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blender-archive/intern/cycles/blender/blender_image.cpp
Brecht Van Lommel 5e1702e7a5 Fix T87844: Cycles losing 1 bit of precision when loading packed byte images
This could lead to colors that are supposed to be exactly white to be slightly
darker.
2021-07-12 19:19:04 +02:00

221 lines
6.4 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "MEM_guardedalloc.h"
#include "blender/blender_image.h"
#include "blender/blender_session.h"
#include "blender/blender_util.h"
CCL_NAMESPACE_BEGIN
/* Packed Images */
BlenderImageLoader::BlenderImageLoader(BL::Image b_image, int frame)
: b_image(b_image), frame(frame), free_cache(!b_image.has_data())
{
}
bool BlenderImageLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata)
{
metadata.width = b_image.size()[0];
metadata.height = b_image.size()[1];
metadata.depth = 1;
metadata.channels = b_image.channels();
if (b_image.is_float()) {
if (metadata.channels == 1) {
metadata.type = IMAGE_DATA_TYPE_FLOAT;
}
else if (metadata.channels == 4) {
metadata.type = IMAGE_DATA_TYPE_FLOAT4;
}
else {
return false;
}
/* Float images are already converted on the Blender side,
* no need to do anything in Cycles. */
metadata.colorspace = u_colorspace_raw;
}
else {
if (metadata.channels == 1) {
metadata.type = IMAGE_DATA_TYPE_BYTE;
}
else if (metadata.channels == 4) {
metadata.type = IMAGE_DATA_TYPE_BYTE4;
}
else {
return false;
}
}
return true;
}
bool BlenderImageLoader::load_pixels(const ImageMetaData &metadata,
void *pixels,
const size_t pixels_size,
const bool associate_alpha)
{
const size_t num_pixels = ((size_t)metadata.width) * metadata.height;
const int channels = metadata.channels;
const int tile = 0; /* TODO(lukas): Support tiles here? */
if (b_image.is_float()) {
/* image data */
float *image_pixels;
image_pixels = image_get_float_pixels_for_frame(b_image, frame, tile);
if (image_pixels && num_pixels * channels == pixels_size) {
memcpy(pixels, image_pixels, pixels_size * sizeof(float));
}
else {
if (channels == 1) {
memset(pixels, 0, num_pixels * sizeof(float));
}
else {
const size_t num_pixels_safe = pixels_size / channels;
float *fp = (float *)pixels;
for (int i = 0; i < num_pixels_safe; i++, fp += channels) {
fp[0] = 1.0f;
fp[1] = 0.0f;
fp[2] = 1.0f;
if (channels == 4) {
fp[3] = 1.0f;
}
}
}
}
if (image_pixels) {
MEM_freeN(image_pixels);
}
}
else {
unsigned char *image_pixels = image_get_pixels_for_frame(b_image, frame, tile);
if (image_pixels && num_pixels * channels == pixels_size) {
memcpy(pixels, image_pixels, pixels_size * sizeof(unsigned char));
}
else {
if (channels == 1) {
memset(pixels, 0, pixels_size * sizeof(unsigned char));
}
else {
const size_t num_pixels_safe = pixels_size / channels;
unsigned char *cp = (unsigned char *)pixels;
for (size_t i = 0; i < num_pixels_safe; i++, cp += channels) {
cp[0] = 255;
cp[1] = 0;
cp[2] = 255;
if (channels == 4) {
cp[3] = 255;
}
}
}
}
if (image_pixels) {
MEM_freeN(image_pixels);
}
if (associate_alpha) {
/* Premultiply, byte images are always straight for Blender. */
unsigned char *cp = (unsigned char *)pixels;
for (size_t i = 0; i < num_pixels; i++, cp += channels) {
cp[0] = (cp[0] * cp[3]) / 255;
cp[1] = (cp[1] * cp[3]) / 255;
cp[2] = (cp[2] * cp[3]) / 255;
}
}
}
/* Free image buffers to save memory during render. */
if (free_cache) {
b_image.buffers_free();
}
return true;
}
string BlenderImageLoader::name() const
{
return BL::Image(b_image).name();
}
bool BlenderImageLoader::equals(const ImageLoader &other) const
{
const BlenderImageLoader &other_loader = (const BlenderImageLoader &)other;
return b_image == other_loader.b_image && frame == other_loader.frame;
}
/* Point Density */
BlenderPointDensityLoader::BlenderPointDensityLoader(BL::Depsgraph b_depsgraph,
BL::ShaderNodeTexPointDensity b_node)
: b_depsgraph(b_depsgraph), b_node(b_node)
{
}
bool BlenderPointDensityLoader::load_metadata(const ImageDeviceFeatures &, ImageMetaData &metadata)
{
metadata.channels = 4;
metadata.width = b_node.resolution();
metadata.height = metadata.width;
metadata.depth = metadata.width;
metadata.type = IMAGE_DATA_TYPE_FLOAT4;
return true;
}
bool BlenderPointDensityLoader::load_pixels(const ImageMetaData &,
void *pixels,
const size_t,
const bool)
{
int length;
b_node.calc_point_density(b_depsgraph, &length, (float **)&pixels);
return true;
}
void BlenderSession::builtin_images_load()
{
/* Force builtin images to be loaded along with Blender data sync. This
* is needed because we may be reading from depsgraph evaluated data which
* can be freed by Blender before Cycles reads it.
*
* TODO: the assumption that no further access to builtin image data will
* happen is really weak, and likely to break in the future. We should find
* a better solution to hand over the data directly to the image manager
* instead of through callbacks whose timing is difficult to control. */
ImageManager *manager = session->scene->image_manager;
Device *device = session->device;
manager->device_load_builtin(device, session->scene, session->progress);
}
string BlenderPointDensityLoader::name() const
{
return BL::ShaderNodeTexPointDensity(b_node).name();
}
bool BlenderPointDensityLoader::equals(const ImageLoader &other) const
{
const BlenderPointDensityLoader &other_loader = (const BlenderPointDensityLoader &)other;
return b_node == other_loader.b_node && b_depsgraph == other_loader.b_depsgraph;
}
CCL_NAMESPACE_END