mirror of
https://github.com/storytold/effectcraft.git
synced 2026-10-14 19:27:05 -04:00
473 lines
20 KiB
Rust
473 lines
20 KiB
Rust
//! The per-frame compositing walk on the GPU: the same steps as `Renderer::draw_comp` (layer
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//! order, 3D runs, collapsed precomps, track mattes, Preserve Transparency, layer styles, motion
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//! blur, bit-depth quantisation, colour conversions), with layer pixels taken from the CPU
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//! renderer and its layer cache. Classic and Advanced 3D runs (environment skies included) and
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//! adjustment layers run on the GPU; steps without a GPU implementation (anything a kernel
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//! declines) read the canvas back, run on the CPU and upload the result.
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use std::sync::Arc;
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use effectcraft_color::BlendMode;
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use effectcraft_effects::Buf;
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use effectcraft_project::{ItemId, Layer, Quality};
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use effectcraft_raster::Image;
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use effectcraft_render::{EvalCtx, Renderer, styles};
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use effectcraft_time::Tick;
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use crate::context::{Enc, GpuImage};
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use crate::ops;
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/// Render a comp frame into a GPU image (the canvas in the output space, as
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/// `Renderer::comp_frame_cpu` returns it). `None` when something cannot run here (the caller
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/// renders on the CPU instead).
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pub(crate) fn render<'g>(e: &mut Enc<'g>, r: &Renderer, comp_id: ItemId, t: Tick) -> Option<GpuImage> {
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// Region-of-interest frames are cropped on the CPU path.
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if r.opts.roi.is_some() {
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return None;
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}
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let ctx = r.eval_ctx(comp_id, t)?;
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let s = r.opts.scale;
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let w = ((ctx.comp.width as f64 * s).round() as u32).max(1);
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let h = ((ctx.comp.height as f64 * s).round() as u32).max(1);
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if r.depth() > 16 || !e.g.fits(w, h) {
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return None;
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}
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let mut canvas = e.zeros(w, h);
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draw_comp(e, r, &ctx, &mut canvas)?;
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let pipe = r.pipe();
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if let Some(c) = pipe.from_blend() {
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canvas = ops::convert(e, &canvas, &c);
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}
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if let Some(l) = pipe.levels {
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canvas = ops::quantize(e, &canvas, l);
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}
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if r.depth() == 0
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&& let Some(c) = pipe.output()
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{
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canvas = ops::convert(e, &canvas, &c);
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if let Some(l) = pipe.levels {
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canvas = ops::quantize(e, &canvas, l);
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}
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}
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if r.depth() == 0
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&& let Some((lin, mode, enc)) = pipe.output_hdr()
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{
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on_cpu(e, &mut canvas, |img| {
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effectcraft_render::color::output_hdr(img, lin, mode, enc);
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pipe.quantize(img);
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})?;
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}
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Some(canvas)
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}
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/// Run a CPU drawing step on the canvas (read back, draw, upload).
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fn on_cpu(e: &mut Enc, canvas: &mut GpuImage, f: impl FnOnce(&mut Image)) -> Option<()> {
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let mut img = e.download(canvas)?;
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f(&mut img);
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*canvas = e.g.upload_image(&img)?;
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Some(())
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}
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fn draw_comp<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, canvas: &mut GpuImage) -> Option<()> {
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let visible = r.visible_layers(ctx);
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let levels = r.pipe().levels;
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let mut i = 0;
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while i < visible.len() {
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if visible[i].is_3d() {
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let mut j = i;
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while j < visible.len() && visible[j].is_3d() {
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j += 1;
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}
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draw_3d(e, r, ctx, &visible[i..j], canvas)?;
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i = j;
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} else {
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match r.collapsed(ctx, visible[i]) {
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Some(item) => draw_collapsed(e, r, ctx, visible[i], item, canvas)?,
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None => draw_layer(e, r, ctx, visible[i], canvas)?,
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}
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i += 1;
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}
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// 8/16 bpc: the comp is an integer buffer after every layer.
