomatte_layer_name;
389 compositor::MetaData *meta_data;
390 };
391
392 /* Go over the stamp data and add any Cryptomatte related meta data. */
393 StampCallbackData callback_data = {cryptomatte_layer_name, &meta_data};
395 &callback_data,
396 render_result->stamp_data,
397 [](void *user_data, const char *key, char *value, int /*value_length*/) {
398 StampCallbackData *data = static_cast<StampCallbackData *>(user_data);
399
400 const std::string manifest_key = bke::cryptomatte::BKE_cryptomatte_meta_data_key(
401 data->cryptomatte_layer_name, "manifest");
402 if (key == manifest_key) {
403 data->meta_data->cryptomatte.manifest = value;
404 }
405
407 data->cryptomatte_layer_name, "hash");
408 if (key == hash_key) {
409 data->meta_data->cryptomatte.hash = value;
410 }
411
412 const std::string conversion_key = bke::cryptomatte::BKE_cryptomatte_meta_data_key(
413 data->cryptomatte_layer_name, "conversion");
414 if (key == conversion_key) {
415 data->meta_data->cryptomatte.conversion = value;
416 }
417 },
418 false);
419
421 }
422
424 {
425 if (!output_result_.is_allocated()) {
426 return;
427 }
428
429 Render *re = RE_GetSceneRender(input_data_.scene);
431
432 if (rr) {
433 RenderView *rv = RE_RenderViewGetByName(rr, input_data_.view_name.c_str());
434 ImBuf *ibuf = RE_RenderViewEnsureImBuf(rr, rv);
435 rr->have_combined = true;
436
437 if (this->use_gpu()) {
439 float *output_buffer = static_cast<float *>(
440 GPU_texture_read(output_result_, GPU_DATA_FLOAT, 0));
441 IMB_assign_float_buffer(ibuf, output_buffer, IB_TAKE_OWNERSHIP);
442 }
443 else {
444 float *data = MEM_malloc_arrayN<float>(4 * size_t(rr->rectx) * size_t(rr->recty),
445 __func__);
447 std::memcpy(
448 data, output_result_.cpu_data().data(), rr->rectx * rr->recty * 4 * sizeof(float));
449 }
450 }
451
452 if (re) {
454 re = nullptr;
455 }
456
457 Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_R_RESULT, "Render Result");
460 BKE_image_signal(G.main, image, nullptr, IMA_SIGNAL_FREE);
462 }
463
465 {
466 if (!viewer_output_result_.is_allocated()) {
467 return;
468 }
469
470 Image *image = BKE_image_ensure_viewer(G.main, IMA_TYPE_COMPOSITE, "Viewer Node");
471 const float2 translation = viewer_output_result_.domain().transformation.location();
472 image->runtime->backdrop_offset[0] = translation.x;
473 image->runtime->backdrop_offset[1] = translation.y;
474
475 if (viewer_output_result_.meta_data.is_non_color_data) {
476 image->flag &= ~IMA_VIEW_AS_RENDER;
477 }
478 else {
479 image->flag |= IMA_VIEW_AS_RENDER;
480 }
481
482 ImageUser image_user = {nullptr};
483 image_user.multi_index = BKE_scene_multiview_view_id_get(input_data_.render_data,
484 input_data_.view_name.c_str());
485
486 if (BKE_scene_multiview_is_render_view_first(input_data_.render_data,
487 input_data_.view_name.c_str()))
488 {
489 BKE_image_ensure_viewer_views(input_data_.render_data, image, &image_user);
490 }
491
493
494 void *lock;
495 ImBuf *image_buffer = BKE_image_acquire_ibuf(image, &image_user, &lock);
496
497 const int2 size = viewer_output_result_.domain().size;
498 if (image_buffer->x != size.x || image_buffer->y != size.y) {
499 IMB_free_byte_pixels(image_buffer);
500 IMB_free_float_pixels(image_buffer);
501 image_buffer->x = size.x;
502 image_buffer->y = size.y;
503 IMB_alloc_float_pixels(image_buffer, 4);
504 image_buffer->userflags |= IB_DISPLAY_BUFFER_INVALID;
505 }
506
507 BKE_image_release_ibuf(image, image_buffer, lock);
509
510 if (this->use_gpu()) {
512 float *output_buffer = static_cast<float *>(
513 GPU_texture_read(viewer_output_result_, GPU_DATA_FLOAT, 0));
514
515 std::memcpy(
516 image_buffer->float_buffer.data, output_buffer, size.x * size.y * 4 * sizeof(float));
517 MEM_freeN(output_buffer);
518 }
519 else {
520 std::memcpy(image_buffer->float_buffer.data,
521 viewer_output_result_.cpu_data().data(),
522 size.x * size.y * 4 * sizeof(float));
523 }
524
526 if (input_data_.node_tree->runtime->update_draw) {
527 input_data_.node_tree->runtime->update_draw(input_data_.node_tree->runtime->udh);
528 }
529 }
530
532 {
533 return input_data_.render_context;
534 }
535
537 {
