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Diffstat (limited to 'intern/opencolorio/ocio_impl_glsl.cc')
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc787
1 files changed, 432 insertions, 355 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 0213646345c..841f1386af1 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -31,8 +31,10 @@
*/
#include <limits>
+#include <list>
#include <sstream>
#include <string.h>
+#include <vector>
#ifdef _MSC_VER
# pragma warning(push)
@@ -53,24 +55,24 @@ using namespace OCIO_NAMESPACE;
#include "ocio_impl.h"
-static const int LUT3D_EDGE_SIZE = 64;
-static const int LUT3D_TEXTURE_SIZE = sizeof(float) * 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE *
- LUT3D_EDGE_SIZE;
-static const int SHADER_CACHE_SIZE = 4;
-
-#define UBO_BIND_LOC 0
-
extern "C" char datatoc_gpu_shader_display_transform_glsl[];
extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
+enum OCIO_GPUTextureSlots {
+ TEXTURE_SLOT_IMAGE = 0,
+ TEXTURE_SLOT_OVERLAY = 1,
+ TEXTURE_SLOT_CURVE_MAPPING = 2,
+ TEXTURE_SLOT_LUTS_OFFSET = 3,
+};
+
/* Curve mapping parameters
*
* See documentation for OCIO_CurveMappingSettings to get fields descriptions.
* (this ones pretty much copies stuff from C structure.)
*/
-struct OCIO_GLSLCurveMappingParameters {
+struct OCIO_GPUCurveMappingParameters {
float curve_mapping_mintable[4];
float curve_mapping_range[4];
float curve_mapping_ext_in_x[4];
@@ -89,79 +91,108 @@ struct OCIO_GLSLCurveMappingParameters {
/** WARNING: Needs to be 16byte aligned. Used as UBO data. */
};
-struct OCIO_GLSLShader {
- /** Cache IDs */
- std::string cacheId;
+struct OCIO_GPUShader {
+ /* GPU shader. */
+ struct GPUShader *shader = nullptr;
- struct GPUShader *shader;
/** Uniform locations. */
- int dither_loc;
- int overlay_loc;
- int predivide_loc;
- int curve_mapping_loc;
- int ubo_bind;
- /** Error checking. */
- bool valid;
+ int scale_loc = 0;
+ int exponent_loc = 0;
+ int dither_loc = 0;
+ int overlay_loc = 0;
+ int predivide_loc = 0;
+ int ubo_bind = 0;
+
+ /* Destructor. */
+ ~OCIO_GPUShader()
+ {
+ if (shader) {
+ GPU_shader_free(shader);
+ }
+ }
};
-struct OCIO_GLSLLut3d {
- /** Cache IDs */
- std::string cacheId;
- /** OpenGL Texture handles. NULL if not allocated. */
- GPUTexture *texture;
- GPUTexture *texture_display;
- GPUTexture *texture_dummy;
- /** Error checking. */
- bool valid;
+struct OCIO_GPULutTexture {
+ GPUTexture *texture = nullptr;
+ std::string sampler_name;
+};
+
+struct OCIO_GPUUniform {
+ GpuShaderDesc::UniformData data;
+ std::string name;
+};
+
+struct OCIO_GPUTextures {
+ /** LUT Textures */
+ std::vector<OCIO_GPULutTexture> luts;
+
+ /* Dummy in case of no overlay. */
+ GPUTexture *dummy = nullptr;
+
+ /* Uniforms */
+ std::vector<OCIO_GPUUniform> uniforms;
+
+ /* Destructor. */
+ ~OCIO_GPUTextures()
+ {
+ for (OCIO_GPULutTexture &lut : luts) {
+ GPU_texture_free(lut.texture);
+ }
+ if (dummy) {
+ GPU_texture_free(dummy);
+ }
+ }
};
-struct OCIO_GLSLCurveMappping {
- /** Cache IDs */
- size_t cacheId;
+struct OCIO_GPUCurveMappping {
/** GPU Uniform Buffer handle. 0 if not allocated. */
- GPUUniformBuf *buffer;
+ GPUUniformBuf *buffer = nullptr;
/** OpenGL Texture handles. 0 if not allocated. */
- GPUTexture *texture;
- /** Error checking. */
- bool valid;
-};
+ GPUTexture *texture = nullptr;
+ /* To detect when to update the uniforms and textures. */
+ size_t cache_id = 0;
-struct OCIO_GLSLCacheHandle {
- size_t cache_id;
- void *data;
+ /* Destructor. */
+ ~OCIO_GPUCurveMappping()
+ {
+ if (texture) {
+ GPU_texture_free(texture);
+ }
+ if (buffer) {
+ GPU_uniformbuf_free(buffer);
+ }
+ }
};
-struct OCIO_GLSLDrawState {
- /* Shader Cache */
- OCIO_GLSLCacheHandle shader_cache[SHADER_CACHE_SIZE];
- OCIO_GLSLCacheHandle lut3d_cache[SHADER_CACHE_SIZE];
- OCIO_GLSLCacheHandle curvemap_cache[SHADER_CACHE_SIZE];
+struct OCIO_GPUDisplayShader {
+ OCIO_GPUShader shader;
+ OCIO_GPUTextures textures;
+ OCIO_GPUCurveMappping curvemap;
+
+ /* Cache variables. */
+ std::string input;
+ std::string view;
+ std::string display;
+ std::string look;
+ bool use_curve_mapping = false;
+
+ /** Error checking. */
+ bool valid = false;
};
-static OCIO_GLSLDrawState *allocateOpenGLState(void)
-{
- return (OCIO_GLSLDrawState *)MEM_callocN(sizeof(OCIO_GLSLDrawState), "OCIO OpenGL State struct");
-}
+static const int SHADER_CACHE_MAX_SIZE = 4;
+std::list<OCIO_GPUDisplayShader> SHADER_CACHE;
/* -------------------------------------------------------------------- */
/** \name Shader
* \{ */
-static void updateGLSLShader(OCIO_GLSLShader *shader,
- ConstProcessorRcPtr *processor_scene_to_ui,
- ConstProcessorRcPtr *processpr_ui_to_display,
- GpuShaderDesc *shader_desc,
- const std::string &cache_id)
+static bool createGPUShader(OCIO_GPUShader &shader,
+ OCIO_GPUTextures &textures,
+ const GpuShaderDescRcPtr &shaderdesc_to_scene_linear,
+ const GpuShaderDescRcPtr &shaderdesc_to_display,
+ const bool use_curve_mapping)
{
- if (shader->cacheId == cache_id) {
- return;
- }
-
- /* Delete any previous shader. */
- if (shader->shader) {
- GPU_shader_free(shader->shader);
- }
-
std::ostringstream os;
{
/* Fragment shader */
@@ -170,146 +201,222 @@ static void updateGLSLShader(OCIO_GLSLShader *shader,
os << "#define texture2D texture\n";
os << "#define texture3D texture\n";
- shader_desc->setFunctionName("OCIO_to_display_linear_with_look");
- os << (*processor_scene_to_ui)->getGpuShaderText(*shader_desc) << "\n";
+ if (use_curve_mapping) {
+ os << "#define USE_CURVE_MAPPING\n";
+ }
- shader_desc->setFunctionName("OCIO_to_display_encoded");
- os << (*processpr_ui_to_display)->getGpuShaderText(*shader_desc) << "\n";
+ os << shaderdesc_to_scene_linear->getShaderText() << "\n";
+ os << shaderdesc_to_display->getShaderText() << "\n";
os << datatoc_gpu_shader_display_transform_glsl;
}
- shader->shader = GPU_shader_create(datatoc_gpu_shader_display_transform_vertex_glsl,
- os.str().c_str(),
- NULL,
- NULL,
- NULL,
- "OCIOShader");
+ shader.shader = GPU_shader_create(datatoc_gpu_shader_display_transform_vertex_glsl,
+ os.str().c_str(),
+ nullptr,
+ nullptr,
+ nullptr,
+ "OCIOShader");
- if (shader->shader) {
- shader->dither_loc = GPU_shader_get_uniform(shader->shader, "dither");
- shader->overlay_loc = GPU_shader_get_uniform(shader->shader, "overlay");
- shader->predivide_loc = GPU_shader_get_uniform(shader->shader, "predivide");
- shader->curve_mapping_loc = GPU_shader_get_uniform(shader->shader, "curve_mapping");
- shader->ubo_bind = GPU_shader_get_uniform_block_binding(shader->shader,
- "OCIO_GLSLCurveMappingParameters");
+ if (shader.shader == nullptr) {
+ return false;
+ }
- GPU_shader_bind(shader->shader);
+ shader.scale_loc = GPU_shader_get_uniform(shader.shader, "scale");
+ shader.exponent_loc = GPU_shader_get_uniform(shader.shader, "exponent");
+ shader.dither_loc = GPU_shader_get_uniform(shader.shader, "dither");
+ shader.overlay_loc = GPU_shader_get_uniform(shader.shader, "overlay");
+ shader.predivide_loc = GPU_shader_get_uniform(shader.shader, "predivide");
+ shader.ubo_bind = GPU_shader_get_uniform_block_binding(shader.shader,
+ "OCIO_GPUCurveMappingParameters");
- /* Set texture bind point uniform once. This is saved by the shader. */
- GPUShader *sh = shader->shader;
- GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "image_texture"), 0);
- GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "overlay_texture"), 1);
- GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "lut3d_texture"), 2);
- GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "lut3d_display_texture"), 3);
- GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "curve_mapping_texture"), 4);
- }
+ GPU_shader_bind(shader.shader);
- shader->cacheId = cache_id;