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if let Some(l) = levels {
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*canvas = ops::quantize(e, canvas, l);
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}
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}
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Some(())
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}
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/// A run of consecutive 3D layers: Classic 3D on the GPU (`classic3d`), with 3D adjustment
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/// layers splitting the run as on the CPU; Advanced 3D, wireframes and runs the kernel cannot
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/// hold draw on the CPU.
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fn draw_3d<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, run: &[&'a Layer], canvas: &mut GpuImage) -> Option<()> {
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// Environment Light Background layers: the sky behind the rest of the run (drawn first, as
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// `three_d::compose::draw_run` does).
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if run.iter().any(|l| l.environment_background) {
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for l in run.iter().filter(|l| l.environment_background) {
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if let Some(sky) = r.sky_draw(ctx, l) {
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*canvas = crate::adv3d::sky(e, &sky, canvas)?;
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}
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}
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let rest: Vec<&'a Layer> = run.iter().copied().filter(|l| !l.environment_background).collect();
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return draw_3d(e, r, ctx, &rest, canvas);
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}
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if let Some(k) = run.iter().position(|l| l.switches.adjustment) {
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draw_3d(e, r, ctx, &run[..k], canvas)?;
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draw_layer(e, r, ctx, run[k], canvas)?;
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return draw_3d(e, r, ctx, &run[k + 1..], canvas);
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}
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if run.is_empty() {
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return Some(());
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}
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// Advanced 3D: rendered and composited on the GPU (`adv3d`).
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if let Some(prep) = r.prepare_adv_run(ctx, run, (canvas.width, canvas.height)) {
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match crate::adv3d::draw_run(e, &prep, canvas) {
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Some(img) => *canvas = img,
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None => on_cpu(e, canvas, |img| r.draw_3d_run(ctx, run, img))?,
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}
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return Some(());
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}
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// Advanced 3D with layers on the 2D compositing path (blend modes, track mattes, Preserve
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// Transparency).
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if let Some(split) = r.split_adv_run(ctx, run, (canvas.width, canvas.height)) {
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match draw_split(e, r, ctx, &split, canvas) {
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Some(img) => *canvas = img,
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None => on_cpu(e, canvas, |img| r.draw_3d_run(ctx, run, img))?,
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}
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return Some(());
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}
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match r.prepare_3d_run(ctx, run, (canvas.width, canvas.height)).and_then(|prep| crate::classic3d::draw_run(e, &prep, canvas)) {
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Some(img) => *canvas = img,
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None => on_cpu(e, canvas, |img| r.draw_3d_run(ctx, run, img))?,
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}
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Some(())
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}
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/// `three_d::adv::draw_run`'s split path on the GPU canvas: the plain layers as one scene over
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/// the canvas, then each special layer (far to near) rendered alone, hidden where the main
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/// scene is nearer, matted (a 3D matte through the camera, else the 2D placement), Preserve
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/// Transparency and blended. `None` = render the run on the CPU.
