Compositor: stream operators for WorkPackages.

Helps developers during debugging.
This commit is contained in:
Jeroen Bakker 2021-04-02 15:41:16 +02:00
parent a0f705f18c
commit 210f7f0f8e
9 changed files with 382 additions and 267 deletions

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@ -59,6 +59,7 @@ set(SRC
intern/COM_CompositorContext.h
intern/COM_Converter.cc
intern/COM_Converter.h
intern/COM_Enums.cc
intern/COM_Debug.cc
intern/COM_Debug.h
intern/COM_Device.cc

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@ -52,52 +52,6 @@ constexpr int COM_data_type_num_channels(const DataType datatype)
constexpr int COM_DATA_TYPE_VALUE_CHANNELS = COM_data_type_num_channels(DataType::Value);
constexpr int COM_DATA_TYPE_COLOR_CHANNELS = COM_data_type_num_channels(DataType::Color);
/**
* \brief Possible quality settings
* \see CompositorContext.quality
* \ingroup Execution
*/
enum class CompositorQuality {
/** \brief High quality setting */
High = 0,
/** \brief Medium quality setting */
Medium = 1,
/** \brief Low quality setting */
Low = 2,
};
/**
* \brief Possible priority settings
* \ingroup Execution
*/
enum class CompositorPriority {
/** \brief High quality setting */
High = 2,
/** \brief Medium quality setting */
Medium = 1,
/** \brief Low quality setting */
Low = 0,
};
/**
* \brief the execution state of a chunk in an ExecutionGroup
* \ingroup Execution
*/
enum class eChunkExecutionState {
/**
* \brief chunk is not yet scheduled
*/
NotScheduled = 0,
/**
* \brief chunk is scheduled, but not yet executed
*/
Scheduled = 1,
/**
* \brief chunk is executed.
*/
Executed = 2,
};
// configurable items
// chunk size determination

