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-rw-r--r--source/blender/blenkernel/BKE_blender_version.h2
-rw-r--r--source/blender/blenloader/intern/versioning_cycles.c35
-rw-r--r--source/blender/draw/engines/gpencil/gpencil_draw_utils.c6
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl25
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl27
-rw-r--r--source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl25
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl30
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl3
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl3
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c3
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c9
-rw-r--r--source/blender/draw/intern/draw_manager_data.c3
-rw-r--r--source/blender/draw/modes/object_mode.c2
-rw-r--r--source/blender/draw/modes/paint_texture_mode.c6
-rw-r--r--source/blender/draw/modes/shaders/object_empty_image_frag.glsl23
-rw-r--r--source/blender/draw/modes/shaders/paint_texture_frag.glsl23
-rw-r--r--source/blender/editors/sculpt_paint/paint_image_proj.c16
-rw-r--r--source/blender/editors/space_node/drawnode.c12
-rw-r--r--source/blender/gpu/GPU_draw.h2
-rw-r--r--source/blender/gpu/GPU_material.h3
-rw-r--r--source/blender/gpu/GPU_texture.h5
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c4
-rw-r--r--source/blender/gpu/intern/gpu_codegen.h2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c472
-rw-r--r--source/blender/gpu/intern/gpu_material.c9
-rw-r--r--source/blender/gpu/intern/gpu_texture.c2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl47
-rw-r--r--source/blender/imbuf/IMB_colormanagement.h13
-rw-r--r--source/blender/imbuf/intern/IMB_colormanagement_intern.h7
-rw-r--r--source/blender/imbuf/intern/colormanagement.c91
-rw-r--r--source/blender/makesdna/DNA_image_types.h2
-rw-r--r--source/blender/makesdna/DNA_node_types.h8
-rw-r--r--source/blender/makesrna/intern/rna_color.c28
-rw-r--r--source/blender/makesrna/intern/rna_image_api.c95
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c27
-rw-r--r--source/blender/nodes/shader/node_shader_util.h1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c23
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.c47
38 files changed, 619 insertions, 522 deletions
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h
index 16275c96eec..74d33a9c275 100644
--- a/source/blender/blenkernel/BKE_blender_version.h
+++ b/source/blender/blenkernel/BKE_blender_version.h
@@ -27,7 +27,7 @@
* \note Use #STRINGIFY() rather than defining with quotes.
*/
#define BLENDER_VERSION 280
-#define BLENDER_SUBVERSION 62
+#define BLENDER_SUBVERSION 63
/** Several breakages with 280, e.g. collections vs layers. */
#define BLENDER_MINVERSION 280
#define BLENDER_MINSUBVERSION 0
diff --git a/source/blender/blenloader/intern/versioning_cycles.c b/source/blender/blenloader/intern/versioning_cycles.c
index 023bd685352..2bd379c6f19 100644
--- a/source/blender/blenloader/intern/versioning_cycles.c
+++ b/source/blender/blenloader/intern/versioning_cycles.c
@@ -38,6 +38,8 @@
#include "BKE_main.h"
#include "BKE_node.h"
+#include "IMB_colormanagement.h"
+
#include "BLO_readfile.h"
#include "readfile.h"
@@ -262,6 +264,33 @@ static void ambient_occlusion_node_relink(bNodeTree *ntree)
}
}
+static void image_node_colorspace(bNode *node)
+{
+ if (node->id == NULL) {
+ return;
+ }
+
+ int color_space;
+ if (node->type == SH_NODE_TEX_IMAGE) {
+ NodeTexImage *tex = node->storage;
+ color_space = tex->color_space;
+ }
+ else if (node->type == SH_NODE_TEX_ENVIRONMENT) {
+ NodeTexEnvironment *tex = node->storage;
+ color_space = tex->color_space;
+ }
+ else {
+ return;
+ }
+
+ const int SHD_COLORSPACE_NONE = 0;
+ Image *image = (Image *)node->id;
+ if (color_space == SHD_COLORSPACE_NONE) {
+ STRNCPY(image->colorspace_settings.name,
+ IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DATA));
+ }
+}
+
void blo_do_versions_cycles(FileData *UNUSED(fd), Library *UNUSED(lib), Main *bmain)
{
/* Particle shape shared with Eevee. */
@@ -326,6 +355,12 @@ void do_versions_after_linking_cycles(Main *bmain)
if (!MAIN_VERSION_ATLEAST(bmain, 279, 5)) {
ambient_occlusion_node_relink(ntree);
}
+
+ if (!MAIN_VERSION_ATLEAST(bmain, 280, 63)) {
+ for (bNode *node = ntree->nodes.first; node; node = node->next) {
+ image_node_colorspace(node);
+ }
+ }
}
FOREACH_NODETREE_END;
}
diff --git a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
index c23b4c254e4..d57c43ab375 100644
--- a/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
+++ b/source/blender/draw/engines/gpencil/gpencil_draw_utils.c
@@ -465,7 +465,7 @@ static DRWShadingGroup *DRW_gpencil_shgroup_fill_create(GPENCIL_e_data *e_data,
BKE_image_release_ibuf(image, ibuf, NULL);
}
else {
- GPUTexture *texture = GPU_texture_from_blender(gp_style->ima, &iuser, GL_TEXTURE_2D, true);
+ GPUTexture *texture = GPU_texture_from_blender(gp_style->ima, &iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "myTexture", texture);
stl->shgroups[id].texture_clamp = gp_style->flag & GP_STYLE_COLOR_TEX_CLAMP ? 1 : 0;
@@ -631,7 +631,7 @@ DRWShadingGroup *DRW_gpencil_shgroup_stroke_create(GPENCIL_e_data *e_data,
BKE_image_release_ibuf(image, ibuf, NULL);
}
else {
- GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D, true);
+ GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "myTexture", texture);
BKE_image_release_ibuf(image, ibuf, NULL);
@@ -787,7 +787,7 @@ static DRWShadingGroup *DRW_gpencil_shgroup_point_create(GPENCIL_e_data *e_data,
BKE_image_release_ibuf(image, ibuf, NULL);
}
else {
- GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D, true);
+ GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "myTexture", texture);
BKE_image_release_ibuf(image, ibuf, NULL);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
index acf60fc2d59..80fae9ab518 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_fill_frag.glsl
@@ -89,6 +89,27 @@ void set_color(in vec4 color,
ocolor.a *= layer_opacity;
}
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
+{
+ /* By convention image textures return scene linear colors, but
+ * grease pencil still works in srgb. */
+ vec4 color = texture2D(tex, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
+
void main()
{
vec2 t_center = vec2(0.5, 0.5);
@@ -97,8 +118,8 @@ void main()
vec2 rot_tex = (matrot_tex * (texCoord_interp - t_center)) + t_center + texture_offset;
vec4 tmp_color;
tmp_color = (texture_clamp == 0) ?
- texture2D(myTexture, rot_tex * texture_scale) :
- texture2D(myTexture, clamp(rot_tex * texture_scale, 0.0, 1.0));
+ texture_read_as_srgb(myTexture, rot_tex * texture_scale) :
+ texture_read_as_srgb(myTexture, clamp(rot_tex * texture_scale, 0.0, 1.0));
vec4 text_color = vec4(tmp_color[0], tmp_color[1], tmp_color[2], tmp_color[3] * texture_opacity);
vec4 chesscolor;
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
index cc47e12b303..98c47b1f1f0 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
@@ -47,6 +47,27 @@ vec2 check_box_point(vec2 pt, vec2 radius)
return rtn;
}
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
+{
+ /* By convention image textures return scene linear colors, but
+ * grease pencil still works in srgb. */
+ vec4 color = texture2D(tex, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
+
void main()
{
vec2 centered = mTexCoord - vec2(0.5);
@@ -65,7 +86,7 @@ void main()
}
}
- vec4 tmp_color = texture2D(myTexture, mTexCoord);
+ vec4 tmp_color = texture_read_as_srgb(myTexture, mTexCoord);
/* Solid */
if ((color_type == GPENCIL_COLOR_SOLID) || (no_texture)) {
@@ -73,7 +94,7 @@ void main()
}
/* texture */
if ((color_type == GPENCIL_COLOR_TEXTURE) && (!no_texture)) {
- vec4 text_color = texture2D(myTexture, mTexCoord);
+ vec4 text_color = texture_read_as_srgb(myTexture, mTexCoord);
if (mix_stroke_factor > 0.0) {
fragColor.rgb = mix(text_color.rgb, colormix.rgb, mix_stroke_factor);
fragColor.a = text_color.a;
@@ -87,7 +108,7 @@ void main()
}
/* pattern */
if ((color_type == GPENCIL_COLOR_PATTERN) && (!no_texture)) {
- vec4 text_color = texture2D(myTexture, mTexCoord);
+ vec4 text_color = texture_read_as_srgb(myTexture, mTexCoord);
fragColor = mColor;
/* mult both alpha factor to use strength factor with color alpha limit */
fragColor.a = min(text_color.a * mColor.a, mColor.a);
diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
index 6b7cee888ea..6b3fcad1240 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_stroke_frag.glsl
@@ -27,6 +27,27 @@ out vec4 fragColor;
bool no_texture = (shading_type[0] == OB_SOLID) && (shading_type[1] != V3D_SHADING_TEXTURE_COLOR);
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
+{
+ /* By convention image textures return scene linear colors, but
+ * grease pencil still works in srgb. */
+ vec4 color = texture2D(tex, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
+
void main()
{
@@ -47,10 +68,10 @@ void main()
/* texture for endcaps */
vec4 text_color;
if (uvfac[1] == ENDCAP) {
- text_color = texture2D(myTexture, vec2(mTexCoord.x, mTexCoord.y));
+ text_color = texture_read_as_srgb(myTexture, vec2(mTexCoord.x, mTexCoord.y));
}
else {
- text_color = texture2D(myTexture, mTexCoord);
+ text_color = texture_read_as_srgb(myTexture, mTexCoord);
}
/* texture */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index c76ad8c1d7b..96f8f6e4c7a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -140,32 +140,18 @@ vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
return matcap_uv * 0.496 + 0.5;
}
-float srgb_to_linearrgb(float c)
-{
- if (c < 0.04045) {
- return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
- }
- else {
- return pow((c + 0.055) * (1.0 / 1.055), 2.4);
- }
-}
-
-vec4 srgb_to_linearrgb(vec4 col_from)
-{
- vec4 col_to;
- col_to.r = srgb_to_linearrgb(col_from.r);
- col_to.g = srgb_to_linearrgb(col_from.g);
- col_to.b = srgb_to_linearrgb(col_from.b);
- col_to.a = col_from.a;
- return col_to;
-}
-
-vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool srgb, bool nearest_sampling)
+vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool nearest_sampling)
{
vec2 tex_size = vec2(textureSize(image, 0).xy);
/* TODO(fclem) We could do the same with sampler objects.