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fn draw_split(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, split: &effectcraft_render::three_d::adv::SplitRun, canvas: &GpuImage) -> Option<GpuImage> {
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let (w, h) = (canvas.width, canvas.height);
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let main_prep = split.main();
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if main_prep.out != (w, h) {
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return None;
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}
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let encode = !main_prep.linear;
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let main = crate::adv3d::resolve_run(e, &main_prep)?;
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let mut cv = match &main {
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Some(m) => crate::adv3d::finish(e, m, encode, Some(canvas)),
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None => canvas.clone(),
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};
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for i in 0..split.len() {
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let Some(iso) = crate::adv3d::resolve_run(e, &split.special(i))? else { continue };
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let iso = match &main {
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Some(m) => crate::adv3d::occluded(e, &iso, m, encode),
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None => crate::adv3d::finish(e, &iso, encode, None),
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};
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let matte3d = split.with_matte3d(i, |p| match p {
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None => Some(e.zeros(w, h)),
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Some(p) => Some(match crate::adv3d::resolve_run(e, p)? {
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Some(m) => crate::adv3d::finish(e, &m, encode, None),
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None => e.zeros(w, h),
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}),
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});
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let matte3d = match matte3d {
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Some(m) => Some(m?),
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None => None,
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};
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composite_iso_with(e, r, ctx, split.layer(i), iso, &mut cv, 1.0, matte3d, None)?;
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}
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Some(cv)
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}
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fn draw_collapsed<'a>(e: &mut Enc, r: &Renderer<'a>, ctx: &EvalCtx<'a>, layer: &Layer, item: ItemId, canvas: &mut GpuImage) -> Option<()> {
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let opacity = r.layer_opacity(ctx, layer);
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if opacity <= 0.0 {
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return Some(());
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}
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let matte = r.track_matte(ctx, layer).is_some();
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if layer.blend_mode == BlendMode::Normal && !matte && !layer.preserve_transparency {
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if let Some((sub, nctx)) = r.collapse_into(ctx, layer, item, opacity) {
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draw_comp(e, &sub, &nctx, canvas)?;
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}
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return Some(());
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}
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let Some((sub, nctx)) = r.collapse_into(ctx, layer, item, 1.0) else { return Some(()) };
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let mut iso = e.zeros(canvas.width, canvas.height);
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draw_comp(e, &sub, &nctx, &mut iso)?;
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composite_iso(e, r, ctx, layer, iso, canvas, opacity)
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}
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fn draw_layer(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, canvas: &mut GpuImage) -> Option<()> {
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if layer.switches.adjustment {
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if draw_adjustment(e, r, ctx, layer, canvas).is_some() {
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return Some(());
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}
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return on_cpu(e, canvas, |img| r.draw_layer_cpu(ctx, layer, img));
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}
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if r.quality(layer) == Quality::Wireframe {
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// The layer's bounds as a one-pixel outline (the CPU's pixels).
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*canvas = crate::adv3d::wireframe(e, canvas, &r.wireframe_pixels(ctx, layer, (canvas.width, canvas.height)));
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return Some(());
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}
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let opacity = r.layer_opacity(ctx, layer);
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if opacity <= 0.0 {
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return Some(());
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}
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if let Some(done) = draw_precomp(e, r, ctx, layer, canvas, opacity) {
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return done;
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}
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if let Some(done) = draw_resident_fx(e, r, ctx, layer, canvas, opacity) {
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return done;
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}
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let Some(st) = r.styled_layer(ctx, layer) else { return Some(()) };
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if st.plain {
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return composite_layer(e, r, ctx, layer, &st.body, canvas, opacity);
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}
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// Layer styles: exterior passes with their own modes, then the body; the layer's opacity
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// fades the whole stack; knockout and channel switches as on the CPU.
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let bl = styles::blending(ctx, layer);
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let (w, h) = (canvas.width, canvas.height);
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if r.track_matte(ctx, layer).is_some() || layer.preserve_transparency {
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let mut iso = e.zeros(w, h);
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for (b, m) in &st.passes {
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iso = place(e, r, ctx, layer, b, &iso, *m, 1.0, None)?;
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}
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iso = place(e, r, ctx, layer, &st.body, &iso, BlendMode::Normal, 1.0, None)?;
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return composite_iso(e, r, ctx, layer, iso, canvas, opacity);
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}
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let mut tmp = canvas.clone();
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if bl.knockout > 0 {
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let k = place(e, r, ctx, layer, &st.content, &e.zeros(w, h), BlendMode::Normal, 1.0, None)?;
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tmp = ops::knockout(e, &tmp, &k);
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}
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for (b, m) in &st.passes {
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tmp = place(e, r, ctx, layer, b, &tmp, *m, 1.0, None)?;
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}
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tmp = place(e, r, ctx, layer, &st.body, &tmp, layer.blend_mode, 1.0, None)?;
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*canvas = ops::channel_mix(e, canvas, &tmp, bl.channels, opacity);
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Some(())
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}
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/// A plain layer with effects, its effect stack run on the GPU: the source (+ masks, from the
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/// layer cache) uploads once while unchanged, the effects stay resident and the result is
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/// placed directly; the CPU path instead runs each GPU-capable effect run through an
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/// upload → kernels → readback, then uploads the result again to place it. `None`: not this
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/// kind of layer (draw it the usual way); `Some(None)`: the GPU failed.
