blender/intern/opencolorio/ocio_impl.h

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2012 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __OCIO_IMPL_H__
#define __OCIO_IMPL_H__
#include "ocio_capi.h"
class IOCIOImpl {
public:
virtual ~IOCIOImpl() {}
virtual OCIO_ConstConfigRcPtr *getCurrentConfig(void) = 0;
virtual void setCurrentConfig(const OCIO_ConstConfigRcPtr *config) = 0;
virtual OCIO_ConstConfigRcPtr *configCreateFromEnv(void) = 0;
virtual OCIO_ConstConfigRcPtr *configCreateFromFile(const char* filename) = 0;
virtual void configRelease(OCIO_ConstConfigRcPtr *config) = 0;
virtual int configGetNumColorSpaces(OCIO_ConstConfigRcPtr *config) = 0;
virtual const char *configGetColorSpaceNameByIndex(OCIO_ConstConfigRcPtr *config, int index) = 0;
virtual OCIO_ConstColorSpaceRcPtr *configGetColorSpace(OCIO_ConstConfigRcPtr *config, const char *name) = 0;
virtual int configGetIndexForColorSpace(OCIO_ConstConfigRcPtr *config, const char *name) = 0;
virtual int colorSpaceIsInvertible(OCIO_ConstColorSpaceRcPtr *cs) = 0;
virtual int colorSpaceIsData(OCIO_ConstColorSpaceRcPtr *cs) = 0;
virtual void colorSpaceRelease(OCIO_ConstColorSpaceRcPtr *cs) = 0;
virtual const char *configGetDefaultDisplay(OCIO_ConstConfigRcPtr *config) = 0;
virtual int configGetNumDisplays(OCIO_ConstConfigRcPtr *config) = 0;
virtual const char *configGetDisplay(OCIO_ConstConfigRcPtr *config, int index) = 0;
virtual const char *configGetDefaultView(OCIO_ConstConfigRcPtr *config, const char *display) = 0;
virtual int configGetNumViews(OCIO_ConstConfigRcPtr *config, const char *display) = 0;
virtual const char *configGetView(OCIO_ConstConfigRcPtr *config, const char *display, int index) = 0;
virtual const char *configGetDisplayColorSpaceName(OCIO_ConstConfigRcPtr *config, const char *display, const char *view) = 0;
virtual OCIO_ConstProcessorRcPtr *configGetProcessorWithNames(OCIO_ConstConfigRcPtr *config, const char *srcName, const char *dstName) = 0;
virtual OCIO_ConstProcessorRcPtr *configGetProcessor(OCIO_ConstConfigRcPtr *config, OCIO_ConstTransformRcPtr *transform) = 0;
virtual void processorApply(OCIO_ConstProcessorRcPtr *processor, OCIO_PackedImageDesc *img) = 0;
virtual void processorApply_predivide(OCIO_ConstProcessorRcPtr *processor, OCIO_PackedImageDesc *img) = 0;
virtual void processorApplyRGB(OCIO_ConstProcessorRcPtr *processor, float *pixel) = 0;
virtual void processorApplyRGBA(OCIO_ConstProcessorRcPtr *processor, float *pixel) = 0;
virtual void processorApplyRGBA_predivide(OCIO_ConstProcessorRcPtr *processor, float *pixel) = 0;
virtual void processorRelease(OCIO_ConstProcessorRcPtr *p) = 0;
virtual const char *colorSpaceGetName(OCIO_ConstColorSpaceRcPtr *cs) = 0;
virtual const char *colorSpaceGetDescription(OCIO_ConstColorSpaceRcPtr *cs) = 0;
virtual const char *colorSpaceGetFamily(OCIO_ConstColorSpaceRcPtr *cs) = 0;
virtual OCIO_DisplayTransformRcPtr *createDisplayTransform(void) = 0;
virtual void displayTransformSetInputColorSpaceName(OCIO_DisplayTransformRcPtr *dt, const char *name) = 0;
virtual void displayTransformSetDisplay(OCIO_DisplayTransformRcPtr *dt, const char *name) = 0;
virtual void displayTransformSetView(OCIO_DisplayTransformRcPtr *dt, const char *name) = 0;
virtual void displayTransformSetDisplayCC(OCIO_DisplayTransformRcPtr *dt, OCIO_ConstTransformRcPtr *et) = 0;
virtual void displayTransformSetLinearCC(OCIO_DisplayTransformRcPtr *dt, OCIO_ConstTransformRcPtr *et) = 0;
virtual void displayTransformRelease(OCIO_DisplayTransformRcPtr *dt) = 0;
virtual OCIO_PackedImageDesc *createOCIO_PackedImageDesc(float *data, long width, long height, long numChannels,
long chanStrideBytes, long xStrideBytes, long yStrideBytes) = 0;
virtual void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p) = 0;
virtual OCIO_ExponentTransformRcPtr *createExponentTransform(void) = 0;
virtual void exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et, const float *exponent) = 0;
virtual void exponentTransformRelease(OCIO_ExponentTransformRcPtr *et) = 0;