* But this is a quick workaround instead of messing with the GPUTexture itself. */
vec2 uv = nearest_sampling ? (floor(coord * tex_size) + 0.5) / tex_size : coord;
vec4 color = texture(image, uv);
- return (srgb) ? srgb_to_linearrgb(color) : color;
+
+ /* Unpremultiply, ideally shaders would be added so this is not needed. */
+ if (!(color.a == 0.0 || color.a == 1.0)) {
+ color.rgb = color.rgb / color.a;
+ }
+
+ return color;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 32243787401..51bce639b63 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -1,7 +1,6 @@
uniform float ImageTransparencyCutoff = 0.1;
uniform sampler2D image;
-uniform bool imageSrgb;
uniform bool imageNearest;
uniform float alpha = 0.5;
@@ -44,7 +43,7 @@ void main()
vec4 diffuse_color;
#if defined(V3D_SHADING_TEXTURE_COLOR)
- diffuse_color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
+ diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest);
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 2596fc4cf88..af9f1d14f4a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -6,7 +6,6 @@ uniform float materialRoughness;
uniform sampler2D image;
uniform float ImageTransparencyCutoff = 0.1;
-uniform bool imageSrgb;
uniform bool imageNearest;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
@@ -41,7 +40,7 @@ void main()
vec4 color;
# if defined(V3D_SHADING_TEXTURE_COLOR)
- color = workbench_sample_texture(image, uv_interp, imageSrgb, imageNearest);
+ color = workbench_sample_texture(image, uv_interp, imageNearest);
if (color.a < ImageTransparencyCutoff) {
discard;
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index 25f95f0d4bc..13bd6fe9e4d 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -202,8 +202,7 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_texture_sh,
psl->object_outline_pass);
- GPUTexture *tex = GPU_texture_from_blender(
- material->ima, material->iuser, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index c403e358d6a..b280b6fd01a 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -294,15 +294,8 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
if (workbench_material_determine_color_type(wpd, material->ima, ob, false) ==
V3D_SHADING_TEXTURE_COLOR) {
- ImBuf *ibuf = BKE_image_acquire_ibuf(material->ima, material->iuser, NULL);
- const bool do_color_correction = wpd->use_color_management &&
- (ibuf &&
- (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0);
- BKE_image_release_ibuf(material->ima, ibuf, NULL);
- GPUTexture *tex = GPU_texture_from_blender(
- material->ima, material->iuser, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "image", tex);
- DRW_shgroup_uniform_bool_copy(grp, "imageSrgb", do_color_correction);
DRW_shgroup_uniform_bool_copy(grp, "imageNearest", (interp == SHD_INTERP_CLOSEST));
}
else {
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 1f48129116d..0375db12255 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1009,8 +1009,7 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp,
if (input->ima) {
GPUTexture **tex_ref = BLI_memblock_alloc(DST.vmempool->images);
- *tex_ref = tex = GPU_texture_from_blender(
- input->ima, input->iuser, GL_TEXTURE_2D, input->image_isdata);
+ *tex_ref = tex = GPU_texture_from_blender(input->ima, input->iuser, GL_TEXTURE_2D);
GPU_texture_ref(tex);
}
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index cc313620a11..9d6732fbcab 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -988,7 +988,7 @@ static void DRW_shgroup_empty_image(OBJECT_Shaders *sh_data,
GPUTexture *tex = NULL;
if (ob->data != NULL) {
- tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D, false);
+ tex = GPU_texture_from_blender(ob->data, ob->iuser, GL_TEXTURE_2D);
if (tex) {
size[0] = GPU_texture_width(tex);
size[1] = GPU_texture_height(tex);
diff --git a/source/blender/draw/modes/paint_texture_mode.c b/source/blender/draw/modes/paint_texture_mode.c
index 123dc7fca88..da32744b9ea 100644
--- a/source/blender/draw/modes/paint_texture_mode.c
+++ b/source/blender/draw/modes/paint_texture_mode.c
@@ -182,7 +182,7 @@ static DRWShadingGroup *create_texture_paint_shading_group(PAINT_TEXTURE_PassLis
if (masking_enabled) {
const bool masking_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) > 0;
- GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D, false);
+ GPUTexture *stencil = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "maskingImage", stencil);
DRW_shgroup_uniform_vec3(grp, "maskingColor", imapaint->stencil_col, 1);
DRW_shgroup_uniform_bool_copy(grp, "maskingInvertStencil", masking_inverted);
@@ -236,7 +236,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
NULL;
int interp = (ma && ma->texpaintslot) ? ma->texpaintslot[ma->paint_active_slot].interp :
0;
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
if (tex) {
DRWShadingGroup *grp = create_texture_paint_shading_group(
@@ -250,7 +250,7 @@ static void PAINT_TEXTURE_cache_init(void *vedata)
}
else {
Image *ima = imapaint->canvas;
- GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D, false);
+ GPUTexture *tex = GPU_texture_from_blender(ima, NULL, GL_TEXTURE_2D);
if (tex) {
DRWShadingGroup *grp = create_texture_paint_shading_group(
diff --git a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
index 386d05636f9..dbc403dc39b 100644
--- a/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_image_frag.glsl
@@ -14,12 +14,33 @@ uniform sampler2D image;
uniform int depthMode;
uniform bool useAlphaTest;
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
+{
+ /* By convention image textures return scene linear colors, but
+ * overlays still assume srgb. */
+ vec4 color = texture2D(tex, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
+
void main()
{
#ifdef USE_WIRE
fragColor = finalColor;
#else
- vec4 tex_col = texture(image, texCoord_interp);
+ vec4 tex_col = texture_read_as_srgb(image, texCoord_interp);
fragColor = finalColor * tex_col;
if (useAlphaTest) {
diff --git a/source/blender/draw/modes/shaders/paint_texture_frag.glsl b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
index c7e110122c5..5d74213a445 100644
--- a/source/blender/draw/modes/shaders/paint_texture_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_texture_frag.glsl
@@ -16,6 +16,27 @@ uniform vec3 maskingColor;
uniform bool maskingInvertStencil;
#endif
+float linearrgb_to_srgb(float c)
+{
+ if (c < 0.0031308) {
+ return (c < 0.0) ? 0.0 : c * 12.92;
+ }
+ else {
+ return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+ }
+}
+
+vec4 texture_read_as_srgb(sampler2D tex, vec2 co)
+{
+ /* By convention image textures return scene linear colors, but
+ * overlays still assume srgb. */
+ vec4 color = texture2D(tex, co);
+ color.r = linearrgb_to_srgb(color.r);
+ color.g = linearrgb_to_srgb(color.g);
+ color.b = linearrgb_to_srgb(color.b);
+ return color;
+}
+
void main()
{
vec2 uv = uv_interp;
@@ -24,7 +45,7 @@ void main()
uv = (floor(uv_interp * tex_size) + 0.5) / tex_size;
}
- vec4 color = texture(image, uv);
+ vec4 color = texture_read_as_srgb(image, uv);
color.a *= alpha;
#ifdef TEXTURE_PAINT_MASK
diff --git a/source/blender/editors/sculpt_paint/paint_image_proj.c b/source/blender/editors/sculpt_paint/paint_image_proj.c
index 0340a4989e1..9cc12b41a63 100644
--- a/source/blender/editors/sculpt_paint/paint_image_proj.c
+++ b/source/blender/editors/sculpt_paint/paint_image_proj.c
@@ -6394,7 +6394,7 @@ static const EnumPropertyItem layer_type_items[] = {
{0, NULL, 0, NULL, NULL},
};
-static Image *proj_paint_image_create(wmOperator *op, Main *bmain)
+static Image *proj_paint_image_create(wmOperator *op, Main *bmain, bool is_data)
{
Image *ima;
float color[4] = {0.0f, 0.0f, 0.0f, 1.0f};
