blender/intern/cycles/render/image.h
Thomas Dinges 4a4f043bc4 Cycles: Add support for single channel float textures on CPU.
Until now, single channel textures were packed into a float4, wasting 3 floats per pixel. Memory usage of such textures is now reduced by 3/4.
Voxel Attributes such as density, flame and heat benefit from this, but also Bumpmaps with one channel.
This commit also includes some cleanup and code deduplication for image loading.

Example Smoke render from Cosmos Laundromat: http://www.pasteall.org/pic/show.php?id=102972
Memory here went down from ~600MB to ~300MB.

Reviewers: #cycles, brecht

Differential Revision: https://developer.blender.org/D1981
2016-05-11 21:58:34 +02:00

126 lines
3.9 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_image.h"
#include "util_string.h"
#include "util_thread.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
class Device;
class DeviceScene;
class Progress;
class ImageManager {
public:
explicit ImageManager(const DeviceInfo& info);
~ImageManager();
enum ImageDataType {
IMAGE_DATA_TYPE_FLOAT4 = 0,
IMAGE_DATA_TYPE_BYTE4 = 1,
IMAGE_DATA_TYPE_FLOAT = 2,
IMAGE_DATA_NUM_TYPES
};
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 flat_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);
ImageDataType get_image_metadata(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 flat_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_);
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[IMAGE_DATA_NUM_TYPES];
int tex_image_byte4_start;
int tex_image_float_start;
thread_mutex device_mutex;
int animation_frame;
vector<Image*> images[IMAGE_DATA_NUM_TYPES];
void *osl_texture_system;
bool pack_images;
bool file_load_image_generic(Image *img, ImageInput **in, int &width, int &height, int &depth, int &components);
bool file_load_byte4_image(Image *img, device_vector<uchar4>& tex_img);
bool file_load_float4_image(Image *img, device_vector<float4>& tex_img);
bool file_load_float_image(Image *img, device_vector<float>& tex_img);
int type_index_to_flattened_slot(int slot, ImageDataType type);
int flattened_slot_to_type_index(int flat_slot, ImageDataType *type);
string name_from_type(int type);
void device_load_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot, Progress *progess);
void device_free_image(Device *device, DeviceScene *dscene, ImageDataType type, int slot);
void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
};
CCL_NAMESPACE_END
#endif /* __IMAGE_H__ */