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Diffstat (limited to 'intern/opencolorio/ocio_impl_glsl.cc')
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc164
1 files changed, 120 insertions, 44 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index 1a3132fa4b3..a10afcad200 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -48,6 +48,8 @@ using namespace OCIO_NAMESPACE;
static const int LUT3D_EDGE_SIZE = 64;
+extern char datatoc_gpu_shader_display_transform_glsl[];
+
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
typedef struct OCIO_GLSLDrawState {
@@ -60,42 +62,24 @@ typedef struct OCIO_GLSLDrawState {
float *lut3d; /* 3D LUT table */
+ bool curve_mapping_used;
+ bool curve_mapping_texture_allocated;
+ bool curve_mapping_texture_valid;
+ GLuint curve_mapping_texture;
+ size_t curve_mapping_cache_id;
+
/* Cache */
std::string lut3dcacheid;
std::string shadercacheid;
/* GLSL stuff */
- GLuint fragShader;
+ GLuint ocio_shader;
GLuint program;
/* Previous OpenGL state. */
GLint last_texture, last_texture_unit;
} OCIO_GLSLDrawState;
-/* Hardcoded to do alpha predivide before color space conversion */
-/* NOTE: This is true we only do de-premul here and NO premul
- * and the reason is simple -- opengl is always configured
- * for straight alpha at this moment
- */
-static const char *g_fragShaderText = ""
-"\n"
-"uniform sampler2D tex1;\n"
-"uniform sampler3D tex2;\n"
-"uniform bool predivide;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n"
-" if (predivide && col[3] > 0.0 && col[3] < 1.0) {\n"
-" float inv_alpha = 1.0 / col[3];\n"
-" col[0] *= inv_alpha;\n"
-" col[1] *= inv_alpha;\n"
-" col[2] *= inv_alpha;\n"
-" }\n"
-" gl_FragColor = OCIODisplay(col, tex2);\n"
-"\n"
-"}\n";
-
static GLuint compileShaderText(GLenum shaderType, const char *text)
{
GLuint shader;
@@ -117,15 +101,14 @@ static GLuint compileShaderText(GLenum shaderType, const char *text)
return shader;
}
-static GLuint linkShaders(GLuint fragShader)
+static GLuint linkShaders(GLuint ocio_shader)
{
- if (!fragShader)
+ if (!ocio_shader)
return 0;
GLuint program = glCreateProgram();
- if (fragShader)
- glAttachShader(program, fragShader);
+ glAttachShader(program, ocio_shader);
glLinkProgram(program);
@@ -197,6 +180,37 @@ static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
return state->lut3d_texture_valid;
}
+static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMappingSettings *curve_mapping_settings)
+{
+ if (state->curve_mapping_texture_allocated)
+ return state->curve_mapping_texture_valid;
+
+ glGenTextures(1, &state->curve_mapping_texture);
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+
+ /* clean glError buffer */
+ while (glGetError() != GL_NO_ERROR) {}
+
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F_ARB, curve_mapping_settings->lut_size,
+ 0, GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
+
+ state->curve_mapping_texture_allocated = true;
+
+ /* GL_RGB16F_ARB could be not supported at some drivers
+ * in this case we could not use GLSL display
+ */
+ state->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
+
+ return state->curve_mapping_texture_valid;
+}
+
/* Detect if we can support GLSL drawing */
bool OCIOImpl::supportGLSLDraw()
{
@@ -214,9 +228,11 @@ bool OCIOImpl::supportGLSLDraw()
* When all drawing is finished, finishGLSLDraw shall be called to
* restore OpenGL context to it's pre-GLSL draw state.
