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/*
* Adapted from OpenColorIO with this license:
*
* Copyright (c) 2003-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* Modifications Copyright 2013, Blender Foundation.
*/
#include <limits>
#include <sstream>
#include <string.h>
#include "glew-mx.h"
#ifdef _MSC_VER
# pragma warning(push)
# pragma warning(disable : 4251 4275)
#endif
#include <OpenColorIO/OpenColorIO.h>
#ifdef _MSC_VER
# pragma warning(pop)
#endif
using namespace OCIO_NAMESPACE;
#include "MEM_guardedalloc.h"
#include "ocio_impl.h"
static const int LUT3D_EDGE_SIZE = 64;
extern "C" char datatoc_gpu_shader_display_transform_glsl[];
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
typedef struct OCIO_GLSLDrawState {
bool lut3d_texture_allocated; /* boolean flag indicating whether
* lut texture is allocated
*/
bool lut3d_texture_valid;
GLuint lut3d_texture; /* OGL texture ID for 3D LUT */
float *lut3d; /* 3D LUT table */
bool dither_used;
bool curve_mapping_used;
bool curve_mapping_texture_allocated;
bool curve_mapping_texture_valid;
GLuint curve_mapping_texture;
size_t curve_mapping_cache_id;
bool predivide_used;
bool texture_size_used;
/* Cache */
std::string lut3dcacheid;
std::string shadercacheid;
/* GLSL stuff */
GLuint ocio_shader;
GLuint program;
/* Previous OpenGL state. */
GLint last_texture, last_texture_unit;
} OCIO_GLSLDrawState;
static GLuint compileShaderText(GLenum shaderType, const char *text)
{
GLuint shader;
GLint stat;
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, (const GLchar **) &text, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Shader compile error:\n%s\n", log);
return 0;
}
return shader;
}
static GLuint linkShaders(GLuint ocio_shader)
{
if (!ocio_shader)
return 0;
GLuint program = glCreateProgram();
glAttachShader(program, ocio_shader);
glLinkProgram(program);
/* check link */
{
GLint stat;
glGetProgramiv(program, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Shader link error:\n%s\n", log);
return 0;
}
}
return program;
}
static OCIO_GLSLDrawState *allocateOpenGLState(void)
{
OCIO_GLSLDrawState *state;
/* Allocate memory for state. */
state = (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
"OCIO OpenGL State struct");
/* Call constructors on new memory. */
new (&state->lut3dcacheid) std::string("");
new (&state->shadercacheid) std::string("");
return state;
}
/* Ensure LUT texture and array are allocated */
static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
{
int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE;
if (state->lut3d_texture_allocated)
return state->lut3d_texture_valid;
glGenTextures(1, &state->lut3d_texture);
state->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {}
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
0, GL_RGB, GL_FLOAT, state->lut3d);
state->lut3d_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
state->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
return state->lut3d_texture_valid;
}
static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMappingSettings *curve_mapping_settings)
{
if (state->curve_mapping_texture_allocated)
return state->curve_mapping_texture_valid;
glGenTextures(1, &state->curve_mapping_texture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {}
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F_ARB, curve_mapping_settings->lut_size,
0, GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
state->curve_mapping_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
state->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
return state->curve_mapping_texture_valid;
}
/* Detect if we can support GLSL drawing */
bool OCIOImpl::supportGLSLDraw()
{
/* uses GL_RGB16F_ARB */
return GLEW_VERSION_3_0 || GLEW_ARB_texture_float;
}
static bool supportGLSL13()
{
const char *version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
int major = 1, minor = 0;
if (version && sscanf(version, "%d.%d", &major, &minor) == 2)
return (major > 1 || (major == 1 && minor >= 30));
return false;
}
/**
* Setup OpenGL contexts for a transform defined by processor using GLSL
* All LUT allocating baking and shader compilation happens here.
*
* Once this function is called, callee could start drawing images
* using regular 2D texture.
*
* When all drawing is finished, finishGLSLDraw shall be called to
* restore OpenGL context to it's pre-GLSL draw state.
*/
bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither, bool use_predivide)
{
ConstProcessorRcPtr ocio_processor = *(ConstProcessorRcPtr *) processor;
bool use_curve_mapping = curve_mapping_settings != NULL;
bool use_dither = dither > std::numeric_limits<float>::epsilon();
/* Create state if needed. */
OCIO_GLSLDrawState *state;
if (!*state_r)
*state_r = allocateOpenGLState();
state = *state_r;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &state->last_texture);
glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit);
if (!ensureLUT3DAllocated(state)) {
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
return false;
}
if (use_curve_mapping) {
if (!ensureCurveMappingAllocated(state, curve_mapping_settings)) {
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
return false;
}
}
else {
if (state->curve_mapping_texture_allocated) {
glDeleteTextures(1, &state->curve_mapping_texture);
state->curve_mapping_texture_allocated = false;
}
}
/* Step 1: Create a GPU Shader Description */
GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
if (use_curve_mapping) {
if (state->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
}
}
/* Step 2: Compute the 3D LUT */
std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
if (lut3dCacheID != state->lut3dcacheid) {
state->lut3dcacheid = lut3dCacheID;
ocio_processor->getGpuLut3D(state->lut3d, shaderDesc);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
GL_RGB, GL_FLOAT, state->lut3d);
}
/* Step 3: Compute the Shader */
std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
if (state->program == 0 ||
shaderCacheID != state->shadercacheid ||
use_predivide != state->predivide_used ||
use_curve_mapping != state->curve_mapping_used ||
use_dither != state->dither_used)
{
state->shadercacheid = shaderCacheID;
if (state->program) {
glDeleteProgram(state->program);
}
if (state->ocio_shader) {
glDeleteShader(state->ocio_shader);
}
std::ostringstream os;
if (supportGLSL13()) {
os << "#version 130\n";
}
else {
os << "#define USE_TEXTURE_SIZE\n";
state->texture_size_used = use_dither;
}
if (use_predivide) {
os << "#define USE_PREDIVIDE\n";
}
if (use_dither) {
os << "#define USE_DITHER\n";
}
if (use_curve_mapping) {
os << "#define USE_CURVE_MAPPING\n";
}
os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
os << datatoc_gpu_shader_display_transform_glsl;
state->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
if (state->ocio_shader) {
state->program = linkShaders(state->ocio_shader);
}
state->curve_mapping_used = use_curve_mapping;
state->dither_used = use_dither;
state->predivide_used = use_predivide;
}
if (state->program) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
if (use_curve_mapping) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
}
glActiveTexture(GL_TEXTURE0);
glUseProgram(state->program);
glUniform1i(glGetUniformLocation(state->program, "image_texture"), 0);
glUniform1i(glGetUniformLocation(state->program, "lut3d_texture"), 1);
if (state->texture_size_used) {
/* we use textureSize() if possible for best performance, if not
* supported we query the size and pass it as uniform variables */
GLint width, height;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
glUniform1f(glGetUniformLocation(state->program, "image_texture_width"), (float)width);
glUniform1f(glGetUniformLocation(state->program, "image_texture_height"), (float)height);
}
if (use_dither) {
glUniform1f(glGetUniformLocation(state->program, "dither"), dither);
}
if (use_curve_mapping) {
glUniform1i(glGetUniformLocation(state->program, "curve_mapping_texture"), 2);
glUniform1i(glGetUniformLocation(state->program, "curve_mapping_lut_size"), curve_mapping_settings->lut_size);
glUniform4iv(glGetUniformLocation(state->program, "use_curve_mapping_extend_extrapolate"), 1, curve_mapping_settings->use_extend_extrapolate);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_mintable"), 1, curve_mapping_settings->mintable);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_range"), 1, curve_mapping_settings->range);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_in_x"), 1, curve_mapping_settings->ext_in_x);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_in_y"), 1, curve_mapping_settings->ext_in_y);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_out_x"), 1, curve_mapping_settings->ext_out_x);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_out_y"), 1, curve_mapping_settings->ext_out_y);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_first_x"), 1, curve_mapping_settings->first_x);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_first_y"), 1, curve_mapping_settings->first_y);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_last_x"), 1, curve_mapping_settings->last_x);
glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_last_y"), 1, curve_mapping_settings->last_y);
glUniform3fv(glGetUniformLocation(state->program, "curve_mapping_black"), 1, curve_mapping_settings->black);
glUniform3fv(glGetUniformLocation(state->program, "curve_mapping_bwmul"), 1, curve_mapping_settings->bwmul);
}
return true;
}
else {
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
return false;
}
}
void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
{
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
glUseProgram(0);
}
void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
{
using std::string;
if (state->lut3d_texture_allocated)
glDeleteTextures(1, &state->lut3d_texture);
if (state->lut3d)
MEM_freeN(state->lut3d);
if (state->program)
glDeleteProgram(state->program);
if (state->ocio_shader)
glDeleteShader(state->ocio_shader);
state->lut3dcacheid.~string();
state->shadercacheid.~string();
MEM_freeN(state);
}
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