blender/intern/cycles/render/image.h
Thomas Dinges 5ac7ef873b Cycles: Change code order for Image Data Types.
Now we have the 4 component ones first (float4, byte4, half4) followed by the 1 component ones (float, byte, half).
Makes code a bit more consistent and also reduces code a bit when enabling half support on GPU in next commit.

This also exposed a typo in half CPU images for 3D textures, which wasn't used yet, but good to have that one fixed anyway.
2016-08-11 22:30:03 +02:00

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4.2 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __IMAGE_H__
#define __IMAGE_H__
#include "device.h"
#include "device_memory.h"
#include "util_image.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
explicit ImageManager(const DeviceInfo& info);
~ImageManager();
enum ImageDataType {
IMAGE_DATA_TYPE_FLOAT4 = 0,
IMAGE_DATA_TYPE_BYTE4 = 1,
IMAGE_DATA_TYPE_HALF4 = 2,
IMAGE_DATA_TYPE_FLOAT = 3,
IMAGE_DATA_TYPE_BYTE = 4,
IMAGE_DATA_TYPE_HALF = 5,
IMAGE_DATA_NUM_TYPES
};
int add_image(const string& filename,
void *builtin_data,
bool animated,
float frame,
bool& is_float,
bool& is_linear,
InterpolationType interpolation,
ExtensionType extension,
bool use_alpha);
void remove_image(int flat_slot);
void remove_image(const string& filename,
void *builtin_data,
InterpolationType interpolation,
ExtensionType extension);
void tag_reload_image(const string& filename,
void *builtin_data,
InterpolationType interpolation,
ExtensionType extension);
ImageDataType get_image_metadata(const string& filename, void *builtin_data, bool& is_linear);
void device_update(Device *device, DeviceScene *dscene, Progress& progress);
void device_update_slot(Device *device, DeviceScene *dscene, int flat_slot, Progress *progress);
void device_free(Device *device, DeviceScene *dscene);
void device_free_builtin(Device *device, DeviceScene *dscene);
void set_osl_texture_system(void *texture_system);
void set_pack_images(bool pack_images_);
bool set_animation_frame_update(int frame);
bool need_update;
function<void(const string &filename, void *data, bool &is_float, int &width, int &height, int &depth, int &channels)> builtin_image_info_cb;
function<bool(const string &filename, void *data, unsigned char *pixels)> builtin_image_pixels_cb;
function<bool(const string &filename, void *data, float *pixels)> builtin_image_float_pixels_cb;
struct Image {
string filename;
void *builtin_data;
bool use_alpha;
bool need_load;
bool animated;
float frame;
InterpolationType interpolation;
ExtensionType extension;
int users;
};
private:
int tex_num_images[IMAGE_DATA_NUM_TYPES];
int tex_start_images[IMAGE_DATA_NUM_TYPES];
thread_mutex device_mutex;
int animation_frame;
vector<Image*> images[IMAGE_DATA_NUM_TYPES];
void *osl_texture_system;
bool pack_images;
bool file_load_image_generic(Image *img, ImageInput **in, int &width, int &height, int &depth, int &components);
template<typename T>
bool file_load_byte_image(Image *img, ImageDataType type, device_vector<T>& tex_img);
template<typename T>
bool file_load_float_image(Image *img, ImageDataType type, device_vector<T>& tex_img);
template<typename T>
bool file_load_half_image(Image *img, ImageDataType type, device_vector<T>& tex_img);
int type_index_to_flattened_slot(int slot, ImageDataType type);
int flattened_slot_to_type_index(int flat_slot, ImageDataType *type);
string name_from_type(int type);
uint8_t pack_image_options(ImageDataType type, size_t slot);
void device_load_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot, Progress *progess);
void device_free_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot);
void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */