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-rw-r--r--intern/opencolorio/CMakeLists.txt36
-rw-r--r--intern/opencolorio/gpu_shader_display_transform_frag.glsl (renamed from intern/opencolorio/gpu_shader_display_transform.glsl)109
-rw-r--r--intern/opencolorio/gpu_shader_display_transform_vert.glsl (renamed from intern/opencolorio/gpu_shader_display_transform_vertex.glsl)6
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc323
-rw-r--r--intern/opencolorio/ocio_shader_shared.hh41
5 files changed, 313 insertions, 202 deletions
diff --git a/intern/opencolorio/CMakeLists.txt b/intern/opencolorio/CMakeLists.txt
index 0b46ae471d2..a2ef0d46a40 100644
--- a/intern/opencolorio/CMakeLists.txt
+++ b/intern/opencolorio/CMakeLists.txt
@@ -24,6 +24,7 @@ set(INC
../guardedalloc
../../source/blender/blenlib
../../source/blender/gpu
+ ../../source/blender/gpu/intern
../../source/blender/makesdna
)
@@ -37,6 +38,7 @@ set(SRC
ocio_capi.h
ocio_impl.h
+ ocio_shader_shared.hh
)
set(LIB
@@ -73,8 +75,38 @@ if(WITH_OPENCOLORIO)
)
endif()
- data_to_c_simple(gpu_shader_display_transform.glsl SRC)
- data_to_c_simple(gpu_shader_display_transform_vertex.glsl SRC)
+ set(GLSL_SRC
+ gpu_shader_display_transform_vert.glsl
+ gpu_shader_display_transform_frag.glsl
+
+ ocio_shader_shared.hh
+ )
+
+ set(GLSL_C)
+ foreach(GLSL_FILE ${GLSL_SRC})
+ data_to_c_simple(${GLSL_FILE} GLSL_C)
+ endforeach()
+
+ blender_add_lib(bf_ocio_shaders "${GLSL_C}" "" "" "")
+
+ list(APPEND LIB
+ bf_ocio_shaders
+ )
+
+ set(GLSL_SOURCE_CONTENT "")
+ foreach(GLSL_FILE ${GLSL_SRC})
+ get_filename_component(GLSL_FILE_NAME ${GLSL_FILE} NAME)
+ string(REPLACE "." "_" GLSL_FILE_NAME_UNDERSCORES ${GLSL_FILE_NAME})
+ string(APPEND GLSL_SOURCE_CONTENT "SHADER_SOURCE\(datatoc_${GLSL_FILE_NAME_UNDERSCORES}, \"${GLSL_FILE_NAME}\", \"${GLSL_FILE}\"\)\n")
+ endforeach()
+
+ set(glsl_source_list_file "${CMAKE_CURRENT_BINARY_DIR}/glsl_ocio_source_list.h")
+ file(GENERATE OUTPUT ${glsl_source_list_file} CONTENT "${GLSL_SOURCE_CONTENT}")
+ list(APPEND SRC ${glsl_source_list_file})
+ list(APPEND INC ${CMAKE_CURRENT_BINARY_DIR})
+
+ target_include_directories(bf_ocio_shaders PUBLIC ${CMAKE_CURRENT_BINARY_DIR})
+
endif()
diff --git a/intern/opencolorio/gpu_shader_display_transform.glsl b/intern/opencolorio/gpu_shader_display_transform_frag.glsl
index f5a7a7bf45d..3c2352c13ba 100644
--- a/intern/opencolorio/gpu_shader_display_transform.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform_frag.glsl
@@ -1,39 +1,10 @@
/* Blender OpenColorIO implementation */
-uniform sampler2D image_texture;
-uniform sampler2D overlay_texture;
-
-uniform float dither;
-uniform float scale;
-uniform float exponent;
-uniform bool predivide;
-uniform bool overlay;
+/* -------------------------------------------------------------------- */
+/** \name Curve Mapping Implementation
+ * \{ */
#ifdef USE_CURVE_MAPPING
-uniform sampler1D curve_mapping_texture;
-
-layout(std140) uniform OCIO_GPUCurveMappingParameters
-{
- /* Curve mapping parameters
- *
- * See documentation for OCIO_CurveMappingSettings to get fields descriptions.
