blender/intern/cycles/render/colorspace.cpp
Brecht Van Lommel 1b4961b318 OpenColorIO: upgrade to version 2.0.0
Ref T84819

Build System
============

This is an API breaking new version, and the updated code only builds with
OpenColorIO 2.0 and later. Adding backwards compatibility was too complicated.

* Tinyxml was replaced with Expat, adding a new dependency.
* Yaml-cpp is now built as a dependency on Unix, as was already done on Windows.
* Removed currently unused LCMS code.
* Pystring remains built as part of OCIO itself, since it has no good build system.
* Linux and macOS check for the OpenColorIO verison, and disable it if too old.

Ref D10270

Processors and Transforms
=========================

CPU processors now need to be created to do CPU processing. These are cached
internally, but the cache lookup is not fast enough to execute per pixel or
texture sample, so for performance these are now also exposed in the C API.

The C API for transforms will no longer be needed afer all changes, so remove
it to simplify the API and fallback implementation.

Ref D10271

Display Transforms
==================

Needs a bit more manual work constructing the transform. LegacyViewingPipeline
could also have been used, but isn't really any simpler and since it's legacy
we better not rely on it.

We moved more logic into the opencolorio module, to simplify the API. There is
no need to wrap a dozen functions just to be able to do this in C rather than C++.
It's also tightly coupled to the GPU shader logic, and so should be in the same
module.

Ref D10271

GPU Display Shader
==================

To avoid baking exposure and gamma into the GLSL shader and requiring slow
recompiles when tweaking, we manually apply them in the shader. This leads
to some logic duplicaton between the CPU and GPU display processor, but it
seems unavoidable.

Caching was also changed. Previously this was done both on the imbuf and
opencolorio module levels. Now it's all done in the opencolorio module by
simply matching color space names. We no longer use cacheIDs from OpenColorIO
since computing them is expensive, and they are unlikely to match now that
more is baked into the shader code.

Shaders can now use multiple 2D textures, 3D textures and uniforms, rather
than a single 3D texture. So allocating and binding those adds some code.

Color space conversions for blending with overlays is now hardcoded in the
shader. This was using harcoded numbers anyway, if this every becomes a
general OpenColorIO transform it can be changed, but for now there is no
point to add code complexity.

Ref D10273

CIE XYZ
=======

We need standard CIE XYZ values for rendering effects like blackbody emission.
The relation to the scene linear role is based on OpenColorIO configuration.

In OpenColorIO 2.0 configs roles can no longer have the same name as color
spaces, which means our XYZ role and colorspace in the configuration give an
error.

Instead use the new standard aces_interchange role, which relates scene linear
to a known scene referred color space. Compatibility with the old XYZ role is
preserved, if the configuration file has no conflicting names.

Also includes a non-functional change to the configuraton file to use an
XYZ-to-ACES matrix instead of REC709-to-ACES, makes debugging a little easier
since the matrix is the same one we have in the code now and that is also
found easily in the ACES specs.

