Age | Commit message (Collapse) | Author |
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- FTOCHAR -> unit_float_to_uchar_clamp
- F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
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- Metadata handling is now separate from `ImBuf *`, allowing it to be
used with a generic `IDProperty *`.
- Merged `IMB_metadata_add_field()` and `IMB_metadata_change_field()`
into a more robust `IMB_metadata_set_field()`. This new function
doesn't return any status (it now always succeeds, and the previously
existing return value was never checked anyway).
- Removed `IMB_metadata_del_field()` as it was never actually used
anywhere.
- Use `IMB_metadata_ensure()` instead of having
`IMB_metadata_set_field()` create the containing `IDProperty` for
you.
- Deduplicated function declarations, moved `intern/IMB_metadata.h` out
of `intern/`. Note that this does mean that we have some extra
`#include "IMB_metadata.h"` lines now, as the metadata functions are
no longer declared in `IMB_imbuf.h`.
- Deduplicated function declarations, all metadata-related declarations
are now in imbuf/IMB_metadata.h.
Part of: https://developer.blender.org/D2273
Reviewed by: @campbellbarton
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- Use BLI_threadpool_ prefix for (deprecated)
thread/listbase API.
- Use BLI_thread as prefix for other functions.
See P614 to apply instead of manually resolving conflicts.
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This should fix T52812 after merge to blender2.8.
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Need some extra checks and should be probably end up in 2.79 since that's a regression.
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It is not a good idea to:
1. Duplicate metadata to self
2. Ignore the fact that something might have had metadata already.
Also moved metadata copy to a preparation function, so it is
never lost.
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identical color spaces
Fix T50882: VSE: Blend Modes on Scenes do not layer properly
Fix T51002: Scene strip with Alpha over not working as expected
The byte-to-float conversion was being skipped if the color spaces of the sequence and the scene
are the same, which is the default, resulting in any non-float strips becoming invisible.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D2635
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* "Filmic" and "False Color" view transforms added (sRGB display device only).
* "Very Low/Low/Base/High/Very High Contrast" looks added.
* Added filtering so that Filmic only shows look names prefixed with "Filmic - ".
Filmic Dynamic Range LUT configuration created by Troy James Sobotka with
special thanks and feedback from Guillermo, Claudio Rocha, Bassam Kurdali,
Eugenio Pignataro, Henri Hebeisen, Jason Clarke, Haarm-Peter Duiker, Thomas
Mansencal, and Timothy Lottes.
Differential Revision: https://developer.blender.org/D2659
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processor applied
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The title says it all actually: now we can convert byte buffer
directly, without need of temporary float buffer.
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This speeds up update of display buffer when affected area is big enough.
Mainly helpful for cases when doing long fast strokes when painting.
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Windows"
White the config itself could be loaded this way, lookup tables can not. Additionally,
that's not really clear how to solve the issue with search path which is multi-byte
only in the API.
Reverting for further investigation.
This reverts commit ab4307aa0868f2d8389cc0dd500eff38909b08f1.
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Title actually tells it all, it is rather simple function which totally makes
sense to be inlined.
This gives up to 5% of speedup when updating scopes for a large image.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1310
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ImBuf types were getting stored as bitflags in a 32bit integer which had
already run out of space. Solved the problem by separating file type to
an ftype enum, and file specific options to foptions.
Reviewed by Campbell, thanks a lot!
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Fix some integer overflow cases in colormanagement code
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Moral of the story: Make sure that size_t is used whenever pointer
arithmetic is involved. For images, that basically means whenever any
squared dimensions are involved. Casting an operand to size_t early in
the operation is usually sufficient to force the entire operation to
size_t.
There might still be places lurking where we don't support this
correctly. This has been tested with render pipeline, quite a few image
functions (meaning we can paint on such images now, albeit somewhat
slowly ;) ) and export to jpeg. Too many places in code to check so I
guess we'll be handling cases as they come.
Don't try this at home unless you have an immense ammount of RAM.
First GPixel render of suzanne in the multiverse can be found here:
http://download.blender.org/demo/test/suzanne-billion-pixel.jpg
Can be viewed from blender (takes about 3.3 GB after loading but may
take more during loading so 8GB might be more safe to try this).
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Need to match convention and sum up to 1.0 (previous set had a minor
10^(-10) overflow) Thanks to Campbell for taking notice.
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also use rgb_uchar_to_float
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calculations and use the OCIO one instead.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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use bools for return values and some api naming consistency.
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Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
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This module is intended for path manipulation functions
but had utility functions added to access various directories.
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No idea why this issue hasn't been spotted before. Took several hours to
figure out where exactly wrong memory access happens..
P.S. I really want to switch ImBuf->rect from int* to unsigned char*...
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Was a failure of optimization trick.
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modifiers, nodes)
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Summary:
Issue was caused by the same tile being written twice to
the EXR file. This was happening because of partial update
of work-in-progress tiles was merging result to the final
render result in order to make color management pipeline
happy.
We need to avoid such a merges and keep memory usage as
low as possible when Save Buffers is enabled.
Now render pipeline will allocate special display buffer
in render layer which will contain combined pass in the
display space. This keeps memory usage as low as we can
do at this moment.
There's one weak thing which is changing color management
settings during rendering would lead to lossy conversion.
This is because render result's display buffer uses color
space from the time when rendering was invoked.
This is actually what was happening in previous release
already actually so not a big issue.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D162
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It allows to schedule tasks of smaller size without having
threads overhead or extra worry about splitting tasks into
smaller pieces.
This simplifies code in color management which was manually
splitting task into smaller chunks to keep memory usage low.
Further optimization is possible by avoid malloc called from
threads, but that's how it used to work for ages already
and would be optimized as a separate patch.
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It applies color management on a pixel in a way, based on number of
channels of this pixel.
Simplifies partial update code a bit.
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