Cycles now uses the color space on the image datablock, and uses OpenColorIO to convert to scene linear as needed. Byte images do not take extra memory, they are compressed in scene linear + sRGB transfer function which in common cases is a no-op. Eevee and workbench were changed to work similar. Float images are stored as scene linear. Byte images are compressed as scene linear + sRGB and stored in a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read as scene linear, simplifying the code and taking advantage of hardware support. Further, OpenGL image textures are now all stored with premultiplied alpha. Eevee texture sampling looks a little different now because interpolation happens premultiplied and in scene linear space. Overlays and grease pencil work in sRGB space so those now have an extra conversion to sRGB after reading from image textures. This is not particularly elegant but as long as engines use different conventions, one or the other needs to do conversion. This change breaks compatibility for cases where multiple image texture nodes were using the same image with different color space node settings. However it gives more predictable behavior for baking and texture painting if save, load and image editing operations have a single color space to handle. Differential Revision: https://developer.blender.org/D4807
207 lines
5.8 KiB
C++
207 lines
5.8 KiB
C++
/*
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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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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup gpu
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*/
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#ifndef __GPU_CODEGEN_H__
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#define __GPU_CODEGEN_H__
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#include "DNA_customdata_types.h"
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#include "DNA_listBase.h"
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#include "GPU_material.h"
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#include "GPU_glew.h"
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struct GPUNode;
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struct GPUOutput;
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struct GPUShader;
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struct GPUVertAttrLayers;
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struct ListBase;
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struct PreviewImage;
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/* Pass Generation
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* - Takes a list of nodes and a desired output, and makes a pass. This
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* will take ownership of the nodes and free them early if unused or
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* at the end if used.
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*/
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typedef enum eGPUDataSource {
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GPU_SOURCE_OUTPUT,
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GPU_SOURCE_CONSTANT,
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GPU_SOURCE_UNIFORM,
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GPU_SOURCE_ATTR,
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GPU_SOURCE_BUILTIN,
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GPU_SOURCE_STRUCT,
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GPU_SOURCE_TEX,
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} eGPUDataSource;
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typedef enum {
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GPU_NODE_LINK_NONE = 0,
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GPU_NODE_LINK_ATTR,
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GPU_NODE_LINK_BUILTIN,
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GPU_NODE_LINK_COLORBAND,
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GPU_NODE_LINK_CONSTANT,
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GPU_NODE_LINK_IMAGE_BLENDER,
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GPU_NODE_LINK_OUTPUT,
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GPU_NODE_LINK_UNIFORM,
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} GPUNodeLinkType;
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struct GPUNode {
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struct GPUNode *next, *prev;
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const char *name;
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/* Internal flag to mark nodes during pruning */
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bool tag;
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ListBase inputs;
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ListBase outputs;
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};
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struct GPUNodeLink {
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GPUNodeStack *socket;
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GPUNodeLinkType link_type;
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int users; /* Refcount */
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union {
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/* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */
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float *data;
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/* GPU_NODE_LINK_BUILTIN */
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eGPUBuiltin builtin;
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/* GPU_NODE_LINK_COLORBAND */
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struct GPUTexture **coba;
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/* GPU_NODE_LINK_OUTPUT */
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struct GPUOutput *output;
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/* GPU_NODE_LINK_ATTR */
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struct {
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const char *attr_name;
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CustomDataType attr_type;
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};
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/* GPU_NODE_LINK_IMAGE_BLENDER */
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struct {
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struct Image *ima;
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struct ImageUser *iuser;
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};
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};
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};
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typedef struct GPUOutput {
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struct GPUOutput *next, *prev;
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GPUNode *node;
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eGPUType type; /* data type = length of vector/matrix */
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GPUNodeLink *link; /* output link */
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int id; /* unique id as created by code generator */
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} GPUOutput;
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typedef struct GPUInput {
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struct GPUInput *next, *prev;
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GPUNode *node;
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eGPUType type; /* datatype */
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GPUNodeLink *link;
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int id; /* unique id as created by code generator */
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eGPUDataSource source; /* data source */
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int shaderloc; /* id from opengl */
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char shadername[32]; /* name in shader */
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/* Content based on eGPUDataSource */
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union {
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/* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */
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float vec[16]; /* vector data */
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/* GPU_SOURCE_BUILTIN */
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eGPUBuiltin builtin; /* builtin uniform */
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/* GPU_SOURCE_TEX */
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struct {
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struct GPUTexture **coba; /* input texture, only set at runtime */
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struct Image *ima; /* image */
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struct ImageUser *iuser; /* image user */
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bool bindtex; /* input is responsible for binding the texture? */
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int texid; /* number for multitexture, starting from zero */
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eGPUType textype; /* texture type (2D, 1D Array ...) */
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};
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/* GPU_SOURCE_ATTR */
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struct {
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/** Attribute name. */
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char attr_name[MAX_CUSTOMDATA_LAYER_NAME];
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/** ID for vertex attributes. */
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int attr_id;
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/** This is the first one that is bound. */
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bool attr_first;
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/** Attribute type. */
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CustomDataType attr_type;
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};
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};
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} GPUInput;
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struct GPUPass {
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struct GPUPass *next;
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struct GPUShader *shader;
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char *fragmentcode;
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char *geometrycode;
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char *vertexcode;
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char *defines;
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uint refcount; /* Orphaned GPUPasses gets freed by the garbage collector. */
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uint32_t hash; /* Identity hash generated from all GLSL code. */
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bool compiled; /* Did we already tried to compile the attached GPUShader. */
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};
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typedef struct GPUPass GPUPass;
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GPUPass *GPU_generate_pass(GPUMaterial *material,
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GPUNodeLink *frag_outlink,
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struct GPUVertAttrLayers *attrs,
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ListBase *nodes,
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int *builtins,
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const char *vert_code,
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const char *geom_code,
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const char *frag_lib,
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const char *defines);
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struct GPUShader *GPU_pass_shader_get(GPUPass *pass);
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void GPU_nodes_extract_dynamic_inputs(struct GPUShader *shader, ListBase *inputs, ListBase *nodes);
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void GPU_nodes_get_vertex_attrs(ListBase *nodes, struct GPUVertAttrLayers *attrs);
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void GPU_nodes_prune(ListBase *nodes, struct GPUNodeLink *outlink);
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void GPU_pass_compile(GPUPass *pass, const char *shname);
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void GPU_pass_release(GPUPass *pass);
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void GPU_pass_free_nodes(ListBase *nodes);
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void GPU_inputs_free(ListBase *inputs);
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void gpu_codegen_init(void);
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void gpu_codegen_exit(void);
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/* Material calls */
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const char *GPU_builtin_name(eGPUBuiltin builtin);
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void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node);
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struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat,
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int size,
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float *pixels,
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float *row);
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#endif
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