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@ -19,265 +19,269 @@
#pragma once
#include "BLI_rect.h"
#include "COM_defines.h"
#include "COM_Enums.h"
#include "DNA_color_types.h"
#include "DNA_node_types.h"
#include "DNA_scene_types.h"
#include <string>
#include <vector>
namespace blender::compositor {
/**
* \brief Overall context of the compositor
*/
class CompositorContext {
private:
/**
* \brief The rendering field describes if we are rendering (F12) or if we are editing (Node
* editor) This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
*/
bool m_rendering;
namespace blender::compositor
{
/**
* \brief The quality of the composite.
* This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
* \brief Overall context of the compositor
*/
CompositorQuality m_quality;
class CompositorContext {
private:
/**
* \brief The rendering field describes if we are rendering (F12) or if we are editing (Node
* editor) This field is initialized in ExecutionSystem and must only be read from that point
* on. \see ExecutionSystem
*/
bool m_rendering;
Scene *m_scene;
/**
* \brief The quality of the composite.
* This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
*/
CompositorQuality m_quality;
/**
* \brief Reference to the render data that is being composited.
* This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
*/
RenderData *m_rd;
Scene *m_scene;
/**
* \brief reference to the bNodeTree
* This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
*/
bNodeTree *m_bnodetree;
/**
* \brief Reference to the render data that is being composited.
* This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
*/
RenderData *m_rd;
/**
* \brief Preview image hash table
* This field is initialized in ExecutionSystem and must only be read from that point on.
*/
bNodeInstanceHash *m_previews;
/**
* \brief reference to the bNodeTree
* This field is initialized in ExecutionSystem and must only be read from that point on.
* \see ExecutionSystem
*/
bNodeTree *m_bnodetree;
/**
* \brief does this system have active opencl devices?
*/
bool m_hasActiveOpenCLDevices;
/**
* \brief Preview image hash table
* This field is initialized in ExecutionSystem and must only be read from that point on.
*/
bNodeInstanceHash *m_previews;
/**
* \brief Skip slow nodes
*/
bool m_fastCalculation;
/**
* \brief does this system have active opencl devices?
*/
bool m_hasActiveOpenCLDevices;
/* \brief color management settings */
const ColorManagedViewSettings *m_viewSettings;
const ColorManagedDisplaySettings *m_displaySettings;
/**
* \brief Skip slow nodes
*/
bool m_fastCalculation;
/**
* \brief active rendering view name
*/
const char *m_viewName;
/* \brief color management settings */
const ColorManagedViewSettings *m_viewSettings;
const ColorManagedDisplaySettings *m_displaySettings;
public:
/**
* \brief constructor initializes the context with default values.
*/
CompositorContext();
/**
* \brief active rendering view name
*/
const char *m_viewName;
/**
* \brief set the rendering field of the context
*/
void setRendering(bool rendering)
{
this->m_rendering = rendering;
}
public:
/**
* \brief constructor initializes the context with default values.
*/
CompositorContext();
/**
* \brief get the rendering field of the context
*/
bool isRendering() const
{
return this->m_rendering;
}
/**
* \brief set the rendering field of the context
*/
void setRendering(bool rendering)
{
this->m_rendering = rendering;
}
/**
* \brief set the scene of the context
*/
void setRenderData(RenderData *rd)
{
this->m_rd = rd;
}
/**
* \brief get the rendering field of the context
*/
bool isRendering() const
{
return this->m_rendering;
}
/**
* \brief set the bnodetree of the context
*/
void setbNodeTree(bNodeTree *bnodetree)
{
this->m_bnodetree = bnodetree;
}
/**
* \brief set the scene of the context
*/
void setRenderData(RenderData *rd)
{
this->m_rd = rd;
}
/**
* \brief get the bnodetree of the context
*/
const bNodeTree *getbNodeTree() const
{
return this->m_bnodetree;
}
/**
* \brief set the bnodetree of the context
*/
void setbNodeTree(bNodeTree *bnodetree)
{
this->m_bnodetree = bnodetree;
}
/**
* \brief get the scene of the context
*/
const RenderData *getRenderData() const
{
return this->m_rd;
}
/**
* \brief get the bnodetree of the context
*/
const bNodeTree *getbNodeTree() const
{
return this->m_bnodetree;
}
void setScene(Scene *scene)
{
m_scene = scene;
}
Scene *getScene() const
{
return m_scene;
}
/**
* \brief get the scene of the context
*/
const RenderData *getRenderData() const
{
return this->m_rd;
}
/**
* \brief set the preview image hash table
*/
void setPreviewHash(bNodeInstanceHash *previews)
{
this->m_previews = previews;
}
void setScene(Scene *scene)
{
m_scene = scene;
}
Scene *getScene() const
{
return m_scene;
}
/**
* \brief get the preview image hash table
*/
bNodeInstanceHash *getPreviewHash() const
{
return this->m_previews;
}
/**
* \brief set the preview image hash table
*/
void setPreviewHash(bNodeInstanceHash *previews)
{
this->m_previews = previews;
}
/**
* \brief set view settings of color color management
*/
void setViewSettings(const ColorManagedViewSettings *viewSettings)
{
this->m_viewSettings = viewSettings;
}
/**
* \brief get the preview image hash table
*/
bNodeInstanceHash *getPreviewHash() const
{
return this->m_previews;
}
/**
* \brief get view settings of color color management
*/
const ColorManagedViewSettings *getViewSettings() const
{
return this->m_viewSettings;
}
/**
* \brief set view settings of color color management
*/
void setViewSettings(const ColorManagedViewSettings *viewSettings)
{
this->m_viewSettings = viewSettings;
}
/**
* \brief set display settings of color color management
*/
void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings)
{
this->m_displaySettings = displaySettings;
}
/**
* \brief get view settings of color color management
*/
const ColorManagedViewSettings *getViewSettings() const
{
return this->m_viewSettings;
}
/**
* \brief get display settings of color color management
*/
const ColorManagedDisplaySettings *getDisplaySettings() const
{
return this->m_displaySettings;
}
/**
* \brief set display settings of color color management
*/
void setDisplaySettings(const ColorManagedDisplaySettings *displaySettings)
{
this->m_displaySettings = displaySettings;
}
/**
* \brief set the quality
*/
void setQuality(CompositorQuality quality)
{
this->m_quality = quality;
}
/**
* \brief get display settings of color color management
*/
const ColorManagedDisplaySettings *getDisplaySettings() const
{
return this->m_displaySettings;
}
/**
* \brief get the quality
*/
CompositorQuality getQuality() const
{
return this->m_quality;
}
/**
* \brief set the quality
*/
void setQuality(CompositorQuality quality)
{
this->m_quality = quality;
}
/**
* \brief get the current frame-number of the scene in this context
*/
int getFramenumber() const;
/**
* \brief get the quality
*/
CompositorQuality getQuality() const
{
return this->m_quality;
}
/**
* \brief has this system active openclDevices?
*/
bool getHasActiveOpenCLDevices() const
{
return this->m_hasActiveOpenCLDevices;
}
/**
* \brief get the current frame-number of the scene in this context
*/
int getFramenumber() const;
/**
* \brief set has this system active openclDevices?
*/
void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices)
{
this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices;
}
/**
* \brief has this system active openclDevices?
*/
bool getHasActiveOpenCLDevices() const
{
return this->m_hasActiveOpenCLDevices;
}
/**
* \brief get the active rendering view
*/
const char *getViewName() const
{
return this->m_viewName;
}
/**
* \brief set has this system active openclDevices?
*/
void setHasActiveOpenCLDevices(bool hasAvtiveOpenCLDevices)
{
this->m_hasActiveOpenCLDevices = hasAvtiveOpenCLDevices;
}
/**
* \brief set the active rendering view
*/
void setViewName(const char *viewName)
{
this->m_viewName = viewName;
}
/**
* \brief get the active rendering view
*/
const char *getViewName() const
{
return this->m_viewName;
}
int getChunksize() const
{
return this->getbNodeTree()->chunksize;
}
/**
* \brief set the active rendering view
*/
void setViewName(const char *viewName)
{
this->m_viewName = viewName;
}
void setFastCalculation(bool fastCalculation)
{
this->m_fastCalculation = fastCalculation;
}
bool isFastCalculation() const
{
return this->m_fastCalculation;
}
bool isGroupnodeBufferEnabled() const
{
return (this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER) != 0;
}
int getChunksize() const
{
return this->getbNodeTree()->chunksize;
}
/**
* \brief Get the render percentage as a factor.
* The compositor uses a factor i.o. a percentage.
*/
float getRenderPercentageAsFactor() const
{
return m_rd->size * 0.01f;
}
};
void setFastCalculation(bool fastCalculation)
{
this->m_fastCalculation = fastCalculation;
}
bool isFastCalculation() const
{
return this->m_fastCalculation;
}
bool isGroupnodeBufferEnabled() const
{
return (this->getbNodeTree()->flag & NTREE_COM_GROUPNODE_BUFFER) != 0;
}
/**
* \brief Get the render percentage as a factor.
* The compositor uses a factor i.o. a percentage.
*/
float getRenderPercentageAsFactor() const
{
return m_rd->size * 0.01f;
}
};
} // namespace blender::compositor