Ref D10274
2021-02-12 19:06:35 +01:00

399 lines
12 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.
*/
#include "render/colorspace.h"
#include "util/util_color.h"
#include "util/util_half.h"
#include "util/util_image.h"
#include "util/util_logging.h"
#include "util/util_math.h"
#include "util/util_thread.h"
#include "util/util_vector.h"
#ifdef WITH_OCIO
# include <OpenColorIO/OpenColorIO.h>
namespace OCIO = OCIO_NAMESPACE;
#endif
CCL_NAMESPACE_BEGIN
/* Builtin colorspaces. */
ustring u_colorspace_auto;
ustring u_colorspace_raw("__builtin_raw");
ustring u_colorspace_srgb("__builtin_srgb");
/* Cached data. */
#ifdef WITH_OCIO
static thread_mutex cache_colorspaces_mutex;
static thread_mutex cache_processors_mutex;
static unordered_map<ustring, ustring, ustringHash> cached_colorspaces;
static unordered_map<ustring, OCIO::ConstProcessorRcPtr, ustringHash> cached_processors;
#endif
ColorSpaceProcessor *ColorSpaceManager::get_processor(ustring colorspace)
{
#ifdef WITH_OCIO
/* Only use this for OpenColorIO color spaces, not the builtin ones. */
assert(colorspace != u_colorspace_srgb && colorspace != u_colorspace_auto);
if (colorspace == u_colorspace_raw) {
return NULL;
}
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
if (!config) {
return NULL;
}
/* Cache processor until free_memory(), memory overhead is expected to be
* small and the processor is likely to be reused. */
thread_scoped_lock cache_processors_lock(cache_processors_mutex);
if (cached_processors.find(colorspace) == cached_processors.end()) {
try {
cached_processors[colorspace] = config->getProcessor(colorspace.c_str(), "scene_linear");
}
catch (OCIO::Exception &exception) {
cached_processors[colorspace] = OCIO::ConstProcessorRcPtr();
VLOG(1) << "Colorspace " << colorspace.c_str()
<< " can't be converted to scene_linear: " << exception.what();
}
}
const OCIO::Processor *processor = cached_processors[colorspace].get();
return (ColorSpaceProcessor *)processor;
#else
/* No OpenColorIO. */
(void)colorspace;
return NULL;
#endif
}
bool ColorSpaceManager::colorspace_is_data(ustring colorspace)
{
if (colorspace == u_colorspace_auto || colorspace == u_colorspace_raw ||
colorspace == u_colorspace_srgb) {
return false;
}
#ifdef WITH_OCIO
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
if (!config) {
return false;
}
try {
OCIO::ConstColorSpaceRcPtr space = config->getColorSpace(colorspace.c_str());
return space && space->isData();
}
catch (OCIO::Exception &) {
return false;
}
#else
return false;
#endif
}
ustring ColorSpaceManager::detect_known_colorspace(ustring colorspace,
const char *file_format,
bool is_float)
{
if (colorspace == u_colorspace_auto) {
/* Auto detect sRGB or raw if none specified. */
if (is_float) {
bool srgb = (colorspace == "sRGB" || colorspace == "GammaCorrected" ||
(colorspace.empty() &&
(strcmp(file_format, "png") == 0 || strcmp(file_format, "tiff") == 0 ||
strcmp(file_format, "dpx") == 0 || strcmp(file_format, "jpeg2000") == 0)));
return srgb ? u_colorspace_srgb : u_colorspace_raw;
}
else {
return u_colorspace_srgb;
}
}
else if (colorspace == u_colorspace_srgb || colorspace == u_colorspace_raw) {
/* Builtin colorspaces. */
return colorspace;
}
else {
/* Use OpenColorIO. */
#ifdef WITH_OCIO
{
thread_scoped_lock cache_lock(cache_colorspaces_mutex);
/* Cached lookup. */
if (cached_colorspaces.find(colorspace) != cached_colorspaces.end()) {
return cached_colorspaces[colorspace];
}
}
/* Detect if it matches a simple builtin colorspace. */
