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-rw-r--r--source/blender/imbuf/IMB_colormanagement.h1
-rw-r--r--source/blender/imbuf/intern/colormanagement.c133
-rw-r--r--source/blender/imbuf/intern/util_gpu.c65
3 files changed, 122 insertions, 77 deletions
diff --git a/source/blender/imbuf/IMB_colormanagement.h b/source/blender/imbuf/IMB_colormanagement.h
index 75159e186e9..2f0d2f9b449 100644
--- a/source/blender/imbuf/IMB_colormanagement.h
+++ b/source/blender/imbuf/IMB_colormanagement.h
@@ -181,7 +181,6 @@ void IMB_colormanagement_imbuf_to_byte_texture(unsigned char *out_buffer,
int width,
int height,
const struct ImBuf *ibuf,
- bool compress_as_srgb,
bool store_premultiplied);
void IMB_colormanagement_imbuf_to_float_texture(float *out_buffer,
int offset_x,
diff --git a/source/blender/imbuf/intern/colormanagement.c b/source/blender/imbuf/intern/colormanagement.c
index 0a85b31ef7b..33873b5daa7 100644
--- a/source/blender/imbuf/intern/colormanagement.c
+++ b/source/blender/imbuf/intern/colormanagement.c
@@ -2211,21 +2211,14 @@ void IMB_colormanagement_imbuf_to_byte_texture(unsigned char *out_buffer,
const int width,
const int height,
const struct ImBuf *ibuf,
- const bool compress_as_srgb,
const bool store_premultiplied)
{
- /* Convert byte buffer for texture storage on the GPU. These have builtin
- * support for converting sRGB to linear, which allows us to store textures
- * without precision or performance loss at minimal memory usage. */
+ /* Byte buffer storage, only for sRGB and data texture since other
+ * color space conversions can't be done on the GPU. */
BLI_assert(ibuf->rect && ibuf->rect_float == NULL);
+ BLI_assert(IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace) ||
+ IMB_colormanagement_space_is_data(ibuf->rect_colorspace));
- OCIO_ConstCPUProcessorRcPtr *processor = NULL;
- if (compress_as_srgb && ibuf->rect_colorspace &&
- !IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace)) {
- processor = colorspace_to_scene_linear_cpu_processor(ibuf->rect_colorspace);
- }
-
- /* TODO(brecht): make this multi-threaded, or at least process in batches. */
const unsigned char *in_buffer = (unsigned char *)ibuf->rect;
const bool use_premultiply = IMB_alpha_affects_rgb(ibuf) && store_premultiplied;
@@ -2235,20 +2228,7 @@ void IMB_colormanagement_imbuf_to_byte_texture(unsigned char *out_buffer,
const unsigned char *in = in_buffer + in_offset * 4;
unsigned char *out = out_buffer + out_offset * 4;
- if (processor != NULL) {
- /* Convert to scene linear, to sRGB and premultiply. */
- for (int x = 0; x < width; x++, in += 4, out += 4) {
- float pixel[4];
- rgba_uchar_to_float(pixel, in);
- OCIO_cpuProcessorApplyRGB(processor, pixel);
- linearrgb_to_srgb_v3_v3(pixel, pixel);
- if (use_premultiply) {
- mul_v3_fl(pixel, pixel[3]);
- }
- rgba_float_to_uchar(out, pixel);
- }
- }
- else if (use_premultiply) {
+ if (use_premultiply) {
/* Premultiply only. */
for (int x = 0; x < width; x++, in += 4, out += 4) {
out[0] = (in[0] * in[3]) >> 8;
@@ -2279,43 +2259,80 @@ void IMB_colormanagement_imbuf_to_float_texture(float *out_buffer,
{
/* Float texture are stored in scene linear color space, with premultiplied
* alpha depending on the image alpha mode. */
- const float *in_buffer = ibuf->rect_float;
- const int in_channels = ibuf->channels;
- const bool use_unpremultiply = IMB_alpha_affects_rgb(ibuf) && !store_premultiplied;
-
- for (int y = 0; y < height; y++) {
- const size_t in_offset = (offset_y + y) * ibuf->x + offset_x;
- const size_t out_offset = y * width;
- const float *in = in_buffer + in_offset * in_channels;
- float *out = out_buffer + out_offset * 4;
-
- if (in_channels == 1) {
- /* Copy single channel. */
- for (int x = 0; x < width; x++, in += 1, out += 4) {
- out[0] = in[0];
- out[1] = in[0];
- out[2] = in[0];
- out[3] = in[0];
+ if (ibuf->rect_float) {