virtual OCIO_MatrixTransformRcPtr *createMatrixTransform(void) = 0;
virtual void matrixTransformSetValue(OCIO_MatrixTransformRcPtr *et, const float *m44, const float *offset4) = 0;
virtual void matrixTransformRelease(OCIO_MatrixTransformRcPtr *mt) = 0;
virtual void matrixTransformScale(float * m44, float * offset4, const float * scale4) = 0;
Implement GPU-side display transform for clip editor Implemented using GLSL API from OpenColorIO library and some general functions were added to it's c-api: - OCIO_setupGLSLDraw prepares OpenGL context for GPU-based transformation for a giver processor. This function compiles and links shader, sets up it's argument. After this transformation would be applied on an image displaying as a 2D texture. So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will do a proper color space transform. - OCIO_finishGLSLDraw restores OpenGL context after all color-managed display is over. - OCIO_freeOGLState frees allocated state structure used for cacheing some GLSL-related stuff. There're some utility functions in IMB_colormanagent which are basically proxies to lower level OCIO functions but which could be used from any place in blender. Chacheing of movie clip frame on GPU is also removed now, and either glaDrawPixelsTex or glaDrawPixelsAuto are used for display now. This is so no code duplication happens now and no large textures are lurking around in GPU memory. Known issues: - Texture buffer and GLSL are no longer checking for video card capabilities, possibly could lead to some artifacts on crappy drivers/cards. - Only float buffers are displaying using GLSL, byte buffers will still use fallback display method. This is to be addressed later. - If RGB curves are used as a part of display transform, GLSL display will also be disabled. This is also thing to be solved later. Additional changes: - glaDrawPixelsTexScaled will now use RGBA16F as an internal format of storing textures when it's used to draw float buffer. This is needed so LUT are applied without precision loss.
2013-03-29 16:02:27 +00:00
Bunch of fixes for GLSL display transform - GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
virtual bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor, bool predivide) = 0;
Implement GPU-side display transform for clip editor Implemented using GLSL API from OpenColorIO library and some general functions were added to it's c-api: - OCIO_setupGLSLDraw prepares OpenGL context for GPU-based transformation for a giver processor. This function compiles and links shader, sets up it's argument. After this transformation would be applied on an image displaying as a 2D texture. So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will do a proper color space transform. - OCIO_finishGLSLDraw restores OpenGL context after all color-managed display is over. - OCIO_freeOGLState frees allocated state structure used for cacheing some GLSL-related stuff. There're some utility functions in IMB_colormanagent which are basically proxies to lower level OCIO functions but which could be used from any place in blender. Chacheing of movie clip frame on GPU is also removed now, and either glaDrawPixelsTex or glaDrawPixelsAuto are used for display now. This is so no code duplication happens now and no large textures are lurking around in GPU memory. Known issues: - Texture buffer and GLSL are no longer checking for video card capabilities, possibly could lead to some artifacts on crappy drivers/cards. - Only float buffers are displaying using GLSL, byte buffers will still use fallback display method. This is to be addressed later. - If RGB curves are used as a part of display transform, GLSL display will also be disabled. This is also thing to be solved later. Additional changes: - glaDrawPixelsTexScaled will now use RGBA16F as an internal format of storing textures when it's used to draw float buffer. This is needed so LUT are applied without precision loss.