- * (this ones pretty much copies stuff from C structure.)
- */
- vec4 curve_mapping_mintable;
- vec4 curve_mapping_range;
- vec4 curve_mapping_ext_in_x;
- vec4 curve_mapping_ext_in_y;
- vec4 curve_mapping_ext_out_x;
- vec4 curve_mapping_ext_out_y;
- vec4 curve_mapping_first_x;
- vec4 curve_mapping_first_y;
- vec4 curve_mapping_last_x;
- vec4 curve_mapping_last_y;
- vec4 curve_mapping_black;
- vec4 curve_mapping_bwmul;
- int curve_mapping_lut_size;
- int curve_mapping_use_extend_extrapolate;
-};
float read_curve_mapping(int table, int index)
{
@@ -43,27 +14,27 @@ float read_curve_mapping(int table, int index)
float curvemap_calc_extend(int table, float x, vec2 first, vec2 last)
{
if (x <= first[0]) {
- if (curve_mapping_use_extend_extrapolate == 0) {
+ if (curve_mapping.use_extend_extrapolate == 0) {
/* horizontal extrapolation */
return first[1];
}
else {
- float fac = (curve_mapping_ext_in_x[table] != 0.0) ?
- ((x - first[0]) / curve_mapping_ext_in_x[table]) :
+ float fac = (curve_mapping.ext_in_x[table] != 0.0) ?
+ ((x - first[0]) / curve_mapping.ext_in_x[table]) :
10000.0;
- return first[1] + curve_mapping_ext_in_y[table] * fac;
+ return first[1] + curve_mapping.ext_in_y[table] * fac;
}
}
else if (x >= last[0]) {
- if (curve_mapping_use_extend_extrapolate == 0) {
+ if (curve_mapping.use_extend_extrapolate == 0) {
/* horizontal extrapolation */
return last[1];
}
else {
- float fac = (curve_mapping_ext_out_x[table] != 0.0) ?
- ((x - last[0]) / curve_mapping_ext_out_x[table]) :
+ float fac = (curve_mapping.ext_out_x[table] != 0.0) ?
+ ((x - last[0]) / curve_mapping.ext_out_x[table]) :
-10000.0;
- return last[1] + curve_mapping_ext_out_y[table] * fac;
+ return last[1] + curve_mapping.ext_out_y[table] * fac;
}
}
return 0.0;
@@ -71,10 +42,10 @@ float curvemap_calc_extend(int table, float x, vec2 first, vec2 last)
float curvemap_evaluateF(int table, float value)
{
- float mintable_ = curve_mapping_mintable[table];
- float range = curve_mapping_range[table];
+ float mintable_ = curve_mapping.mintable[table];
+ float range = curve_mapping.range[table];
float mintable = 0.0;
- int CM_TABLE = curve_mapping_lut_size - 1;
+ int CM_TABLE = curve_mapping.lut_size - 1;
float fi;
int i;
@@ -87,8 +58,8 @@ float curvemap_evaluateF(int table, float value)
if (fi < 0.0 || fi > float(CM_TABLE)) {
return curvemap_calc_extend(table,
value,
- vec2(curve_mapping_first_x[table], curve_mapping_first_y[table]),
- vec2(curve_mapping_last_x[table], curve_mapping_last_y[table]));
+ vec2(curve_mapping.first_x[table], curve_mapping.first_y[table]),
+ vec2(curve_mapping.last_x[table], curve_mapping.last_y[table]));
}
else {
if (i < 0) {
@@ -106,7 +77,7 @@ float curvemap_evaluateF(int table, float value)
vec4 curvemapping_evaluate_premulRGBF(vec4 col)
{
- col.rgb = (col.rgb - curve_mapping_black.rgb) * curve_mapping_bwmul.rgb;
+ col.rgb = (col.rgb - curve_mapping.black.rgb) * curve_mapping.bwmul.rgb;
vec4 result;
result.r = curvemap_evaluateF(0, col.r);
@@ -115,8 +86,15 @@ vec4 curvemapping_evaluate_premulRGBF(vec4 col)
result.a = col.a;
return result;
}
+
#endif /* USE_CURVE_MAPPING */
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Dithering
+ * \{ */
+
/* Using a triangle distribution which gives a more final uniform noise.