- shader->valid = (shader->shader != NULL);
-}
+ /* Set texture bind point uniform once. This is saved by the shader. */
+ GPUShader *sh = shader.shader;
+ GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "image_texture"), TEXTURE_SLOT_IMAGE);
+ GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "overlay_texture"), TEXTURE_SLOT_OVERLAY);
-static void ensureGLSLShader(OCIO_GLSLShader **shader_ptr,
- ConstProcessorRcPtr *processor_scene_to_ui,
- ConstProcessorRcPtr *processpr_ui_to_display,
- GpuShaderDesc *shader_desc,
- const std::string &cache_id)
-{
- if (*shader_ptr != NULL) {
- return;
+ if (use_curve_mapping) {
+ GPU_shader_uniform_int(
+ sh, GPU_shader_get_uniform(sh, "curve_mapping_texture"), TEXTURE_SLOT_CURVE_MAPPING);
}
- OCIO_GLSLShader *shader = OBJECT_GUARDED_NEW(OCIO_GLSLShader);
-
- updateGLSLShader(shader, processor_scene_to_ui, processpr_ui_to_display, shader_desc, cache_id);
+ /* Set LUT textures. */
+ for (int i = 0; i < textures.luts.size(); i++) {
+ GPU_shader_uniform_int(sh,
+ GPU_shader_get_uniform(sh, textures.luts[i].sampler_name.c_str()),
+ TEXTURE_SLOT_LUTS_OFFSET + i);
+ }
- *shader_ptr = shader;
-}
+ /* Set uniforms. */
+ for (OCIO_GPUUniform &uniform : textures.uniforms) {
+ const GpuShaderDesc::UniformData &data = uniform.data;
+ const char *name = name;
-static void freeGLSLShader(OCIO_GLSLShader *shader)
-{
- if (shader->shader) {
- GPU_shader_free(shader->shader);
+ if (data.m_getDouble) {
+ GPU_shader_uniform_1f(sh, name, (float)data.m_getDouble());
+ }
+ else if (data.m_getBool) {
+ GPU_shader_uniform_1f(sh, name, (float)(data.m_getBool() ? 1.0f : 0.0f));
+ }
+ else if (data.m_getFloat3) {
+ GPU_shader_uniform_3f(sh,
+ name,
+ (float)data.m_getFloat3()[0],
+ (float)data.m_getFloat3()[1],
+ (float)data.m_getFloat3()[2]);
+ }
+ else if (data.m_vectorFloat.m_getSize && data.m_vectorFloat.m_getVector) {
+ GPU_shader_uniform_vector(sh,
+ GPU_shader_get_uniform(sh, name),
+ (int)data.m_vectorFloat.m_getSize(),
+ 1,
+ (float *)data.m_vectorFloat.m_getVector());
+ }
+ else if (data.m_vectorInt.m_getSize && data.m_vectorInt.m_getVector) {
+ GPU_shader_uniform_vector_int(sh,
+ GPU_shader_get_uniform(sh, name),
+ (int)data.m_vectorInt.m_getSize(),
+ 1,
+ (int *)data.m_vectorInt.m_getVector());
+ }
}
- OBJECT_GUARDED_DELETE(shader, OCIO_GLSLShader);
+ return true;
}
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Lut3D
+/** \name Textures
* \{ */
-static void updateGLSLLut3d(OCIO_GLSLLut3d *lut3d,
- ConstProcessorRcPtr *processor_scene_to_ui,
- ConstProcessorRcPtr *processpr_ui_to_display,
- GpuShaderDesc *shader_desc,
- const std::string &cache_id)
+static bool addGPUUniform(OCIO_GPUTextures &textures,
+ const GpuShaderDescRcPtr &shader_desc,
+ int index)
{
- if (lut3d->cacheId == cache_id)
- return;
-
- float *lut_data = (float *)MEM_mallocN(LUT3D_TEXTURE_SIZE, __func__);
+ OCIO_GPUUniform uniform;
+ uniform.name = shader_desc->getUniform(index, uniform.data);
+ if (uniform.data.m_type == UNIFORM_UNKNOWN) {
+ return false;
+ }
- ConstProcessorRcPtr *ocio_processors[2] = {processor_scene_to_ui, processpr_ui_to_display};
+ textures.uniforms.push_back(uniform);
+ return true;
+}
- for (int i = 0; i < 2; i++) {
- ConstProcessorRcPtr *processor = ocio_processors[i];
- GPUTexture *texture = (&lut3d->texture)[i];
+static bool addGPULut2D(OCIO_GPUTextures &textures,
+ const GpuShaderDescRcPtr &shader_desc,
+ int index)
+{
+ const char *texture_name = nullptr;
+ const char *sampler_name = nullptr;
+ unsigned int width = 0;
+ unsigned int height = 0;
+ GpuShaderCreator::TextureType channel = GpuShaderCreator::TEXTURE_RGB_CHANNEL;
+ Interpolation interpolation = INTERP_LINEAR;
+ shader_desc->getTexture(
+ index, texture_name, sampler_name, width, height, channel, interpolation);
+
+ const float *values;
+ shader_desc->getTextureValues(index, values);
+ if (texture_name == nullptr || sampler_name == nullptr || width == 0 || height == 0 ||
+ values == nullptr) {
+ return false;
+ }
- (*processor)->getGpuLut3D(lut_data, *shader_desc);
+ eGPUTextureFormat format = (channel == GpuShaderCreator::TEXTURE_RGB_CHANNEL) ? GPU_RGB16F :
+ GPU_R16F;
- int offset[3] = {0, 0, 0};
- int extent[3] = {LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE};
- GPU_texture_update_sub(texture, GPU_DATA_FLOAT, lut_data, UNPACK3(offset), UNPACK3(extent));
+ OCIO_GPULutTexture lut;
+ lut.texture = GPU_texture_create_2d(texture_name, width, height, 0, format, values);
+ if (lut.texture == nullptr) {
+ return false;
}
- MEM_freeN(lut_data);
+ GPU_texture_filter_mode(lut.texture, interpolation != INTERP_NEAREST);
+ GPU_texture_wrap_mode(lut.texture, false, true);
+
+ lut.sampler_name = sampler_name;
- lut3d->cacheId = cache_id;
+ textures.luts.push_back(lut);
+ return true;
}
-static void ensureGLSLLut3d(OCIO_GLSLLut3d **lut3d_ptr,
- ConstProcessorRcPtr *processor_scene_to_ui,
- ConstProcessorRcPtr *processpr_ui_to_display,
- GpuShaderDesc *shaderDesc,
- const std::string &cache_id)
+static bool addGPULut3D(OCIO_GPUTextures &textures,
+ const GpuShaderDescRcPtr &shader_desc,
+ int index)
{
- if (*lut3d_ptr != NULL) {
- return;
+ const char *texture_name = nullptr;
+ const char *sampler_name = nullptr;
+ unsigned int edgelen = 0;
+ Interpolation interpolation = INTERP_LINEAR;
+ shader_desc->get3DTexture(index, texture_name, sampler_name, edgelen, interpolation);
+
+ const float *values;
+ shader_desc->get3DTextureValues(index, values);
+ if (texture_name == nullptr || sampler_name == nullptr || edgelen == 0 || values == nullptr) {
+ return false;
}
- OCIO_GLSLLut3d *lut3d = OBJECT_GUARDED_NEW(OCIO_GLSLLut3d);
-
- int extent[3] = {LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE};
-
- lut3d->texture = GPU_texture_create_3d(
- "OCIOLut", UNPACK3(extent), 1, GPU_RGB16F, GPU_DATA_FLOAT, NULL);
- GPU_texture_filter_mode(lut3d->texture, true);
- GPU_texture_wrap_mode(lut3d->texture, false, true);
-
- lut3d->texture_display = GPU_texture_create_3d(
- "OCIOLutDisplay", UNPACK3(extent), 1, GPU_RGB16F, GPU_DATA_FLOAT, NULL);
- GPU_texture_filter_mode(lut3d->texture_display, true);
- GPU_texture_wrap_mode(lut3d->texture_display, false, true);
-
- lut3d->texture_dummy = GPU_texture_create_error(2, false);
+ OCIO_GPULutTexture lut;
+ lut.texture = GPU_texture_create_3d(
+ texture_name, edgelen, edgelen, edgelen, 0, GPU_RGB16F, GPU_DATA_FLOAT, values);
+ if (lut.texture == nullptr) {
+ return false;
+ }
- updateGLSLLut3d(lut3d, processor_scene_to_ui, processpr_ui_to_display, shaderDesc, cache_id);
+ GPU_texture_filter_mode(lut.texture, interpolation != INTERP_NEAREST);
+ GPU_texture_wrap_mode(lut.texture, false, true);
- lut3d->valid = (lut3d->texture && lut3d->texture_display);
+ lut.sampler_name = sampler_name;
- *lut3d_ptr = lut3d;
+ textures.luts.push_back(lut);
+ return true;
}
-static void freeGLSLLut3d(OCIO_GLSLLut3d *lut3d)
+static bool createGPUTextures(OCIO_GPUTextures &textures,
+ const GpuShaderDescRcPtr &shaderdesc_to_scene_linear,
+ const GpuShaderDescRcPtr &shaderdesc_to_display)
{
- GPU_texture_free(lut3d->texture);
- GPU_texture_free(lut3d->texture_display);
- GPU_texture_free(lut3d->texture_dummy);
+ textures.dummy = GPU_texture_create_error(2, false);
+
+ textures.luts.clear();
+ textures.uniforms.clear();
+
+ for (int index = 0; index < shaderdesc_to_scene_linear->getNumUniforms(); index++) {
+ if (!addGPUUniform(textures, shaderdesc_to_scene_linear, index)) {
+ return false;
+ }
+ }
+ for (int index = 0; index < shaderdesc_to_scene_linear->getNumTextures(); index++) {
+ if (!addGPULut2D(textures, shaderdesc_to_scene_linear, index)) {
+ return false;
+ }
+ }
+ for (int index = 0; index < shaderdesc_to_scene_linear->getNum3DTextures(); index++) {
+ if (!addGPULut3D(textures, shaderdesc_to_scene_linear, index)) {