2013-03-29 16:02:27 +00:00
virtual void finishGLSLDraw(struct OCIO_GLSLDrawState *state) = 0;
virtual void freeGLState(struct OCIO_GLSLDrawState *state_r) = 0;
};
class FallbackImpl : public IOCIOImpl {
public:
FallbackImpl() {}
OCIO_ConstConfigRcPtr *getCurrentConfig(void);
void setCurrentConfig(const OCIO_ConstConfigRcPtr *config);
OCIO_ConstConfigRcPtr *configCreateFromEnv(void);
OCIO_ConstConfigRcPtr *configCreateFromFile(const char* filename);
void configRelease(OCIO_ConstConfigRcPtr *config);
int configGetNumColorSpaces(OCIO_ConstConfigRcPtr *config);
const char *configGetColorSpaceNameByIndex(OCIO_ConstConfigRcPtr *config, int index);
OCIO_ConstColorSpaceRcPtr *configGetColorSpace(OCIO_ConstConfigRcPtr *config, const char *name);
int configGetIndexForColorSpace(OCIO_ConstConfigRcPtr *config, const char *name);
int colorSpaceIsInvertible(OCIO_ConstColorSpaceRcPtr *cs);
int colorSpaceIsData(OCIO_ConstColorSpaceRcPtr *cs);
void colorSpaceRelease(OCIO_ConstColorSpaceRcPtr *cs);
const char *configGetDefaultDisplay(OCIO_ConstConfigRcPtr *config);
int configGetNumDisplays(OCIO_ConstConfigRcPtr *config);
const char *configGetDisplay(OCIO_ConstConfigRcPtr *config, int index);
const char *configGetDefaultView(OCIO_ConstConfigRcPtr *config, const char *display);
int configGetNumViews(OCIO_ConstConfigRcPtr *config, const char *display);
const char *configGetView(OCIO_ConstConfigRcPtr *config, const char *display, int index);
const char *configGetDisplayColorSpaceName(OCIO_ConstConfigRcPtr *config, const char *display, const char *view);
OCIO_ConstProcessorRcPtr *configGetProcessorWithNames(OCIO_ConstConfigRcPtr *config, const char *srcName, const char *dstName);
OCIO_ConstProcessorRcPtr *configGetProcessor(OCIO_ConstConfigRcPtr *config, OCIO_ConstTransformRcPtr *transform);
void processorApply(OCIO_ConstProcessorRcPtr *processor, OCIO_PackedImageDesc *img);
void processorApply_predivide(OCIO_ConstProcessorRcPtr *processor, OCIO_PackedImageDesc *img);
void processorApplyRGB(OCIO_ConstProcessorRcPtr *processor, float *pixel);
void processorApplyRGBA(OCIO_ConstProcessorRcPtr *processor, float *pixel);
void processorApplyRGBA_predivide(OCIO_ConstProcessorRcPtr *processor, float *pixel);
void processorRelease(OCIO_ConstProcessorRcPtr *p);
const char *colorSpaceGetName(OCIO_ConstColorSpaceRcPtr *cs);
const char *colorSpaceGetDescription(OCIO_ConstColorSpaceRcPtr *cs);
const char *colorSpaceGetFamily(OCIO_ConstColorSpaceRcPtr *cs);
OCIO_DisplayTransformRcPtr *createDisplayTransform(void);
void displayTransformSetInputColorSpaceName(OCIO_DisplayTransformRcPtr *dt, const char *name);
void displayTransformSetDisplay(OCIO_DisplayTransformRcPtr *dt, const char *name);
void displayTransformSetView(OCIO_DisplayTransformRcPtr *dt, const char *name);
void displayTransformSetDisplayCC(OCIO_DisplayTransformRcPtr *dt, OCIO_ConstTransformRcPtr *et);
void displayTransformSetLinearCC(OCIO_DisplayTransformRcPtr *dt, OCIO_ConstTransformRcPtr *et);
void displayTransformRelease(OCIO_DisplayTransformRcPtr *dt);
OCIO_PackedImageDesc *createOCIO_PackedImageDesc(float *data, long width, long height, long numChannels,
long chanStrideBytes, long xStrideBytes, long yStrideBytes);
void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p);
OCIO_ExponentTransformRcPtr *createExponentTransform(void);
void exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et, const float *exponent);
void exponentTransformRelease(OCIO_ExponentTransformRcPtr *et);
OCIO_MatrixTransformRcPtr *createMatrixTransform(void);
void matrixTransformSetValue(OCIO_MatrixTransformRcPtr *et, const float *m44, const float *offset4);
