1bebdc9ad0
GPU is still limited to 5, but there's no good reason for the CPU to be limited.
687 lines
16 KiB
C++
687 lines
16 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "device.h"
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#include "image.h"
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#include "scene.h"
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#include "util_foreach.h"
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#include "util_image.h"
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#include "util_path.h"
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#include "util_progress.h"
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#ifdef WITH_OSL
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#include <OSL/oslexec.h>
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#endif
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CCL_NAMESPACE_BEGIN
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ImageManager::ImageManager()
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{
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need_update = true;
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pack_images = false;
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osl_texture_system = NULL;
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animation_frame = 0;
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tex_num_images = TEX_NUM_IMAGES;
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tex_num_float_images = TEX_NUM_FLOAT_IMAGES;
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tex_image_byte_start = TEX_IMAGE_BYTE_START;
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}
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ImageManager::~ImageManager()
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{
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for(size_t slot = 0; slot < images.size(); slot++)
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assert(!images[slot]);
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for(size_t slot = 0; slot < float_images.size(); slot++)
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assert(!float_images[slot]);
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}
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void ImageManager::set_pack_images(bool pack_images_)
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{
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pack_images = pack_images_;
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}
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void ImageManager::set_osl_texture_system(void *texture_system)
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{
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osl_texture_system = texture_system;
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}
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void ImageManager::set_extended_image_limits(void)
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{
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tex_num_images = TEX_EXTENDED_NUM_IMAGES;
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tex_num_float_images = TEX_EXTENDED_NUM_FLOAT_IMAGES;
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tex_image_byte_start = TEX_EXTENDED_IMAGE_BYTE_START;
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}
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bool ImageManager::set_animation_frame_update(int frame)
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{
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if(frame != animation_frame) {
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animation_frame = frame;
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for(size_t slot = 0; slot < images.size(); slot++)
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if(images[slot] && images[slot]->animated)
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return true;
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for(size_t slot = 0; slot < float_images.size(); slot++)
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if(float_images[slot] && float_images[slot]->animated)
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return true;
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}
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return false;
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}
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bool ImageManager::is_float_image(const string& filename, void *builtin_data, bool& is_linear)
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{
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bool is_float = false;
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is_linear = false;
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if(builtin_data) {
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if(builtin_image_info_cb) {
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int width, height, channels;
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builtin_image_info_cb(filename, builtin_data, is_float, width, height, channels);
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}
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if(is_float)
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is_linear = true;
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return is_float;
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}
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ImageInput *in = ImageInput::create(filename);
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if(in) {
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ImageSpec spec;
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if(in->open(filename, spec)) {
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/* check the main format, and channel formats;
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* if any take up more than one byte, we'll need a float texture slot */
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if(spec.format.basesize() > 1) {
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is_float = true;
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is_linear = true;
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}
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for(size_t channel = 0; channel < spec.channelformats.size(); channel++) {
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if(spec.channelformats[channel].basesize() > 1) {
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is_float = true;
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is_linear = true;
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}
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}
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/* basic color space detection, not great but better than nothing
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* before we do OpenColorIO integration */
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if(is_float) {
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string colorspace = spec.get_string_attribute("oiio:ColorSpace");
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is_linear = !(colorspace == "sRGB" ||
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colorspace == "GammaCorrected" ||
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(colorspace == "" &&
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(strcmp(in->format_name(), "png") == 0 ||
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strcmp(in->format_name(), "tiff") == 0 ||
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strcmp(in->format_name(), "jpeg2000") == 0)));
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}
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else {
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is_linear = false;
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}
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in->close();
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}
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delete in;
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}
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return is_float;
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}
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int ImageManager::add_image(const string& filename, void *builtin_data, bool animated, bool& is_float, bool& is_linear)
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{
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Image *img;
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size_t slot;
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/* load image info and find out if we need a float texture */
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is_float = (pack_images)? false: is_float_image(filename, builtin_data, is_linear);
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if(is_float) {
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/* find existing image */
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for(slot = 0; slot < float_images.size(); slot++) {
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if(float_images[slot] && float_images[slot]->filename == filename) {
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float_images[slot]->users++;
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return slot;