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fn draw_resident_fx(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, canvas: &mut GpuImage, opacity: f32) -> Option<Option<()>> {
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if !layer.switches.effects
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|| layer.effects().is_none_or(|f| f.children.is_empty())
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|| styles::active(ctx, layer)
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|| layer.preserve_transparency
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|| r.track_matte(ctx, layer).is_some()
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// Unchanged since the last frame: the cached result uploads once (the usual path).
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|| r.layer_is_static(ctx, layer)
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{
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return None;
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}
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let input = r.layer_input(ctx, layer, 0)?;
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if input.img.is_empty() {
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return Some(Some(()));
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}
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let Some(src) = e.g.upload_buf(&input) else { return Some(None) };
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let pipe = r.pipe();
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// `layer_input` is in effect space: run the stack there, then back to layer space.
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let mut fx = crate::effects::GpuFx::new(e, src, input.offset, input.scale, pipe.levels);
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let origin = r.run_layer_effects_on(ctx, layer, &mut fx);
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let Some((mut img, mut offset, scale)) = fx.finish() else { return Some(None) };
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offset = [offset[0] - origin[0] * scale, offset[1] - origin[1] * scale];
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if img.width == 0 || img.height == 0 {
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return Some(Some(()));
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}
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if let Some(c) = pipe.to_blend() {
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img = ops::convert(e, &img, &c);
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}
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// The placement only reads the buffer's size, offset and scale.
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let shape = Buf { img: Image { width: img.width, height: img.height, data: Vec::new() }, offset, scale };
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Some(place_src(e, r, ctx, layer, &shape, img, canvas, layer.blend_mode, opacity, pipe.levels).map(|c| *canvas = c))
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}
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/// A 2D precomp layer, its nested comp rendered resident on the GPU (`walk::render` one level
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/// down) instead of by the CPU compositor and uploaded every frame (`Renderer::layer_source`
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/// renders nested comps on the CPU: depth > 0). Then the layer's effects (resident), its
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/// placement, track matte / Preserve Transparency and blend, as for any layer. `None`: not this
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/// kind of layer, or the nested comp needs the CPU path (masks, layer styles, proxies,
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/// overrides, frame blending, nested motion-blur sampling; see `Renderer::precomp_source`);
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/// `Some(None)`: the GPU failed.
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fn draw_precomp(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, canvas: &mut GpuImage, opacity: f32) -> Option<Option<()>> {
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if layer.masks().is_some_and(|m| !m.children.is_empty()) || styles::active(ctx, layer) {
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return None;
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}
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let (sub, item, lt, bs) = r.precomp_source(ctx, layer)?;
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// A nested comp the GPU can't take (nested too deep, over the texture limit, content it
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// declines) goes back to the CPU path for this layer only; only a device failure fails the
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// frame.
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let Some(mut src) = render(e, &sub, item, lt) else {
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return if e.g.check_health().is_ok() { None } else { Some(None) };
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};
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let pipe = r.pipe();
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// `masked_source` quantises a non-solid source to the project's depth.
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if let Some(l) = pipe.levels {
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src = ops::quantize(e, &src, l);
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}
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let (mut img, offset, scale) = if layer.switches.effects && layer.effects().is_some_and(|f| !f.children.is_empty()) {
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// Effects run in effect space (0.7.0): from the layer bounds' corner.