@@ -6417,6 +6417,11 @@ static Image *proj_paint_image_create(wmOperator *op, Main *bmain)
ima = BKE_image_add_generated(
bmain, width, height, imagename, alpha ? 32 : 24, use_float, gen_type, color, false);
+ if (is_data) {
+ STRNCPY(ima->colorspace_settings.name,
+ IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DATA));
+ }
+
return ima;
}
@@ -6487,6 +6492,7 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
if (ma) {
Main *bmain = CTX_data_main(C);
int type = RNA_enum_get(op->ptr, "type");
+ bool is_data = (type > LAYER_BASE_COLOR);
bNode *imanode;
bNodeTree *ntree = ma->nodetree;
@@ -6501,7 +6507,7 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
/* try to add an image node */
imanode = nodeAddStaticNode(C, ntree, SH_NODE_TEX_IMAGE);
- ima = proj_paint_image_create(op, bmain);
+ ima = proj_paint_image_create(op, bmain, is_data);
imanode->id = &ima->id;
nodeSetActive(ntree, imanode);
@@ -6553,12 +6559,6 @@ static bool proj_paint_add_slot(bContext *C, wmOperator *op)
}
}
- if (type > LAYER_BASE_COLOR) {
- /* This is a "non color data" image */
- NodeTexImage *tex = imanode->storage;
- tex->color_space = SHD_COLORSPACE_NONE;
- }
-
/* Check if the socket in already connected to something */
bNodeLink *link = in_sock ? in_sock->link : NULL;
if (in_sock != NULL && link == NULL) {
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 447fea8098c..bf6ec961a5d 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -708,6 +708,11 @@ static void node_buts_image_user(uiLayout *layout,
col = uiLayoutColumn(layout, false);
uiItemR(col, ptr, "layer", 0, NULL, ICON_NONE);
}
+
+ uiLayout *split = uiLayoutSplit(layout, 0.5f, true);
+ PointerRNA colorspace_settings_ptr = RNA_pointer_get(imaptr, "colorspace_settings");
+ uiItemL(split, IFACE_("Color Space"), ICON_NONE);
+ uiItemR(split, &colorspace_settings_ptr, "name", 0, "", ICON_NONE);
}
static void node_shader_buts_mapping(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
@@ -782,7 +787,6 @@ static void node_shader_buts_tex_image(uiLayout *layout, bContext *C, PointerRNA
NULL,
UI_TEMPLATE_ID_FILTER_ALL,
false);
- uiItemR(layout, ptr, "color_space", 0, "", ICON_NONE);
uiItemR(layout, ptr, "interpolation", 0, "", ICON_NONE);
uiItemR(layout, ptr, "projection", 0, "", ICON_NONE);
@@ -820,11 +824,10 @@ static void node_shader_buts_tex_environment(uiLayout *layout, bContext *C, Poin
UI_TEMPLATE_ID_FILTER_ALL,
false);
- node_buts_image_user(layout, C, &iuserptr, &imaptr, &iuserptr, false);
-
- uiItemR(layout, ptr, "color_space", 0, "", ICON_NONE);
uiItemR(layout, ptr, "interpolation", 0, "", ICON_NONE);
uiItemR(layout, ptr, "projection", 0, "", ICON_NONE);
+
+ node_buts_image_user(layout, C, &iuserptr, &imaptr, &iuserptr, false);
}
static void node_shader_buts_tex_environment_ex(uiLayout *layout, bContext *C, PointerRNA *ptr)
@@ -875,7 +878,6 @@ static void node_shader_buts_tex_environment_ex(uiLayout *layout, bContext *C, P
uiTemplateImageInfo(layout, C, ima, iuserptr.data);
}
- uiItemR(layout, ptr, "color_space", 0, IFACE_("Color Space"), ICON_NONE);
uiItemR(layout, ptr, "interpolation", 0, IFACE_("Interpolation"), ICON_NONE);
uiItemR(layout, ptr, "projection", 0, IFACE_("Projection"), ICON_NONE);
}
diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index 300fc7c65a2..eb54ff127d8 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -84,7 +84,7 @@ void GPU_create_gl_tex(unsigned int *bind,
int recth,
int textarget,
bool mipmap,
- bool use_hight_bit_depth,
+ bool use_srgb,
struct Image *ima);
void GPU_create_gl_tex_compressed(unsigned int *bind,
unsigned int *pix,
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 1640209c717..86c9764a68f 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -145,7 +145,7 @@ typedef enum eGPUMaterialStatus {
GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
GPUNodeLink *GPU_constant(float *num);
GPUNodeLink *GPU_uniform(float *num);
-GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
+GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser);
GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *layer);
GPUNodeLink *GPU_builtin(eGPUBuiltin builtin);
@@ -202,7 +202,6 @@ struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void);
void GPU_material_vertex_attrs(GPUMaterial *material, struct GPUVertAttrLayers *attrs);
-bool GPU_material_do_color_management(GPUMaterial *mat);
bool GPU_material_use_domain_surface(GPUMaterial *mat);
bool GPU_material_use_domain_volume(GPUMaterial *mat);
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 3527398a396..3fb7dfc6331 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -186,10 +186,7 @@ GPUTexture *GPU_texture_create_from_vertbuf(struct GPUVertBuf *vert);
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat data_type, const uint buffer);
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode);
-GPUTexture *GPU_texture_from_blender(struct Image *ima,
- struct ImageUser *iuser,
- int textarget,
- bool is_data);
+GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser, int textarget);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
void GPU_texture_add_mipmap(GPUTexture *tex,
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index a2c1a01a82c..6259780c261 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -1503,7 +1503,6 @@ static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType
input->source = GPU_SOURCE_TEX;
input->ima = link->ima;
input->iuser = link->iuser;
- input->image_isdata = link->image_isdata;
break;
case GPU_NODE_LINK_ATTR:
input->source = GPU_SOURCE_ATTR;
@@ -1748,13 +1747,12 @@ GPUNodeLink *GPU_uniform(float *num)
return link;
}
-GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser, bool is_data)
+GPUNodeLink *GPU_image(Image *ima, ImageUser *iuser)
{
GPUNodeLink *link = GPU_node_link_create();
link->link_type = GPU_NODE_LINK_IMAGE_BLENDER;
link->ima = ima;
link->iuser = iuser;
- link->image_isdata = is_data;
return link;
}
diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h
index 73155c3aafa..d1bb3f26920 100644
--- a/source/blender/gpu/intern/gpu_codegen.h
+++ b/source/blender/gpu/intern/gpu_codegen.h
@@ -99,7 +99,6 @@ struct GPUNodeLink {
struct {
struct Image *ima;
struct ImageUser *iuser;
- bool image_isdata;
};
};
};
@@ -137,7 +136,6 @@ typedef struct GPUInput {
struct GPUTexture **coba; /* input texture, only set at runtime */
struct Image *ima; /* image */
struct ImageUser *iuser; /* image user */
- bool image_isdata; /* image does not contain color data */
bool bindtex; /* input is responsible for binding the texture? */
int texid; /* number for multitexture, starting from zero */
eGPUType textype; /* texture type (2D, 1D Array ...) */
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index edc2f2171a5..f1c82dc53a7 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -50,6 +50,7 @@
#include "MEM_guardedalloc.h"
+#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
@@ -207,53 +208,232 @@ static GPUTexture **gpu_get_image_gputexture(Image *ima, GLenum textarget)
return NULL;
}
-typedef struct VerifyThreadData {
- ImBuf *ibuf;
- float *srgb_frect;
-} VerifyThreadData;
+static uint gpu_texture_create_from_ibuf(Image *ima, ImBuf *ibuf, int textarget)
+{
+ uint bindcode = 0;
+ const bool mipmap = GPU_get_mipmap();
+
+#ifdef WITH_DDS
+ if (ibuf->ftype == IMB_FTYPE_DDS) {
+ /* DDS is loaded directly in compressed form. */
+ GPU_create_gl_tex_compressed(
+ &bindcode, ibuf->rect, ibuf->x, ibuf->y, textarget, mipmap, ima, ibuf);
+ return bindcode;
+ }
+#endif
+
+ /* Regular uncompressed texture. */
+ float *rect_float = ibuf->rect_float;
+ uchar *rect = (uchar *)ibuf->rect;
+ bool compress_as_srgb = false;
+
+ if (rect_float == NULL) {
+ /* 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.
