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authorJeroen Bakker <jbakker>2022-01-28 10:37:12 +0300
committerJeroen Bakker <jeroen@blender.org>2022-01-28 10:37:45 +0300
commitbdd74e1e9338b18e4f80458f284d0c6a4d100f30 (patch)
tree86daecf79b6a9d0896482d7fe8d85da9a6becc81 /source/blender/draw/engines/image/image_drawing_mode.hh
parent0a32ac02e976a4723802ed09bed64c0625e889a2 (diff)
DrawManager: Image engine support huge images.
Adding better support for drawing huge images in the image/uv editor. Also solved tearing artifacts. The approach is that for each image/uv editor a screen space gpu texture is created that only contains the visible pixels. When zooming or panning the gpu texture is rebuild. Although the solution isn't memory intensive other parts of blender memory usage scales together with the image size. * Due to complexity we didn't implement partial updates when drawing images tiled (wrap repeat). This could be added, but is complicated as a change in the source could mean many different changes on the GPU texture. The work around for now is to tag all gpu textures to be dirty when changes are detected. Original plan was to have 4 screen space images to support panning without gpu texture creation. For now we don't see the need to implement it as the solution is already fast. Especially when GPU memory is shared with CPU ram. Reviewed By: fclem Maniphest Tasks: T92525, T92903 Differential Revision: https://developer.blender.org/D13424
Diffstat (limited to 'source/blender/draw/engines/image/image_drawing_mode.hh')
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diff --git a/source/blender/draw/engines/image/image_drawing_mode.hh b/source/blender/draw/engines/image/image_drawing_mode.hh
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+++ b/source/blender/draw/engines/image/image_drawing_mode.hh
@@ -0,0 +1,417 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup draw_engine
+ */
+
+#pragma once
+
+#include "BKE_image_partial_update.hh"
+
+#include "IMB_imbuf_types.h"
+
+#include "image_batches.hh"
+#include "image_private.hh"
+#include "image_wrappers.hh"
+
+namespace blender::draw::image_engine {
+
+constexpr float EPSILON_UV_BOUNDS = 0.00001f;
+
+/**
+ * \brief Screen space method using a single texture spawning the whole screen.
+ */
+struct OneTextureMethod {
+ IMAGE_InstanceData *instance_data;
+
+ OneTextureMethod(IMAGE_InstanceData *instance_data) : instance_data(instance_data)
+ {
+ }
+
+ /** \brief Update the texture slot uv and screen space bounds. */
+ void update_screen_space_bounds(const ARegion *region)
+ {
+ /* Create a single texture that covers the visible screen space. */
+ BLI_rctf_init(
+ &instance_data->texture_infos[0].clipping_bounds, 0, region->winx, 0, region->winy);
+ instance_data->texture_infos[0].visible = true;
+
+ /* Mark the other textures as invalid. */
+ for (int i = 1; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
+ BLI_rctf_init_minmax(&instance_data->texture_infos[i].clipping_bounds);
+ instance_data->texture_infos[i].visible = false;
+ }
+ }
+
+ void update_uv_bounds(const ARegion *region)
+ {
+ TextureInfo &info = instance_data->texture_infos[0];
+ if (!BLI_rctf_compare(&info.uv_bounds, &region->v2d.cur, EPSILON_UV_BOUNDS)) {
+ info.uv_bounds = region->v2d.cur;
+ info.dirty = true;
+ }
+
+ /* Mark the other textures as invalid. */
+ for (int i = 1; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
+ BLI_rctf_init_minmax(&instance_data->texture_infos[i].clipping_bounds);
+ }
+ }
+};
+
+using namespace blender::bke::image::partial_update;
+
+template<typename TextureMethod> class ScreenSpaceDrawingMode : public AbstractDrawingMode {
+ private:
+ DRWPass *create_image_pass() const
+ {
+ /* Write depth is needed for background overlay rendering. Near depth is used for
+ * transparency checker and Far depth is used for indicating the image size. */
+ DRWState state = static_cast<DRWState>(DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+ DRW_STATE_DEPTH_ALWAYS | DRW_STATE_BLEND_ALPHA_PREMUL);
+ return DRW_pass_create("Image", state);
+ }
+
+ void add_shgroups(const IMAGE_InstanceData *instance_data) const
+ {
+ const ShaderParameters &sh_params = instance_data->sh_params;
+ GPUShader *shader = IMAGE_shader_image_get(false);
+
+ DRWShadingGroup *shgrp = DRW_shgroup_create(shader, instance_data->passes.image_pass);
+ DRW_shgroup_uniform_vec2_copy(shgrp, "farNearDistances", sh_params.far_near);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "color", ShaderParameters::color);
+ DRW_shgroup_uniform_vec4_copy(shgrp, "shuffle", sh_params.shuffle);
+ DRW_shgroup_uniform_int_copy(shgrp, "drawFlags", sh_params.flags);
+ DRW_shgroup_uniform_bool_copy(shgrp, "imgPremultiplied", sh_params.use_premul_alpha);
+ DRW_shgroup_uniform_vec2_copy(shgrp, "maxUv", instance_data->max_uv);
+ float image_mat[4][4];
+ unit_m4(image_mat);
+ for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
+ const TextureInfo &info = instance_data->texture_infos[i];
+ if (!info.visible) {
+ continue;
+ }
+
+ DRWShadingGroup *shgrp_sub = DRW_shgroup_create_sub(shgrp);
+ DRW_shgroup_uniform_texture_ex(shgrp_sub, "imageTexture", info.texture, GPU_SAMPLER_DEFAULT);
+ DRW_shgroup_call_obmat(shgrp_sub, info.batch, image_mat);
+ }
+ }
+
+ /**
+ * \brief Update GPUTextures for drawing the image.
+ *
+ * GPUTextures that are marked dirty are rebuild. GPUTextures that aren't marked dirty are
+ * updated with changed region of the image.
+ */
+ void update_textures(IMAGE_InstanceData &instance_data,
+ Image *image,
+ ImageUser *image_user) const
+ {
+ PartialUpdateChecker<ImageTileData> checker(
+ image, image_user, instance_data.partial_update.user);
+ PartialUpdateChecker<ImageTileData>::CollectResult changes = checker.collect_changes();
+
+ switch (changes.get_result_code()) {
+ case ePartialUpdateCollectResult::FullUpdateNeeded:
+ instance_data.mark_all_texture_slots_dirty();
+ break;
+ case ePartialUpdateCollectResult::NoChangesDetected:
+ break;
+ case ePartialUpdateCollectResult::PartialChangesDetected:
+ /* Partial update when wrap repeat is enabled is not supported. */
+ if (instance_data.flags.do_tile_drawing) {
+ instance_data.mark_all_texture_slots_dirty();
+ }
+ else {
+ do_partial_update(changes, instance_data);
+ }
+ break;
+ }
+ do_full_update_for_dirty_textures(instance_data, image_user);
+ }
+
+ void do_partial_update(PartialUpdateChecker<ImageTileData>::CollectResult &iterator,
+ IMAGE_InstanceData &instance_data) const
+ {
+ while (iterator.get_next_change() == ePartialUpdateIterResult::ChangeAvailable) {
+ /* Quick exit when tile_buffer isn't availble. */
+ if (iterator.tile_data.tile_buffer == nullptr) {
+ continue;
+ }
+ ensure_float_buffer(*iterator.tile_data.tile_buffer);
+ const float tile_width = static_cast<float>(iterator.tile_data.tile_buffer->x);
+ const float tile_height = static_cast<float>(iterator.tile_data.tile_buffer->y);
+
+ for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
+ const TextureInfo &info = instance_data.texture_infos[i];
+ /* Dirty images will receive a full update. No need to do a partial one now. */
+ if (info.dirty) {
+ continue;
+ }
+ if (!info.visible) {
+ continue;
+ }
+ GPUTexture *texture = info.texture;
+ const float texture_width = GPU_texture_width(texture);
+ const float texture_height = GPU_texture_height(texture);
+ // TODO
+ // early bound check.