+ return false;
+ }
+ }
+ for (int index = 0; index < shaderdesc_to_display->getNumUniforms(); index++) {
+ if (!addGPUUniform(textures, shaderdesc_to_display, index)) {
+ return false;
+ }
+ }
+ for (int index = 0; index < shaderdesc_to_display->getNumTextures(); index++) {
+ if (!addGPULut2D(textures, shaderdesc_to_display, index)) {
+ return false;
+ }
+ }
+ for (int index = 0; index < shaderdesc_to_display->getNum3DTextures(); index++) {
+ if (!addGPULut3D(textures, shaderdesc_to_display, index)) {
+ return false;
+ }
+ }
- OBJECT_GUARDED_DELETE(lut3d, OCIO_GLSLLut3d);
+ return true;
}
/** \} */
@@ -317,72 +424,47 @@ static void freeGLSLLut3d(OCIO_GLSLLut3d *lut3d)
/* -------------------------------------------------------------------- */
/** \name Curve Mapping
* \{ */
-static void allocateCurveMappingTexture(OCIO_GLSLCurveMappping *curvemap,
- OCIO_CurveMappingSettings *curve_mapping_settings)
-{
- int lut_size = curve_mapping_settings ? curve_mapping_settings->lut_size : 1;
- /* Do not initialize. Only if used. */
- curvemap->texture = GPU_texture_create_1d("OCIOCurveMap", lut_size, 1, GPU_RGBA16F, NULL);
- GPU_texture_filter_mode(curvemap->texture, false);
- GPU_texture_wrap_mode(curvemap->texture, false, true);
-}
-/* curve_mapping_settings can be null. In this case we alloc a dummy curvemap. */
-static void ensureGLSLCurveMapping(OCIO_GLSLCurveMappping **curvemap_ptr,
- OCIO_CurveMappingSettings *curve_mapping_settings)
+static bool createGPUCurveMapping(OCIO_GPUCurveMappping &curvemap,
+ OCIO_CurveMappingSettings *curve_mapping_settings)
{
- if (*curvemap_ptr != NULL) {
- return;
- }
-
- OCIO_GLSLCurveMappping *curvemap = OBJECT_GUARDED_NEW(OCIO_GLSLCurveMappping);
+ if (curve_mapping_settings) {
+ int lut_size = curve_mapping_settings->lut_size;
- /* Texture. */
- allocateCurveMappingTexture(curvemap, curve_mapping_settings);
+ curvemap.texture = GPU_texture_create_1d("OCIOCurveMap", lut_size, 1, GPU_RGBA16F, nullptr);
+ GPU_texture_filter_mode(curvemap.texture, false);
+ GPU_texture_wrap_mode(curvemap.texture, false, true);
- /* Uniform buffer object. */
- curvemap->buffer = GPU_uniformbuf_create(sizeof(OCIO_GLSLCurveMappingParameters));
+ curvemap.buffer = GPU_uniformbuf_create(sizeof(OCIO_GPUCurveMappingParameters));
- curvemap->valid = (curvemap->texture != 0);
- curvemap->cacheId = 0;
-
- *curvemap_ptr = curvemap;
-}
-
-static void freeGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap)
-{
- GPU_texture_free(curvemap->texture);
- GPU_uniformbuf_free(curvemap->buffer);
+ if (curvemap.texture == nullptr || curvemap.buffer == nullptr) {
+ return false;
+ }
+ }
- OBJECT_GUARDED_DELETE(curvemap, OCIO_GLSLCurveMappping);
+ return true;
}
-static void updateGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap,
- OCIO_CurveMappingSettings *curve_mapping_settings,
- size_t cacheId)
+static void updateGPUCurveMapping(OCIO_GPUCurveMappping &curvemap,
+ OCIO_CurveMappingSettings *curve_mapping_settings)
{
- /* No need to continue if curvemapping is not used. Just use whatever is in this cache. */
- if (curve_mapping_settings == NULL)
+ /* Test if we need to update. The caller ensures the curve_mapping_settings
+ * changes when its contents changes. */
+ if (curve_mapping_settings == nullptr || curvemap.cache_id == curve_mapping_settings->cache_id) {
return;
-
- if (curvemap->cacheId == cacheId)
- return;
-
- if (curvemap->cacheId == 0) {
- /* This cache was previously used as dummy. Recreate the texture. */
- GPU_texture_free(curvemap->texture);
- allocateCurveMappingTexture(curvemap, curve_mapping_settings);
}
+ curvemap.cache_id = curve_mapping_settings->cache_id;
+
/* Update texture. */
int offset[3] = {0, 0, 0};
int extent[3] = {curve_mapping_settings->lut_size, 0, 0};
const float *pixels = curve_mapping_settings->lut;
GPU_texture_update_sub(
