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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
#include "MEM_guardedalloc.h"
#include "blender/image.h"
#include "blender/session.h"
#include "blender/util.h"
#include "util/half.h"
CCL_NAMESPACE_BEGIN
/* Packed Images */
BlenderImageLoader::BlenderImageLoader(BL::Image b_image,
const int frame,
const int tile_number,
const bool is_preview_render)
: b_image(b_image),
frame(frame),
tile_number(tile_number),
/* Don't free cache for preview render to avoid race condition from T93560, to be fixed
* properly later as we are close to release. */
free_cache(!is_preview_render && !b_image.has_data())
{
}
bool BlenderImageLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata)
{
metadata.width = b_image.size()[0];
metadata.height = b_image.size()[1];
metadata.depth = 1;
metadata.channels = b_image.channels();
if (b_image.is_float()) {
if (metadata.channels == 1) {
metadata.type = IMAGE_DATA_TYPE_FLOAT;
}
else if (metadata.channels == 4) {
metadata.type = IMAGE_DATA_TYPE_FLOAT4;
}
else {
return false;
}
/* Float images are already converted on the Blender side,
* no need to do anything in Cycles. */
metadata.colorspace = u_colorspace_raw;
}
else {
if (metadata.channels == 1) {
metadata.type = IMAGE_DATA_TYPE_BYTE;
}
else if (metadata.channels == 4) {
metadata.type = IMAGE_DATA_TYPE_BYTE4;
}
else {
return false;
}
}
return true;
}
bool BlenderImageLoader::load_pixels(const ImageMetaData &metadata,
void *out_pixels,
const size_t out_pixels_size,
const bool associate_alpha)
{
const size_t num_pixels = ((size_t)metadata.width) * metadata.height;
const int channels = metadata.channels;
if (metadata.type == IMAGE_DATA_TYPE_FLOAT || metadata.type == IMAGE_DATA_TYPE_FLOAT4) {
/* Float. */
float *in_pixels = image_get_float_pixels_for_frame(b_image, frame, tile_number);
if (in_pixels && num_pixels * channels == out_pixels_size) {
/* Straight copy pixel data. */
memcpy(out_pixels, in_pixels, out_pixels_size * sizeof(float));
}
else {
/* Missing or invalid pixel data. */
if (channels == 1) {
memset(out_pixels, 0, num_pixels * sizeof(float));
}
else {
const size_t num_pixels_safe = out_pixels_size / channels;
float *out_pixel = (float *)out_pixels;
for (int i = 0; i < num_pixels_safe; i++, out_pixel += channels) {
out_pixel[0] = 1.0f;
out_pixel[1] = 0.0f;
out_pixel[2] = 1.0f;
if (channels == 4) {
out_pixel[3] = 1.0f;
}
}
}
}
if (in_pixels) {
MEM_freeN(in_pixels);
}
}
else if (metadata.type == IMAGE_DATA_TYPE_HALF || metadata.type == IMAGE_DATA_TYPE_HALF4) {
/* Half float. Blender does not have a half type, but in some cases
* we upsample byte to half to avoid precision loss for colorspace
* conversion. */
unsigned char *in_pixels = image_get_pixels_for_frame(b_image, frame, tile_number);
if (in_pixels && num_pixels * channels == out_pixels_size) {
/* Convert uchar to half. */
const uchar *in_pixel = in_pixels;
half *out_pixel = (half *)out_pixels;
if (associate_alpha && channels == 4) {
for (size_t i = 0; i < num_pixels; i++, in_pixel += 4, out_pixel += 4) {
const float alpha = util_image_cast_to_float(in_pixel[3]);
out_pixel[0] = float_to_half_image(util_image_cast_to_float(in_pixel[0]) * alpha);
out_pixel[1] = float_to_half_image(util_image_cast_to_float(in_pixel[1]) * alpha);
out_pixel[2] = float_to_half_image(util_image_cast_to_float(in_pixel[2]) * alpha);
out_pixel[3] = float_to_half_image(alpha);
}
}
else {
for (size_t i = 0; i < num_pixels; i++) {
for (int c = 0; c < channels; c++, in_pixel++, out_pixel++) {
*out_pixel = float_to_half_image(util_image_cast_to_float(*in_pixel));
}
}
}
}
else {
/* Missing or invalid pixel data. */
if (channels == 1) {
memset(out_pixels, 0, num_pixels * sizeof(half));
}
else {
const size_t num_pixels_safe = out_pixels_size / channels;