+ /* Float source buffer. */
+ const float *in_buffer = ibuf->rect_float;
+ const int in_channels = ibuf->channels;
+ const bool use_unpremultiply = IMB_alpha_affects_rgb(ibuf) && !store_premultiplied;
+
+ for (int y = 0; y < height; y++) {
+ const size_t in_offset = (offset_y + y) * ibuf->x + offset_x;
+ const size_t out_offset = y * width;
+ const float *in = in_buffer + in_offset * in_channels;
+ float *out = out_buffer + out_offset * 4;
+
+ if (in_channels == 1) {
+ /* Copy single channel. */
+ for (int x = 0; x < width; x++, in += 1, out += 4) {
+ out[0] = in[0];
+ out[1] = in[0];
+ out[2] = in[0];
+ out[3] = in[0];
+ }
}
- }
- else if (in_channels == 3) {
- /* Copy RGB. */
- for (int x = 0; x < width; x++, in += 3, out += 4) {
- out[0] = in[0];
- out[1] = in[1];
- out[2] = in[2];
- out[3] = 1.0f;
+ else if (in_channels == 3) {
+ /* Copy RGB. */
+ for (int x = 0; x < width; x++, in += 3, out += 4) {
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = 1.0f;
+ }
}
- }
- else if (in_channels == 4) {
- /* Copy or convert RGBA. */
- if (use_unpremultiply) {
- for (int x = 0; x < width; x++, in += 4, out += 4) {
- premul_to_straight_v4_v4(out, in);
+ else if (in_channels == 4) {
+ /* Copy or convert RGBA. */
+ if (use_unpremultiply) {
+ for (int x = 0; x < width; x++, in += 4, out += 4) {
+ premul_to_straight_v4_v4(out, in);
+ }
+ }
+ else {
+ memcpy(out, in, sizeof(float[4]) * width);
}
}
- else {
- memcpy(out, in, sizeof(float[4]) * width);
+ }
+ }
+ else {
+ /* Byte source buffer. */
+ const unsigned char *in_buffer = (unsigned char *)ibuf->rect;
+ const bool use_premultiply = IMB_alpha_affects_rgb(ibuf) && store_premultiplied;
+
+ /* TODO(brecht): make this multi-threaded, or at least process in batches. */
+ OCIO_ConstCPUProcessorRcPtr *processor = (ibuf->rect_colorspace) ?
+ colorspace_to_scene_linear_cpu_processor(
+ ibuf->rect_colorspace) :
+ NULL;
+
+ for (int y = 0; y < height; y++) {
+ const size_t in_offset = (offset_y + y) * ibuf->x + offset_x;
+ const size_t out_offset = y * width;
+ const unsigned char *in = in_buffer + in_offset * 4;
+ float *out = out_buffer + out_offset * 4;
+
+ /* Convert to scene linear, to sRGB and premultiply. */
+ for (int x = 0; x < width; x++, in += 4, out += 4) {
+ float pixel[4];
+ rgba_uchar_to_float(pixel, in);
+ if (processor) {
+ OCIO_cpuProcessorApplyRGB(processor, pixel);
+ }
+ else {
+ srgb_to_linearrgb_v3_v3(pixel, pixel);
+ }
+ if (use_premultiply) {
+ mul_v3_fl(pixel, pixel[3]);
+ }
+ copy_v4_v4(out, pixel);
}
}
}
diff --git a/source/blender/imbuf/intern/util_gpu.c b/source/blender/imbuf/intern/util_gpu.c
index 8e004938a89..5feb0ceb515 100644
--- a/source/blender/imbuf/intern/util_gpu.c
+++ b/source/blender/imbuf/intern/util_gpu.c
@@ -28,17 +28,30 @@ static void imb_gpu_get_format(const ImBuf *ibuf,
eGPUTextureFormat *r_texture_format)
{
const bool float_rect = (ibuf->rect_float != NULL);
- const bool use_srgb = (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace) &&
- !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
- high_bitdepth = (!(ibuf->flags & IB_halffloat) && high_bitdepth);
-
- *r_data_format = (float_rect) ? GPU_DATA_FLOAT : GPU_DATA_UBYTE;
if (float_rect) {
- *r_texture_format = high_bitdepth ? GPU_RGBA32F : GPU_RGBA16F;
+ /* Float. */
+ const bool use_high_bitdepth = (!(ibuf->flags & IB_halffloat) && high_bitdepth);
+ *r_data_format = GPU_DATA_FLOAT;
+ *r_texture_format = use_high_bitdepth ? GPU_RGBA32F : GPU_RGBA16F;
}
else {
- *r_texture_format = use_srgb ? GPU_SRGB8_A8 : GPU_RGBA8;
+ if (IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
+ IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace)) {
+ /* Non-color data or scene linear, just store buffer as is. */
+ *r_data_format = GPU_DATA_UBYTE;
+ *r_texture_format = GPU_RGBA8;
+ }
+ else if (IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace)) {