- curvemap->texture, GPU_DATA_FLOAT, pixels, UNPACK3(offset), UNPACK3(extent));
+ curvemap.texture, GPU_DATA_FLOAT, pixels, UNPACK3(offset), UNPACK3(extent));
/* Update uniforms. */
- OCIO_GLSLCurveMappingParameters data;
+ OCIO_GPUCurveMappingParameters data;
for (int i = 0; i < 4; i++) {
data.curve_mapping_range[i] = curve_mapping_settings->range[i];
data.curve_mapping_mintable[i] = curve_mapping_settings->mintable[i];
@@ -402,198 +484,193 @@ static void updateGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap,
data.curve_mapping_lut_size = curve_mapping_settings->lut_size;
data.curve_mapping_use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate;
- GPU_uniformbuf_update(curvemap->buffer, &data);
-
- curvemap->cacheId = cacheId;
+ GPU_uniformbuf_update(curvemap.buffer, &data);
}
/** \} */
/* -------------------------------------------------------------------- */
-/** \name LRU cache
+/** \name OCIO GPU Shader Implementation
* \{ */
-static size_t hash_string(const char *str)
+bool OCIOImpl::supportGPUShader()
{
- size_t i = 0, c;
- while ((c = *str++)) {
- i = i * 37 + c;
- }
- return i;
+ /* Minimum supported version 3.3 does meet all requirements. */
+ return true;
}
-static OCIO_GLSLCacheHandle *cacheSearch(OCIO_GLSLCacheHandle cache[SHADER_CACHE_SIZE],
- size_t cache_id)
+static OCIO_GPUDisplayShader &getGPUDisplayShader(
+ OCIO_ConstConfigRcPtr *config,
+ const char *input,
+ const char *view,
+ const char *display,
+ const char *look,
+ OCIO_CurveMappingSettings *curve_mapping_settings)
{
- OCIO_GLSLCacheHandle *cached_item = &cache[0];
- for (int i = 0; i < SHADER_CACHE_SIZE; i++, cached_item++) {
- if (cached_item->data == NULL) {
- continue;
- }
- else if (cached_item->cache_id == cache_id) {
- /* LRU cache, so move to front. */
- OCIO_GLSLCacheHandle found_item = *cached_item;
- for (int j = i; j > 0; j--) {
- cache[j] = cache[j - 1];
+ /* Find existing shader in cache. */
+ const bool use_curve_mapping = (curve_mapping_settings != nullptr);
+ for (std::list<OCIO_GPUDisplayShader>::iterator it = SHADER_CACHE.begin();
+ it != SHADER_CACHE.end();
+ it++) {
+ if (it->input == input && it->view == view && it->display == display && it->look == look &&
+ it->use_curve_mapping == use_curve_mapping) {
+ /* Move to front of the cache to mark as most recently used. */
+ if (it != SHADER_CACHE.begin()) {
+ SHADER_CACHE.splice(SHADER_CACHE.begin(), SHADER_CACHE, it);
}
- cache[0] = found_item;
- return &cache[0];
+
+ return *it;
}
}
- /* LRU cache, shift other items back so we can insert at the front. */
- OCIO_GLSLCacheHandle last_item = cache[SHADER_CACHE_SIZE - 1];
- for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
- cache[j] = cache[j - 1];
+
+ /* Remove least recently used element from cache. */
+ if (SHADER_CACHE.size() >= SHADER_CACHE_MAX_SIZE) {
+ SHADER_CACHE.pop_back();
}
- /* Copy last to front and let the caller initialize it. */
- cache[0] = last_item;
- return &cache[0];
-}
-/** \} */
+ /* Create GPU shader. */
+ SHADER_CACHE.emplace_front();
+ OCIO_GPUDisplayShader &display_shader = SHADER_CACHE.front();
+
+ display_shader.input = input;
+ display_shader.view = view;
+ display_shader.display = display;
+ display_shader.look = look;
+ display_shader.use_curve_mapping = use_curve_mapping;
+ display_shader.valid = false;
+
+ /* Create Processors.
+ *
+ * Scale and exponent are handled outside of OCIO shader so we can handle them
+ * as uniforms at the binding stage. OCIO would otherwise bake them into the
+ * shader code, requiring slow recompiles when interactively adjusting them.
+ *
+ * Note that OCIO does have the concept of dynamic properties, however there
+ * is no dynamic gamma and exposure is part of more expensive operations only.
+ *
+ * Since exposure must happen in scene linear, we use two processors. The input
+ * is usually scene linear already and so that conversion is often a no-op.