* See Banding in Games:A Noisy Rant(revision 5) Mikkel Gjøl, Playdead (slide 27) */
/* GPUs are rounding before writing to framebuffer so we center the distribution around 0.0. */
@@ -135,23 +113,33 @@ float dither_random_value(vec2 co)
vec2 round_to_pixel(sampler2D tex, vec2 uv)
{
- vec2 size = textureSize(tex, 0);
- return vec2(ivec2(uv * size)) / size;
+ vec2 size = vec2(textureSize(tex, 0));
+ return floor(uv * size) / size;
}
vec4 apply_dither(vec4 col, vec2 uv)
{
- col.rgb += dither_random_value(uv) * 0.0033 * dither;
+ col.rgb += dither_random_value(uv) * 0.0033 * parameters.dither;
return col;
}
-vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay, vec2 noise_uv)
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Main Processing
+ * \{ */
+
+/* Prototypes: Implementation is generaterd and defined after. */
+vec4 OCIO_to_scene_linear(vec4 pixel);
+vec4 OCIO_to_display(vec4 pixel);
+
+vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay)
{
#ifdef USE_CURVE_MAPPING
col = curvemapping_evaluate_premulRGBF(col);
#endif
- if (predivide) {
+ if (parameters.use_predivide) {
if (col.a > 0.0 && col.a < 1.0) {
col.rgb *= 1.0 / col.a;
}
@@ -166,7 +154,7 @@ vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay, vec2 noise_uv)
col = OCIO_to_scene_linear(col);
/* Apply exposure in scene linear. */
- col.rgb *= scale;
+ col.rgb *= parameters.scale;
/* Convert to display space. */
col = OCIO_to_display(col);
@@ -177,34 +165,31 @@ vec4 OCIO_ProcessColor(vec4 col, vec4 col_overlay, vec2 noise_uv)
* i.e: The linear color space w.r.t. display chromaticity and radiometry.
* We separate the colormanagement process into two steps to be able to
* merge UI using alpha blending in the correct color space. */
- if (overlay) {
- col.rgb = pow(col.rgb, vec3(exponent * 2.2));
+ if (parameters.use_overlay) {
+ col.rgb = pow(col.rgb, vec3(parameters.exponent * 2.2));
col = clamp(col, 0.0, 1.0);
col *= 1.0 - col_overlay.a;
col += col_overlay; /* Assumed unassociated alpha. */
col.rgb = pow(col.rgb, vec3(1.0 / 2.2));
}
else {
- col.rgb = pow(col.rgb, vec3(exponent));
+ col.rgb = pow(col.rgb, vec3(parameters.exponent));
}
- if (dither > 0.0) {
+ if (parameters.dither > 0.0) {
+ vec2 noise_uv = round_to_pixel(image_texture, texCoord_interp.st);
col = apply_dither(col, noise_uv);
}
return col;
}
-/* ------------------------------------------------------------------------ */
-
-in vec2 texCoord_interp;
-out vec4 fragColor;
+/** \} */
void main()
{
vec4 col = texture(image_texture, texCoord_interp.st);
vec4 col_overlay = texture(overlay_texture, texCoord_interp.st);
- vec2 noise_uv = round_to_pixel(image_texture, texCoord_interp.st);
- fragColor = OCIO_ProcessColor(col, col_overlay, noise_uv);
+ fragColor = OCIO_ProcessColor(col, col_overlay);
}
diff --git a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl b/intern/opencolorio/gpu_shader_display_transform_vert.glsl
index 8cf9628b06b..06788be11de 100644
--- a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform_vert.glsl
@@ -1,10 +1,4 @@
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec2 texCoord;