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}
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}
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/* find free slot */
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for(slot = 0; slot < float_images.size(); slot++) {
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if(!float_images[slot])
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break;
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}
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if(slot == float_images.size()) {
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/* max images limit reached */
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if(float_images.size() == tex_num_float_images) {
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printf("ImageManager::add_image: float image limit reached %d, skipping '%s'\n",
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tex_num_float_images, filename.c_str());
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return -1;
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}
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float_images.resize(float_images.size() + 1);
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}
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/* add new image */
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img = new Image();
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img->filename = filename;
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img->builtin_data = builtin_data;
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img->need_load = true;
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img->animated = animated;
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img->users = 1;
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float_images[slot] = img;
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}
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else {
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for(slot = 0; slot < images.size(); slot++) {
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if(images[slot] && images[slot]->filename == filename) {
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images[slot]->users++;
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return slot+tex_image_byte_start;
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}
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}
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/* find free slot */
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for(slot = 0; slot < images.size(); slot++) {
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if(!images[slot])
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break;
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}
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if(slot == images.size()) {
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/* max images limit reached */
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if(images.size() == tex_num_images) {
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printf("ImageManager::add_image: byte image limit reached %d, skipping '%s'\n",
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tex_num_images, filename.c_str());
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return -1;
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}
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images.resize(images.size() + 1);
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}
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/* add new image */
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img = new Image();
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img->filename = filename;
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img->builtin_data = builtin_data;
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img->need_load = true;
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img->animated = animated;
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img->users = 1;
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images[slot] = img;
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slot += tex_image_byte_start;
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}
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need_update = true;
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return slot;
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}
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void ImageManager::remove_image(const string& filename, void *builtin_data)
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{
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size_t slot;
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for(slot = 0; slot < images.size(); slot++) {
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if(images[slot] && images[slot]->filename == filename && images[slot]->builtin_data == builtin_data) {
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/* decrement user count */
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images[slot]->users--;
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assert(images[slot]->users >= 0);
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/* don't remove immediately, rather do it all together later on. one of
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* the reasons for this is that on shader changes we add and remove nodes
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* that use them, but we do not want to reload the image all the time. */
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if(images[slot]->users == 0)
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need_update = true;
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break;
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}
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}
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if(slot == images.size()) {
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/* see if it's in a float texture slot */
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for(slot = 0; slot < float_images.size(); slot++) {
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if(float_images[slot] && float_images[slot]->filename == filename && float_images[slot]->builtin_data == builtin_data) {
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/* decrement user count */
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float_images[slot]->users--;
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assert(float_images[slot]->users >= 0);
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/* don't remove immediately, rather do it all together later on. one of
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* the reasons for this is that on shader changes we add and remove nodes
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* that use them, but we do not want to reload the image all the time. */
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if(float_images[slot]->users == 0)
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need_update = true;
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break;
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}
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}
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}
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}
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bool ImageManager::file_load_image(Image *img, device_vector<uchar4>& tex_img)
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{
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if(img->filename == "")
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return false;
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ImageInput *in = NULL;
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int width, height, components;
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if(!img->builtin_data) {
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/* load image from file through OIIO */
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in = ImageInput::create(img->filename);
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if(!in)
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return false;
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ImageSpec spec;
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if(!in->open(img->filename, spec)) {
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delete in;
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return false;
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}
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width = spec.width;
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height = spec.height;
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components = spec.nchannels;
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}
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else {
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/* load image using builtin images callbacks */
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if(!builtin_image_info_cb || !builtin_image_pixels_cb)
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return false;
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bool is_float;
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builtin_image_info_cb(img->filename, img->builtin_data, is_float, width, height, components);
