diff options
Diffstat (limited to 'source/blender/imbuf')
-rw-r--r-- | source/blender/imbuf/IMB_colormanagement.h | 1 | ||||
-rw-r--r-- | source/blender/imbuf/intern/colormanagement.c | 133 | ||||
-rw-r--r-- | source/blender/imbuf/intern/util_gpu.c | 65 |
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); |