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@ -0,0 +1,61 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2021, Blender Foundation.
*/
#include "COM_Enums.h"
namespace blender::compositor {
std::ostream &operator<<(std::ostream &os, const CompositorPriority &priority)
{
switch (priority) {
case CompositorPriority::High: {
os << "Priority::High";
break;
}
case CompositorPriority::Medium: {
os << "Priority::Medium";
break;
}
case CompositorPriority::Low: {
os << "Priority::Low";
break;
}
}
return os;
}
std::ostream &operator<<(std::ostream &os, const eChunkExecutionState &execution_state)
{
switch (execution_state) {
case eChunkExecutionState::NotScheduled: {
os << "ExecutionState::NotScheduled";
break;
}
case eChunkExecutionState::Scheduled: {
os << "ExecutionState::Scheduled";
break;
}
case eChunkExecutionState::Executed: {
os << "ExecutionState::Executed";
break;
}
}
return os;
}
} // namespace blender::compositor

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@ -0,0 +1,76 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Copyright 2021, Blender Foundation.
*/
#pragma once
#include "COM_defines.h"
#include <ostream>
namespace blender::compositor {
/**
* \brief Possible quality settings
* \see CompositorContext.quality
* \ingroup Execution
*/
enum class CompositorQuality {
/** \brief High quality setting */
High = 0,
/** \brief Medium quality setting */
Medium = 1,
/** \brief Low quality setting */
Low = 2,
};
/**
* \brief Possible priority settings
* \ingroup Execution
*/
enum class CompositorPriority {
/** \brief High quality setting */
High = 2,
/** \brief Medium quality setting */
Medium = 1,
/** \brief Low quality setting */
Low = 0,
};
/**
* \brief the execution state of a chunk in an ExecutionGroup
* \ingroup Execution
*/
enum class eChunkExecutionState {
/**
* \brief chunk is not yet scheduled
*/
NotScheduled = 0,
/**
* \brief chunk is scheduled, but not yet executed
*/
Scheduled = 1,
/**
* \brief chunk is executed.
*/
Executed = 2,
};
std::ostream &operator<<(std::ostream &os, const CompositorPriority &priority);
std::ostream &operator<<(std::ostream &os, const eChunkExecutionState &execution_state);
} // namespace blender::compositor

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@ -26,6 +26,7 @@
#include "BLI_math_vector.h"
#include "BLI_threads.h"
#include "COM_Enums.h"
#include "COM_MemoryBuffer.h"
#include "COM_MemoryProxy.h"
#include "COM_MetaData.h"

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@ -18,6 +18,20 @@
#include "COM_WorkPackage.h"
#include "COM_Enums.h"
#include "COM_ExecutionGroup.h"
namespace blender::compositor {
std::ostream &operator<<(std::ostream &os, const WorkPackage &work_package)
{
os << "WorkPackage(execution_group=" << *work_package.execution_group;
os << ",chunk=" << work_package.chunk_number;
os << ",state=" << work_package.state;
os << ",rect=(" << work_package.rect.xmin << "," << work_package.rect.ymin << ")-("
<< work_package.rect.xmax << "," << work_package.rect.ymax << ")";
os << ")";
return os;
}
} // namespace blender::compositor

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@ -18,10 +18,12 @@
#pragma once
#include "COM_defines.h"
#include "COM_Enums.h"
#include "BLI_rect.h"
#include <ostream>
namespace blender::compositor {
// Forward Declarations.
class ExecutionGroup;
@ -53,4 +55,6 @@ struct WorkPackage {
#endif
};
std::ostream &operator<<(std::ostream &os, const WorkPackage &WorkPackage);
} // namespace blender::compositor

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@ -18,7 +18,7 @@
#pragma once
#include "COM_defines.h"
#include "COM_Enums.h"
namespace blender::compositor {