+ *
+ * We must also convert to premultiplied for correct texture interpolation
+ * and consistency with float images. */
+ if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
+ compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace);
+
+ rect = MEM_mallocN(sizeof(uchar) * 4 * ibuf->x * ibuf->y, __func__);
+ if (rect == NULL) {
+ return bindcode;
+ }
+
+ IMB_colormanagement_imbuf_to_srgb_texture(
+ rect, 0, 0, ibuf->x, ibuf->y, ibuf, compress_as_srgb);
+ }
+ }
+ else if (ibuf->channels != 4) {
+ /* Float image is already in scene linear colorspace or non-color data by
+ * convention, no colorspace conversion needed. But we do require 4 channels
+ * currently. */
+ rect_float = MEM_mallocN(sizeof(float) * 4 * ibuf->x * ibuf->y, __func__);
+ if (rect_float == NULL) {
+ return bindcode;
+ }
-static void gpu_verify_high_bit_srgb_buffer_slice(float *srgb_frect,
- ImBuf *ibuf,
- const int start_line,
- const int height)
+ IMB_buffer_float_from_float(rect_float,
+ ibuf->rect_float,
+ ibuf->channels,
+ IB_PROFILE_LINEAR_RGB,
+ IB_PROFILE_LINEAR_RGB,
+ false,
+ ibuf->x,
+ ibuf->y,
+ ibuf->x,
+ ibuf->x);
+ }
+
+ /* Create OpenGL texture. */
+ GPU_create_gl_tex(&bindcode,
+ (uint *)rect,
+ rect_float,
+ ibuf->x,
+ ibuf->y,
+ textarget,
+ mipmap,
+ compress_as_srgb,
+ ima);
+
+ /* Free buffers if needed. */
+ if (rect && rect != (uchar *)ibuf->rect) {
+ MEM_freeN(rect);
+ }
+ if (rect_float && rect_float != ibuf->rect_float) {
+ MEM_freeN(rect_float);
+ }
+
+ return bindcode;
+}
+
+static void gpu_texture_update_scaled(
+ uchar *rect, float *rect_float, int full_w, int full_h, int x, int y, int w, int h)
{
- size_t offset = ibuf->channels * start_line * ibuf->x;
- float *current_srgb_frect = srgb_frect + offset;
- float *current_rect_float = ibuf->rect_float + offset;
- IMB_buffer_float_from_float(current_srgb_frect,
- current_rect_float,
- ibuf->channels,
- IB_PROFILE_SRGB,
- IB_PROFILE_LINEAR_RGB,
- true,
- ibuf->x,
- height,
- ibuf->x,
- ibuf->x);
- IMB_buffer_float_unpremultiply(current_srgb_frect, ibuf->x, height);
+ /* Partial update with scaling. */
+ int limit_w = smaller_power_of_2_limit(full_w);
+ int limit_h = smaller_power_of_2_limit(full_h);
+ float xratio = limit_w / (float)full_w;
+ float yratio = limit_h / (float)full_h;
+
+ /* Find sub coordinates in scaled image. Take ceiling because we will be
+ * losing 1 pixel due to rounding errors in x,y. */
+ int sub_x = x * xratio;
+ int sub_y = y * yratio;
+ int sub_w = (int)ceil(xratio * w);
+ int sub_h = (int)ceil(yratio * h);
+
+ /* ...but take back if we are over the limit! */
+ if (sub_w + sub_x > limit_w) {
+ sub_w--;
+ }
+ if (sub_h + sub_y > limit_h) {
+ sub_h--;
+ }
+
+ /* Scale pixels. */
+ ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, w, h);
+ IMB_scaleImBuf(ibuf, sub_w, sub_h);
+
+ if (ibuf->rect_float) {
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_FLOAT, ibuf->rect_float);
+ }
+ else {
+ glTexSubImage2D(
+ GL_TEXTURE_2D, 0, sub_x, sub_y, sub_w, sub_h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
+ }
+
+ IMB_freeImBuf(ibuf);
}
-static void verify_thread_do(void *data_v, int start_scanline, int num_scanlines)
+static void gpu_texture_update_unscaled(
+ uchar *rect, float *rect_float, int x, int y, int w, int h, GLint tex_stride, GLint tex_offset)
{
- VerifyThreadData *data = (VerifyThreadData *)data_v;
- gpu_verify_high_bit_srgb_buffer_slice(
- data->srgb_frect, data->ibuf, start_scanline, num_scanlines);
+ /* Partial update without scaling. Stride and offset are used to copy only a
+ * subset of a possible larger buffer than what we are updating. */
+ GLint row_length;
+ glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, tex_stride);
+
+ if (rect_float == NULL) {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, rect + tex_offset);
+ }
+ else {
+ glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, rect_float + tex_offset);
+ }
+
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
}
-static void gpu_verify_high_bit_srgb_buffer(float *srgb_frect, ImBuf *ibuf)
+static void gpu_texture_update_from_ibuf(ImBuf *ibuf, int x, int y, int w, int h)
{
- if (ibuf->y < 64) {
- gpu_verify_high_bit_srgb_buffer_slice(srgb_frect, ibuf, 0, ibuf->y);
+ /* Partial update of texture for texture painting. This is often much
+ * quicker than fully updating the texture for high resolution images.
+ * Assumes the OpenGL texture is bound to 0. */
+ const bool scaled = is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y);
+
+ if (scaled) {
+ /* Extra padding to account for bleed from neighboring pixels. */
+ const int padding = 4;
+ const int xmax = min_ii(x + w + padding, ibuf->x);
+ const int ymax = min_ii(y + h + padding, ibuf->y);
+ x = max_ii(x - padding, 0);
+ y = max_ii(y - padding, 0);
+ w = xmax - x;
+ h = ymax - y;
+ }
+
+ /* Get texture data pointers. */
+ float *rect_float = ibuf->rect_float;
+ uchar *rect = (uchar *)ibuf->rect;
+ GLint tex_stride = ibuf->x;
+ GLint tex_offset = ibuf->channels * (y * ibuf->x + x);
+
+ if (rect_float == NULL) {
+ /* Byte pixels. */
+ if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
+ const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
+ ibuf->rect_colorspace);
+
+ rect = MEM_mallocN(sizeof(uchar) * 4 * w * h, __func__);
+ if (rect == NULL) {
+ return;
+ }
+
+ tex_stride = w;
+ tex_offset = 0;
+
+ /* Convert to scene linear with sRGB compression, and premultiplied for
+ * correct texture interpolation. */
+ IMB_colormanagement_imbuf_to_srgb_texture(rect, x, y, w, h, ibuf, compress_as_srgb);
+ }
+ }
+ else if (ibuf->channels != 4 || scaled) {
+ /* Float pixels. */
+ rect_float = MEM_mallocN(sizeof(float) * 4 * x * y, __func__);
+ if (rect_float == NULL) {
+ return;
+ }
+
+ tex_stride = w;
+ tex_offset = 0;
+
+ size_t ibuf_offset = (y * ibuf->x + x) * ibuf->channels;
+ IMB_buffer_float_from_float(rect_float,
+ ibuf->rect_float + ibuf_offset,
+ ibuf->channels,
+ IB_PROFILE_LINEAR_RGB,
+ IB_PROFILE_LINEAR_RGB,
+ false,
+ w,
+ h,
+ x,
+ ibuf->x);
+ }
+
+ if (scaled) {
+ /* Slower update where we first have to scale the input pixels. */
+ gpu_texture_update_scaled(rect, rect_float, ibuf->x, ibuf->y, x, y, w, h);
}
else {
- VerifyThreadData data;
- data.ibuf = ibuf;
- data.srgb_frect = srgb_frect;
- IMB_processor_apply_threaded_scanlines(ibuf->y, verify_thread_do, &data);
+ /* Fast update at same resolution. */
+ gpu_texture_update_unscaled(rect, rect_float, x, y, w, h, tex_stride, tex_offset);
+ }
+
+ /* Free buffers if needed. */
+ if (rect && rect != (uchar *)ibuf->rect) {
+ MEM_freeN(rect);
+ }
+ if (rect_float && rect_float != ibuf->rect_float) {
+ MEM_freeN(rect_float);
}
}
-GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget, bool is_data)
+GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget)
{
if (ima == NULL) {
return NULL;
@@ -286,62 +466,7 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
return *tex;
}
- /* flag to determine whether deep format is used */
- bool use_high_bit_depth = false, do_color_management = false;
-
- if (ibuf->rect_float) {
- use_high_bit_depth = true;
-
- /* TODO unneeded when float images are correctly treated as linear always */
- if (!is_data) {
- do_color_management = true;
- }
- }
-
- const int rectw = ibuf->x;
- const int recth = ibuf->y;
- uint *rect = ibuf->rect;
- float *frect = NULL;
- float *srgb_frect = NULL;
-
- if (use_high_bit_depth) {
- if (do_color_management) {
- frect = srgb_frect = MEM_mallocN(ibuf->x * ibuf->y * sizeof(*srgb_frect) * 4,
- "floar_buf_col_cor");
- gpu_verify_high_bit_srgb_buffer(srgb_frect, ibuf);
- }
- else {
- frect = ibuf->rect_float;
- }
- }
-
- const bool mipmap = GPU_get_mipmap();
-
-#ifdef WITH_DDS
- if (ibuf->ftype == IMB_FTYPE_DDS) {
- GPU_create_gl_tex_compressed(&bindcode, rect, rectw, recth, textarget, mipmap, ima, ibuf);
- }
- else
-#endif
- {
- GPU_create_gl_tex(
- &bindcode, rect, frect, rectw, recth, textarget, mipmap, use_high_bit_depth, ima);
- }
-
- /* mark as non-color data texture */
- if (bindcode) {
- if (is_data) {
- ima->gpuflag |= IMA_GPU_IS_DATA;
- }
- else {
- ima->gpuflag &= ~IMA_GPU_IS_DATA;
- }
- }
-
- /* clean up */
- if (srgb_frect) {
- MEM_freeN(srgb_frect);
- }
+ bindcode = gpu_texture_create_from_ibuf(ima, ibuf, textarget);
BKE_image_release_ibuf(ima, ibuf, NULL);
@@ -349,15 +474,14 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