+ ImageTileWrapper tile_accessor(iterator.tile_data.tile);
+ float tile_offset_x = static_cast<float>(tile_accessor.get_tile_x_offset());
+ float tile_offset_y = static_cast<float>(tile_accessor.get_tile_y_offset());
+ rcti *changed_region_in_texel_space = &iterator.changed_region.region;
+ rctf changed_region_in_uv_space;
+ BLI_rctf_init(&changed_region_in_uv_space,
+ static_cast<float>(changed_region_in_texel_space->xmin) /
+ static_cast<float>(iterator.tile_data.tile_buffer->x) +
+ tile_offset_x,
+ static_cast<float>(changed_region_in_texel_space->xmax) /
+ static_cast<float>(iterator.tile_data.tile_buffer->x) +
+ tile_offset_x,
+ static_cast<float>(changed_region_in_texel_space->ymin) /
+ static_cast<float>(iterator.tile_data.tile_buffer->y) +
+ tile_offset_y,
+ static_cast<float>(changed_region_in_texel_space->ymax) /
+ static_cast<float>(iterator.tile_data.tile_buffer->y) +
+ tile_offset_y);
+ rctf changed_overlapping_region_in_uv_space;
+ const bool region_overlap = BLI_rctf_isect(
+ &info.uv_bounds, &changed_region_in_uv_space, &changed_overlapping_region_in_uv_space);
+ if (!region_overlap) {
+ continue;
+ }
+ // convert the overlapping region to texel space and to ss_pixel space...
+ // TODO: first convert to ss_pixel space as integer based. and from there go back to texel
+ // space. But perhaps this isn't needed and we could use an extraction offset somehow.
+ rcti gpu_texture_region_to_update;
+ BLI_rcti_init(&gpu_texture_region_to_update,
+ floor((changed_overlapping_region_in_uv_space.xmin - info.uv_bounds.xmin) *
+ texture_width / BLI_rctf_size_x(&info.uv_bounds)),
+ floor((changed_overlapping_region_in_uv_space.xmax - info.uv_bounds.xmin) *
+ texture_width / BLI_rctf_size_x(&info.uv_bounds)),
+ ceil((changed_overlapping_region_in_uv_space.ymin - info.uv_bounds.ymin) *
+ texture_height / BLI_rctf_size_y(&info.uv_bounds)),
+ ceil((changed_overlapping_region_in_uv_space.ymax - info.uv_bounds.ymin) *
+ texture_height / BLI_rctf_size_y(&info.uv_bounds)));
+
+ rcti tile_region_to_extract;
+ BLI_rcti_init(
+ &tile_region_to_extract,
+ floor((changed_overlapping_region_in_uv_space.xmin - tile_offset_x) * tile_width),
+ floor((changed_overlapping_region_in_uv_space.xmax - tile_offset_x) * tile_width),
+ ceil((changed_overlapping_region_in_uv_space.ymin - tile_offset_y) * tile_height),
+ ceil((changed_overlapping_region_in_uv_space.ymax - tile_offset_y) * tile_height));
+
+ // Create an image buffer with a size
+ // extract and scale into an imbuf
+ const int texture_region_width = BLI_rcti_size_x(&gpu_texture_region_to_update);
+ const int texture_region_height = BLI_rcti_size_y(&gpu_texture_region_to_update);
+
+ ImBuf extracted_buffer;
+ IMB_initImBuf(
+ &extracted_buffer, texture_region_width, texture_region_height, 32, IB_rectfloat);
+
+ int offset = 0;
+ ImBuf *tile_buffer = iterator.tile_data.tile_buffer;
+ for (int y = gpu_texture_region_to_update.ymin; y < gpu_texture_region_to_update.ymax;
+ y++) {
