forked from bartvdbraak/blender
540c9d4208
Issue was caused by changed order of texture slots -- float textures have got lower slots indices than byte textures. OpenCL was still assuming byte textures goes before float.
98 lines
2.6 KiB
C++
98 lines
2.6 KiB
C++
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef __IMAGE_H__
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#define __IMAGE_H__
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#include "device_memory.h"
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#include "util_string.h"
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#include "util_thread.h"
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#include "util_vector.h"
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#include "kernel_types.h" /* for TEX_NUM_FLOAT_IMAGES */
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CCL_NAMESPACE_BEGIN
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#define TEX_NUM_IMAGES 95
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#define TEX_IMAGE_BYTE_START TEX_NUM_FLOAT_IMAGES
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#define TEX_EXTENDED_NUM_FLOAT_IMAGES 5
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#define TEX_EXTENDED_NUM_IMAGES 512
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#define TEX_EXTENDED_IMAGE_BYTE_START TEX_EXTENDED_NUM_FLOAT_IMAGES
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/* color to use when textures are not found */
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#define TEX_IMAGE_MISSING_R 1
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#define TEX_IMAGE_MISSING_G 0
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#define TEX_IMAGE_MISSING_B 1
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#define TEX_IMAGE_MISSING_A 1
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class Device;
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class DeviceScene;
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class Progress;
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class ImageManager {
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public:
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ImageManager();
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~ImageManager();
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int add_image(const string& filename, bool& is_float);
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void remove_image(const string& filename);
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void device_update(Device *device, DeviceScene *dscene, Progress& progress);
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void device_free(Device *device, DeviceScene *dscene);
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void set_osl_texture_system(void *texture_system);
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void set_pack_images(bool pack_images_);
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void set_extended_image_limits(void);
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bool need_update;
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private:
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int tex_num_images;
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int tex_num_float_images;
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int tex_image_byte_start;
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thread_mutex device_mutex;
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struct Image {
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string filename;
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bool need_load;
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int users;
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};
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vector<Image*> images;
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vector<Image*> float_images;
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void *osl_texture_system;
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bool pack_images;
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bool file_load_image(Image *img, device_vector<uchar4>& tex_img);
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bool file_load_float_image(Image *img, device_vector<float4>& tex_img);
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void device_load_image(Device *device, DeviceScene *dscene, int slot, Progress *progess);
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void device_free_image(Device *device, DeviceScene *dscene, int slot);
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void device_pack_images(Device *device, DeviceScene *dscene, Progress& progess);
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};
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CCL_NAMESPACE_END
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#endif /* __IMAGE_H__ */
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