forked from bartvdbraak/blender
29f6616d60
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
82 lines
2.4 KiB
C
82 lines
2.4 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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CCL_NAMESPACE_BEGIN
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__device float4 film_map(KernelGlobals *kg, float4 irradiance, float scale)
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{
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float exposure = kernel_data.film.exposure;
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float4 result = irradiance*scale;
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/* conversion to srgb */
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result.x = color_scene_linear_to_srgb(result.x*exposure);
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result.y = color_scene_linear_to_srgb(result.y*exposure);
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result.z = color_scene_linear_to_srgb(result.z*exposure);
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/* clamp since alpha might be > 1.0 due to russian roulette */
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result.w = clamp(result.w, 0.0f, 1.0f);
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return result;
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}
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__device uchar4 film_float_to_byte(float4 color)
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{
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uchar4 result;
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/* simple float to byte conversion */
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result.x = (uchar)clamp(color.x*255.0f, 0.0f, 255.0f);
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result.y = (uchar)clamp(color.y*255.0f, 0.0f, 255.0f);
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result.z = (uchar)clamp(color.z*255.0f, 0.0f, 255.0f);
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result.w = (uchar)clamp(color.w*255.0f, 0.0f, 255.0f);
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return result;
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}
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__device void kernel_film_convert_to_byte(KernelGlobals *kg,
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__global uchar4 *rgba, __global float *buffer,
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float sample_scale, int x, int y, int offset, int stride)
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{
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/* buffer offset */
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int index = offset + x + y*stride;
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rgba += index;
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buffer += index*kernel_data.film.pass_stride;
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/* map colors */
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float4 irradiance = *((__global float4*)buffer);
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float4 float_result = film_map(kg, irradiance, sample_scale);
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uchar4 byte_result = film_float_to_byte(float_result);
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*rgba = byte_result;
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}
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__device void kernel_film_convert_to_half_float(KernelGlobals *kg,
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__global uchar4 *rgba, __global float *buffer,
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float sample_scale, int x, int y, int offset, int stride)
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{
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/* buffer offset */
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int index = offset + x + y*stride;
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float4 *in = (__global float4*)(buffer + index*kernel_data.film.pass_stride);
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half *out = (half*)rgba + index*4;
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float scale = kernel_data.film.exposure*sample_scale;
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float4_store_half(out, in, scale);
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}
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CCL_NAMESPACE_END
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