void matrixTransformRelease(OCIO_MatrixTransformRcPtr *mt);
void matrixTransformScale(float * m44, float * offset4, const float * scale4);
Implement GPU-side display transform for clip editor Implemented using GLSL API from OpenColorIO library and some general functions were added to it's c-api: - OCIO_setupGLSLDraw prepares OpenGL context for GPU-based transformation for a giver processor. This function compiles and links shader, sets up it's argument. After this transformation would be applied on an image displaying as a 2D texture. So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will do a proper color space transform. - OCIO_finishGLSLDraw restores OpenGL context after all color-managed display is over. - OCIO_freeOGLState frees allocated state structure used for cacheing some GLSL-related stuff. There're some utility functions in IMB_colormanagent which are basically proxies to lower level OCIO functions but which could be used from any place in blender. Chacheing of movie clip frame on GPU is also removed now, and either glaDrawPixelsTex or glaDrawPixelsAuto are used for display now. This is so no code duplication happens now and no large textures are lurking around in GPU memory. Known issues: - Texture buffer and GLSL are no longer checking for video card capabilities, possibly could lead to some artifacts on crappy drivers/cards. - Only float buffers are displaying using GLSL, byte buffers will still use fallback display method. This is to be addressed later. - If RGB curves are used as a part of display transform, GLSL display will also be disabled. This is also thing to be solved later. Additional changes: - glaDrawPixelsTexScaled will now use RGBA16F as an internal format of storing textures when it's used to draw float buffer. This is needed so LUT are applied without precision loss.
2013-03-29 16:02:27 +00:00
Bunch of fixes for GLSL display transform - GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor, bool predivide);
Implement GPU-side display transform for clip editor Implemented using GLSL API from OpenColorIO library and some general functions were added to it's c-api: - OCIO_setupGLSLDraw prepares OpenGL context for GPU-based transformation for a giver processor. This function compiles and links shader, sets up it's argument. After this transformation would be applied on an image displaying as a 2D texture. So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will do a proper color space transform. - OCIO_finishGLSLDraw restores OpenGL context after all color-managed display is over. - OCIO_freeOGLState frees allocated state structure used for cacheing some GLSL-related stuff. There're some utility functions in IMB_colormanagent which are basically proxies to lower level OCIO functions but which could be used from any place in blender. Chacheing of movie clip frame on GPU is also removed now, and either glaDrawPixelsTex or glaDrawPixelsAuto are used for display now. This is so no code duplication happens now and no large textures are lurking around in GPU memory. Known issues: - Texture buffer and GLSL are no longer checking for video card capabilities, possibly could lead to some artifacts on crappy drivers/cards. - Only float buffers are displaying using GLSL, byte buffers will still use fallback display method. This is to be addressed later. - If RGB curves are used as a part of display transform, GLSL display will also be disabled. This is also thing to be solved later. Additional changes: - glaDrawPixelsTexScaled will now use RGBA16F as an internal format of storing textures when it's used to draw float buffer. This is needed so LUT are applied without precision loss.