half *out_pixel = (half *)out_pixels;
for (int i = 0; i < num_pixels_safe; i++, out_pixel += channels) {
out_pixel[0] = float_to_half_image(1.0f);
out_pixel[1] = float_to_half_image(0.0f);
out_pixel[2] = float_to_half_image(1.0f);
if (channels == 4) {
out_pixel[3] = float_to_half_image(1.0f);
}
}
}
}
if (in_pixels) {
MEM_freeN(in_pixels);
}
}
else {
/* Byte. */
unsigned char *in_pixels = image_get_pixels_for_frame(b_image, frame, tile_number);
if (in_pixels && num_pixels * channels == out_pixels_size) {
/* Straight copy pixel data. */
memcpy(out_pixels, in_pixels, out_pixels_size * sizeof(unsigned char));
if (associate_alpha && channels == 4) {
/* Premultiply, byte images are always straight for Blender. */
unsigned char *out_pixel = (unsigned char *)out_pixels;
for (size_t i = 0; i < num_pixels; i++, out_pixel += 4) {
out_pixel[0] = (out_pixel[0] * out_pixel[3]) / 255;
out_pixel[1] = (out_pixel[1] * out_pixel[3]) / 255;
out_pixel[2] = (out_pixel[2] * out_pixel[3]) / 255;
}
}
}
else {
/* Missing or invalid pixel data. */
if (channels == 1) {
memset(out_pixels, 0, out_pixels_size * sizeof(unsigned char));
}
else {
const size_t num_pixels_safe = out_pixels_size / channels;
unsigned char *out_pixel = (unsigned char *)out_pixels;
for (size_t i = 0; i < num_pixels_safe; i++, out_pixel += channels) {
out_pixel[0] = 255;
out_pixel[1] = 0;
out_pixel[2] = 255;
if (channels == 4) {
out_pixel[3] = 255;
}
}
}
}
if (in_pixels) {
MEM_freeN(in_pixels);
}
}
/* Free image buffers to save memory during render. */
if (free_cache) {
b_image.buffers_free();
}
return true;
}
string BlenderImageLoader::name() const
{
return BL::Image(b_image).name();
}
bool BlenderImageLoader::equals(const ImageLoader &other) const
{
const BlenderImageLoader &other_loader = (const BlenderImageLoader &)other;
return b_image == other_loader.b_image && frame == other_loader.frame &&
tile_number == other_loader.tile_number;
}
int BlenderImageLoader::get_tile_number() const
{
return tile_number;
}
/* Point Density */
BlenderPointDensityLoader::BlenderPointDensityLoader(BL::Depsgraph b_depsgraph,
BL::ShaderNodeTexPointDensity b_node)
: b_depsgraph(b_depsgraph), b_node(b_node)
{
}
bool BlenderPointDensityLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata)
{
metadata.channels = 4;
metadata.width = b_node.resolution();
metadata.height = metadata.width;
metadata.depth = metadata.width;
metadata.type = IMAGE_DATA_TYPE_FLOAT4;
return true;
}
bool BlenderPointDensityLoader::load_pixels(const ImageMetaData &,
void *pixels,
const size_t,
const bool)
{
int length;
b_node.calc_point_density(b_depsgraph, &length, (float **)&pixels);
return true;
}
void BlenderSession::builtin_images_load()
{
/* Force builtin images to be loaded along with Blender data sync. This
* is needed because we may be reading from depsgraph evaluated data which
* can be freed by Blender before Cycles reads it.
*
* TODO: the assumption that no further access to builtin image data will
* happen is really weak, and likely to break in the future. We should find
* a better solution to hand over the data directly to the image manager
* instead of through callbacks whose timing is difficult to control. */
ImageManager *manager = session->scene->image_manager;
Device *device = session->device;
manager->device_load_builtin(device, session->scene, session->progress);
}
string BlenderPointDensityLoader::name() const
{
return BL::ShaderNodeTexPointDensity(b_node).name();
}
bool BlenderPointDensityLoader::equals(const ImageLoader &other) const
{
const BlenderPointDensityLoader &other_loader = (const BlenderPointDensityLoader &)other;
return b_node == other_loader.b_node && b_depsgraph == other_loader.b_depsgraph;
}
CCL_NAMESPACE_END
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