+ /* sRGB, store as byte texture that the GPU can decode directly. */
+ *r_data_format = GPU_DATA_UBYTE;
+ *r_texture_format = GPU_SRGB8_A8;
+ }
+ else {
+ /* Other colorspace, store as half float texture to avoid precision loss. */
+ *r_data_format = GPU_DATA_FLOAT;
+ *r_texture_format = GPU_RGBA16F;
+ }
}
}
@@ -74,7 +87,6 @@ static bool IMB_gpu_get_compressed_format(const ImBuf *ibuf, eGPUTextureFormat *
static void *imb_gpu_get_data(const ImBuf *ibuf,
const bool do_rescale,
const int rescale_size[2],
- const bool compress_as_srgb,
const bool store_premultiplied,
bool *r_freedata)
{
@@ -99,14 +111,16 @@ static void *imb_gpu_get_data(const ImBuf *ibuf,
}
}
else {
- /* Byte image is in original colorspace from the file. If the file is sRGB
- * scene linear, or non-color data no conversion is needed. Otherwise we
- * compress as scene linear + sRGB transfer function to avoid precision loss
- * in common cases.
+ /* Byte image is in original colorspace from the file, and may need conversion.
*
* We must also convert to premultiplied for correct texture interpolation
* and consistency with float images. */
- if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
+ if (IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
+ /* Non-color data, just store buffer as is. */
+ }
+ else if (IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace) ||
+ IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace)) {
+ /* sRGB or scene linear, store as byte texture that the GPU can decode directly. */
data_rect = MEM_mallocN(sizeof(uchar[4]) * ibuf->x * ibuf->y, __func__);
*r_freedata = freedata = true;
@@ -120,7 +134,24 @@ static void *imb_gpu_get_data(const ImBuf *ibuf,
* zero alpha areas, and appears generally closer to what game engines that we
* want to be compatible with do. */
IMB_colormanagement_imbuf_to_byte_texture(
- (uchar *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb, store_premultiplied);
+ (uchar *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
+ }
+ else {
+ /* Other colorspace, store as float texture to avoid precision loss. */
+ data_rect = MEM_mallocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
+ *r_freedata = freedata = true;
+
+ if (data_rect == NULL) {
+ return NULL;
+ }
+
+ /* Texture storage of images is defined by the alpha mode of the image. The
+ * downside of this is that there can be artifacts near alpha edges. However,
+ * this allows us to use sRGB texture formats and preserves color values in
+ * zero alpha areas, and appears generally closer to what game engines that we
+ * want to be compatible with do. */
+ IMB_colormanagement_imbuf_to_float_texture(
+ (float *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
}
}
@@ -181,10 +212,9 @@ void IMB_update_gpu_texture_sub(GPUTexture *tex,
eGPUTextureFormat tex_format;
imb_gpu_get_format(ibuf, use_high_bitdepth, &data_format, &tex_format);
- const bool compress_as_srgb = (tex_format == GPU_SRGB8_A8);
bool freebuf = false;
- void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf);
+ void *data = imb_gpu_get_data(ibuf, do_rescale, size, use_premult, &freebuf);
/* Update Texture. */
GPU_texture_update_sub(tex, data_format, data, x, y, z, w, h, 1);
@@ -238,7 +268,6 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
eGPUTextureFormat tex_format;
imb_gpu_get_format(ibuf, use_high_bitdepth, &data_format, &tex_format);
- const bool compress_as_srgb = (tex_format == GPU_SRGB8_A8);
bool freebuf = false;
/* Create Texture. */
@@ -250,7 +279,7 @@ GPUTexture *IMB_create_gpu_texture(const char *name,
do_rescale = true;
}
BLI_assert(tex != NULL);
- void *data = imb_gpu_get_data(ibuf, do_rescale, size, compress_as_srgb, use_premult, &freebuf);
+ void *data = imb_gpu_get_data(ibuf, do_rescale, size, use_premult, &freebuf);
GPU_texture_update(tex, data_format, data);
GPU_texture_anisotropic_filter(tex, true);