+ */
+ OCIO_ConstProcessorRcPtr *processor_to_scene_linear = OCIO_configGetProcessorWithNames(
+ config, input, ROLE_SCENE_LINEAR);
+ OCIO_ConstProcessorRcPtr *processor_to_display = OCIO_createDisplayProcessor(
+ config, ROLE_SCENE_LINEAR, view, display, look, 1.0f, 1.0f);
+
+ /* Create shader descriptions. */
+ if (processor_to_scene_linear && processor_to_display) {
+ GpuShaderDescRcPtr shaderdesc_to_scene_linear = GpuShaderDesc::CreateShaderDesc();
+ shaderdesc_to_scene_linear->setLanguage(GPU_LANGUAGE_GLSL_1_3);
+ shaderdesc_to_scene_linear->setFunctionName("OCIO_to_scene_linear");
+ (*(ConstProcessorRcPtr *)processor_to_scene_linear)
+ ->getDefaultGPUProcessor()
+ ->extractGpuShaderInfo(shaderdesc_to_scene_linear);
+ shaderdesc_to_scene_linear->finalize();
+
+ GpuShaderDescRcPtr shaderdesc_to_display = GpuShaderDesc::CreateShaderDesc();
+ shaderdesc_to_display->setLanguage(GPU_LANGUAGE_GLSL_1_3);
+ shaderdesc_to_display->setFunctionName("OCIO_to_display");
+ (*(ConstProcessorRcPtr *)processor_to_display)
+ ->getDefaultGPUProcessor()
+ ->extractGpuShaderInfo(shaderdesc_to_display);
+ shaderdesc_to_display->finalize();
+
+ /* Create GPU shader and textures. */
+ if (createGPUTextures(
+ display_shader.textures, shaderdesc_to_scene_linear, shaderdesc_to_display) &&
+ createGPUCurveMapping(display_shader.curvemap, curve_mapping_settings) &&
+ createGPUShader(display_shader.shader,
+ display_shader.textures,
+ shaderdesc_to_scene_linear,
+ shaderdesc_to_display,
+ use_curve_mapping)) {
+ display_shader.valid = true;
+ }
+ }
-/* -------------------------------------------------------------------- */
-/** \name OCIO GLSL Implementation
- * \{ */
+ /* Free processors. */
+ if (processor_to_scene_linear) {
+ OCIO_processorRelease(processor_to_scene_linear);
+ }
+ if (processor_to_display) {
+ OCIO_processorRelease(processor_to_display);
+ }
-/* Detect if we can support GLSL drawing */
-bool OCIOImpl::supportGLSLDraw()
-{
- /* Minimum supported version 3.3 does meet all requirements. */
- return true;
+ return display_shader;
}
/**
- * Setup OpenGL contexts for a transform defined by processor using GLSL
+ * Setup GPU contexts for a transform defined by processor using GLSL.
* All LUT allocating baking and shader compilation happens here.
*
* Once this function is called, callee could start drawing images
* using regular 2D texture.
*
- * When all drawing is finished, finishGLSLDraw shall be called to
- * restore OpenGL context to its pre-GLSL draw state.
+ * When all drawing is finished, gpuDisplayShaderUnbind must be called to
+ * restore GPU context to its previous state.
*/
-bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
- OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
- OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
- OCIO_CurveMappingSettings *curve_mapping_settings,
- float dither,
- bool use_predivide,
- bool use_overlay)
+bool OCIOImpl::gpuDisplayShaderBind(OCIO_ConstConfigRcPtr *config,
+ const char *input,
+ const char *view,
+ const char *display,
+ const char *look,
+ OCIO_CurveMappingSettings *curve_mapping_settings,
+ const float scale,
+ const float exponent,
+ const float dither,
+ const bool use_predivide,
+ const bool use_overlay)
{
- ConstProcessorRcPtr processor_scene_to_ui = *(ConstProcessorRcPtr *)ocio_processor_scene_to_ui;
- ConstProcessorRcPtr processpr_ui_to_display = *(
- ConstProcessorRcPtr *)ocio_processor_ui_to_display;
- bool use_curve_mapping = curve_mapping_settings != NULL;
-
- if (!processor_scene_to_ui || !processor_scene_to_ui) {
+ /* Get GPU shader from cache or create new one. */
+ OCIO_GPUDisplayShader &display_shader = getGPUDisplayShader(
+ config, input, view, display, look, curve_mapping_settings);
+ if (!display_shader.valid) {
return false;
}
- /* Create state if needed. */
- OCIO_GLSLDrawState *state;
- if (!*state_r)
- *state_r = allocateOpenGLState();
- state = *state_r;
-
- /* Compute cache IDs. */
- GpuShaderDesc shaderDesc;
- shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
- shaderDesc.setFunctionName("OCIODisplay");
- shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
-
- const char *shader_cache_str = processor_scene_to_ui->getGpuShaderTextCacheID(shaderDesc);
- const char *lut3d_cache_str = processor_scene_to_ui->getGpuLut3DCacheID(shaderDesc);
- /* Used for comparison. */
- std::string shaderCacheID = shader_cache_str;
- std::string lut3dCacheID = lut3d_cache_str;
-
- size_t shader_cache_id = hash_string(shader_cache_str);
- size_t lut3d_cache_id = hash_string(lut3d_cache_str);
- size_t curvemap_cache_id = curve_mapping_settings ? curve_mapping_settings->cache_id : 0;
-
- OCIO_GLSLCacheHandle *shader_handle = cacheSearch(state->shader_cache, shader_cache_id);
- OCIO_GLSLCacheHandle *lut3d_handle = cacheSearch(state->lut3d_cache, lut3d_cache_id);
- /* We cannot keep more than one cache for curvemap because their cache id is a pointer.
