This patch introduces a partial update of GPUTexture. When rendering a large image the GPUTexture could have been scaled. The old implementation would rescale the image on CPU and create a new GPUTexture. This resulted in flooding the PCI bus. The new solution would only scale and upload the parts of the GPUTexture that has been changed. It does this by keeping track of areas of 256x256 pixels. When something changes the tiles that cover that changes will be rescaled and uploaded the next time the GPUTexture is requested. Test situation: Default Cube, 4 samples, 19200x10800 tile size 512. Blender 2.83.9: 4m27s. Blender 2.91: 20+m (regression) This patch: 1m01s. There is still room for more optimizations: * Reduce the time that an image is locked. ** Use task scheduling to update the tiles of an image. ** Generic optimization of the ImBuf scale method. Maniphest Tasks: T82591 Differential Revision: https://developer.blender.org/D9591
913 lines
29 KiB
C
913 lines
29 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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*/
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/** \file
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* \ingroup bke
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_bitmap.h"
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#include "BLI_boxpack_2d.h"
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#include "BLI_linklist.h"
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#include "BLI_listbase.h"
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#include "BLI_threads.h"
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#include "DNA_image_types.h"
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#include "DNA_userdef_types.h"
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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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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "GPU_capabilities.h"
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#include "GPU_state.h"
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#include "GPU_texture.h"
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#include "PIL_time.h"
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/* Prototypes. */
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static void gpu_free_unused_buffers(void);
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static void image_free_gpu(Image *ima, const bool immediate);
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static void image_update_gputexture_ex(
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Image *ima, ImageTile *tile, ImBuf *ibuf, int x, int y, int w, int h);
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/* Internal structs. */
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#define IMA_PARTIAL_REFRESH_TILE_SIZE 256
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typedef struct ImagePartialRefresh {
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struct ImagePartialRefresh *next, *prev;
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int tile_x;
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int tile_y;
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} ImagePartialRefresh;
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/* Is the alpha of the `GPUTexture` for a given image/ibuf premultiplied. */
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bool BKE_image_has_gpu_texture_premultiplied_alpha(Image *image, ImBuf *ibuf)
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{
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if (image) {
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/* Render result and compositor output are always premultiplied */
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if (ELEM(image->type, IMA_TYPE_R_RESULT, IMA_TYPE_COMPOSITE)) {
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return true;
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}
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/* Generated images use pre multiplied float buffer, but straight alpha for byte buffers. */
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if (image->type == IMA_TYPE_UV_TEST && ibuf) {
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return ibuf->rect_float != NULL;
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}
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}
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if (ibuf) {
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if (ibuf->rect_float) {
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return image ? (image->alpha_mode != IMA_ALPHA_STRAIGHT) : false;
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}
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return image ? (image->alpha_mode == IMA_ALPHA_PREMUL) : true;
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}
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return false;
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}
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/* -------------------------------------------------------------------- */
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/** \name UDIM gpu texture
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* \{ */
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static bool is_over_resolution_limit(int w, int h)
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{
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return (w > GPU_texture_size_with_limit(w) || h > GPU_texture_size_with_limit(h));
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}
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static int smaller_power_of_2_limit(int num)
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{
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return power_of_2_min_i(GPU_texture_size_with_limit(num));
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}
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static GPUTexture *gpu_texture_create_tile_mapping(Image *ima, const int multiview_eye)
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{
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GPUTexture *tilearray = ima->gputexture[TEXTARGET_2D_ARRAY][multiview_eye];
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if (tilearray == NULL) {
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return 0;
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}
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float array_w = GPU_texture_width(tilearray);
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float array_h = GPU_texture_height(tilearray);
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ImageTile *last_tile = (ImageTile *)ima->tiles.last;
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/* Tiles are sorted by number. */
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int max_tile = last_tile->tile_number - 1001;
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/* create image */
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int width = max_tile + 1;
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float *data = (float *)MEM_callocN(width * 8 * sizeof(float), __func__);
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for (int i = 0; i < width; i++) {
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data[4 * i] = -1.0f;
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}
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LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
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int i = tile->tile_number - 1001;
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data[4 * i] = tile->runtime.tilearray_layer;
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float *tile_info = &data[4 * width + 4 * i];
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tile_info[0] = tile->runtime.tilearray_offset[0] / array_w;
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tile_info[1] = tile->runtime.tilearray_offset[1] / array_h;
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tile_info[2] = tile->runtime.tilearray_size[0] / array_w;
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tile_info[3] = tile->runtime.tilearray_size[1] / array_h;
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}
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GPUTexture *tex = GPU_texture_create_1d_array(ima->id.name + 2, width, 2, 1, GPU_RGBA32F, data);
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GPU_texture_mipmap_mode(tex, false, false);
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MEM_freeN(data);
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return tex;
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}
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typedef struct PackTile {
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FixedSizeBoxPack boxpack;
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ImageTile *tile;
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float pack_score;
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} PackTile;
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static int compare_packtile(const void *a, const void *b)
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{
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const PackTile *tile_a = (const PackTile *)a;
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const PackTile *tile_b = (const PackTile *)b;
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return tile_a->pack_score < tile_b->pack_score;
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}
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static GPUTexture *gpu_texture_create_tile_array(Image *ima, ImBuf *main_ibuf)
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{
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int arraywidth = 0, arrayheight = 0;
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ListBase boxes = {NULL};
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LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
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ImageUser iuser;