return *tex;
}
-static void **gpu_gen_cube_map(
- uint *rect, float *frect, int rectw, int recth, bool use_high_bit_depth)
+static void **gpu_gen_cube_map(uint *rect, float *frect, int rectw, int recth)
{
- size_t block_size = use_high_bit_depth ? sizeof(float[4]) : sizeof(uchar[4]);
+ size_t block_size = frect ? sizeof(float[4]) : sizeof(uchar[4]);
void **sides = NULL;
int h = recth / 2;
int w = rectw / 3;
- if ((use_high_bit_depth && frect == NULL) || (!use_high_bit_depth && rect == NULL) || w != h) {
+ if (w != h) {
return sides;
}
@@ -376,7 +500,7 @@ static void **gpu_gen_cube_map(
* | NegZ | PosZ | PosY |
* |______|______|______|
*/
- if (use_high_bit_depth) {
+ if (frect) {
float(*frectb)[4] = (float(*)[4])frect;
float(**fsides)[4] = (float(**)[4])sides;
@@ -430,7 +554,7 @@ void GPU_create_gl_tex(uint *bind,
int recth,
int textarget,
bool mipmap,
- bool use_high_bit_depth,
+ bool use_srgb,
Image *ima)
{
ImBuf *ibuf = NULL;
@@ -441,7 +565,7 @@ void GPU_create_gl_tex(uint *bind,
rectw = smaller_power_of_2_limit(rectw);
recth = smaller_power_of_2_limit(recth);
- if (use_high_bit_depth) {
+ if (frect) {
ibuf = IMB_allocFromBuffer(NULL, frect, tpx, tpy);
IMB_scaleImBuf(ibuf, rectw, recth);
@@ -459,12 +583,15 @@ void GPU_create_gl_tex(uint *bind,
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
+ GLenum internal_format = (frect) ? GL_RGBA16F : (use_srgb) ? GL_SRGB8_ALPHA8 : GL_RGBA8;
+
if (textarget == GL_TEXTURE_2D) {
- if (use_high_bit_depth) {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
+ if (frect) {
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_FLOAT, frect);
}
else {
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
+ glTexImage2D(
+ GL_TEXTURE_2D, 0, internal_format, rectw, recth, 0, GL_RGBA, GL_UNSIGNED_BYTE, rect);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gpu_get_mipmap_filter(1));
@@ -484,15 +611,14 @@ void GPU_create_gl_tex(uint *bind,
int w = rectw / 3, h = recth / 2;
if (h == w && is_power_of_2_i(h) && !is_over_resolution_limit(textarget, h, w)) {
- void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth, use_high_bit_depth);
- GLenum informat = use_high_bit_depth ? GL_RGBA16F : GL_RGBA8;
- GLenum type = use_high_bit_depth ? GL_FLOAT : GL_UNSIGNED_BYTE;
+ void **cube_map = gpu_gen_cube_map(rect, frect, rectw, recth);
+ GLenum type = frect ? GL_FLOAT : GL_UNSIGNED_BYTE;
if (cube_map) {
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
0,
- informat,
+ internal_format,
w,
h,
0,
@@ -617,14 +743,14 @@ void GPU_create_gl_tex_compressed(
#ifndef WITH_DDS
(void)ibuf;
/* Fall back to uncompressed if DDS isn't enabled */
- GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
+ GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, true, ima);
#else
glGenTextures(1, (GLuint *)bind);
glBindTexture(textarget, *bind);
if (textarget == GL_TEXTURE_2D && GPU_upload_dxt_texture(ibuf) == 0) {
glDeleteTextures(1, (GLuint *)bind);
- GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, 0, ima);
+ GPU_create_gl_tex(bind, pix, NULL, x, y, textarget, mipmap, true, ima);
}
glBindTexture(textarget, 0);
@@ -680,146 +806,20 @@ void GPU_paint_set_mipmap(Main *bmain, bool mipmap)
}
}
-/* check if image has been downscaled and do scaled partial update */
-static bool gpu_check_scaled_image(
- ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
-{
- if (is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y)) {
- int x_limit = smaller_power_of_2_limit(ibuf->x);
- int y_limit = smaller_power_of_2_limit(ibuf->y);
-
- float xratio = x_limit / (float)ibuf->x;
- float yratio = y_limit / (float)ibuf->y;
-
- /* find new width, height and x,y gpu texture coordinates */
-
- /* take ceiling because we will be losing 1 pixel due to rounding errors in x,y... */
- int rectw = (int)ceil(xratio * w);
- int recth = (int)ceil(yratio * h);
-
- x *= xratio;
- y *= yratio;
-
- /* ...but take back if we are over the limit! */
- if (rectw + x > x_limit) {
- rectw--;
- }
- if (recth + y > y_limit) {
- recth--;
- }
-
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
-
- /* float rectangles are already continuous in memory so we can use IMB_scaleImBuf */
- if (frect) {
- ImBuf *ibuf_scale = IMB_allocFromBuffer(NULL, frect, w, h);
- IMB_scaleImBuf(ibuf_scale, rectw, recth);
-
- glTexSubImage2D(
- GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, GL_FLOAT, ibuf_scale->rect_float);
-
- IMB_freeImBuf(ibuf_scale);
- }
- /* byte images are not continuous in memory so do manual interpolation */
- else {
- uchar *scalerect = MEM_mallocN(rectw * recth * sizeof(*scalerect) * 4, "scalerect");
- uint *p = (uint *)scalerect;
- int i, j;
- float inv_xratio = 1.0f / xratio;
- float inv_yratio = 1.0f / yratio;
- for (i = 0; i < rectw; i++) {
- float u = (x + i) * inv_xratio;
- for (j = 0; j < recth; j++) {
- float v = (y + j) * inv_yratio;
- bilinear_interpolation_color_wrap(ibuf, (uchar *)(p + i + j * (rectw)), NULL, u, v);
- }
- }
-
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, rectw, recth, GL_RGBA, GL_UNSIGNED_BYTE, scalerect);
-
- MEM_freeN(scalerect);
- }
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
-
- return true;
- }
-
- return false;
-}
-
void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
{
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if ((ima->gputexture[TEXTARGET_TEXTURE_2D] == NULL) || (ibuf == NULL) || (w == 0) || (h == 0)) {
- /* these cases require full reload still */
+ /* Full reload of texture. */
GPU_free_image(ima);
}
else {
- /* for the special case, we can do a partial update
- * which is much quicker for painting */
- GLint row_length, skip_pixels, skip_rows;
-
- /* if color correction is needed, we must update the part that needs updating. */
- if (ibuf->rect_float) {
- float *buffer = MEM_mallocN(w * h * sizeof(float) * 4, "temp_texpaint_float_buf");
- bool is_data = (ima->gpuflag & IMA_GPU_IS_DATA) != 0;
- IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
-
- if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
- MEM_freeN(buffer);
- BKE_image_release_ibuf(ima, ibuf, NULL);
- return;
- }
-
- GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_FLOAT, buffer);
-
- MEM_freeN(buffer);
-
- if (GPU_get_mipmap()) {
- glGenerateMipmap(GL_TEXTURE_2D);
- }
- else {
- ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
- }
-
- GPU_texture_unbind(ima->gputexture[TEXTARGET_TEXTURE_2D]);
-
- BKE_image_release_ibuf(ima, ibuf, NULL);
- return;
- }
-
- if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
- BKE_image_release_ibuf(ima, ibuf, NULL);
- return;
- }
-
+ /* Partial update of texture. */
GPU_texture_bind(ima->gputexture[TEXTARGET_TEXTURE_2D], 0);
- glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
- glGetIntegerv(GL_UNPACK_SKIP_PIXELS, &skip_pixels);
- glGetIntegerv(GL_UNPACK_SKIP_ROWS, &skip_rows);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, ibuf->x);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, y);
-
- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, ibuf->rect);
-
- glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, skip_pixels);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, skip_rows);
+ gpu_texture_update_from_ibuf(ibuf, x, y, w, h);
- /* see comment above as to why we are using gpu mipmap generation here */
if (GPU_get_mipmap()) {
glGenerateMipmap(GL_TEXTURE_2D);
}
@@ -1242,7 +1242,7 @@ static void gpu_free_image_immediate(Image *ima)
}
}
- ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE | IMA_GPU_IS_DATA);
+ ima->gpuflag &= ~(IMA_GPU_MIPMAP_COMPLETE);
}
void GPU_free_image(Image *ima)
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 1a668a48eed..6aa13b0d8ca 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -597,15 +597,6 @@ eGPUMaterialStatus GPU_material_status(GPUMaterial *mat)
/* Code generation */
-bool GPU_material_do_color_management(GPUMaterial *mat)
-{
- if (!BKE_scene_check_color_management_enabled(mat->scene)) {
- return false;
- }
-
- return true;
-}
-
bool GPU_material_use_domain_surface(GPUMaterial *mat)
{
return (mat->domain & GPU_DOMAIN_SURFACE);
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index ad4831ed903..58d0dd5576f 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -1081,7 +1081,7 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap)
/* this binds a texture, so that's why we restore it to 0 */
if (bindcode == 0) {