- * The pointer cannot be the same for one update but can be the same after a second update. */
- OCIO_GLSLCacheHandle *curvemap_handle = &state->curvemap_cache[0];
-
- OCIO_GLSLShader **shader_ptr = (OCIO_GLSLShader **)&shader_handle->data;
- OCIO_GLSLLut3d **lut3d_ptr = (OCIO_GLSLLut3d **)&lut3d_handle->data;
- OCIO_GLSLCurveMappping **curvemap_ptr = (OCIO_GLSLCurveMappping **)&curvemap_handle->data;
-
- ensureGLSLShader(
- shader_ptr, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
- ensureGLSLLut3d(
- lut3d_ptr, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
- ensureGLSLCurveMapping(curvemap_ptr, curve_mapping_settings);
-
- OCIO_GLSLShader *shader = (OCIO_GLSLShader *)shader_handle->data;
- OCIO_GLSLLut3d *shader_lut = (OCIO_GLSLLut3d *)lut3d_handle->data;
- OCIO_GLSLCurveMappping *shader_curvemap = (OCIO_GLSLCurveMappping *)curvemap_handle->data;
-
- updateGLSLShader(
- shader, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
- updateGLSLLut3d(
- shader_lut, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, lut3dCacheID);
- updateGLSLCurveMapping(shader_curvemap, curve_mapping_settings, curvemap_cache_id);
-
- /* Update handles cache keys. */
- shader_handle->cache_id = shader_cache_id;
- lut3d_handle->cache_id = lut3d_cache_id;
- curvemap_handle->cache_id = curvemap_cache_id;
-
- if (shader->valid && shader_lut->valid && shader_curvemap->valid) {
- /* Bind textures to sampler units. Texture 0 is set by caller.
- * Uniforms have already been set for texture bind points.*/
-
- if (!use_overlay) {
- /* Avoid missing binds. */
- GPU_texture_bind(shader_lut->texture_dummy, 1);
- }
- GPU_texture_bind(shader_lut->texture, 2);
- GPU_texture_bind(shader_lut->texture_display, 3);
- GPU_texture_bind(shader_curvemap->texture, 4);
+ /* Verify the shader is valid. */
+ OCIO_GPUTextures &textures = display_shader.textures;
+ OCIO_GPUShader &shader = display_shader.shader;
+ OCIO_GPUCurveMappping &curvemap = display_shader.curvemap;
- /* Bind UBO. */
- GPU_uniformbuf_bind(shader_curvemap->buffer, shader->ubo_bind);
+ /* Update and bind curve mapping data. */
+ if (curve_mapping_settings) {
+ updateGPUCurveMapping(curvemap, curve_mapping_settings);
+ GPU_uniformbuf_bind(curvemap.buffer, shader.ubo_bind);
+ GPU_texture_bind(curvemap.texture, TEXTURE_SLOT_CURVE_MAPPING);
+ }
- /* TODO(fclem): remove remains of IMM. */
- immBindShader(shader->shader);
+ /* Bind textures to sampler units. Texture 0 is set by caller.
+ * Uniforms have already been set for texture bind points.*/
+ if (!use_overlay) {
+ /* Avoid missing binds. */
+ GPU_texture_bind(textures.dummy, TEXTURE_SLOT_OVERLAY);
+ }
+ for (int i = 0; i < textures.luts.size(); i++) {
+ GPU_texture_bind(textures.luts[i].texture, TEXTURE_SLOT_LUTS_OFFSET + i);
+ }
- /* Bind Shader and set uniforms. */
- // GPU_shader_bind(shader->shader);
- GPU_shader_uniform_float(shader->shader, shader->dither_loc, dither);
- GPU_shader_uniform_int(shader->shader, shader->overlay_loc, use_overlay);
- GPU_shader_uniform_int(shader->shader, shader->predivide_loc, use_predivide);
- GPU_shader_uniform_int(shader->shader, shader->curve_mapping_loc, use_curve_mapping);
+ /* TODO(fclem): remove remains of IMM. */
+ immBindShader(shader.shader);
- return true;
- }
+ /* Bind Shader and set uniforms. */
+ // GPU_shader_bind(shader.shader);
+ GPU_shader_uniform_float(shader.shader, shader.scale_loc, scale);
+ GPU_shader_uniform_float(shader.shader, shader.exponent_loc, exponent);
+ GPU_shader_uniform_float(shader.shader, shader.dither_loc, dither);
+ GPU_shader_uniform_int(shader.shader, shader.overlay_loc, use_overlay);
+ GPU_shader_uniform_int(shader.shader, shader.predivide_loc, use_predivide);
- return false;
+ return true;
}
-void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState * /*state*/)
+void OCIOImpl::gpuDisplayShaderUnbind()
{
immUnbindProgram();
}
-void OCIOImpl::freeGLState(OCIO_GLSLDrawState *state)
+void OCIOImpl::gpuCacheFree()
{
- for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
- if (state->shader_cache[i].data) {
- freeGLSLShader((OCIO_GLSLShader *)state->shader_cache[i].data);
- }
- if (state->lut3d_cache[i].data) {
- freeGLSLLut3d((OCIO_GLSLLut3d *)state->lut3d_cache[i].data);
- }
- if (state->curvemap_cache[i].data) {
- freeGLSLCurveMapping((OCIO_GLSLCurveMappping *)state->curvemap_cache[i].data);
- }
- }
-
- MEM_freeN(state);
+ SHADER_CACHE.clear();
}
/** \} */