+ float yf = y / (float)texture_height;
+ float v = info.uv_bounds.ymax * yf + info.uv_bounds.ymin * (1.0 - yf) - tile_offset_y;
+ for (int x = gpu_texture_region_to_update.xmin; x < gpu_texture_region_to_update.xmax;
+ x++) {
+ float xf = x / (float)texture_width;
+ float u = info.uv_bounds.xmax * xf + info.uv_bounds.xmin * (1.0 - xf) - tile_offset_x;
+ nearest_interpolation_color(tile_buffer,
+ nullptr,
+ &extracted_buffer.rect_float[offset * 4],
+ u * tile_buffer->x,
+ v * tile_buffer->y);
+ offset++;
+ }
+ }
+
+ GPU_texture_update_sub(texture,
+ GPU_DATA_FLOAT,
+ extracted_buffer.rect_float,
+ gpu_texture_region_to_update.xmin,
+ gpu_texture_region_to_update.ymin,
+ 0,
+ extracted_buffer.x,
+ extracted_buffer.y,
+ 0);
+ imb_freerectImbuf_all(&extracted_buffer);
+ }
+ }
+ }
+
+ void do_full_update_for_dirty_textures(IMAGE_InstanceData &instance_data,
+ const ImageUser *image_user) const
+ {
+ for (int i = 0; i < SCREEN_SPACE_DRAWING_MODE_TEXTURE_LEN; i++) {
+ TextureInfo &info = instance_data.texture_infos[i];
+ if (!info.dirty) {
+ continue;
+ }
+ if (!info.visible) {
+ continue;
+ }
+ do_full_update_gpu_texture(info, instance_data, image_user);
+ }
+ }
+
+ void do_full_update_gpu_texture(TextureInfo &info,
+ IMAGE_InstanceData &instance_data,
+ const ImageUser *image_user) const
+ {
+
+ ImBuf texture_buffer;
+ const int texture_width = GPU_texture_width(info.texture);
+ const int texture_height = GPU_texture_height(info.texture);
+ IMB_initImBuf(&texture_buffer, texture_width, texture_height, 0, IB_rectfloat);
+ ImageUser tile_user = {0};
+ if (image_user) {
+ tile_user = *image_user;
+ }
+
+ void *lock;
+
+ Image *image = instance_data.image;
+ LISTBASE_FOREACH (ImageTile *, image_tile_ptr, &image->tiles) {
+ const ImageTileWrapper image_tile(image_tile_ptr);
+ tile_user.tile = image_tile.get_tile_number();
+
+ ImBuf *tile_buffer = BKE_image_acquire_ibuf(image, &tile_user, &lock);
+ if (tile_buffer == nullptr) {
+ /* Couldn't load the image buffer of the tile. */
+ continue;
+ }
+ do_full_update_texture_slot(instance_data, info, texture_buffer, *tile_buffer, image_tile);
+ BKE_image_release_ibuf(image, tile_buffer, lock);
+ }
+ GPU_texture_update(info.texture, GPU_DATA_FLOAT, texture_buffer.rect_float);
+ imb_freerectImbuf_all(&texture_buffer);
+ }
+
+ /**
+ * \brief Ensure that the float buffer of the given image buffer is available.
+ */
+ void ensure_float_buffer(ImBuf &image_buffer) const
+ {
+ if (image_buffer.rect_float == nullptr) {
+ IMB_float_from_rect(&image_buffer);
+ }
+ }
+
+ void do_full_update_texture_slot(const IMAGE_InstanceData &instance_data,
+ const TextureInfo &texture_info,
+ ImBuf &texture_buffer,
+ ImBuf &tile_buffer,
+ const ImageTileWrapper &image_tile) const
+ {
+ const int texture_width = texture_buffer.x;
+ const int texture_height = texture_buffer.y;
+ ensure_float_buffer(tile_buffer);
+
+ /* IMB_transform works in a non-consistent space. This should be documented or fixed!.