GPU_create_gl_tex(
- &bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, 0, NULL);
+ &bindcode, prv->rect[0], NULL, prv->w[0], prv->h[0], GL_TEXTURE_2D, mipmap, false, NULL);
}
if (tex) {
tex->bindcode = bindcode;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 2f80bc95a0c..5596940cbf6 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -117,38 +117,6 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
outcol = vec4(rgb, hsv.w);
}
-float srgb_to_linearrgb(float c)
-{
- if (c < 0.04045)
- return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
- else
- return pow((c + 0.055) * (1.0 / 1.055), 2.4);
-}
-
-float linearrgb_to_srgb(float c)
-{
- if (c < 0.0031308)
- return (c < 0.0) ? 0.0 : c * 12.92;
- else
- return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
-}
-
-void srgb_to_linearrgb(vec4 col_from, out vec4 col_to)
-{
- col_to.r = srgb_to_linearrgb(col_from.r);
- col_to.g = srgb_to_linearrgb(col_from.g);
- col_to.b = srgb_to_linearrgb(col_from.b);
- col_to.a = col_from.a;
-}
-
-void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
-{
- col_to.r = linearrgb_to_srgb(col_from.r);
- col_to.g = linearrgb_to_srgb(col_from.g);
- col_to.b = linearrgb_to_srgb(col_from.b);
- col_to.a = col_from.a;
-}
-
void color_to_normal_new_shading(vec3 color, out vec3 normal)
{
normal = vec3(2.0) * color - vec3(1.0);
@@ -2330,6 +2298,21 @@ void node_tex_environment_empty(vec3 co, out vec4 color)
/* 16bits floats limits. Higher/Lower values produce +/-inf. */
#define safe_color(a) (clamp(a, -65520.0, 65520.0))
+void tex_color_alpha_clear(vec4 color, out vec4 result)
+{
+ result = vec4(color.rgb, 1.0);
+}
+
+void tex_color_alpha_unpremultiply(vec4 color, out vec4 result)
+{
+ if (color.a == 0.0 || color.a == 1.0) {
+ result = vec4(color.rgb, 1.0);
+ }
+ else {
+ result = vec4(color.rgb / color.a, 1.0);
+ }
+}
+
void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
color = safe_color(texture(ima, co.xy));
diff --git a/source/blender/imbuf/IMB_colormanagement.h b/source/blender/imbuf/IMB_colormanagement.h
index 620f8984d9f..e683d38a0aa 100644
--- a/source/blender/imbuf/IMB_colormanagement.h
+++ b/source/blender/imbuf/IMB_colormanagement.h
@@ -58,6 +58,10 @@ void IMB_colormanagement_assign_rect_colorspace(struct ImBuf *ibuf, const char *
const char *IMB_colormanagement_get_float_colorspace(struct ImBuf *ibuf);
const char *IMB_colormanagement_get_rect_colorspace(struct ImBuf *ibuf);
+bool IMB_colormanagement_space_is_data(struct ColorSpace *colorspace);
+bool IMB_colormanagement_space_is_scene_linear(struct ColorSpace *colorspace);
+bool IMB_colormanagement_space_is_srgb(struct ColorSpace *colorspace);
+
BLI_INLINE float IMB_colormanagement_get_luminance(const float rgb[3]);
BLI_INLINE unsigned char IMB_colormanagement_get_luminance_byte(const unsigned char[3]);
BLI_INLINE void IMB_colormangement_xyz_to_rgb(float rgb[3], const float xyz[3]);
@@ -124,6 +128,14 @@ void IMB_colormanagement_colorspace_to_scene_linear(float *buffer,
struct ColorSpace *colorspace,
bool predivide);
+void IMB_colormanagement_imbuf_to_srgb_texture(unsigned char *rect,
+ const int x,
+ const int y,
+ const int width,
+ const int height,
+ const struct ImBuf *ibuf,
+ const bool compress_as_srgb);
+
void IMB_colormanagement_scene_linear_to_color_picking_v3(float pixel[3]);
void IMB_colormanagement_color_picking_to_scene_linear_v3(float pixel[3]);
@@ -340,6 +352,7 @@ enum {
COLOR_ROLE_DEFAULT_SEQUENCER,
COLOR_ROLE_DEFAULT_BYTE,
COLOR_ROLE_DEFAULT_FLOAT,
+ COLOR_ROLE_DATA,
};
#include "intern/colormanagement_inline.c"
diff --git a/source/blender/imbuf/intern/IMB_colormanagement_intern.h b/source/blender/imbuf/intern/IMB_colormanagement_intern.h
index 2566016ffdd..a83f2d60b8c 100644
--- a/source/blender/imbuf/intern/IMB_colormanagement_intern.h
+++ b/source/blender/imbuf/intern/IMB_colormanagement_intern.h
@@ -48,6 +48,13 @@ typedef struct ColorSpace {
bool is_invertible;
bool is_data;
+
+ /* Additional info computed only when needed since it's not cheap. */
+ struct {
+ bool cached;
+ bool is_srgb;
+ bool is_scene_linear;
+ } info;
} ColorSpace;
typedef struct ColorManagedDisplay {
diff --git a/source/blender/imbuf/intern/colormanagement.c b/source/blender/imbuf/intern/colormanagement.c
index f31d4ede693..b460d268d38 100644
--- a/source/blender/imbuf/intern/colormanagement.c
+++ b/source/blender/imbuf/intern/colormanagement.c
@@ -65,6 +65,7 @@
#define DISPLAY_BUFFER_CHANNELS 4
/* ** list of all supported color spaces, displays and views */
+static char global_role_data[MAX_COLORSPACE_NAME];
static char global_role_scene_linear[MAX_COLORSPACE_NAME];
static char global_role_color_picking[MAX_COLORSPACE_NAME];
static char global_role_texture_painting[MAX_COLORSPACE_NAME];
@@ -488,6 +489,7 @@ static void colormanage_load_config(OCIO_ConstConfigRcPtr *config)
const char *name;
/* get roles */
+ colormanage_role_color_space_name_get(config, global_role_data, OCIO_ROLE_DATA, NULL);
colormanage_role_color_space_name_get(
config, global_role_scene_linear, OCIO_ROLE_SCENE_LINEAR, NULL);
colormanage_role_color_space_name_get(
@@ -1260,6 +1262,8 @@ void IMB_colormanagement_validate_settings(const ColorManagedDisplaySettings *di
const char *IMB_colormanagement_role_colorspace_name_get(int role)
{
switch (role) {
+ case COLOR_ROLE_DATA:
+ return global_role_data;
case COLOR_ROLE_SCENE_LINEAR:
return global_role_scene_linear;
case COLOR_ROLE_COLOR_PICKING:
@@ -1341,6 +1345,42 @@ const char *IMB_colormanagement_get_rect_colorspace(ImBuf *ibuf)
}
}
+bool IMB_colormanagement_space_is_data(ColorSpace *colorspace)
+{
+ return (colorspace && colorspace->is_data);
+}
+
+static void colormanage_ensure_srgb_scene_linear_info(ColorSpace *colorspace)
+{
+ if (!colorspace->info.cached) {
+ OCIO_ConstConfigRcPtr *config = OCIO_getCurrentConfig();
+ OCIO_ConstColorSpaceRcPtr *ocio_colorspace = OCIO_configGetColorSpace(config,
+ colorspace->name);
+
+ bool is_scene_linear, is_srgb;
+ OCIO_colorSpaceIsBuiltin(config, ocio_colorspace, &is_scene_linear, &is_srgb);
+
+ OCIO_colorSpaceRelease(ocio_colorspace);
+ OCIO_configRelease(config);
+
+ colorspace->info.is_scene_linear = is_scene_linear;
+ colorspace->info.is_srgb = is_srgb;
+ colorspace->info.cached = true;
+ }
+}
+
+bool IMB_colormanagement_space_is_scene_linear(ColorSpace *colorspace)
+{
+ colormanage_ensure_srgb_scene_linear_info(colorspace);
+ return (colorspace && colorspace->info.is_scene_linear);
+}
+
+bool IMB_colormanagement_space_is_srgb(ColorSpace *colorspace)
+{
+ colormanage_ensure_srgb_scene_linear_info(colorspace);
+ return (colorspace && colorspace->info.is_srgb);
+}
+
/*********************** Threaded display buffer transform routines *************************/
typedef struct DisplayBufferThread {
@@ -2111,6 +2151,57 @@ void IMB_colormanagement_colorspace_to_scene_linear(float *buffer,
}
}
+void IMB_colormanagement_imbuf_to_srgb_texture(unsigned char *out_buffer,
+ const int offset_x,
+ const int offset_y,
+ const int width,
+ const int height,
+ const struct ImBuf *ibuf,
+ const bool compress_as_srgb)
+{
+ /* 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. */
+ BLI_assert(ibuf->rect && ibuf->rect_float == NULL);
+
+ OCIO_ConstProcessorRcPtr *processor = NULL;
+ if (compress_as_srgb && ibuf->rect_colorspace &&
+ !IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace)) {
+ processor = colorspace_to_scene_linear_processor(ibuf->rect_colorspace);
+ }
+
+ /* TODO(brecht): make this multithreaded, or at least process in batches. */
+ const unsigned char *in_buffer = (unsigned char *)ibuf->rect;
+
+ 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;
+ unsigned char *out = out_buffer + out_offset * 4;
+
+ if (processor) {
+ /* 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_processorApplyRGB(processor, pixel);
+ linearrgb_to_srgb_v3_v3(pixel, pixel);
+ mul_v3_fl(pixel, pixel[3]);
+ rgba_float_to_uchar(out, pixel);
+ }
+ }
+ else {
+ /* Premultiply only. */
+ for (int x = 0; x < width; x++, in += 4, out += 4) {
+ out[0] = (in[0] * in[3]) >> 8;
+ out[1] = (in[1] * in[3]) >> 8;
+ out[2] = (in[2] * in[3]) >> 8;
+ out[3] = in[3];
+ }
+ }
+ }
+}
+
/* Conversion between color picking role. Typically we would expect such a
* requirements:
* - It is approximately perceptually linear, so that the HSV numbers and
diff --git a/source/blender/makesdna/DNA_image_types.h b/source/blender/makesdna/DNA_image_types.h