-in vec2 pos;
-out vec2 texCoord_interp;
-
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xy, 0.0f, 1.0f);
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index fc45ec4e301..e4840eb05f6 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -49,14 +49,14 @@
#include "GPU_shader.h"
#include "GPU_uniform_buffer.h"
+#include "gpu_shader_create_info.hh"
+
using namespace OCIO_NAMESPACE;
#include "MEM_guardedalloc.h"
#include "ocio_impl.h"
-
-extern "C" char datatoc_gpu_shader_display_transform_glsl[];
-extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
+#include "ocio_shader_shared.hh"
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
@@ -67,41 +67,19 @@ enum OCIO_GPUTextureSlots {
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_GPUCurveMappingParameters {
- float curve_mapping_mintable[4];
- float curve_mapping_range[4];
- float curve_mapping_ext_in_x[4];
- float curve_mapping_ext_in_y[4];
- float curve_mapping_ext_out_x[4];
- float curve_mapping_ext_out_y[4];
- float curve_mapping_first_x[4];
- float curve_mapping_first_y[4];
- float curve_mapping_last_x[4];
- float curve_mapping_last_y[4];
- float curve_mapping_black[4];
- float curve_mapping_bwmul[4];
- int curve_mapping_lut_size;
- int curve_mapping_use_extend_extrapolate;
- int _pad[2];
- /** WARNING: Needs to be 16byte aligned. Used as UBO data. */
+enum OCIO_GPUUniformBufSlots {
+ UNIFORMBUF_SLOT_DISPLAY = 0,
+ UNIFORMBUF_SLOT_CURVEMAP = 1,
+ UNIFORMBUF_SLOT_LUTS = 2,
};
struct OCIO_GPUShader {
/* GPU shader. */
struct GPUShader *shader = nullptr;
- /** Uniform locations. */
- int scale_loc = 0;
- int exponent_loc = 0;
- int dither_loc = 0;
- int overlay_loc = 0;
- int predivide_loc = 0;
- int ubo_bind = 0;
+ /** Uniform parameters. */
+ OCIO_GPUParameters parameters = {};
+ GPUUniformBuf *parameters_buffer = nullptr;
/* Destructor. */
~OCIO_GPUShader()
@@ -109,6 +87,9 @@ struct OCIO_GPUShader {
if (shader) {
GPU_shader_free(shader);
}
+ if (parameters_buffer) {
+ GPU_uniformbuf_free(parameters_buffer);
+ }
}
};
@@ -131,6 +112,7 @@ struct OCIO_GPUTextures {
/* Uniforms */
std::vector<OCIO_GPUUniform> uniforms;
+ GPUUniformBuf *uniforms_buffer = nullptr;
/* Destructor. */
~OCIO_GPUTextures()
@@ -141,6 +123,9 @@ struct OCIO_GPUTextures {
if (dummy) {
GPU_texture_free(dummy);
}
+ if (uniforms_buffer) {
+ GPU_uniformbuf_free(uniforms_buffer);
+ }
}
};
@@ -193,97 +178,134 @@ static bool createGPUShader(OCIO_GPUShader &shader,
const GpuShaderDescRcPtr &shaderdesc_to_display,
const bool use_curve_mapping)
{
- std::ostringstream os;
- {
- /* Fragment shader */
+ using namespace blender::gpu::shader;
- /* Work around OpenColorIO not supporting latest GLSL yet. */
- os << "#define texture2D texture\n";
- os << "#define texture3D texture\n";
+ std::string source;
+ source += shaderdesc_to_scene_linear->getShaderText();
+ source += "\n";
+ source += shaderdesc_to_display->getShaderText();
+ source += "\n";
- if (use_curve_mapping) {
- os << "#define USE_CURVE_MAPPING\n";
+ {
+ /* Replace all uniform declarations by a comment.
+ * This avoids double declarations from the backend. */
+ size_t index = 0;
+ while (true) {
+ index = source.find("uniform ", index);
+ if (index == -1) {
+ break;
+ }
+ source.replace(index, 2, "//");
+ index += 2;
}
-
- 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(),
- nullptr,
- nullptr,
- nullptr,
- "OCIOShader");
-
- if (shader.shader == nullptr) {
- return false;
- }
-
- 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");
-
- GPU_shader_bind(shader.shader);
-
- /* 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);
+ StageInterfaceInfo iface("OCIO_Interface", "");
+ iface.smooth(Type::VEC2, "texCoord_interp");
+
+ ShaderCreateInfo info("OCIO_Display");
+ /* Work around OpenColorIO not supporting latest GLSL yet. */
+ info.define("texture2D", "texture");
+ info.define("texture3D", "texture");
+ info.typedef_source("ocio_shader_shared.hh");
+ info.sampler(TEXTURE_SLOT_IMAGE, ImageType::FLOAT_2D, "image_texture");
+ info.sampler(TEXTURE_SLOT_OVERLAY, ImageType::FLOAT_2D, "overlay_texture");
+ info.uniform_buf(UNIFORMBUF_SLOT_DISPLAY, "OCIO_GPUParameters", "parameters");
+ info.push_constant(Type::MAT4, "ModelViewProjectionMatrix");
+ info.vertex_in(0, Type::VEC2, "pos");
+ info.vertex_in(1, Type::VEC2, "texCoord");
+ info.vertex_out(iface);
+ info.fragment_out(0, Type::VEC4, "fragColor");
+ info.vertex_source("gpu_shader_display_transform_vert.glsl");
+ info.fragment_source("gpu_shader_display_transform_frag.glsl");
+ info.fragment_source_generated = source;
if (use_curve_mapping) {
- GPU_shader_uniform_int(
- sh, GPU_shader_get_uniform(sh, "curve_mapping_texture"), TEXTURE_SLOT_CURVE_MAPPING);
+ info.define("USE_CURVE_MAPPING");
+ info.uniform_buf(UNIFORMBUF_SLOT_CURVEMAP, "OCIO_GPUCurveMappingParameters", "curve_mapping");
+ info.sampler(TEXTURE_SLOT_CURVE_MAPPING, ImageType::FLOAT_1D, "curve_mapping_texture");
}
/* 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);
- }
+ int slot = TEXTURE_SLOT_LUTS_OFFSET;
+ for (OCIO_GPULutTexture &texture : textures.luts) {
+ ImageType type = GPU_texture_dimensions(texture.texture) == 2 ? ImageType::FLOAT_2D :
+ ImageType::FLOAT_3D;
+ info.sampler(slot++, type, texture.sampler_name.c_str());
+ }
+
+ /* Set LUT uniforms. */
+ if (!textures.uniforms.empty()) {
+ /* NOTE: For simplicity, we pad everything to size of vec4 avoiding sorting and alignment
+ * issues. It is unlikely that this becomes a real issue. */
+ size_t ubo_size = textures.uniforms.size() * sizeof(float) * 4;
+ void *ubo_data_buf = malloc(ubo_size);
+
+ uint32_t *ubo_data = reinterpret_cast<uint32_t *>(ubo_data_buf);
+
+ std::stringstream ss;
+ ss << "struct OCIO_GPULutParameters {\n";
+
+ int index = 0;
+ for (OCIO_GPUUniform &uniform : textures.uniforms) {
+ index += 1;
+ const GpuShaderDesc::UniformData &data = uniform.data;
+ const char *name = uniform.name.c_str();
+ char prefix = ' ';
+ int vec_len;
+ switch (data.m_type) {
+ case UNIFORM_DOUBLE: {
+ vec_len = 1;
+ float value = float(data.m_getDouble());
+ memcpy(ubo_data, &value, sizeof(float));
+ break;
+ }
+ case UNIFORM_BOOL: {
+ prefix = 'b';
+ vec_len = 1;
+ int value = int(data.m_getBool());
+ memcpy(ubo_data, &value, sizeof(int));
+ break;
+ }
+ case UNIFORM_FLOAT3:
+ vec_len = 3;
