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blender-archive/source/blender/draw/engines/image/image_buffer_cache.hh
Jeroen Bakker f06a1368bb Cleanup: sanatize namespaces in image engine.
Some files were missing namespaces and sometimes the closing comment of
namespaces were incorrectly placed. No functional changes.
2022-12-09 10:29:34 +01:00

137 lines
3.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2022 Blender Foundation. */
/** \file
* \ingroup draw_engine
*/
#pragma once
#include "BLI_vector.hh"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
namespace blender::draw::image_engine {
struct FloatImageBuffer {
ImBuf *source_buffer = nullptr;
ImBuf *float_buffer = nullptr;
bool is_used = true;
FloatImageBuffer(ImBuf *source_buffer, ImBuf *float_buffer)
: source_buffer(source_buffer), float_buffer(float_buffer)
{
}
FloatImageBuffer(FloatImageBuffer &&other) noexcept
{
source_buffer = other.source_buffer;
float_buffer = other.float_buffer;
is_used = other.is_used;
other.source_buffer = nullptr;
other.float_buffer = nullptr;
}
virtual ~FloatImageBuffer()
{
IMB_freeImBuf(float_buffer);
float_buffer = nullptr;
source_buffer = nullptr;
}
FloatImageBuffer &operator=(FloatImageBuffer &&other) noexcept
{
this->source_buffer = other.source_buffer;
this->float_buffer = other.float_buffer;
is_used = other.is_used;
other.source_buffer = nullptr;
other.float_buffer = nullptr;
return *this;
}
};
/**
* \brief Float buffer cache for image buffers.
*
* Image buffers might not have float buffers which are required for the image engine.
* Image buffers are not allowed to have both a float buffer and a byte buffer as some
* functionality doesn't know what to do.
*
* For this reason we store the float buffer in separate image buffers. The FloatBufferCache keep
* track of the cached buffers and if they are still used.
*/
struct FloatBufferCache {
private:
Vector<FloatImageBuffer> cache_;
public:
ImBuf *cached_float_buffer(ImBuf *image_buffer)
{
/* Check if we can use the float buffer of the given image_buffer. */
if (image_buffer->rect_float != nullptr) {
BLI_assert_msg(
IMB_colormanagement_space_name_is_scene_linear(
IMB_colormanagement_get_float_colorspace(image_buffer)),
"Expected rect_float to be scene_linear - if there are code paths where this "
"isn't the case we should convert those and add to the FloatBufferCache as well.");
return image_buffer;
}
/* Do we have a cached float buffer. */
for (FloatImageBuffer &item : cache_) {
if (item.source_buffer == image_buffer) {
item.is_used = true;
return item.float_buffer;
}
}
/* Generate a new float buffer. */
IMB_float_from_rect(image_buffer);
ImBuf *new_imbuf = IMB_allocImBuf(image_buffer->x, image_buffer->y, image_buffer->planes, 0);
new_imbuf->rect_float = image_buffer->rect_float;
new_imbuf->flags |= IB_rectfloat;
new_imbuf->mall |= IB_rectfloat;
image_buffer->rect_float = nullptr;
image_buffer->flags &= ~IB_rectfloat;
image_buffer->mall &= ~IB_rectfloat;
cache_.append(FloatImageBuffer(image_buffer, new_imbuf));
return new_imbuf;
}
void reset_usage_flags()
{
for (FloatImageBuffer &buffer : cache_) {
buffer.is_used = false;
}
}
void mark_used(const ImBuf *image_buffer)
{
for (FloatImageBuffer &item : cache_) {
if (item.source_buffer == image_buffer) {
item.is_used = true;
return;
}
}
}
void remove_unused_buffers()
{
for (int64_t i = cache_.size() - 1; i >= 0; i--) {
if (!cache_[i].is_used) {
cache_.remove_and_reorder(i);
}
}
}
void clear()
{
cache_.clear();
}
};
} // namespace blender::draw::image_engine