28 .default_value({1.0f, 1.0f, 1.0f, 1.0f})
29 .compositor_domain_priority(0);
49 input.pass_through(output);
62 ResultPrecision::Half);
65 flooded_boundary, filled_region, distance_to_boundary, smoothing_radius);
89 ResultPrecision::Half);
93 input.bind_as_texture(shader,
"input_tx");
102 input.unbind_as_texture();
106 return inpainting_boundary;
113 Result &distance_to_boundary,
122 input.bind_as_texture(shader,
"input_tx");
131 distance_to_boundary.
bind_as_image(shader,
"distance_to_boundary_img");
134 smoothing_radius.
bind_as_image(shader,
"smoothing_radius_img");
138 input.unbind_as_texture();
156 input.bind_as_texture(shader,
"input_tx");
159 distance_to_boundary.
bind_as_texture(shader,
"distance_to_boundary_tx");
163 output.allocate_texture(domain);
164 output.bind_as_image(shader,
"output_img");
168 input.unbind_as_texture();
171 output.unbind_as_image();
195 ntype.
declare = file_ns::cmp_node_inpaint_declare;
196 ntype.
draw_buttons = file_ns::node_composit_buts_inpaint;
#define NODE_CLASS_OP_FILTER
void GPU_shader_uniform_1i(GPUShader *sh, const char *name, int value)
void GPU_shader_bind(GPUShader *shader)
void uiItemR(uiLayout *layout, PointerRNA *ptr, const char *propname, eUI_Item_Flag flag, const char *name, int icon)
@ UI_ITEM_R_SPLIT_EMPTY_NAME
struct GPUShader GPUShader
Result compute_inpainting_boundary()
void compute_inpainting_region(Result &inpainted_region, Result &distance_to_boundary)
void fill_inpainting_region(Result &flooded_boundary, Result &filled_region, Result &distance_to_boundary, Result &smoothing_radius)
GPUShader * get_shader(const char *info_name, ResultPrecision precision)
Result create_result(ResultType type, ResultPrecision precision)
NodeOperation(Context &context, DNode node)
const bNode & bnode() const
Result & get_input(StringRef identifier) const
Result & get_result(StringRef identifier)
Context & context() const
virtual Domain compute_domain()
void bind_as_image(GPUShader *shader, const char *image_name, bool read=false) const
void unbind_as_texture() const
void unbind_as_image() const
void allocate_texture(Domain domain, bool from_pool=true)
void bind_as_texture(GPUShader *shader, const char *texture_name) const
local_group_size(16, 16) .push_constant(Type b
void node_register_type(bNodeType *ntype)
static void node_composit_buts_inpaint(uiLayout *layout, bContext *, PointerRNA *ptr)
static void cmp_node_inpaint_declare(NodeDeclarationBuilder &b)
static NodeOperation * get_compositor_operation(Context &context, DNode node)
void jump_flooding(Context &context, Result &input, Result &output)
void symmetric_separable_blur_variable_size(Context &context, Result &input, Result &output, Result &radius, int filter_type=R_FILTER_GAUSS, int weights_resolution=128)
void compute_dispatch_threads_at_least(GPUShader *shader, int2 threads_range, int2 local_size=int2(16))
void register_node_type_cmp_inpaint()
void cmp_node_type_base(blender::bke::bNodeType *ntype, int type, const char *name, short nclass)
NodeGetCompositorOperationFunction get_compositor_operation
void(* draw_buttons)(uiLayout *, bContext *C, PointerRNA *ptr)
NodeDeclareFunction declare