+ memcpy(ubo_data, data.m_getFloat3().data(), sizeof(float) * 3);
+ break;
+ case UNIFORM_VECTOR_FLOAT:
+ vec_len = data.m_vectorFloat.m_getSize();
+ memcpy(ubo_data, data.m_vectorFloat.m_getVector(), sizeof(float) * vec_len);
+ break;
+ case UNIFORM_VECTOR_INT:
+ prefix = 'i';
+ vec_len = data.m_vectorInt.m_getSize();
+ memcpy(ubo_data, data.m_vectorInt.m_getVector(), sizeof(int) * vec_len);
+ break;
+ default:
+ continue;
+ }
+ /* Align every member to 16bytes. */
+ ubo_data += 4;
+ /* Use a generic variable name because some GLSL compilers can interpret the preprocessor
+ * define as recursive. */
+ ss << " " << prefix << "vec4 var" << index << ";\n";
+ /* Use a define to keep the generated code working. */
+ blender::StringRef suffix = blender::StringRefNull("xyzw").substr(0, vec_len);
+ ss << "#define " << name << " lut_parameters.var" << index << "." << suffix << "\n";
+ }
+ ss << "};\n";
+ info.typedef_source_generated = ss.str();
- /* Set uniforms. */
- for (OCIO_GPUUniform &uniform : textures.uniforms) {
- const GpuShaderDesc::UniformData &data = uniform.data;
- const char *name = uniform.name.c_str();
+ info.uniform_buf(UNIFORMBUF_SLOT_LUTS, "OCIO_GPULutParameters", "lut_parameters");
- 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());
- }
+ textures.uniforms_buffer = GPU_uniformbuf_create_ex(
+ ubo_size, ubo_data_buf, "OCIO_LutParameters");
+
+ free(ubo_data_buf);
}
- return true;
+ shader.shader = GPU_shader_create_from_info(reinterpret_cast<GPUShaderCreateInfo *>(&info));
+
+ return (shader.shader != nullptr);
}
/** \} */
@@ -466,27 +488,65 @@ static void updateGPUCurveMapping(OCIO_GPUCurveMappping &curvemap,
/* Update uniforms. */
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];
- data.curve_mapping_ext_in_x[i] = curve_mapping_settings->ext_in_x[i];
- data.curve_mapping_ext_in_y[i] = curve_mapping_settings->ext_in_y[i];
- data.curve_mapping_ext_out_x[i] = curve_mapping_settings->ext_out_x[i];
- data.curve_mapping_ext_out_y[i] = curve_mapping_settings->ext_out_y[i];
- data.curve_mapping_first_x[i] = curve_mapping_settings->first_x[i];
- data.curve_mapping_first_y[i] = curve_mapping_settings->first_y[i];
- data.curve_mapping_last_x[i] = curve_mapping_settings->last_x[i];
- data.curve_mapping_last_y[i] = curve_mapping_settings->last_y[i];
+ data.range[i] = curve_mapping_settings->range[i];
+ data.mintable[i] = curve_mapping_settings->mintable[i];
+ data.ext_in_x[i] = curve_mapping_settings->ext_in_x[i];
+ data.ext_in_y[i] = curve_mapping_settings->ext_in_y[i];
+ data.ext_out_x[i] = curve_mapping_settings->ext_out_x[i];
+ data.ext_out_y[i] = curve_mapping_settings->ext_out_y[i];
+ data.first_x[i] = curve_mapping_settings->first_x[i];
+ data.first_y[i] = curve_mapping_settings->first_y[i];
+ data.last_x[i] = curve_mapping_settings->last_x[i];
+ data.last_y[i] = curve_mapping_settings->last_y[i];
}
for (int i = 0; i < 3; i++) {
- data.curve_mapping_black[i] = curve_mapping_settings->black[i];
- data.curve_mapping_bwmul[i] = curve_mapping_settings->bwmul[i];
+ data.black[i] = curve_mapping_settings->black[i];
+ data.bwmul[i] = curve_mapping_settings->bwmul[i];
}
- data.curve_mapping_lut_size = curve_mapping_settings->lut_size;
- data.curve_mapping_use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate;
+ data.lut_size = curve_mapping_settings->lut_size;
+ data.use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate;
GPU_uniformbuf_update(curvemap.buffer, &data);
}
+static void updateGPUDisplayParameters(OCIO_GPUShader &shader,
+ float scale,
+ float exponent,
+ float dither,
+ bool use_predivide,
+ bool use_overlay)
+{
+ bool do_update = false;
+ if (shader.parameters_buffer == nullptr) {
+ shader.parameters_buffer = GPU_uniformbuf_create(sizeof(OCIO_GPUParameters));
+ do_update = true;
+ }
+ OCIO_GPUParameters &data = shader.parameters;
+ if (data.scale != scale) {
+ data.scale = scale;
+ do_update = true;
+ }
+ if (data.exponent != exponent) {
+ data.exponent = exponent;
+ do_update = true;
+ }
+ if (data.dither != dither) {
+ data.dither = dither;
+ do_update = true;
+ }
+ if (data.use_predivide != use_predivide) {
+ data.use_predivide = use_predivide;
+ do_update = true;
+ }
+ if (data.use_overlay != use_overlay) {
+ data.use_overlay = use_overlay;
+ do_update = true;
+ }
+ if (do_update) {
+ GPU_uniformbuf_update(shader.parameters_buffer, &data);
+ }
+}
+
/** \} */
/* -------------------------------------------------------------------- */
@@ -637,7 +697,7 @@ bool OCIOImpl::gpuDisplayShaderBind(OCIO_ConstConfigRcPtr *config,
/* Update and bind curve mapping data. */
if (curve_mapping_settings) {
updateGPUCurveMapping(curvemap, curve_mapping_settings);
- GPU_uniformbuf_bind(curvemap.buffer, shader.ubo_bind);
+ GPU_uniformbuf_bind(curvemap.buffer, UNIFORMBUF_SLOT_CURVEMAP);
GPU_texture_bind(curvemap.texture, TEXTURE_SLOT_CURVE_MAPPING);
}
@@ -651,17 +711,16 @@ bool OCIOImpl::gpuDisplayShaderBind(OCIO_ConstConfigRcPtr *config,
GPU_texture_bind(textures.luts[i].texture, TEXTURE_SLOT_LUTS_OFFSET + i);
}
+ if (textures.uniforms_buffer) {
+ GPU_uniformbuf_bind(textures.uniforms_buffer, UNIFORMBUF_SLOT_LUTS);
+ }
+
+ updateGPUDisplayParameters(shader, scale, exponent, dither, use_predivide, use_overlay);
+ GPU_uniformbuf_bind(shader.parameters_buffer, UNIFORMBUF_SLOT_DISPLAY);
+
/* TODO(fclem): remove remains of IMM. */
immBindShader(shader.shader);
- /* 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 true;
}
diff --git a/intern/opencolorio/ocio_shader_shared.hh b/intern/opencolorio/ocio_shader_shared.hh
new file mode 100644
index 00000000000..c7045217196
--- /dev/null
+++ b/intern/opencolorio/ocio_shader_shared.hh
@@ -0,0 +1,41 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later
+ * Copyright 2022 Blender Foundation. All rights reserved. */
+
+#ifndef GPU_SHADER
+# include "GPU_shader_shared_utils.h"
+#endif
+
+struct OCIO_GPUCurveMappingParameters {
+ /* Curve mapping parameters
+ *
+ * See documentation for OCIO_CurveMappingSettings to get fields descriptions.
+ * (this ones pretty much copies stuff from C structure.)
+ */
+ float4 mintable;
+ float4 range;
+ float4 ext_in_x;
+ float4 ext_in_y;
+ float4 ext_out_x;
+ float4 ext_out_y;
+ float4 first_x;
+ float4 first_y;
+ float4 last_x;
+ float4 last_y;
+ float4 black;
+ float4 bwmul;
+ int lut_size;
+ int use_extend_extrapolate;
+ int _pad0;
+ int _pad1;
+};
+
+struct OCIO_GPUParameters {
+ float dither;
+ float scale;
+ float exponent;
+ bool1 use_predivide;
+ bool1 use_overlay;
+ int _pad0;
+ int _pad1;
+ int _pad2;
+};