12 #ifdef WITH_CXX_GUARDEDALLOC
26 unsigned int resolution[2];
30 group->determine_resolution(resolution);
32 if (
border_.use_render_border) {
34 group->set_render_border(
38 if (
border_.use_viewer_border) {
40 group->set_viewer_border(
48 unsigned int order = 0;
50 if (operation->get_flags().is_read_buffer_operation) {
62 if (operation->get_flags().is_write_buffer_operation) {
63 operation->set_bnodetree(bTree);
64 operation->init_execution();
72 if (operation->get_flags().is_read_buffer_operation) {
83 if (!operation->get_flags().is_write_buffer_operation) {
84 operation->set_bnodetree(bTree);
85 operation->init_execution();
95 execution_group->init_execution();
103 editingtree->
stats_draw(editingtree->
sdh,
TIP_(
"Compositing | Initializing execution"));
121 editingtree->
stats_draw(editingtree->
sdh,
TIP_(
"Compositing | De-initializing execution"));
124 operation->deinit_execution();
128 execution_group->deinit_execution();
136 if (execution_group->get_flags().is_output &&
137 execution_group->get_render_priority() == priority) {
138 execution_group->execute(&exec_system);
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint order
Read Guarded memory(de)allocation.
Overall context of the compositor.
int get_chunksize() const
bool is_fast_calculation() const
const bNodeTree * get_bnodetree() const
get the bnodetree of the context
Class ExecutionGroup is a group of Operations that are executed as one. This grouping is used to comb...
CompositorContext & context_
Span< NodeOperation * > operations_
const rctf * viewer_border
const rctf * render_border
struct blender::compositor::ExecutionModel::@178 border_
the ExecutionSystem contains the whole compositor tree.
NodeOperation contains calculation logic.
void update_memory_buffer()
void set_offset(unsigned int offset)
void execute(ExecutionSystem &exec_system) override
TiledExecutionModel(CompositorContext &context, Span< NodeOperation * > operations, Span< ExecutionGroup * > groups)
eCompositorPriority
Possible priority settings.
@ Low
Low quality setting.
@ High
High quality setting.
@ Medium
Medium quality setting.
static void init_non_write_operations_for_execution(Span< NodeOperation * > operations, const bNodeTree *bTree)
static void update_read_buffer_offset(Span< NodeOperation * > operations)
static void init_write_operations_for_execution(Span< NodeOperation * > operations, const bNodeTree *bTree)
static void init_execution_groups_for_execution(Span< ExecutionGroup * > groups, const int chunk_size)
static void link_write_buffers(Span< NodeOperation * > operations)
static const int chunk_size
void(* stats_draw)(void *, const char *str)
static void start(const CompositorContext &context)
Start the execution this methods will start the WorkScheduler. Inside this method all threads are ini...
static void finish()
wait for all work to be completed.
static void stop()
stop the execution All created thread by the start method are destroyed.