Commit Graph

98 Commits

Author SHA1 Message Date
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
a6ea38d345 Cleanup: remove unused interlace code after removal of fields. 2018-07-10 17:58:08 +02:00
e74bd46ede Cleanup: trailing space for imbuf module 2018-06-17 17:04:54 +02:00
f74d85ffc8 Cleanup: rename char/float conversion functions
- FTOCHAR       -> unit_float_to_uchar_clamp
- F3TOCHAR3     -> unit_float_to_uchar_clamp_v3 (swap args)
- F4TOCHAR4     -> unit_float_to_uchar_clamp_v4 (swap args)
- FTOUSHORT     -> unit_float_to_ushort_clamp
- USHORTTOUCHAR -> unit_ushort_to_uchar
2018-05-07 17:51:40 +02:00
9b89071c9c Multi-thread generated image creation
Gives about 2x speedup on laptop when creating new hires generated image,
regardless of it's type (color, color grid, uv grid).
2016-05-05 23:47:22 +02:00
6f83710af9 Optimize projection painting with big brushes
Multi-threaded partial buffer update, gives about 2x speedup with
big brushes.

Thanks Campbell for testing and benchmarking!
2016-05-05 14:45:00 +02:00
2909975385 Fix T44541 aka gigapixel image render support in blender.
Moral of the story: Make sure that size_t is used whenever pointer
arithmetic is involved. For images, that basically means whenever any
squared dimensions are involved. Casting an operand to size_t early in
the operation is usually sufficient to force the entire operation to
size_t.

There might still be places lurking where we don't support this
correctly. This has been tested with render pipeline, quite a few image
functions (meaning we can paint on such images now, albeit somewhat
slowly ;) ) and export to jpeg. Too many places in code to check so I
guess we'll be handling cases as they come.

Don't try this at home unless you have an immense ammount of RAM.
First GPixel render of suzanne in the multiverse can be found here:

http://download.blender.org/demo/test/suzanne-billion-pixel.jpg

Can be viewed from blender (takes about 3.3 GB after loading but may
take more during loading so 8GB might be more safe to try this).
2015-04-30 12:11:20 +02:00
dd38dce7f0 Part 2 of D1082 by Troy Sobotka, remove our functions that do luma
calculations and use the OCIO one instead.
2015-03-17 15:20:33 +01:00
d4934f8f6d cleanup: style/indentation 2015-02-11 18:39:28 +11:00
ebc064f5c0 Gooseberry request: Dithering support for byte images when painting on
projection painting (2D will be separate commit).
2015-01-29 19:23:57 +01:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
ba345bcbb6 Fix T41414, T41386.
There were a few issues to fix here:

* We did not really unpremultiply float image dabs prior to sending them
to the GPU. That made float and byte image result different in texture
painting and undoing could change the result.
* To make textures nicely composited over the mesh, I used decal mode in
OpenGL texture environment for the texture unit. This uses the texture's
alpha channel with a nice over operator.
* Texture creation used to override the alpha setting due to the display
restrictions. Not so anymore, people can now create transparent byte
images.

Also, made alpha zero default for new textures now, since it has such a
nice effect here.
2014-08-12 13:49:45 +02:00
Dalai Felinto
3312b20ac8 IMB buffer functions to take a mask as input
The mask make sure the conversion only happens in a few areas of the
buffer.

New Functions:
* IMB_buffer_byte_from_float_mask
* IMB_buffer_float_from_float_mask

The functions are an adaptation of their maskless counterparts without accepting different profiles for the input and output buffers.

Review: Sergey Sharybin
2014-05-02 20:56:16 -03:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
7ca74fc1c0 Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, modifiers, nodes) 2014-04-27 00:25:16 +10:00
a15b3c4d11 Code cleanup: use bool 2014-04-11 11:33:29 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
898498c800 Fix for IMB_(un)premultiply_rect_float() not doing right business
- Made them receive number of channels rather than number of planes.
  This matches to how ImBuf structure stored planes and channels.
- IMB_premultiply_rect_float() was called with channels passed instead
  of planes already :S.
2014-01-23 16:51:32 +06:00
94325035f4 Fix T38298: crash saving float image with 3 channels from exr to png/jpeg. 2014-01-21 15:29:52 +01:00
242217f8a3 Code cleanup: float<>double promotion 2013-12-14 03:21:23 +11:00
5a91df3271 Implement GPU-side dither
Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.

TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
  using before.
- Currently CPU and GPU dithering used different
  implementation. Ideally we need to use the same
  dither in CPU.

Reviewers: brecht

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D58
2013-12-13 12:36:45 +06:00
d4b8a6cb85 Code cleanup: use boolean instead of int for colormanagement 2013-09-05 17:13:43 +00:00
07580e71a6 Fix issue with bright frames appearing in clip editor when compositor is open.
Allocate float buffer outside of image buffer,
so work-in-progress color space conversion doesn't
interfere with other parts of blender.