538 return input_data_.profiler;
539 }
540
541 void evaluate_operation_post() const override
542 {
543 /* If no render context exist, that means this is an interactive compositor evaluation due to
544 * the user editing the node tree. In that case, we wait until the operation finishes executing
545 * on the GPU before we continue to improve interactivity. The improvement comes from the fact
546 * that the user might be rapidly changing values, so we need to cancel previous evaluations to
547 * make editing faster, but we can't do that if all operations are submitted to the GPU all at
548 * once, and we can't cancel work that was already submitted to the GPU. This does have a
549 * performance penalty, but in practice, the improved interactivity is worth it according to
550 * user feedback. */
551 if (this->use_gpu() && !this->render_context()) {
552 GPU_finish();
553 }
554 }
555};
556
557/* Render Compositor */
558
560 private:
561 /* Render instance for GPU context to run compositor in. */
562 Render &render_;
563
564 std::unique_ptr<Context> context_;
565
566 /* Stores the execution device and precision used in the last evaluation of the compositor. Those
567 * might be different from the current values returned by the context, since the user might have
568 * changed them since the last evaluation. See the needs_to_be_recreated method for more info on
569 * why those are needed. */
570 bool uses_gpu_;
571 compositor::ResultPrecision used_precision_;
572
573 public:
574 Compositor(Render &render, const ContextInputData &input_data) : render_(render)
575 {
576 context_ = std::make_unique<Context>(input_data);
577
578 uses_gpu_ = context_->use_gpu();
579 used_precision_ = context_->get_precision();
580 }
581
583 {
584 /* Use uses_gpu_ instead of context_->use_gpu() because we are freeing resources from the last
585 * evaluation. See uses_gpu_ for more information. */
586 if (uses_gpu_) {
587 /* Free resources with GPU context enabled. Cleanup may happen from the
588 * main thread, and we must use the main context there. */
589 if (BLI_thread_is_main()) {
591 }
592 else {
594 }
595 }
596
597 context_.reset();
598
599 /* See comment above on context enabling. */
600 if (uses_gpu_) {
601 if (BLI_thread_is_main()) {
603 }
604 else {
606 }
607 }
608 }
609
610 void update_input_data(const ContextInputData &input_data)
611 {
612 context_->update_input_data(input_data);
613 }
614
615 void execute()
616 {
617 if (context_->use_gpu()) {
618 /* For main thread rendering in background mode, blocking rendering, or when we do not have a
619 * render system GPU context, use the DRW context directly, while for threaded rendering when
620 * we have a render system GPU context, use the render's system GPU context to avoid blocking
621 * with the global DST. */
622 void *re_system_gpu_context = RE_system_gpu_context_get(&render_);
623 if (BLI_thread_is_main() || re_system_gpu_context == nullptr) {
625 }
626 else {
627 void *re_system_gpu_context = RE_system_gpu_context_get(&render_);
628 WM_system_gpu_context_activate(re_system_gpu_context);
629
630 void *re_blender_gpu_context = RE_blender_gpu_context_ensure(&render_);
631
633 GPU_context_active_set(static_cast<GPUContext *>(re_blender_gpu_context));
634 }
635 }
636
637 {
638 compositor::Evaluator evaluator(*context_);
639 evaluator.evaluate();
640 }
641
642 context_->output_to_render_result();
643 context_->viewer_output_to_viewer_image();
644
645 if (context_->use_gpu()) {
647
648 void *re_system_gpu_context = RE_system_gpu_context_get(&render_);
649 if (BLI_thread_is_main() || re_system_gpu_context == nullptr) {
651 }
652 else {
654 GPU_context_active_set(nullptr);
655 void *re_system_gpu_context = RE_system_gpu_context_get(&render_);
656 WM_system_gpu_context_release(re_system_gpu_context);
657 }
658 }
659 }
660
661 /* Returns true if the compositor should be freed and reconstructed, which is needed when the
662 * compositor execution device or precision changed, because we either need to update all cached
663 * and pooled resources for the new execution device and precision, or we simply recreate the
664 * entire compositor, since it is much easier and safer. */
666 {
667 /* See uses_gpu_ and used_precision_ for more information what how they are different from the
668 * ones returned from the context. */
669 return context_->use_gpu() != uses_gpu_ || context_->get_precision() != used_precision_;
670 }
671};
672
673} // namespace blender::render
674
676 const RenderData &render_data,
677 const bNodeTree &node_tree,
678 const char *view_name,
682{
683 std::unique_lock lock(this->compositor_mutex);
684
686 scene, render_data, node_tree, view_name, render_context, profiler, needed_outputs);
687
688 if (this->compositor) {
689 this->compositor->update_input_data(input_data);
690
691 if (this->compositor->needs_to_be_recreated()) {
692 /* Free it here and it will be recreated in the check below. */
693 delete this->compositor;
694 this->compositor = nullptr;
695 }
696 }
697
698 if (!this->compositor) {
699 this->compositor = new blender::render::Compositor(*this, input_data);
700 }
701
702 this->compositor->execute();
703}
704
706{
707 std::unique_lock lock(this->compositor_mutex);
708
709 if (this->compositor != nullptr) {
710 delete this->compositor;
711 this->compositor = nullptr;
712 }
713}
714
716 const Scene &scene,
717 const RenderData &render_data,
718 const bNodeTree &node_tree,
719 const char *view_name,
723{
724 render.compositor_execute(
725 scene, render_data, node_tree, view_name, render_context, profiler, needed_outputs);
726}
727
729{
730 render.compositor_free();
731}
ImBuf * BKE_image_acquire_ibuf(Image *ima, ImageUser *iuser, void **r_lock)
void BKE_image_ensure_viewer_views(const RenderData *rd, Image *ima, ImageUser *iuser)
Image * BKE_image_ensure_viewer(Main *bmain, int type, const char *name)
void BKE_image_release_ibuf(Image *ima, ImBuf *ibuf, void *lock)
#define IMA_SIGNAL_FREE
Definition BKE_image.hh:162
void BKE_stamp_info_callback(void *data, StampData *stamp_data, StampCallback callback, bool noskip)
void BKE_image_signal(Main *bmain, Image *ima, ImageUser *iuser, int signal)
void BKE_image_partial_update_mark_full_update(Image *image)
Mark the whole image to be updated.
void BKE_render_resolution(const RenderData *r, const bool use_crop, int *r_width, int *r_height)
Definition scene.cc:2927
bool BKE_scene_multiview_is_render_view_first(const RenderData *rd, const char *viewname)
Definition scene.cc:3026
int BKE_scene_multiview_view_id_get(const RenderData *rd, const char *viewname)
Definition scene.cc:3094
#define BLI_assert_unreachable()
Definition BLI_assert.h:93
void * BLI_findlink(const ListBase *listbase, int number) ATTR_WARN_UNUSED_RESULT ATTR_NONNULL(1)
Definition listbase.cc:534
void BLI_thread_unlock(int type)
Definition threads.cc:333
void BLI_thread_lock(int type)
Definition threads.cc:328
int BLI_thread_is_main(void)
Definition threads.cc:179
@ LOCK_DRAW_IMAGE
Definition BLI_threads.h:64
float[4] Color
@ IMA_VIEW_AS_RENDER
@ IMA_TYPE_R_RESULT
@ IMA_TYPE_COMPOSITE
eCompositorDenoiseQaulity
@ SCE_COMPOSITOR_PRECISION_FULL
@ SCE_COMPOSITOR_PRECISION_AUTO
@ SCE_COMPOSITOR_DEVICE_GPU
void DRW_gpu_context_disable()
void DRW_gpu_context_enable()
void DRW_render_context_disable(Render *render)
void DRW_render_context_enable(Render *render)
void GPU_render_end()
void GPU_render_begin()
void GPU_context_active_set(GPUContext *)
void GPU_memory_barrier(eGPUBarrier barrier)
Definition gpu_state.cc:385
void GPU_finish()
Definition gpu_state.cc:310
@ GPU_BARRIER_TEXTURE_UPDATE
Definition GPU_state.hh:39
void GPU_texture_free(GPUTexture *texture)
void GPU_texture_ref(GPUTexture *texture)
void * GPU_texture_read(GPUTexture *texture, eGPUDataFormat data_format, int mip_level)
@ GPU_DATA_FLOAT
void IMB_assign_float_buffer(ImBuf *ibuf, float *buffer_data, ImBufOwnership ownership)
void IMB_freeImBuf(ImBuf *ibuf)
void IMB_free_float_pixels(ImBuf *ibuf)
void IMB_refImBuf(ImBuf *ibuf)
void IMB_free_byte_pixels(ImBuf *ibuf)
bool IMB_alloc_float_pixels(ImBuf *ibuf, const unsigned int channels, bool initialize_pixels=true)
@ IB_DISPLAY_BUFFER_INVALID
@ IB_TAKE_OWNERSHIP
Read Guarded memory(de)allocation.