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let o = ctx.effect_bounds(layer).1;
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let mut fx = crate::effects::GpuFx::new(e, src, [o[0] * bs, o[1] * bs], bs, pipe.levels);
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r.run_layer_effects_on(ctx, layer, &mut fx);
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let Some((img, off, sc)) = fx.finish() else { return Some(None) };
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(img, [off[0] - o[0] * sc, off[1] - o[1] * sc], sc)
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} else {
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(src, [0.0; 2], bs)
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};
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if img.width == 0 || img.height == 0 {
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return Some(Some(()));
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}
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if let Some(c) = pipe.to_blend() {
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img = ops::convert(e, &img, &c);
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}
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let shape = Buf { img: Image { width: img.width, height: img.height, data: Vec::new() }, offset, scale };
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if r.track_matte(ctx, layer).is_some() || layer.preserve_transparency {
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let Some(iso) = place_src(e, r, ctx, layer, &shape, img, &e.zeros(canvas.width, canvas.height), BlendMode::Normal, 1.0, None) else {
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return Some(None);
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};
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return Some(composite_iso(e, r, ctx, layer, iso, canvas, opacity));
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}
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Some(place_src(e, r, ctx, layer, &shape, img, canvas, layer.blend_mode, opacity, pipe.levels).map(|c| *canvas = c))
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}
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/// Adjustment layer (`Renderer::draw_adjustment`): the effect stack runs on the comp below,
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/// resident on the GPU (non-GPU effects read back, run on the CPU and upload), and the result
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/// replaces the canvas inside the layer's footprint × track matte × opacity. `None` = draw it
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/// on the CPU.
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fn draw_adjustment(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, canvas: &mut GpuImage) -> Option<()> {
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let opacity = r.layer_opacity(ctx, layer);
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let Some(foot) = r.adjustment_footprint(ctx, layer) else { return Some(()) };
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let (w, h) = (canvas.width, canvas.height);
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let matte = place(e, r, ctx, layer, &foot, &e.zeros(w, h), BlendMode::Normal, 1.0, None)?;
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let matte = track_matte(e, r, ctx, layer, matte, None)?;
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let pipe = r.pipe();
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// Effects run in the working space, not the linear blending space.
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let below = match pipe.from_blend() {
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Some(c) => ops::convert(e, canvas, &c),
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None => canvas.clone(),
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};
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let mut fx = crate::effects::GpuFx::new(e, below, [0.0; 2], r.opts.scale, pipe.levels);
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r.run_effects_on(ctx, layer, true, &mut fx);
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let (mut adjusted, _, _) = fx.finish()?;
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if adjusted.width != w || adjusted.height != h {
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return Some(());
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}
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if let Some(c) = pipe.to_blend() {
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adjusted = ops::convert(e, &adjusted, &c);
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}
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*canvas = ops::adjust_mix(e, canvas, &adjusted, &matte, opacity);
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Some(())
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}
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fn composite_layer(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, buf: &Arc<Buf>, canvas: &mut GpuImage, opacity: f32) -> Option<()> {
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let matte = r.track_matte(ctx, layer).is_some();
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if !matte && !layer.preserve_transparency {
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// The comp is quantised after the layer (8/16 bpc) in the same pass.
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*canvas = place(e, r, ctx, layer, buf, canvas, layer.blend_mode, opacity, r.pipe().levels)?;
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return Some(());
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}
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// Render in isolation, then matte / preserve transparency, then blend.
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let iso = place(e, r, ctx, layer, buf, &e.zeros(canvas.width, canvas.height), BlendMode::Normal, 1.0, None)?;
|
||
composite_iso(e, r, ctx, layer, iso, canvas, opacity)
|
||
}
|
||
|
||
/// Track matte / Preserve Transparency on an isolated layer render, then blend.
|
||
fn composite_iso(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, iso: GpuImage, canvas: &mut GpuImage, opacity: f32) -> Option<()> {
|
||
composite_iso_with(e, r, ctx, layer, iso, canvas, opacity, None, r.pipe().levels)
|
||
}
|
||
|
||
/// `Renderer::composite_iso_with`: the matte from `matte_img` when given (a 3D matte drawn
|
||
/// through the camera), else the matte layer placed in 2D; the blend quantised to `levels`.