+ * Construct a variant of the info_uv_to_texture that adds the texel space
+ * transformation.*/
+ float uv_to_texel[4][4];
+ copy_m4_m4(uv_to_texel, instance_data.ss_to_texture);
+ float scale[3] = {static_cast<float>(texture_width) / static_cast<float>(tile_buffer.x),
+ static_cast<float>(texture_height) / static_cast<float>(tile_buffer.y),
+ 1.0f};
+ rescale_m4(uv_to_texel, scale);
+ uv_to_texel[3][0] += image_tile.get_tile_x_offset() / BLI_rctf_size_x(&texture_info.uv_bounds);
+ uv_to_texel[3][1] += image_tile.get_tile_y_offset() / BLI_rctf_size_y(&texture_info.uv_bounds);
+ uv_to_texel[3][0] *= texture_width;
+ uv_to_texel[3][1] *= texture_height;
+ invert_m4(uv_to_texel);
+
+ rctf crop_rect;
+ rctf *crop_rect_ptr = nullptr;
+ eIMBTransformMode transform_mode;
+ if (instance_data.flags.do_tile_drawing) {
+ transform_mode = IMB_TRANSFORM_MODE_WRAP_REPEAT;
+ }
+ else {
+ BLI_rctf_init(&crop_rect, 0.0, tile_buffer.x, 0.0, tile_buffer.y);
+ crop_rect_ptr = &crop_rect;
+ transform_mode = IMB_TRANSFORM_MODE_CROP_SRC;
+ }
+
+ IMB_transform(&tile_buffer,
+ &texture_buffer,
+ transform_mode,
+ IMB_FILTER_NEAREST,
+ uv_to_texel,
+ crop_rect_ptr);
+ }
+
+ public:
+ void cache_init(IMAGE_Data *vedata) const override
+ {
+ IMAGE_InstanceData *instance_data = vedata->instance_data;
+ instance_data->passes.image_pass = create_image_pass();
+ }
+
+ void cache_image(IMAGE_Data *vedata, Image *image, ImageUser *iuser) const override
+ {
+ const DRWContextState *draw_ctx = DRW_context_state_get();
+ IMAGE_InstanceData *instance_data = vedata->instance_data;
+ TextureMethod method(instance_data);
+
+ instance_data->partial_update.ensure_image(image);
+ instance_data->max_uv_update();
+ instance_data->clear_dirty_flag();
+
+ // Step: Find out which screen space textures are needed to draw on the screen. Remove the
+ // screen space textures that aren't needed.
+ const ARegion *region = draw_ctx->region;
+ method.update_screen_space_bounds(region);
+ method.update_uv_bounds(region);
+
+ // Step: Update the GPU textures based on the changes in the image.
+ instance_data->update_gpu_texture_allocations();
+ update_textures(*instance_data, image, iuser);
+
+ // Step: Add the GPU textures to the shgroup.
+ instance_data->update_batches();
+ add_shgroups(instance_data);
+ }
+
+ void draw_finish(IMAGE_Data *UNUSED(vedata)) const override
+ {
+ }
+
+ void draw_scene(IMAGE_Data *vedata) const override
+ {
+ IMAGE_InstanceData *instance_data = vedata->instance_data;
+
+ DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
+ GPU_framebuffer_bind(dfbl->default_fb);
+ static float clear_col[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ GPU_framebuffer_clear_color_depth(dfbl->default_fb, clear_col, 1.0);
+
+ DRW_view_set_active(instance_data->view);
+ DRW_draw_pass(instance_data->passes.image_pass);
+ DRW_view_set_active(nullptr);
+ }
+}; // namespace clipping
+
+} // namespace blender::draw::image_engine