blender/intern/cycles/render/image.h
Sergey Sharybin 8a1afc28db Cycles: Increase number of textures allowed for OpenCL render
Currently OpenCL devices are packing images into a single texture,
which means technically number of textures is not limited here.

Now OpenCL will use same number of textures as CPU. If we want
to bump number of textures further, this values are to be modified
in sync.

NOTE OpenCL still does not support float textures.

Original patch from a guy called bliblubli in the tracker with
some own modifications.

Reviewers: brecht, dingto, sergey

Differential Revision: https://developer.blender.org/D1530
2015-10-11 18:22:01 +05:00

140 lines
4.1 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_string.h"
#include "util_thread.h"
#include "util_vector.h"
#include "kernel_types.h" /* for TEX_NUM_FLOAT_IMAGES */
CCL_NAMESPACE_BEGIN
/* generic */
#define TEX_NUM_IMAGES 94
#define TEX_IMAGE_BYTE_START TEX_NUM_FLOAT_IMAGES
/* extended gpu */
#define TEX_EXTENDED_NUM_IMAGES_GPU 145
/* extended cpu */
#define TEX_EXTENDED_NUM_FLOAT_IMAGES 1024
#define TEX_EXTENDED_NUM_IMAGES_CPU 1024
#define TEX_EXTENDED_IMAGE_BYTE_START TEX_EXTENDED_NUM_FLOAT_IMAGES
/* Limitations for packed images.
*
* Technically number of textures is unlimited, but it should in
* fact be in sync with CPU limitations.
*/
#define TEX_PACKED_NUM_IMAGES 1024
/* color to use when textures are not found */
#define TEX_IMAGE_MISSING_R 1
#define TEX_IMAGE_MISSING_G 0
#define TEX_IMAGE_MISSING_B 1
#define TEX_IMAGE_MISSING_A 1
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
ImageManager();
~ImageManager();
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 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);
bool is_float_image(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 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_);
void set_extended_image_limits(const DeviceInfo& info);
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;
int tex_num_float_images;
int tex_image_byte_start;
thread_mutex device_mutex;
int animation_frame;
vector<Image*> images;
vector<Image*> float_images;
void *osl_texture_system;
bool pack_images;
bool file_load_image(Image *img, device_vector<uchar4>& tex_img);
bool file_load_float_image(Image *img, device_vector<float4>& tex_img);
void device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progess);
void device_free_image(Device *device, DeviceScene *dscene, int slot);
void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */