Some files were missing namespaces and sometimes the closing comment of namespaces were incorrectly placed. No functional changes.
137 lines
3.5 KiB
C++
137 lines
3.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation. */
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/** \file
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* \ingroup draw_engine
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*/
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#pragma once
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#include "BLI_vector.hh"
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#include "IMB_colormanagement.h"
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#include "IMB_imbuf.h"
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#include "IMB_imbuf_types.h"
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namespace blender::draw::image_engine {
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struct FloatImageBuffer {
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ImBuf *source_buffer = nullptr;
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ImBuf *float_buffer = nullptr;
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bool is_used = true;
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FloatImageBuffer(ImBuf *source_buffer, ImBuf *float_buffer)
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: source_buffer(source_buffer), float_buffer(float_buffer)
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{
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}
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FloatImageBuffer(FloatImageBuffer &&other) noexcept
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{
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source_buffer = other.source_buffer;
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float_buffer = other.float_buffer;
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is_used = other.is_used;
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other.source_buffer = nullptr;
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other.float_buffer = nullptr;
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}
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virtual ~FloatImageBuffer()
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{
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IMB_freeImBuf(float_buffer);
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float_buffer = nullptr;
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source_buffer = nullptr;
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}
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FloatImageBuffer &operator=(FloatImageBuffer &&other) noexcept
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{
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this->source_buffer = other.source_buffer;
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this->float_buffer = other.float_buffer;
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is_used = other.is_used;
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other.source_buffer = nullptr;
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other.float_buffer = nullptr;
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return *this;
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}
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};
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/**
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* \brief Float buffer cache for image buffers.
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*
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* Image buffers might not have float buffers which are required for the image engine.
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* Image buffers are not allowed to have both a float buffer and a byte buffer as some
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* functionality doesn't know what to do.
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*
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* For this reason we store the float buffer in separate image buffers. The FloatBufferCache keep
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* track of the cached buffers and if they are still used.
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*/
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struct FloatBufferCache {
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private:
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Vector<FloatImageBuffer> cache_;
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public:
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ImBuf *cached_float_buffer(ImBuf *image_buffer)
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{
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/* Check if we can use the float buffer of the given image_buffer. */
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if (image_buffer->rect_float != nullptr) {
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BLI_assert_msg(
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IMB_colormanagement_space_name_is_scene_linear(
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IMB_colormanagement_get_float_colorspace(image_buffer)),
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"Expected rect_float to be scene_linear - if there are code paths where this "
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"isn't the case we should convert those and add to the FloatBufferCache as well.");
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return image_buffer;
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}
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/* Do we have a cached float buffer. */
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for (FloatImageBuffer &item : cache_) {
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if (item.source_buffer == image_buffer) {
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item.is_used = true;
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return item.float_buffer;
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}
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}
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/* Generate a new float buffer. */
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IMB_float_from_rect(image_buffer);
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ImBuf *new_imbuf = IMB_allocImBuf(image_buffer->x, image_buffer->y, image_buffer->planes, 0);
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new_imbuf->rect_float = image_buffer->rect_float;
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new_imbuf->flags |= IB_rectfloat;
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new_imbuf->mall |= IB_rectfloat;
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image_buffer->rect_float = nullptr;
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image_buffer->flags &= ~IB_rectfloat;
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image_buffer->mall &= ~IB_rectfloat;
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cache_.append(FloatImageBuffer(image_buffer, new_imbuf));
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return new_imbuf;
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}
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void reset_usage_flags()
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{
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for (FloatImageBuffer &buffer : cache_) {
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buffer.is_used = false;
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}
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}
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void mark_used(const ImBuf *image_buffer)
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{
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for (FloatImageBuffer &item : cache_) {
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if (item.source_buffer == image_buffer) {
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item.is_used = true;
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return;
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}
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}
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}
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void remove_unused_buffers()
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{
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for (int64_t i = cache_.size() - 1; i >= 0; i--) {
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if (!cache_[i].is_used) {
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cache_.remove_and_reorder(i);
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}
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}
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}
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void clear()
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{
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cache_.clear();
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}
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};
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} // namespace blender::draw::image_engine
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