Covers most of cases -- since image buffer wouldn't
have partially-update float buffer all the rest
areas would be happy.

However, if there're places which updates float
buffer from byte buffer, it's still possible
some WIP color space conversion is displayed on
the screen.

But what a heck someone will do such a crappy
conversion anyway!
2013-04-11 14:15:52 +00:00
7bbaf4853a code cleanup: use bools in UI and WM code, quiet some shadow warnings, remove unused function uiEmboss() 2013-04-04 02:05:11 +00:00
0ce2d278b7 Follow general mathutils rules for naming straight<->premul functions 2013-01-15 08:37:17 +00:00
c69f571478 Remove unused IMB function which wasn't ported to new color management
Also marked some TODOs as actually solved.
2013-01-08 13:32:48 +00:00
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
818a345be3 Silent a bunch of gcc warnings (usually dummy, but noisy!). 2012-12-02 16:01:06 +00:00
2bb174cfa4 style cleanup: indentation 2012-11-09 09:33:28 +00:00
85d9ba5cbb Fix issue after commit 50282: float texture painting non-color data textures did
not do correct partial updates, now it remembers if the opengl texture is a
non-color data texture or not and takes that into account for the update.

Also includes some renaming ncd => is_data for consistency with color space
terminology used elsewhere.
2012-10-25 15:25:28 +00:00
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
41202e25e7 Fix #32763: Image flickering appears if Movie Clip Editor and compositor opened
The issue was caused by compositor was allocating float buffer for image and
then this buffer was filled with data converted from byte buffer.

If display happens at time between float was allocated and it was filled black
areas were appearing on the screen.

Made it so IMB_float_from_rect locks color management thread so display
transform wouldn't use uninitialized buffer anymore.
2012-10-04 20:31:08 +00:00
a73dd3476e Color Management, Stage 2: Switch color pipeline to use OpenColorIO
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!
2012-09-15 10:05:07 +00:00
e75f5c8208 quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-15 01:52:28 +00:00
6324c5fed1 code cleanup: includes for imbuf, also remove double promotion. 2012-08-12 23:28:33 +00:00
c41e1e434a code cleanup: replace MIN2/MAX2 with minf/maxf 2012-07-29 16:59:51 +00:00
49e0c832e1 Move sRGB conversion initialization to init_exit routines
It was a threading issue in color management project which potentially
could happen in trunk as well.
2012-07-27 14:53:57 +00:00
5248ec57d9 minor fixes
- new compositor could use uninitialized var
- profile conversion could use uninitialized var
- set better warnings for clang+cmake.
- remove picky warnings from sphinx doc gen shell script.
2012-06-11 12:13:41 +00:00
63788b47d6 add vector versions of hsv_to_rgb, rgb_to_hsv & rgb_to_hsv_compat 2012-05-26 11:01:01 +00:00
4f2c83f573 style cleanup: imbuf & icons 2012-05-13 22:05:51 +00:00
ab4a2aaf4a style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:38:07 +00:00
8bf1615ce3 == Sequencer ==
Bugfix: [#28159] sequencer strip crop values on proxy not scene render size

Also: IMB saturation change moved into imbuf-module.
2012-03-17 19:31:28 +00:00
3fc2fbc333 style cleanup, use { on newline after function definition.
spelling 'impliment' -> 'implement'
2012-02-25 16:49:59 +00:00
40e2942f25 Fix related to #30152, rainbow colours produced when loading hdr image to 3D viewport/ the Nyan cat bug.
Issue is caused by scaling for power of 2 dimensions and mipmapping that happens through GLU. It looks like the library cannot handle float colour values above 1.0 correctly. Since we are close to release I will just clamp the srgb result for now even though it will result in a small performance loss for 16 bit textures only. 

I tried a few things before that, glGenerateMipmaps + no scaling (supported for 2.0 GL hardware and up), or using our own scaling instead of glu among them which worked very nicely and gave a speedup too. However, since we are close to release and there may be issues with GPU mipmap generation, see:

http://www.gamedev.net/topic/495747-another-glgeneratemipmap-question/
(old discussion but better be sure than sorry)

I went for the most compatible solution. Maybe after release this can be tested if other devs agree.
2012-02-14 13:25:23 +00:00
1726853226 comment some dead assibnment and set dummy values for image profile conversion in case of invalid input. 2012-01-20 15:18:57 +00:00
a87c5eb52c use color conversions functions in more places.
also add rgba_float_to_uchar, rgba_uchar_to_float
2012-01-19 10:04:51 +00:00
545dc90a7f Fix regressions in the color management / dither patch. 2012-01-10 14:24:18 +00:00