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}
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/* we only handle certain number of components */
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if(!(components >= 1 && components <= 4)) {
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if(in) {
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in->close();
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delete in;
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}
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return false;
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}
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/* read RGBA pixels */
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uchar *pixels = (uchar*)tex_img.resize(width, height);
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int scanlinesize = width*components*sizeof(uchar);
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if(in) {
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in->read_image(TypeDesc::UINT8,
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(uchar*)pixels + (height-1)*scanlinesize,
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AutoStride,
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-scanlinesize,
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AutoStride);
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in->close();
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delete in;
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}
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else {
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builtin_image_pixels_cb(img->filename, img->builtin_data, pixels);
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}
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if(components == 2) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = pixels[i*2+1];
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pixels[i*4+2] = pixels[i*2+0];
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pixels[i*4+1] = pixels[i*2+0];
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pixels[i*4+0] = pixels[i*2+0];
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}
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}
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else if(components == 3) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 255;
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pixels[i*4+2] = pixels[i*3+2];
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pixels[i*4+1] = pixels[i*3+1];
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pixels[i*4+0] = pixels[i*3+0];
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}
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}
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else if(components == 1) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 255;
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pixels[i*4+2] = pixels[i];
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pixels[i*4+1] = pixels[i];
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pixels[i*4+0] = pixels[i];
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}
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}
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return true;
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}
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bool ImageManager::file_load_float_image(Image *img, device_vector<float4>& tex_img)
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{
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if(img->filename == "")
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return false;
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ImageInput *in = NULL;
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int width, height, components;
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if(!img->builtin_data) {
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/* load image from file through OIIO */
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in = ImageInput::create(img->filename);
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if(!in)
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return false;
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ImageSpec spec;
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if(!in->open(img->filename, spec)) {
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delete in;
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return false;
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}
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/* we only handle certain number of components */
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width = spec.width;
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height = spec.height;
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components = spec.nchannels;
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}
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else {
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/* load image using builtin images callbacks */
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if(!builtin_image_info_cb || !builtin_image_float_pixels_cb)
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return false;
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bool is_float;
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builtin_image_info_cb(img->filename, img->builtin_data, is_float, width, height, components);
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}
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if(!(components >= 1 && components <= 4)) {
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if(in) {
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in->close();
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delete in;
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}
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return false;
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}
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/* read RGBA pixels */
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float *pixels = (float*)tex_img.resize(width, height);
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int scanlinesize = width*components*sizeof(float);
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if(in) {
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in->read_image(TypeDesc::FLOAT,
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(uchar*)pixels + (height-1)*scanlinesize,
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AutoStride,
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-scanlinesize,
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AutoStride);
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in->close();
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delete in;
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}
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else {
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builtin_image_float_pixels_cb(img->filename, img->builtin_data, pixels);
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}
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if(components == 2) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = pixels[i*2+1];
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pixels[i*4+2] = pixels[i*2+0];
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pixels[i*4+1] = pixels[i*2+0];
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pixels[i*4+0] = pixels[i*2+0];
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}
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}
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else if(components == 3) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 1.0f;
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pixels[i*4+2] = pixels[i*3+2];
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pixels[i*4+1] = pixels[i*3+1];
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pixels[i*4+0] = pixels[i*3+0];
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}
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}
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else if(components == 1) {
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for(int i = width*height-1; i >= 0; i--) {
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pixels[i*4+3] = 1.0f;
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pixels[i*4+2] = pixels[i];
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pixels[i*4+1] = pixels[i];
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pixels[i*4+0] = pixels[i];
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}
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}
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return true;
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}
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void ImageManager::device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progress)
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{
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if(progress->get_cancel())
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return;
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if(osl_texture_system)
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return;