index fec5f96b4f3..0aceeda20d5 100644
--- a/source/blender/makesdna/DNA_image_types.h
+++ b/source/blender/makesdna/DNA_image_types.h
@@ -191,8 +191,6 @@ enum {
IMA_GPU_REFRESH = (1 << 0),
/** All mipmap levels in OpenGL texture set? */
IMA_GPU_MIPMAP_COMPLETE = (1 << 1),
- /** OpenGL image texture bound as non-color data. */
- IMA_GPU_IS_DATA = (1 << 2),
};
/* ima->type and ima->source moved to BKE_image.h, for API */
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 226e1d2f841..3890fc63f3f 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -832,7 +832,7 @@ typedef struct NodeTexSky {
typedef struct NodeTexImage {
NodeTexBase base;
ImageUser iuser;
- int color_space;
+ int color_space DNA_DEPRECATED;
int projection;
float projection_blend;
int interpolation;
@@ -853,7 +853,7 @@ typedef struct NodeTexBrick {
typedef struct NodeTexEnvironment {
NodeTexBase base;
ImageUser iuser;
- int color_space;
+ int color_space DNA_DEPRECATED;
int projection;
int interpolation;
char _pad[4];
@@ -1121,10 +1121,6 @@ typedef struct NodeCryptomatte {
#define SHD_SKY_OLD 0
#define SHD_SKY_NEW 1
-/* image/environment texture */
-#define SHD_COLORSPACE_NONE 0
-#define SHD_COLORSPACE_COLOR 1
-
/* environment texture */
#define SHD_PROJ_EQUIRECTANGULAR 0
#define SHD_PROJ_MIRROR_BALL 1
diff --git a/source/blender/makesrna/intern/rna_color.c b/source/blender/makesrna/intern/rna_color.c
index 40ee069657c..8ba1f5440be 100644
--- a/source/blender/makesrna/intern/rna_color.c
+++ b/source/blender/makesrna/intern/rna_color.c
@@ -525,6 +525,22 @@ static char *rna_ColorManagedViewSettings_path(PointerRNA *UNUSED(ptr))
return BLI_strdup("view_settings");
}
+static bool rna_ColorManagedColorspaceSettings_is_data_get(struct PointerRNA *ptr)
+{
+ ColorManagedColorspaceSettings *colorspace = (ColorManagedColorspaceSettings *)ptr->data;
+ const char *data_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DATA);
+ return STREQ(colorspace->name, data_name);
+}
+
+static void rna_ColorManagedColorspaceSettings_is_data_set(struct PointerRNA *ptr, bool value)
+{
+ ColorManagedColorspaceSettings *colorspace = (ColorManagedColorspaceSettings *)ptr->data;
+ if (value) {
+ const char *data_name = IMB_colormanagement_role_colorspace_name_get(COLOR_ROLE_DATA);
+ STRNCPY(colorspace->name, data_name);
+ }
+}
+
static int rna_ColorManagedColorspaceSettings_colorspace_get(struct PointerRNA *ptr)
{
ColorManagedColorspaceSettings *colorspace = (ColorManagedColorspaceSettings *)ptr->data;
@@ -1227,6 +1243,7 @@ static void rna_def_colormanage(BlenderRNA *brna)
prop = RNA_def_property(srna, "name", PROP_ENUM, PROP_NONE);
RNA_def_property_flag(prop, PROP_ENUM_NO_CONTEXT);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, color_space_items);
RNA_def_property_enum_funcs(prop,
"rna_ColorManagedColorspaceSettings_colorspace_get",
@@ -1235,6 +1252,17 @@ static void rna_def_colormanage(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Input Color Space", "Color space of the image or movie on disk");
RNA_def_property_update(prop, NC_WINDOW, "rna_ColorManagedColorspaceSettings_reload_update");
+ prop = RNA_def_property(srna, "is_data", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
+ RNA_def_property_boolean_funcs(prop,
+ "rna_ColorManagedColorspaceSettings_is_data_get",
+ "rna_ColorManagedColorspaceSettings_is_data_set");
+ RNA_def_property_ui_text(
+ prop,
+ "Is Data",
+ "Treat image as non-color data without color management, like normal or displacement maps");
+ RNA_def_property_update(prop, NC_WINDOW, "rna_ColorManagement_update");
+
//
srna = RNA_def_struct(brna, "ColorManagedSequencerColorspaceSettings", NULL);
RNA_def_struct_path_func(srna, "rna_ColorManagedSequencerColorspaceSettings_path");
diff --git a/source/blender/makesrna/intern/rna_image_api.c b/source/blender/makesrna/intern/rna_image_api.c
index ca75f862b11..553dbeeb97b 100644
--- a/source/blender/makesrna/intern/rna_image_api.c
+++ b/source/blender/makesrna/intern/rna_image_api.c
@@ -211,69 +211,30 @@ static void rna_Image_scale(Image *image, ReportList *reports, int width, int he
}
}
-static int rna_Image_gl_load(Image *image, ReportList *reports, int frame, int filter, int mag)
+static int rna_Image_gl_load(Image *image, ReportList *reports, int frame)
{
- GPUTexture *tex = image->gputexture[TEXTARGET_TEXTURE_2D];
- int error = GL_NO_ERROR;
-
- if (tex)
- return error;
-
ImageUser iuser = {NULL};
iuser.framenr = frame;
iuser.ok = true;
- void *lock;
- ImBuf *ibuf = BKE_image_acquire_ibuf(image, &iuser, &lock);
-
- /* clean glError buffer */
- while (glGetError() != GL_NO_ERROR) {
- }
+ GPUTexture *tex = GPU_texture_from_blender(image, &iuser, GL_TEXTURE_2D);
- if (ibuf == NULL || ibuf->rect == NULL) {
- BKE_reportf(reports, RPT_ERROR, "Image '%s' does not have any image data", image->id.name + 2);
- BKE_image_release_ibuf(image, ibuf, lock);
+ if (tex == NULL) {
+ BKE_reportf(reports, RPT_ERROR, "Failed to load image texture '%s'", image->id.name + 2);
return (int)GL_INVALID_OPERATION;
}
- unsigned int bindcode = 0;
- GPU_create_gl_tex(&bindcode,
- ibuf->rect,
- ibuf->rect_float,
- ibuf->x,
- ibuf->y,
- GL_TEXTURE_2D,
- (filter != GL_NEAREST && filter != GL_LINEAR),
- false,
- image);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (GLint)filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (GLint)mag);
-
- /* TODO(merwin): validate input (dimensions, filter, mag) before calling OpenGL
- * instead of trusting input & testing for error after */
- error = glGetError();
-
- if (error) {
- glDeleteTextures(1, (GLuint *)&bindcode);
- }
- else {
- image->gputexture[TEXTARGET_TEXTURE_2D] = GPU_texture_from_bindcode(GL_TEXTURE_2D, bindcode);
- }
-
- BKE_image_release_ibuf(image, ibuf, lock);
-
- return error;
+ return GL_NO_ERROR;
}
-static int rna_Image_gl_touch(Image *image, ReportList *reports, int frame, int filter, int mag)
+static int rna_Image_gl_touch(Image *image, ReportList *reports, int frame)
{
int error = GL_NO_ERROR;
BKE_image_tag_time(image);
if (image->gputexture[TEXTARGET_TEXTURE_2D] == NULL)
- error = rna_Image_gl_load(image, reports, frame, filter, mag);
+ error = rna_Image_gl_load(image, reports, frame);
return error;
}
@@ -367,52 +328,20 @@ void RNA_api_image(StructRNA *srna)
RNA_def_function_flag(func, FUNC_USE_REPORTS);
RNA_def_int(
func, "frame", 0, 0, INT_MAX, "Frame", "Frame of image sequence or movie", 0, INT_MAX);
- RNA_def_int(func,
- "filter",
- GL_LINEAR_MIPMAP_NEAREST,
- -INT_MAX,
- INT_MAX,
- "Filter",
- "The texture minifying function to use if the image wasn't loaded",
- -INT_MAX,
- INT_MAX);
- RNA_def_int(func,
- "mag",
- GL_LINEAR,
- -INT_MAX,
- INT_MAX,
- "Magnification",
- "The texture magnification function to use if the image wasn't loaded",
- -INT_MAX,
- INT_MAX);
/* return value */
parm = RNA_def_int(
func, "error", 0, -INT_MAX, INT_MAX, "Error", "OpenGL error value", -INT_MAX, INT_MAX);
RNA_def_function_return(func, parm);
func = RNA_def_function(srna, "gl_load", "rna_Image_gl_load");
- RNA_def_function_ui_description(func, "Load the image into OpenGL graphics memory");
+ RNA_def_function_ui_description(
+ func,
+ "Load the image into an OpenGL texture. On success, image.bindcode will contain the "
+ "OpenGL texture bindcode. Colors read from the texture will be in scene linear color space "
+ "and have premultiplied alpha.");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
RNA_def_int(
func, "frame", 0, 0, INT_MAX, "Frame", "Frame of image sequence or movie", 0, INT_MAX);
- RNA_def_int(func,
- "filter",
- GL_LINEAR_MIPMAP_NEAREST,
- -INT_MAX,
- INT_MAX,
- "Filter",
- "The texture minifying function",
- -INT_MAX,
- INT_MAX);
- RNA_def_int(func,
- "mag",
- GL_LINEAR,
- -INT_MAX,
- INT_MAX,
- "Magnification",
- "The texture magnification function",
- -INT_MAX,
- INT_MAX);
/* return value */
parm = RNA_def_int(
func, "error", 0, -INT_MAX, INT_MAX, "Error", "OpenGL error value", -INT_MAX, INT_MAX);
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index e4270f3854e..4906f8ac28e 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -3987,21 +3987,6 @@ static void def_sh_tex_sky(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
-static const EnumPropertyItem sh_tex_prop_color_space_items[] = {
- {SHD_COLORSPACE_COLOR,
- "COLOR",
- 0,
- "Color",