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BKE_imageuser_default(&iuser);
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iuser.tile = tile->tile_number;
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ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
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if (ibuf) {
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PackTile *packtile = (PackTile *)MEM_callocN(sizeof(PackTile), __func__);
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packtile->tile = tile;
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packtile->boxpack.w = ibuf->x;
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packtile->boxpack.h = ibuf->y;
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if (is_over_resolution_limit(packtile->boxpack.w, packtile->boxpack.h)) {
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packtile->boxpack.w = smaller_power_of_2_limit(packtile->boxpack.w);
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packtile->boxpack.h = smaller_power_of_2_limit(packtile->boxpack.h);
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}
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arraywidth = max_ii(arraywidth, packtile->boxpack.w);
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arrayheight = max_ii(arrayheight, packtile->boxpack.h);
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/* We sort the tiles by decreasing size, with an additional penalty term
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* for high aspect ratios. This improves packing efficiency. */
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float w = packtile->boxpack.w, h = packtile->boxpack.h;
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packtile->pack_score = max_ff(w, h) / min_ff(w, h) * w * h;
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BKE_image_release_ibuf(ima, ibuf, NULL);
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BLI_addtail(&boxes, packtile);
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}
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}
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BLI_assert(arraywidth > 0 && arrayheight > 0);
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BLI_listbase_sort(&boxes, compare_packtile);
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int arraylayers = 0;
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/* Keep adding layers until all tiles are packed. */
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while (boxes.first != NULL) {
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ListBase packed = {NULL};
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BLI_box_pack_2d_fixedarea(&boxes, arraywidth, arrayheight, &packed);
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BLI_assert(packed.first != NULL);
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LISTBASE_FOREACH (PackTile *, packtile, &packed) {
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ImageTile *tile = packtile->tile;
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int *tileoffset = tile->runtime.tilearray_offset;
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int *tilesize = tile->runtime.tilearray_size;
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tileoffset[0] = packtile->boxpack.x;
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tileoffset[1] = packtile->boxpack.y;
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tilesize[0] = packtile->boxpack.w;
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tilesize[1] = packtile->boxpack.h;
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tile->runtime.tilearray_layer = arraylayers;
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}
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BLI_freelistN(&packed);
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arraylayers++;
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}
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const bool use_high_bitdepth = (ima->flag & IMA_HIGH_BITDEPTH);
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/* Create Texture without content. */
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GPUTexture *tex = IMB_touch_gpu_texture(
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ima->id.name + 2, main_ibuf, arraywidth, arrayheight, arraylayers, use_high_bitdepth);
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/* Upload each tile one by one. */
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LISTBASE_FOREACH (ImageTile *, tile, &ima->tiles) {
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int tilelayer = tile->runtime.tilearray_layer;
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int *tileoffset = tile->runtime.tilearray_offset;
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int *tilesize = tile->runtime.tilearray_size;
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if (tilesize[0] == 0 || tilesize[1] == 0) {
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continue;
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}
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ImageUser iuser;
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BKE_imageuser_default(&iuser);
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iuser.tile = tile->tile_number;
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ImBuf *ibuf = BKE_image_acquire_ibuf(ima, &iuser, NULL);
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if (ibuf) {
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const bool store_premultiplied = BKE_image_has_gpu_texture_premultiplied_alpha(ima, ibuf);
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IMB_update_gpu_texture_sub(tex,
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ibuf,
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UNPACK2(tileoffset),
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tilelayer,
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UNPACK2(tilesize),
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use_high_bitdepth,
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store_premultiplied);
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}
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BKE_image_release_ibuf(ima, ibuf, NULL);
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}
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if (GPU_mipmap_enabled()) {
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GPU_texture_generate_mipmap(tex);
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GPU_texture_mipmap_mode(tex, true, true);
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if (ima) {
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ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
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}
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}
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else {
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GPU_texture_mipmap_mode(tex, false, true);
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}
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return tex;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Regular gpu texture
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* \{ */
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static GPUTexture **get_image_gpu_texture_ptr(Image *ima,
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eGPUTextureTarget textarget,
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const int multiview_eye)
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{
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const bool in_range = (textarget >= 0) && (textarget < TEXTARGET_COUNT);
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BLI_assert(in_range);
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if (in_range) {
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return &(ima->gputexture[textarget][multiview_eye]);
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}
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return NULL;
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}
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static GPUTexture *image_gpu_texture_error_create(eGPUTextureTarget textarget)
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{
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fprintf(stderr, "GPUTexture: Blender Texture Not Loaded!\n");
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switch (textarget) {
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case TEXTARGET_2D_ARRAY:
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return GPU_texture_create_error(2, true);
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case TEXTARGET_TILE_MAPPING:
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return GPU_texture_create_error(1, true);
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case TEXTARGET_2D:
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default:
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return GPU_texture_create_error(2, false);
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}
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}
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static GPUTexture *image_get_gpu_texture(Image *ima,
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ImageUser *iuser,
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ImBuf *ibuf,
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eGPUTextureTarget textarget)
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{
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if (ima == NULL) {
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return NULL;
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}
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/* Free any unused GPU textures, since we know we are in a thread with OpenGL
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* context and might as well ensure we have as much space free as possible. */
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gpu_free_unused_buffers();
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/* Free GPU textures when requesting a different render pass/layer.