bool is_scene_linear, is_srgb;
is_builtin_colorspace(colorspace, is_scene_linear, is_srgb);
thread_scoped_lock cache_lock(cache_colorspaces_mutex);
if (is_scene_linear) {
VLOG(1) << "Colorspace " << colorspace.string() << " is no-op";
cached_colorspaces[colorspace] = u_colorspace_raw;
return u_colorspace_raw;
}
else if (is_srgb) {
VLOG(1) << "Colorspace " << colorspace.string() << " is sRGB";
cached_colorspaces[colorspace] = u_colorspace_srgb;
return u_colorspace_srgb;
}
/* Verify if we can convert from the requested color space. */
if (!get_processor(colorspace)) {
OCIO::ConstConfigRcPtr config = OCIO::GetCurrentConfig();
if (!config || !config->getColorSpace(colorspace.c_str())) {
VLOG(1) << "Colorspace " << colorspace.c_str() << " not found, using raw instead";
}
else {
VLOG(1) << "Colorspace " << colorspace.c_str()
<< " can't be converted to scene_linear, using raw instead";
}
cached_colorspaces[colorspace] = u_colorspace_raw;
return u_colorspace_raw;
}
/* Convert to/from colorspace with OpenColorIO. */
VLOG(1) << "Colorspace " << colorspace.string() << " handled through OpenColorIO";
cached_colorspaces[colorspace] = colorspace;
return colorspace;
#else
VLOG(1) << "Colorspace " << colorspace.c_str() << " not available, built without OpenColorIO";
return u_colorspace_raw;
#endif
}
}
void ColorSpaceManager::is_builtin_colorspace(ustring colorspace,
bool &is_scene_linear,
bool &is_srgb)
{
#ifdef WITH_OCIO
const OCIO::Processor *processor = (const OCIO::Processor *)get_processor(colorspace);
if (!processor) {
is_scene_linear = false;
is_srgb = false;
return;
}
OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor();
is_scene_linear = true;
is_srgb = true;
for (int i = 0; i < 256; i++) {
float v = i / 255.0f;
float cR[3] = {v, 0, 0};
float cG[3] = {0, v, 0};
float cB[3] = {0, 0, v};
float cW[3] = {v, v, v};
device_processor->applyRGB(cR);
device_processor->applyRGB(cG);
device_processor->applyRGB(cB);
device_processor->applyRGB(cW);
/* Make sure that there is no channel crosstalk. */
if (fabsf(cR[1]) > 1e-5f || fabsf(cR[2]) > 1e-5f || fabsf(cG[0]) > 1e-5f ||
fabsf(cG[2]) > 1e-5f || fabsf(cB[0]) > 1e-5f || fabsf(cB[1]) > 1e-5f) {
is_scene_linear = false;
is_srgb = false;
break;
}
/* Make sure that the three primaries combine linearly. */
if (!compare_floats(cR[0], cW[0], 1e-6f, 64) || !compare_floats(cG[1], cW[1], 1e-6f, 64) ||
!compare_floats(cB[2], cW[2], 1e-6f, 64)) {
is_scene_linear = false;
is_srgb = false;
break;
}
/* Make sure that the three channels behave identically. */
if (!compare_floats(cW[0], cW[1], 1e-6f, 64) || !compare_floats(cW[1], cW[2], 1e-6f, 64)) {
is_scene_linear = false;
is_srgb = false;
break;
}
float out_v = average(make_float3(cW[0], cW[1], cW[2]));
if (!compare_floats(v, out_v, 1e-6f, 64)) {
is_scene_linear = false;
}
if (!compare_floats(color_srgb_to_linear(v), out_v, 1e-6f, 64)) {
is_srgb = false;
}
}
#else
(void)colorspace;
is_scene_linear = false;
is_srgb = false;
#endif
}
#ifdef WITH_OCIO
template<typename T> inline float4 cast_to_float4(T *data)
{
return make_float4(util_image_cast_to_float(data[0]),
util_image_cast_to_float(data[1]),
util_image_cast_to_float(data[2]),
util_image_cast_to_float(data[3]));
}
template<typename T> inline void cast_from_float4(T *data, float4 value)
{
data[0] = util_image_cast_from_float<T>(value.x);
data[1] = util_image_cast_from_float<T>(value.y);
data[2] = util_image_cast_from_float<T>(value.z);
data[3] = util_image_cast_from_float<T>(value.w);
}
/* Slower versions for other all data types, which needs to convert to float and back. */
template<typename T, bool compress_as_srgb = false>
inline void processor_apply_pixels(const OCIO::Processor *processor, T *pixels, size_t num_pixels)
{
/* TODO: implement faster version for when we know the conversion
* is a simple matrix transform between linear spaces. In that case
* un-premultiply is not needed. */
OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor();
/* Process large images in chunks to keep temporary memory requirement down. */
const size_t chunk_size = std::min((size_t)(16 * 1024 * 1024), num_pixels);
vector<float4> float_pixels(chunk_size);
for (size_t j = 0; j < num_pixels; j += chunk_size) {
size_t width = std::min(chunk_size, num_pixels - j);
for (size_t i = 0; i < width; i++) {
float4 value = cast_to_float4(pixels + 4 * (j + i));
if (!(value.w <= 0.0f || value.w == 1.0f)) {
float inv_alpha = 1.0f / value.w;
value.x *= inv_alpha;
value.y *= inv_alpha;
value.z *= inv_alpha;
}
float_pixels[i] = value;
}
OCIO::PackedImageDesc desc((float *)float_pixels.data(), width, 1, 4);
device_processor->apply(desc);
for (size_t i = 0; i < width; i++) {
float4 value = float_pixels[i];
if (compress_as_srgb) {
value = color_linear_to_srgb_v4(value);
}
if (!(value.w <= 0.0f || value.w == 1.0f)) {
value.x *= value.w;
value.y *= value.w;
value.z *= value.w;
}
cast_from_float4(pixels + 4 * (j + i), value);
}
}
}
#endif
template<typename T>
void ColorSpaceManager::to_scene_linear(ustring colorspace,
T *pixels,
size_t num_pixels,
bool compress_as_srgb)
{
#ifdef WITH_OCIO
const OCIO::Processor *processor = (const OCIO::Processor *)get_processor(colorspace);
if (processor) {
if (compress_as_srgb) {
/* Compress output as sRGB. */
processor_apply_pixels<T, true>(processor, pixels, num_pixels);
}
else {
/* Write output as scene linear directly. */
processor_apply_pixels<T>(processor, pixels, num_pixels);
}
}
#else
(void)colorspace;
(void)pixels;
(void)num_pixels;
(void)compress_as_srgb;
#endif
}
void ColorSpaceManager::to_scene_linear(ColorSpaceProcessor *processor_,
float *pixel,
int channels)
{
#ifdef WITH_OCIO
const OCIO::Processor *processor = (const OCIO::Processor *)processor_;
if (processor) {
OCIO::ConstCPUProcessorRcPtr device_processor = processor->getDefaultCPUProcessor();
if (channels == 3) {
device_processor->applyRGB(pixel);
}
else if (channels == 4) {
if (pixel[3] == 1.0f || pixel[3] == 0.0f) {
/* Fast path for RGBA. */
device_processor->applyRGB(pixel);
}
else {
/* Un-associate and associate alpha since color management should not
* be affected by transparency. */
float alpha = pixel[3];
float inv_alpha = 1.0f / alpha;
pixel[0] *= inv_alpha;
pixel[1] *= inv_alpha;
pixel[2] *= inv_alpha;
device_processor->applyRGB(pixel);
pixel[0] *= alpha;
pixel[1] *= alpha;
pixel[2] *= alpha;
}
}
}
#else
(void)processor_;
(void)pixel;
(void)channels;
#endif
}
void ColorSpaceManager::free_memory()
{
#ifdef WITH_OCIO
map_free_memory(cached_colorspaces);
map_free_memory(cached_colorspaces);
#endif
}
/* Template instantiations so we don't have to inline functions. */
template void ColorSpaceManager::to_scene_linear(ustring, uchar *, size_t, bool);
template void ColorSpaceManager::to_scene_linear(ustring, ushort *, size_t, bool);
template void ColorSpaceManager::to_scene_linear(ustring, half *, size_t, bool);
template void ColorSpaceManager::to_scene_linear(ustring, float *, size_t, bool);
CCL_NAMESPACE_END