Fixed the part with missing tiles highlight and render info when rendering
different scene via the render layers node.
Displaying of the rendered result for a different scene after the render
is finished is still not "fixed". That's an intended behavior actually
to display render result for an active scene.
HSV values were calculated from a linear space color, which is
not so much useful and correct. Now RGB(A) buffers will use
color managed color for HSV values.
Still not sure which color to use for HSV when there's only one
channel in a buffer. This part left unchanged for now.
2 bugs here
- missing NULL check in IMB_colormanagement_display_settings_from_ctx()
- deadlock in draw_image_paint_helpers()
Simple solution is to not draw paint helpers for render/viewer images.
render of objects could slow things down when redrawing the view each time a new
sample is displayed.
Now it does a partial redraw of the viewport with only the render border area,
skipping OpenGL object drawing while the render is refining.
* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
Uses GLSL for drawing image in Image Editor space.
This requires change in image_buffer_rect_update, so
original float buffer is being updated as well. This
is unlikely be something bad, but will keep an eye
on this change.
Also no byte buffer allocation happens there, this
is so because byte buffer used for display only
and in case of GLSL display such allocation and
partial update is just waste of time.
Also switched OpenGL render from using CPU color
space linearization to GLSL color space transform.
Makes OpenGL rendering pretty much faster (but
still slower than in 2.60).
internal changes:
- Added functions to setup GLSL shader for color
space conversion in colormanagement.c. Currently
conversion form a colorspace defined by a role to
linear space is implemented. Easy to extend to
other cases.
- Added helper functions to glutil.c which does
smarter image buffer draw (calling all needed OCIO
stuff, editors now could draw image buffer with a
single function call -- all the checks are done in
glutil.c).
- Also added helper function for buffer linearization
from a given role to glutil.c. Everyone now able to
linearize buffer with a single call.
This function will do nothing is GLSL routines fails
or not supported.
And one last this: this function uses offscreen
drawing, could potentially give issues on some
cards, also will keep an eye on this.
This makes it so sample line (for all image editor, sequencer and compositor)
displaying managed color for byte buffers as well. It was simply not implemented
before.
Zooming in on images in Image window now shows pixels again (was filtered).
Now the glaDrawPixelsTex() and glaDrawPixelsAuto() have an argument to
define if images should zoom in with linear filter, or draw pixels.
Image Editor and 3D view background image now use new automatic switching for
drawing GPU texture or OpenGL DrawPixels too. For large zoomed images
it gives massive speedup.
Previous alpha-overing on black for RGB display wasn't so much useful
for artists, changed in a way:
- Made RGBA display default for node editor backdrop and image editor,
so it'll be clear that image does have alpha channel
- RGB display will ignore alpha channel completely
Reshuffled buttons for RGBA/RGB so now the order is following:
RGBA | RGB | Alpha | Z
Still to come: startup.blend shall be altered to make RGBA default.
This is actually a bit arbitrary decision and mainly it preserves
compatibility with how images were displaying in previous releases.
In fact, we actually would need to think about configurable backdrop
color and blending mode to be used for display in RGB mode.
This commit implements highlight of tiles which are being currently
rendered for both Blender Internal and Cycles (and should be possible
to use it for other external engines as well).
Couple of implementation details:
- Added one extra boolean flag to render engine which should be set
to truth if render engine wants to highlight tiles. If so, property
use_highlight_tiles should be set to True.
- Render Part's ready boolena was changed by status enum, which could
be NONE, IN_PROGRESS and READY. All render part with IN_PROGRESS
status will be highlighted in image editor.
- For external engines render part's status is filling in automatically.
Initially all render parts has got NONE status, then one external
engine acquire render result, corresponding part will change status
to IN_PROGRESS. As soon as render result is finished, corresponding
render part will change status to FINISHED
This should make it easy to highlight tiles for other engines as well.
This commit makes BKE_image_acquire_ibuf referencing result, which means once
some area requested for image buffer, it'll be guaranteed this buffer wouldn't
be freed by image signal.
To de-reference buffer BKE_image_release_ibuf should now always be used.
To make referencing working correct we can not rely on result of
image_get_ibuf_threadsafe called outside from thread lock. This is so because
we need to guarantee getting image buffer from list of loaded buffers and it's
referencing happens atomic. Without lock here it is possible that between call
of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would
be called. Image signal handling too is blocking now to prevent such a
situation.
Threads are locking by spinlock, which are faster than mutexes. There were some
slowdown reports in the past about render slowdown when using OSX on Xeon CPU.
It shouldn't happen with spin locks, but more tests on different hardware would
be really welcome. So far can not see speed regressions on own computers.
This commit also removes BKE_image_get_ibuf, because it was not so intuitive
when get_ibuf and acquire_ibuf should be used.
Thanks to Ton and Brecht for discussion/review :)
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
This deadlock was caused by lock of threads using LOCK_DRAW_IMAGE
mutex and lock used in render result acquire functions.
So if image draw would lock LOCK_DRAW_IMAGE before compositor
operation released render result it'll lead into a deadlock.
Issue was caused by threading conflict between compositor output node which
is freeing buffers used by render result image and image draw code which
could use buffers at the same time as compositor frees this buffers.
Solved by adding adding lock around viewer image invalidation and image
drawing.
Use renamed LOCK_PREVIEW mutex for this, which si not called LOCK_DRAW_IMAGE.
With new compositor locking for preview is not needed so it could be removed.
Added the same lock around viewer operation which also frees buffers used
by viewer image. It's actually quite difficult to check whether this is
indeed needed. This code seems to be using acquire/release technique, but
somehow acquiring ImBuf before invalidating it in compositor operation
doesn't resolve the issue, so probably it's not actually locking acquire
and things should be checked deeper.
- optionally display the histogram as lines (not filled areas).
- expand the enum for faster access.
- keep the sample line displayed after doing the line sample (running again clears).
and allow to interact with tracks for operators which doesn't require image.
Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625