- "Image contains color data, and will be converted to linear color for rendering"},
- {SHD_COLORSPACE_NONE,
- "NONE",
- 0,
- "Non-Color Data",
- "Image contains non-color data, for example a displacement or normal map, "
- "and will not be converted"},
- {0, NULL, 0, NULL, NULL},
-};
-
static const EnumPropertyItem sh_tex_prop_interpolation_items[] = {
{SHD_INTERP_LINEAR, "Linear", 0, "Linear", "Linear interpolation"},
{SHD_INTERP_CLOSEST, "Closest", 0, "Closest", "No interpolation (sample closest texel)"},
@@ -4038,12 +4023,6 @@ static void def_sh_tex_environment(StructRNA *srna)
RNA_def_struct_sdna_from(srna, "NodeTexEnvironment", "storage");
def_sh_tex(srna);
- prop = RNA_def_property(srna, "color_space", PROP_ENUM, PROP_NONE);
- RNA_def_property_enum_items(prop, sh_tex_prop_color_space_items);
- RNA_def_property_enum_default(prop, SHD_COLORSPACE_COLOR);
- RNA_def_property_ui_text(prop, "Color Space", "Image file color space");
- RNA_def_property_update(prop, 0, "rna_Node_update");
-
prop = RNA_def_property(srna, "projection", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_projection_items);
RNA_def_property_ui_text(prop, "Projection", "Projection of the input image");
@@ -4122,12 +4101,6 @@ static void def_sh_tex_image(StructRNA *srna)
RNA_def_struct_sdna_from(srna, "NodeTexImage", "storage");
def_sh_tex(srna);
- prop = RNA_def_property(srna, "color_space", PROP_ENUM, PROP_NONE);
- RNA_def_property_enum_items(prop, sh_tex_prop_color_space_items);
- RNA_def_property_enum_default(prop, SHD_COLORSPACE_COLOR);
- RNA_def_property_ui_text(prop, "Color Space", "Image file color space");
- RNA_def_property_update(prop, 0, "rna_Node_update");
-
prop = RNA_def_property(srna, "projection", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_projection_items);
RNA_def_property_ui_text(
diff --git a/source/blender/nodes/shader/node_shader_util.h b/source/blender/nodes/shader/node_shader_util.h
index 916cb81953e..165ada05a56 100644
--- a/source/blender/nodes/shader/node_shader_util.h
+++ b/source/blender/nodes/shader/node_shader_util.h
@@ -67,6 +67,7 @@
#include "RE_shader_ext.h"
#include "GPU_material.h"
+#include "GPU_texture.h"
#include "GPU_uniformbuffer.h"
bool sh_node_poll_default(struct bNodeType *ntype, struct bNodeTree *ntree);
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index c3b8bc8bfd0..615f55e4350 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -46,7 +46,6 @@ static void node_shader_init_tex_environment(bNodeTree *UNUSED(ntree), bNode *no
NodeTexEnvironment *tex = MEM_callocN(sizeof(NodeTexEnvironment), "NodeTexEnvironment");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
- tex->color_space = SHD_COLORSPACE_COLOR;
tex->projection = SHD_PROJ_EQUIRECTANGULAR;
BKE_imageuser_default(&tex->iuser);
@@ -68,7 +67,6 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
NodeTexImage *tex_original = node_original->storage;
ImageUser *iuser = &tex_original->iuser;
- int isdata = tex->color_space == SHD_COLORSPACE_NONE;
GPUNodeLink *outalpha;
if (!ima) {
@@ -89,7 +87,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
"node_tex_environment_equirectangular",
in[0].link,
GPU_constant(&clamp_size),
- GPU_image(ima, iuser, isdata),
+ GPU_image(ima, iuser),
&in[0].link);
}
else {
@@ -104,7 +102,7 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
GPU_link(mat,
"node_tex_image_linear_no_mip",
in[0].link,
- GPU_image(ima, iuser, isdata),
+ GPU_image(ima, iuser),
&out[0].link,
&outalpha);
break;
@@ -112,26 +110,19 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
GPU_link(mat,
"node_tex_image_nearest",
in[0].link,
- GPU_image(ima, iuser, isdata),
+ GPU_image(ima, iuser),
&out[0].link,
&outalpha);
break;
default:
- GPU_link(mat,
- "node_tex_image_cubic",
- in[0].link,
- GPU_image(ima, iuser, isdata),
- &out[0].link,
- &outalpha);
+ GPU_link(
+ mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser), &out[0].link, &outalpha);
break;
}
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
- if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
- GPU_material_do_color_management(mat)) {
- GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
+ if (out[0].hasoutput) {
+ GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
}
- BKE_image_release_ibuf(ima, ibuf, NULL);
return true;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
index 722434ce783..95e76491b4a 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
@@ -57,7 +57,6 @@ static void node_shader_init_tex_image(bNodeTree *UNUSED(ntree), bNode *node)
NodeTexImage *tex = MEM_callocN(sizeof(NodeTexImage), "NodeTexImage");
BKE_texture_mapping_default(&tex->base.tex_mapping, TEXMAP_TYPE_POINT);
BKE_texture_colormapping_default(&tex->base.color_mapping);
- tex->color_space = SHD_COLORSPACE_COLOR;
BKE_imageuser_default(&tex->iuser);
node->storage = tex;
@@ -99,7 +98,6 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
const char *gpu_node_name = (tex->projection == SHD_PROJ_BOX) ? names_box[tex->interpolation] :
names[tex->interpolation];
- bool do_color_correction = false;
bool do_texco_extend = (tex->extension != SHD_IMAGE_EXTENSION_REPEAT);
const bool do_texco_clip = (tex->extension == SHD_IMAGE_EXTENSION_CLIP);
@@ -114,20 +112,10 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPUNodeLink *vnor, *ob_mat, *blend;
GPUNodeLink **texco = &in[0].link;
- int isdata = tex->color_space == SHD_COLORSPACE_NONE;
-
if (!ima) {
return GPU_stack_link(mat, node, "node_tex_image_empty", in, out);
}
- ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
- if ((tex->color_space == SHD_COLORSPACE_COLOR) && ibuf &&
- (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
- GPU_material_do_color_management(mat)) {
- do_color_correction = true;
- }
- BKE_image_release_ibuf(ima, ibuf, NULL);
-
if (!*texco) {
*texco = GPU_attribute(CD_MTFACE, "");
}
@@ -140,26 +128,20 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPU_link(mat, "set_rgb", *texco, &input_coords);
}
if (do_texco_extend) {
- GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser, isdata), texco);
+ GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
}
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
break;
case SHD_PROJ_BOX:
vnor = GPU_builtin(GPU_WORLD_NORMAL);
ob_mat = GPU_builtin(GPU_OBJECT_MATRIX);
blend = GPU_uniform(&tex->projection_blend);
- gpu_image = GPU_image(ima, iuser, isdata);
+ gpu_image = GPU_image(ima, iuser);
/* equivalent to normal_world_to_object */
GPU_link(mat, "normal_transform_transposed_m4v3", vnor, ob_mat, &norm);
- GPU_link(
- mat, gpu_node_name, *texco, norm, GPU_image(ima, iuser, isdata), &col1, &col2, &col3);
- if (do_color_correction) {
- GPU_link(mat, "srgb_to_linearrgb", col1, &col1);
- GPU_link(mat, "srgb_to_linearrgb", col2, &col2);
- GPU_link(mat, "srgb_to_linearrgb", col3, &col3);
- }
+ GPU_link(mat, gpu_node_name, *texco, norm, GPU_image(ima, iuser), &col1, &col2, &col3);
GPU_stack_link(
mat, node, "node_tex_image_box", in, out, norm, col1, col2, col3, gpu_image, blend);
break;
@@ -171,9 +153,9 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPU_link(mat, "set_rgb", *texco, &input_coords);
}
if (do_texco_extend) {
- GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser, isdata), texco);
+ GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
}
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
break;
case SHD_PROJ_TUBE:
@@ -183,20 +165,25 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
GPU_link(mat, "set_rgb", *texco, &input_coords);
}
if (do_texco_extend) {
- GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser, isdata), texco);
+ GPU_link(mat, "point_texco_clamp", *texco, GPU_image(ima, iuser), texco);
}
- GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata));
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser));
break;
}
if (tex->projection != SHD_PROJ_BOX) {
if (do_texco_clip) {
gpu_node_name = names_clip[tex->interpolation];
- GPU_stack_link(
- mat, node, gpu_node_name, in, out, GPU_image(ima, iuser, isdata), out[0].link);
+ GPU_stack_link(mat, node, gpu_node_name, in, out, GPU_image(ima, iuser), out[0].link);
+ }
+ }
+
+ if (out[0].hasoutput) {
+ if (out[1].hasoutput) {
+ GPU_link(mat, "tex_color_alpha_unpremultiply", out[0].link, &out[0].link);
}
- if (do_color_correction) {
- GPU_link(mat, "srgb_to_linearrgb", out[0].link, &out[0].link);
+ else {
+ GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
}
}