2013-03-29 16:02:27 +00:00
void finishGLSLDraw(struct OCIO_GLSLDrawState *state);
void freeGLState(struct OCIO_GLSLDrawState *state_r);
};
#ifdef WITH_OCIO
class OCIOImpl : public IOCIOImpl {
public:
OCIOImpl() {};
OCIO_ConstConfigRcPtr *getCurrentConfig(void);
void setCurrentConfig(const OCIO_ConstConfigRcPtr *config);
OCIO_ConstConfigRcPtr *configCreateFromEnv(void);
OCIO_ConstConfigRcPtr *configCreateFromFile(const char* filename);
void configRelease(OCIO_ConstConfigRcPtr *config);
int configGetNumColorSpaces(OCIO_ConstConfigRcPtr *config);
const char *configGetColorSpaceNameByIndex(OCIO_ConstConfigRcPtr *config, int index);
OCIO_ConstColorSpaceRcPtr *configGetColorSpace(OCIO_ConstConfigRcPtr *config, const char *name);
int configGetIndexForColorSpace(OCIO_ConstConfigRcPtr *config, const char *name);
int colorSpaceIsInvertible(OCIO_ConstColorSpaceRcPtr *cs);
int colorSpaceIsData(OCIO_ConstColorSpaceRcPtr *cs);
void colorSpaceRelease(OCIO_ConstColorSpaceRcPtr *cs);
const char *configGetDefaultDisplay(OCIO_ConstConfigRcPtr *config);
int configGetNumDisplays(OCIO_ConstConfigRcPtr *config);
const char *configGetDisplay(OCIO_ConstConfigRcPtr *config, int index);
const char *configGetDefaultView(OCIO_ConstConfigRcPtr *config, const char *display);
int configGetNumViews(OCIO_ConstConfigRcPtr *config, const char *display);
const char *configGetView(OCIO_ConstConfigRcPtr *config, const char *display, int index);
const char *configGetDisplayColorSpaceName(OCIO_ConstConfigRcPtr *config, const char *display, const char *view);
OCIO_ConstProcessorRcPtr *configGetProcessorWithNames(OCIO_ConstConfigRcPtr *config, const char *srcName, const char *dstName);
OCIO_ConstProcessorRcPtr *configGetProcessor(OCIO_ConstConfigRcPtr *config, OCIO_ConstTransformRcPtr *transform);
void processorApply(OCIO_ConstProcessorRcPtr *processor, OCIO_PackedImageDesc *img);
void processorApply_predivide(OCIO_ConstProcessorRcPtr *processor, OCIO_PackedImageDesc *img);
void processorApplyRGB(OCIO_ConstProcessorRcPtr *processor, float *pixel);
void processorApplyRGBA(OCIO_ConstProcessorRcPtr *processor, float *pixel);
void processorApplyRGBA_predivide(OCIO_ConstProcessorRcPtr *processor, float *pixel);
void processorRelease(OCIO_ConstProcessorRcPtr *p);
const char *colorSpaceGetName(OCIO_ConstColorSpaceRcPtr *cs);
const char *colorSpaceGetDescription(OCIO_ConstColorSpaceRcPtr *cs);
const char *colorSpaceGetFamily(OCIO_ConstColorSpaceRcPtr *cs);
OCIO_DisplayTransformRcPtr *createDisplayTransform(void);
void displayTransformSetInputColorSpaceName(OCIO_DisplayTransformRcPtr *dt, const char *name);
void displayTransformSetDisplay(OCIO_DisplayTransformRcPtr *dt, const char *name);
void displayTransformSetView(OCIO_DisplayTransformRcPtr *dt, const char *name);
void displayTransformSetDisplayCC(OCIO_DisplayTransformRcPtr *dt, OCIO_ConstTransformRcPtr *et);
void displayTransformSetLinearCC(OCIO_DisplayTransformRcPtr *dt, OCIO_ConstTransformRcPtr *et);
void displayTransformRelease(OCIO_DisplayTransformRcPtr *dt);
OCIO_PackedImageDesc *createOCIO_PackedImageDesc(float *data, long width, long height, long numChannels,
long chanStrideBytes, long xStrideBytes, long yStrideBytes);
void OCIO_PackedImageDescRelease(OCIO_PackedImageDesc *p);
OCIO_ExponentTransformRcPtr *createExponentTransform(void);
void exponentTransformSetValue(OCIO_ExponentTransformRcPtr *et, const float *exponent);
void exponentTransformRelease(OCIO_ExponentTransformRcPtr *et);
OCIO_MatrixTransformRcPtr *createMatrixTransform(void);
void matrixTransformSetValue(OCIO_MatrixTransformRcPtr *et, const float *m44, const float *offset4);
void matrixTransformRelease(OCIO_MatrixTransformRcPtr *mt);
void matrixTransformScale(float * m44, float * offset4, const float * scale4);
Implement GPU-side display transform for clip editor Implemented using GLSL API from OpenColorIO library and some general functions were added to it's c-api: - OCIO_setupGLSLDraw prepares OpenGL context for GPU-based transformation for a giver processor. This function compiles and links shader, sets up it's argument. After this transformation would be applied on an image displaying as a 2D texture. So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will do a proper color space transform. - OCIO_finishGLSLDraw restores OpenGL context after all color-managed display is over. - OCIO_freeOGLState frees allocated state structure used for cacheing some GLSL-related stuff. There're some utility functions in IMB_colormanagent which are basically proxies to lower level OCIO functions but which could be used from any place in blender. Chacheing of movie clip frame on GPU is also removed now, and either glaDrawPixelsTex or glaDrawPixelsAuto are used for display now. This is so no code duplication happens now and no large textures are lurking around in GPU memory. Known issues: - Texture buffer and GLSL are no longer checking for video card capabilities, possibly could lead to some artifacts on crappy drivers/cards. - Only float buffers are displaying using GLSL, byte buffers will still use fallback display method. This is to be addressed later. - If RGB curves are used as a part of display transform, GLSL display will also be disabled. This is also thing to be solved later. Additional changes: - glaDrawPixelsTexScaled will now use RGBA16F as an internal format of storing textures when it's used to draw float buffer. This is needed so LUT are applied without precision loss.
2013-03-29 16:02:27 +00:00
Bunch of fixes for GLSL display transform - GLSL shader wasn't aware of alpha predivide option, always assuming alpha is straight. Gave wrong results when displaying transparent float buffers. - GLSL display wasn't aware of float buffers with number of channels different from 4, crashing when trying to display image with different number of channels. This required a bit larger changes, namely now it's possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE) to glaDrawPixelsTex, This also implied adding format to glaDrawPixelsAuto and modifying all places where this functions are called. Now GLSL will handle both 3 and 4 channels buffers, single channel images are handled by CPU. - Replaced hack for render result displaying with a bit different hack. Namely CPU conversion will happen only during render, once render is done GLSL would be used for displaying render result on a screen. This is so because of the way renderer updates parts of the image -- it happens without respect to active render layer in image user. This is harmless because only display buffer is modifying, but this is tricky because we don't have original buffer opened during rendering. One more related fix here was about when rendering multiple layers, wrong image would be displaying when rendering is done. Added a signal to invalidate display buffer once rendering is done (only happens when using multiple layers). This solves issue with wrong buffer stuck on the display when using regular CPU display space transform and if GLSL is available it'll make image displayed with a GLSL shader. - As an additional change, byte buffers now also uses GLSL display transform. So now only dutehr and RGB curves are stoppers for using GLSL for all kind of display transforms.
2013-04-03 15:59:54 +00:00
bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor, bool predivide);
Implement GPU-side display transform for clip editor Implemented using GLSL API from OpenColorIO library and some general functions were added to it's c-api: - OCIO_setupGLSLDraw prepares OpenGL context for GPU-based transformation for a giver processor. This function compiles and links shader, sets up it's argument. After this transformation would be applied on an image displaying as a 2D texture. So, glaDrawPixelsTex called after OCIO_setupGLSLDraw will do a proper color space transform. - OCIO_finishGLSLDraw restores OpenGL context after all color-managed display is over. - OCIO_freeOGLState frees allocated state structure used for cacheing some GLSL-related stuff. There're some utility functions in IMB_colormanagent which are basically proxies to lower level OCIO functions but which could be used from any place in blender. Chacheing of movie clip frame on GPU is also removed now, and either glaDrawPixelsTex or glaDrawPixelsAuto are used for display now. This is so no code duplication happens now and no large textures are lurking around in GPU memory. Known issues: - Texture buffer and GLSL are no longer checking for video card capabilities, possibly could lead to some artifacts on crappy drivers/cards. - Only float buffers are displaying using GLSL, byte buffers will still use fallback display method. This is to be addressed later. - If RGB curves are used as a part of display transform, GLSL display will also be disabled. This is also thing to be solved later. Additional changes: - glaDrawPixelsTexScaled will now use RGBA16F as an internal format of storing textures when it's used to draw float buffer. This is needed so LUT are applied without precision loss.
2013-03-29 16:02:27 +00:00
void finishGLSLDraw(struct OCIO_GLSLDrawState *state);
void freeGLState(struct OCIO_GLSLDrawState *state_r);
};
#endif
#endif /* OCIO_IMPL_H */