uint32_t hash_key
volatile int lock
BMesh const char void * data
static DBVT_INLINE btScalar size(const btDbvtVolume &a)
Definition btDbvt.cpp:52
Result create_result(ResultType type, ResultPrecision precision)
void set_transformation(const float3x3 &transformation)
Definition result.cc:484
void wrap_external(GPUTexture *texture)
Definition result.cc:448
void reset(bool force_free=false)
static TexturePool & get()
Compositor(Render &render, const ContextInputData &input_data)
void update_input_data(const ContextInputData &input_data)
compositor::RenderContext * render_context
ContextInputData(const Scene &scene, const RenderData &render_data, const bNodeTree &node_tree, const char *view_name, compositor::RenderContext *render_context, compositor::Profiler *profiler, compositor::OutputTypes needed_outputs)
compositor::Result get_pass(const Scene *scene, int view_layer_id, const char *pass_name) override
const Scene & get_scene() const override
void set_info_message(StringRef) const override
StringRef get_view_name() const override
compositor::RenderContext * render_context() const override
void populate_meta_data_for_pass(const Scene *scene, int view_layer_id, const char *pass_name, compositor::MetaData &meta_data) const override
compositor::ResultPrecision get_precision() const override
eCompositorDenoiseQaulity get_denoise_quality() const override
void evaluate_operation_post() const override
compositor::ResultType result_type_from_pass(const RenderPass *pass)
compositor::OutputTypes needed_outputs() const override
Context(const ContextInputData &input_data)
compositor::Result get_output_result() override
compositor::Result get_viewer_output_result(compositor::Domain domain, const bool is_data, compositor::ResultPrecision precision) override
compositor::Profiler * profiler() const override
void update_input_data(const ContextInputData &input_data)
const RenderData & get_render_data() const override
rcti get_compositing_region() const override
const bNodeTree & get_node_tree() const override
int2 get_render_size() const override
#define this
void * MEM_malloc_arrayN(size_t len, size_t size, const char *str)
Definition mallocn.cc:133
void MEM_freeN(void *vmemh)
Definition mallocn.cc:113
#define G(x, y, z)
StringRef BKE_cryptomatte_extract_layer_name(StringRef render_pass_name)
std::string BKE_cryptomatte_meta_data_key(StringRef layer_name, StringRefNull key_name)
VecBase< int32_t, 2 > int2
VecBase< float, 2 > float2
void RE_compositor_free(Render &render)
void RE_compositor_execute(Render &render, const Scene &scene, const RenderData &render_data, const bNodeTree &node_tree, const char *view_name, blender::compositor::RenderContext *render_context, blender::compositor::Profiler *profiler, blender::compositor::OutputTypes needed_outputs)
GPUTexture * RE_pass_ensure_gpu_texture_cache(Render *re, RenderPass *rpass)
RenderView * RE_RenderViewGetByName(RenderResult *rr, const char *viewname)
ImBuf * RE_RenderViewEnsureImBuf(const RenderResult *render_result, RenderView *render_view)
void * RE_blender_gpu_context_ensure(Render *re)
void * RE_system_gpu_context_get(Render *re)
RenderPass * RE_pass_find_by_name(RenderLayer *rl, const char *name, const char *viewname)
RenderResult * RE_AcquireResultWrite(Render *re)
RenderResult * RE_AcquireResultRead(Render *re)
RenderLayer * RE_GetRenderLayer(RenderResult *rr, const char *name)
void RE_ReleaseResult(Render *re)
Render * RE_GetSceneRender(const Scene *scene)
ImBufFloatBuffer float_buffer
short multi_index
ImageRuntimeHandle * runtime
int compositor_denoise_preview_quality
int compositor_denoise_final_quality
struct ImBuf * ibuf
Definition RE_pipeline.h:60
char chan_id[8]
Definition RE_pipeline.h:51
struct StampData * stamp_data
void compositor_free() override
blender::render::Compositor * compositor
Scene * scene
blender::Mutex compositor_mutex
void compositor_execute(const Scene &scene, const RenderData &render_data, const bNodeTree &node_tree, const char *view_name, blender::compositor::RenderContext *render_context, blender::compositor::Profiler *profiler, blender::compositor::OutputTypes needed_outputs) override
ListBase view_layers
char name[64]
void WM_system_gpu_context_activate(void *context)
void WM_system_gpu_context_release(void *context)