Age | Commit message (Collapse) | Author |
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where possible.
also found unintentionally defined enum/struct variables that where only meant to be defining the type.
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Done by Julien Enche (aka trap), thanks!
From the patch comment:
This patch speeds up Cineon/DPX file loading.
Some more checks are done in dpxOpen and cineonOpen functions so IB_test
flag can now be taken into account safely, and an unnecessary call to
IMB_rect_from_float has been removed.
DPX/Cineon file now loads around 3 times faster on my computer.
Own comment:
Ideally, IB_rect shall indeed indicate which buffers to load, however
currently all places which reads image uses this flag.
This fact already mentioned in OpenEXR reader and it shall be fine
to skip doing rect_from_float in readers themselves.
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not to confuse things.
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This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
assumptions.
- There's an input image setting to say whether it's stored with
straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
deliver straight alpha.
Some implementation details:
- Removed scene's color unpremultiply setting, which was very
much confusing and was wrong for default settings.
Now all renderers assumes to deliver premultiplied alpha.
- IMB_buffer_byte_from_float will now linearize alpha when
converting from buffer.
- Sequencer's effects were changed to assume bytes have got
straight alpha. Most of effects will work with bytes still,
however for glow it was more tricky to avoid data loss, so
there's a commented out glow implementation which converts
byte buffer to floats first, operates on floats and returns
bytes back. It's slower and not sure if it should actually
be used -- who're using glow on alpha anyway?
- Sequencer modifiers should also be working nice with straight
bytes now.
- GLSL preview will predivide float textures to make nice shading,
shading with byte textures worked nice (GLSL was assuming straight
alpha).
- Blender Internal will set alpha=1 to the whole sky. The same
happens in Cycles and there's no way to avoid this -- sky is
neither straight nor premul and doesn't fit color pipeline well.
- Straight alpha mode for render result was also eliminated.
- Conversion to correct alpha need to be done before linearizing
float buffer.
- TIFF will now load and save files with proper alpha mode setting
in file meta data header.
- Remove Use Alpha from texture mapping and replaced with image
datablock setting.
Behaves much more predictable and clear from code point of view
and solves possible regressions when non-premultiplied images were
used as textures with ignoring alpha channel.
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Avoid using IMB_flipy from image save callback. It will use a bit more
memory but wold be thread-safe.
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Patch by Julien Enche, thanks!
From the patch comment:
It allows Blender to load:
- 1, 8, 10, 12 and 16 bits files. For 10 and 12 bits files, packed or
filled type A/B are supported.
- RGB, Log, Luma and YCbCr colorspaces.
- Big and little endian storage.
- Multi-elements (planar) storage.
It allows Blender to save :
- 8, 10, 12 and 16 bits file. For 10 and 12 bits files, the most used
type A padding is used.
- RGB and Log colorspaces (Cineon can only be saved in Log colorspace).
For Log colorspace, the common default values are used for gamma,
reference black and reference white (respectively 1.7, 95 and 685 for
10 bits files).
- Saved DPX/Cineon files now match the viewer.
Some files won't load (mostly because I haven't seen any of them):
- Compressed files
- 32 and 64 bits files
- Image orientation information are not taken in account. Here too,
I haven't seen any file that was not top-bottom/left-right oriented.
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Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
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normalise->normalize).
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--debug
--debug-ffmpeg
--debug-python
--debug-events
--debug-wm
This makes debug output easier to read - event debug prints would flood output too much before.
For convenience:
--debug-all turns all debug flags on (works as --debug did before).
also removed some redundant whitespace in debug prints and prefix some prints with __func__ to give some context.
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else if's
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http://markmail.org/message/fp7ozcywxum3ar7n
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also fixed a possible bug assigning incorrect DPX function types to
imbuf.
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- a linear float buffer was being created and saved into a non-linear DPX/Cineon file.
- removed the UI since the settings are not used at the moment.
added a utility function IMB_float_profile_ensure(), which returns a float buffer in the requested profile, using the existing if needed or returning an allocated buffer if the profile is different to that of the ImBuf. - Useful this case where the save function has its own linear setting.
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- omit render code from this warning (cmake only), until render branch is merged.
- moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
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- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
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be on 1.0 then, otherwise software thinks it's linear with gamma
applied. Verified on Arri Laser for film recording.
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tile cache code in imbuf, but it is not hooked up to the render engine.
Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).
* Added a ImFileType struct with callbacks to make adding an file format type,
or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
editing the code directly.
* Functions removed that were only used for sequencer plugin API:
IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
line utility 'exrheader'
For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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blackpoint, gamma, log.
Allow DPX's with different color channel types to load, even if they are unsupported.
Saving log DPX's is broken, the header will always be written with log off because dpxCreate is called before the image presets are set. However there is no access to image presets before running dpxCreate() so log data is written but the header always sets it off.
Made a fix for this but couldn't test because it seems loading log images is also broken.
Enable verbose DPX output when '-d' debug flag is used.
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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Playanim now works for:
- tiff, cineon, dpx, hdr, exr
Only multilayer not, that's too much for a bugfix. Multilayer is a totally
different image format, handled separately.
ALso removed redundant printing for dpx/cineon.
And fixed crash in cineon when G.scene doesnt exist. Bad bad, should
not be there!
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rendering from the sequencer because a float buffer can be generated for some frames but not others depending on their contents.
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reference black, reference white and gamma.
Added 16 bit TIFF saving.
This needs more work to cleanup code and add 16 bit TIFF reading, but
committing it now so it can be tested.
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In my attempts to get cinepaint's cineon code to work with files in memory,
I accidently rewrote something that should have been left as it is. This
causes images whose image buffers didn't start right after the cineon header to
become "shifted" to the left.
The DPX code looks correct, though.
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not be misconstrued as "working" by myself
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Was missing test for it before turning it into unsigned short.
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standard for film scanning, 10 bits/channel and logarithmic. DPX is
derived from Cineon as the ANSI/SMPTE industry standard.
DPX supports 16 bits color/channel, linear as well as logarithmic.
Code has been gratefully copied from CinePaint and was integrated in
Blender by Joe Eagar.
According to CinePaint's dev Robin Rowe the DPX code defaults to log
colorspace. Can't find in the code clues yet how to enable/disable that.
However, tests with write/read of DPX seems to show no visible loss by
log conversion code. Might be because it uses the entire 16 bit range...
CinePaint dpx files have been succesfully imported in a Quantel IQ HD/2K
finishing/grading set without problem, so for now I guess we can
use it! :)
Changes in code: added tests for image magic numbers before entering
the actual reading code. Prevents error prints, and makes it faster too.
(Note; this because Blender doesn't check for extensions, but calls
reading functions on every file until one accepts it. :)
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