|
||
#[allow(clippy::too_many_arguments)]
|
||
fn composite_iso_with(
|
||
e: &mut Enc,
|
||
r: &Renderer,
|
||
ctx: &EvalCtx,
|
||
layer: &Layer,
|
||
mut iso: GpuImage,
|
||
canvas: &mut GpuImage,
|
||
opacity: f32,
|
||
matte_img: Option<GpuImage>,
|
||
levels: Option<f32>,
|
||
) -> Option<()> {
|
||
iso = track_matte(e, r, ctx, layer, iso, matte_img)?;
|
||
if layer.preserve_transparency {
|
||
iso = ops::preserve(e, &iso, canvas);
|
||
}
|
||
*canvas = ops::blend_full(e, canvas, &iso, layer.blend_mode, opacity, layer.id.0 as u32, levels);
|
||
Some(())
|
||
}
|
||
|
||
/// `Renderer::apply_track_matte`: `img` (comp-sized) times the layer's track matte, if it has
|
||
/// one; `matte_img` as in [`composite_iso_with`].
|
||
fn track_matte(e: &mut Enc, r: &Renderer, ctx: &EvalCtx, layer: &Layer, img: GpuImage, matte_img: Option<GpuImage>) -> Option<GpuImage> {
|
||
let Some((m, kind)) = r.track_matte(ctx, layer) else { return Some(img) };
|
||
let mimg = match matte_img.filter(|i| (i.width, i.height) == (img.width, img.height)) {
|
||
Some(i) => i,
|
||
None => {
|
||
let mut mimg = e.zeros(img.width, img.height);
|
||
if m.is_active_at(ctx.time)
|
||
&& let Some(mb) = r.layer_buf(ctx, m)
|
||
{
|
||
let mo = ctx.opacity(m) as f32;
|
||
mimg = place(e, r, ctx, m, &mb, &mimg, BlendMode::Normal, mo, None)?;
|
||
}
|
||
mimg
|
||
}
|
||
};
|
||
Some(ops::matte(e, &img, &mimg, kind))
|
||
}
|
||
|
||
/// Draw a processed layer buffer onto `target` (transform, motion blur sub-samples), quantising
|
||
/// the result to `levels` when set.
|
||
#[allow(clippy::too_many_arguments)]
|
||
fn place(
|
||
e: &mut Enc,
|
||
r: &Renderer,
|
||
ctx: &EvalCtx,
|
||
layer: &Layer,
|
||
buf: &Arc<Buf>,
|
||
target: &GpuImage,
|
||
mode: BlendMode,
|
||
opacity: f32,
|
||
levels: Option<f32>,
|
||
) -> Option<GpuImage> {
|
||
if buf.img.is_empty() || opacity <= 0.0 {
|
||
return Some(target.clone());
|
||
}
|
||
let src = e.g.upload_buf(buf)?;
|
||
place_src(e, r, ctx, layer, buf, src, target, mode, opacity, levels)
|
||
}
|
||
|
||
/// [`place`] of a GPU image `src` shaped like `buf`.
|
||
#[allow(clippy::too_many_arguments)]
|
||
fn place_src(
|
||
e: &mut Enc,
|
||
r: &Renderer,
|
||
ctx: &EvalCtx,
|
||
layer: &Layer,
|
||
buf: &Buf,
|
||
src: GpuImage,
|
||
target: &GpuImage,
|
||
mode: BlendMode,
|
||
opacity: f32,
|
||
levels: Option<f32>,
|
||
) -> Option<GpuImage> {
|
||
let pl = r.placement(ctx, layer, buf);
|
||
if let [m] = pl.matrices.as_slice() {
|
||
return Some(ops::warp_q(e, target, &src, m, pl.sampling, mode, opacity, pl.seed, None, levels));
|
||
}
|
||
let mut acc = e.zeros(target.width, target.height);
|
||
let k = 1.0 / pl.matrices.len() as f32;
|
||
for m in &pl.matrices {
|
||
acc = ops::warp(e, &acc, &src, m, pl.sampling, BlendMode::Normal, 1.0, 0, Some(k));
|
||
}
|
||
Some(ops::blend_full(e, target, &acc, mode, opacity, pl.seed, levels))
|
||
}
|