*/
-bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor, bool predivide)
+bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor,
+ OCIO_CurveMappingSettings *curve_mapping_settings, bool predivide)
{
ConstProcessorRcPtr ocio_processor = *(ConstProcessorRcPtr *) processor;
+ bool use_curve_mapping = curve_mapping_settings != NULL;
/* Create state if needed. */
OCIO_GLSLDrawState *state;
@@ -234,12 +250,36 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
return false;
}
+ if (use_curve_mapping) {
+ if (!ensureCurveMappingAllocated(state, curve_mapping_settings)) {
+ glActiveTexture(state->last_texture_unit);
+ glBindTexture(GL_TEXTURE_2D, state->last_texture);
+
+ return false;
+ }
+ }
+ else {
+ if (state->curve_mapping_texture_allocated) {
+ glDeleteTextures(1, &state->curve_mapping_texture);
+ state->curve_mapping_texture_allocated = false;
+ }
+ }
+
/* Step 1: Create a GPU Shader Description */
GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_0);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
+ if (use_curve_mapping) {
+ if (state->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
+ GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
+ }
+ }
+
/* Step 2: Compute the 3D LUT */
std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
if (lut3dCacheID != state->lut3dcacheid) {
@@ -255,37 +295,73 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
/* Step 3: Compute the Shader */
std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
- if (state->program == 0 || shaderCacheID != state->shadercacheid) {
+ if (state->program == 0 ||
+ shaderCacheID != state->shadercacheid ||
+ use_curve_mapping != state->curve_mapping_used)
+ {
state->shadercacheid = shaderCacheID;
+ if (state->program) {
+ glDeleteProgram(state->program);
+ }
+
+ if (state->ocio_shader) {
+ glDeleteShader(state->ocio_shader);
+ }
+
std::ostringstream os;
- os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
- os << g_fragShaderText;
- if (state->fragShader)
- glDeleteShader(state->fragShader);
+ if (use_curve_mapping) {
+ os << "#define USE_CURVE_MAPPING\n";
+ }
- state->fragShader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
+ os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
+ os << datatoc_gpu_shader_display_transform_glsl;
- if (state->fragShader) {
- if (state->program)
- glDeleteProgram(state->program);
+ state->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
- state->program = linkShaders(state->fragShader);
+ if (state->ocio_shader) {
+ state->program = linkShaders(state->ocio_shader);
}
+
+ state->curve_mapping_used = use_curve_mapping;
}
if (state->program) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
+ if (use_curve_mapping) {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ }
+
glActiveTexture(GL_TEXTURE0);
glUseProgram(state->program);
- glUniform1i(glGetUniformLocation(state->program, "tex1"), 0);
- glUniform1i(glGetUniformLocation(state->program, "tex2"), 1);
+
+ glUniform1i(glGetUniformLocation(state->program, "image_texture"), 0);
+ glUniform1i(glGetUniformLocation(state->program, "lut3d_texture"), 1);
glUniform1i(glGetUniformLocation(state->program, "predivide"), predivide);
+ if (use_curve_mapping) {
+ glUniform1i(glGetUniformLocation(state->program, "curve_mapping_texture"), 2);
+ glUniform1i(glGetUniformLocation(state->program, "curve_mapping_lut_size"), curve_mapping_settings->lut_size);
+ glUniform4iv(glGetUniformLocation(state->program, "use_curve_mapping_extend_extrapolate"), 1, curve_mapping_settings->use_extend_extrapolate);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_mintable"), 1, curve_mapping_settings->mintable);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_range"), 1, curve_mapping_settings->range);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_in_x"), 1, curve_mapping_settings->ext_in_x);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_in_y"), 1, curve_mapping_settings->ext_in_y);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_out_x"), 1, curve_mapping_settings->ext_out_x);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_out_y"), 1, curve_mapping_settings->ext_out_y);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_first_x"), 1, curve_mapping_settings->first_x);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_first_y"), 1, curve_mapping_settings->first_y);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_last_x"), 1, curve_mapping_settings->last_x);
+ glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_last_y"), 1, curve_mapping_settings->last_y);
+ glUniform3fv(glGetUniformLocation(state->program, "curve_mapping_black"), 1, curve_mapping_settings->black);
+ glUniform3fv(glGetUniformLocation(state->program, "curve_mapping_bwmul"), 1, curve_mapping_settings->bwmul);
+ }
+
return true;
}
else {
@@ -316,8 +392,8 @@ void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
if (state->program)
glDeleteProgram(state->program);
- if (state->fragShader)
- glDeleteShader(state->fragShader);
+ if (state->ocio_shader)
+ glDeleteShader(state->ocio_shader);
state->lut3dcacheid.~string();
state->shadercacheid.~string();