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Image *img;
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bool is_float;
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if(slot >= tex_image_byte_start) {
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img = images[slot - tex_image_byte_start];
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is_float = false;
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}
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else {
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img = float_images[slot];
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is_float = true;
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}
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if(is_float) {
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string filename = path_filename(float_images[slot]->filename);
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progress->set_status("Updating Images", "Loading " + filename);
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device_vector<float4>& tex_img = dscene->tex_float_image[slot];
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if(tex_img.device_pointer) {
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thread_scoped_lock device_lock(device_mutex);
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device->tex_free(tex_img);
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}
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if(!file_load_float_image(img, tex_img)) {
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/* on failure to load, we set a 1x1 pixels pink image */
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float *pixels = (float*)tex_img.resize(1, 1);
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pixels[0] = TEX_IMAGE_MISSING_R;
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pixels[1] = TEX_IMAGE_MISSING_G;
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pixels[2] = TEX_IMAGE_MISSING_B;
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pixels[3] = TEX_IMAGE_MISSING_A;
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}
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string name;
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if(slot >= 10) name = string_printf("__tex_image_float_0%d", slot);
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else name = string_printf("__tex_image_float_00%d", slot);
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if(!pack_images) {
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thread_scoped_lock device_lock(device_mutex);
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device->tex_alloc(name.c_str(), tex_img, true, true);
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}
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}
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else {
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string filename = path_filename(images[slot - tex_image_byte_start]->filename);
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progress->set_status("Updating Images", "Loading " + filename);
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device_vector<uchar4>& tex_img = dscene->tex_image[slot - tex_image_byte_start];
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if(tex_img.device_pointer) {
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thread_scoped_lock device_lock(device_mutex);
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device->tex_free(tex_img);
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}
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if(!file_load_image(img, tex_img)) {
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/* on failure to load, we set a 1x1 pixels pink image */
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uchar *pixels = (uchar*)tex_img.resize(1, 1);
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pixels[0] = (TEX_IMAGE_MISSING_R * 255);
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pixels[1] = (TEX_IMAGE_MISSING_G * 255);
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pixels[2] = (TEX_IMAGE_MISSING_B * 255);
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pixels[3] = (TEX_IMAGE_MISSING_A * 255);
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}
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string name;
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if(slot >= 10) name = string_printf("__tex_image_0%d", slot);
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else name = string_printf("__tex_image_00%d", slot);
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if(!pack_images) {
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thread_scoped_lock device_lock(device_mutex);
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device->tex_alloc(name.c_str(), tex_img, true, true);
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}
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}
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img->need_load = false;
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}
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void ImageManager::device_free_image(Device *device, DeviceScene *dscene, int slot)
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{
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Image *img;
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bool is_float;
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if(slot >= tex_image_byte_start) {
|
|
img = images[slot - tex_image_byte_start];
|
|
is_float = false;
|
|
}
|
|
else {
|
|
img = float_images[slot];
|
|
is_float = true;
|
|
}
|
|
|
|
if(img) {
|
|
if(osl_texture_system) {
|
|
#ifdef WITH_OSL
|
|
ustring filename(images[slot]->filename);
|
|
((OSL::TextureSystem*)osl_texture_system)->invalidate(filename);
|
|
#endif
|
|
}
|
|
else if(is_float) {
|
|
device_vector<float4>& tex_img = dscene->tex_float_image[slot];
|
|
|
|
if(tex_img.device_pointer) {
|
|
thread_scoped_lock device_lock(device_mutex);
|
|
device->tex_free(tex_img);
|
|
}
|
|
|
|
tex_img.clear();
|
|
|
|
delete float_images[slot];
|
|
float_images[slot] = NULL;
|
|
}
|
|
else {
|
|
device_vector<uchar4>& tex_img = dscene->tex_image[slot - tex_image_byte_start];
|
|
|
|
if(tex_img.device_pointer) {
|
|
thread_scoped_lock device_lock(device_mutex);
|
|
device->tex_free(tex_img);
|
|
}
|
|
|
|
tex_img.clear();
|
|
|
|
delete images[slot - tex_image_byte_start];
|
|
images[slot - tex_image_byte_start] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ImageManager::device_update(Device *device, DeviceScene *dscene, Progress& progress)
|
|
{
|
|
if(!need_update)
|
|
return;
|
|
|
|
TaskPool pool;
|
|
|
|
for(size_t slot = 0; slot < images.size(); slot++) {
|
|
if(!images[slot])
|
|
continue;
|
|
|
|
if(images[slot]->users == 0) {
|
|
device_free_image(device, dscene, slot + tex_image_byte_start);
|
|
}
|
|
else if(images[slot]->need_load) {
|
|
if(!osl_texture_system)
|
|
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot + tex_image_byte_start, &progress));
|
|
}
|
|
}
|
|
|
|
for(size_t slot = 0; slot < float_images.size(); slot++) {
|
|
if(!float_images[slot])
|
|
continue;
|
|
|
|
if(float_images[slot]->users == 0) {
|
|
device_free_image(device, dscene, slot);
|
|
}
|
|
else if(float_images[slot]->need_load) {
|
|
if(!osl_texture_system)
|
|
pool.push(function_bind(&ImageManager::device_load_image, this, device, dscene, slot, &progress));
|
|
}
|
|
}
|
|
|
|
pool.wait_work();
|
|
|
|
if(pack_images)
|
|
device_pack_images(device, dscene, progress);
|
|
|
|
need_update = false;
|
|
}
|
|
|
|
void ImageManager::device_pack_images(Device *device, DeviceScene *dscene, Progress& progess)
|
|
{
|
|
/* for OpenCL, we pack all image textures inside a single big texture, and
|
|
* will do our own interpolation in the kernel */
|
|
size_t size = 0;
|
|
|
|
for(size_t slot = 0; slot < images.size(); slot++) {
|
|
if(!images[slot])
|
|
continue;
|
|
|
|
device_vector<uchar4>& tex_img = dscene->tex_image[slot];
|
|
size += tex_img.size();
|
|
}
|
|
|
|
uint4 *info = dscene->tex_image_packed_info.resize(images.size());
|
|
uchar4 *pixels = dscene->tex_image_packed.resize(size);
|
|
|
|
size_t offset = 0;
|
|
|
|
for(size_t slot = 0; slot < images.size(); slot++) {
|
|
if(!images[slot])
|
|
continue;
|
|
|
|
device_vector<uchar4>& tex_img = dscene->tex_image[slot];
|
|
|
|
info[slot] = make_uint4(tex_img.data_width, tex_img.data_height, offset, 1);
|
|
|
|
memcpy(pixels+offset, (void*)tex_img.data_pointer, tex_img.memory_size());
|
|
offset += tex_img.size();
|
|
}
|
|
|
|
if(dscene->tex_image_packed.size())
|
|
device->tex_alloc("__tex_image_packed", dscene->tex_image_packed);
|
|
if(dscene->tex_image_packed_info.size())
|
|
device->tex_alloc("__tex_image_packed_info", dscene->tex_image_packed_info);
|
|
}
|
|
|
|
void ImageManager::device_free(Device *device, DeviceScene *dscene)
|
|
{
|
|
for(size_t slot = 0; slot < images.size(); slot++)
|
|
device_free_image(device, dscene, slot + tex_image_byte_start);
|
|
for(size_t slot = 0; slot < float_images.size(); slot++)
|
|
device_free_image(device, dscene, slot);
|
|
|
|
device->tex_free(dscene->tex_image_packed);
|
|
device->tex_free(dscene->tex_image_packed_info);
|
|
|
|
dscene->tex_image_packed.clear();
|
|
dscene->tex_image_packed_info.clear();
|
|
|
|
images.clear();
|
|
float_images.clear();
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|