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* When `iuser` isn't set (texture painting single image mode) we assume that
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* the current `pass` and `layer` should be 0. */
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short requested_pass = iuser ? iuser->pass : 0;
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short requested_layer = iuser ? iuser->layer : 0;
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if (ima->gpu_pass != requested_pass || ima->gpu_layer != requested_layer) {
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ima->gpu_pass = requested_pass;
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ima->gpu_layer = requested_layer;
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ima->gpuflag |= IMA_GPU_REFRESH;
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}
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/* Check if image has been updated and tagged to be updated (full or partial). */
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ImageTile *tile = BKE_image_get_tile(ima, 0);
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if (((ima->gpuflag & IMA_GPU_REFRESH) != 0) ||
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((ibuf == NULL || tile == NULL || !tile->ok) &&
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((ima->gpuflag & IMA_GPU_PARTIAL_REFRESH) != 0))) {
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image_free_gpu(ima, true);
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BLI_freelistN(&ima->gpu_refresh_areas);
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ima->gpuflag &= ~(IMA_GPU_REFRESH | IMA_GPU_PARTIAL_REFRESH);
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}
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else if (ima->gpuflag & IMA_GPU_PARTIAL_REFRESH) {
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BLI_assert(ibuf);
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BLI_assert(tile && tile->ok);
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ImagePartialRefresh *refresh_area;
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while ((refresh_area = BLI_pophead(&ima->gpu_refresh_areas))) {
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const int tile_offset_x = refresh_area->tile_x * IMA_PARTIAL_REFRESH_TILE_SIZE;
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const int tile_offset_y = refresh_area->tile_y * IMA_PARTIAL_REFRESH_TILE_SIZE;
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const int tile_width = MIN2(IMA_PARTIAL_REFRESH_TILE_SIZE, ibuf->x - tile_offset_x);
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const int tile_height = MIN2(IMA_PARTIAL_REFRESH_TILE_SIZE, ibuf->y - tile_offset_y);
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image_update_gputexture_ex(
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ima, tile, ibuf, tile_offset_x, tile_offset_y, tile_width, tile_height);
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MEM_freeN(refresh_area);
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}
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ima->gpuflag &= ~IMA_GPU_PARTIAL_REFRESH;
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}
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/* Tag as in active use for garbage collector. */
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BKE_image_tag_time(ima);
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/* Test if we already have a texture. */
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const int current_view = iuser ? ((iuser->flag & IMA_SHOW_STEREO) != 0 ? iuser->multiview_eye :
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iuser->view) :
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0;
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GPUTexture **tex = get_image_gpu_texture_ptr(ima, textarget, current_view);
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if (*tex) {
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return *tex;
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}
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/* Check if we have a valid image. If not, we return a dummy
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* texture with zero bind-code so we don't keep trying. */
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if (tile == NULL || tile->ok == 0) {
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*tex = image_gpu_texture_error_create(textarget);
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return *tex;
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}
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/* check if we have a valid image buffer */
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ImBuf *ibuf_intern = ibuf;
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if (ibuf_intern == NULL) {
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ibuf_intern = BKE_image_acquire_ibuf(ima, iuser, NULL);
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if (ibuf_intern == NULL) {
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*tex = image_gpu_texture_error_create(textarget);
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return *tex;
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}
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}
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if (textarget == TEXTARGET_2D_ARRAY) {
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*tex = gpu_texture_create_tile_array(ima, ibuf_intern);
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}
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else if (textarget == TEXTARGET_TILE_MAPPING) {
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*tex = gpu_texture_create_tile_mapping(ima, iuser ? iuser->multiview_eye : 0);
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}
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else {
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const bool use_high_bitdepth = (ima->flag & IMA_HIGH_BITDEPTH);
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const bool store_premultiplied = BKE_image_has_gpu_texture_premultiplied_alpha(ima,
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ibuf_intern);
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*tex = IMB_create_gpu_texture(
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ima->id.name + 2, ibuf_intern, use_high_bitdepth, store_premultiplied);
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GPU_texture_wrap_mode(*tex, true, false);
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if (GPU_mipmap_enabled()) {
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GPU_texture_generate_mipmap(*tex);
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if (ima) {
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ima->gpuflag |= IMA_GPU_MIPMAP_COMPLETE;
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}
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GPU_texture_mipmap_mode(*tex, true, true);
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}
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else {
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GPU_texture_mipmap_mode(*tex, false, true);
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}
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}
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/* if `ibuf` was given, we don't own the `ibuf_intern` */
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if (ibuf == NULL) {
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BKE_image_release_ibuf(ima, ibuf_intern, NULL);
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}
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GPU_texture_orig_size_set(*tex, ibuf_intern->x, ibuf_intern->y);
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return *tex;
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}
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GPUTexture *BKE_image_get_gpu_texture(Image *image, ImageUser *iuser, ImBuf *ibuf)
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{
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return image_get_gpu_texture(image, iuser, ibuf, TEXTARGET_2D);
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}
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GPUTexture *BKE_image_get_gpu_tiles(Image *image, ImageUser *iuser, ImBuf *ibuf)
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{
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return image_get_gpu_texture(image, iuser, ibuf, TEXTARGET_2D_ARRAY);
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}
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GPUTexture *BKE_image_get_gpu_tilemap(Image *image, ImageUser *iuser, ImBuf *ibuf)
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{
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return image_get_gpu_texture(image, iuser, ibuf, TEXTARGET_TILE_MAPPING);
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}
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/** \} */
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|
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/* -------------------------------------------------------------------- */
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/** \name Delayed GPU texture free
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*
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* Image datablocks can be deleted by any thread, but there may not be any active OpenGL context.
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* In that case we push them into a queue and free the buffers later.
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* \{ */
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static LinkNode *gpu_texture_free_queue = NULL;
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static ThreadMutex gpu_texture_queue_mutex = BLI_MUTEX_INITIALIZER;
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static void gpu_free_unused_buffers(void)
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{
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if (gpu_texture_free_queue == NULL) {
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return;
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}
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BLI_mutex_lock(&gpu_texture_queue_mutex);
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while (gpu_texture_free_queue != NULL) {
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GPUTexture *tex = BLI_linklist_pop(&gpu_texture_free_queue);
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GPU_texture_free(tex);
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}
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BLI_mutex_unlock(&gpu_texture_queue_mutex);
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}
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void BKE_image_free_unused_gpu_textures()
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{
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if (BLI_thread_is_main()) {
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gpu_free_unused_buffers();
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Deletion
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* \{ */
|
|
|
|
static void image_free_gpu(Image *ima, const bool immediate)
|
|
{
|
|
for (int eye = 0; eye < 2; eye++) {
|
|
for (int i = 0; i < TEXTARGET_COUNT; i++) {
|
|
if (ima->gputexture[i][eye] != NULL) {
|
|
if (immediate) {
|
|
GPU_texture_free(ima->gputexture[i][eye]);
|
|
}
|
|
else {
|
|
BLI_mutex_lock(&gpu_texture_queue_mutex);
|
|
BLI_linklist_prepend(&gpu_texture_free_queue, ima->gputexture[i][eye]);
|
|
BLI_mutex_unlock(&gpu_texture_queue_mutex);
|
|
}
|
|
|
|
ima->gputexture[i][eye] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
void BKE_image_free_gputextures(Image *ima)
|
|
{
|
|
image_free_gpu(ima, BLI_thread_is_main());
|
|
}
|
|
|
|
void BKE_image_free_all_gputextures(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
LISTBASE_FOREACH (Image *, ima, &bmain->images) {
|
|
BKE_image_free_gputextures(ima);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* same as above but only free animated images */
|
|
void BKE_image_free_anim_gputextures(Main *bmain)
|
|
{
|
|
if (bmain) {
|
|
LISTBASE_FOREACH (Image *, ima, &bmain->images) {
|
|
if (BKE_image_is_animated(ima)) {
|
|
BKE_image_free_gputextures(ima);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BKE_image_free_old_gputextures(Main *bmain)
|
|
{
|
|
static int lasttime = 0;
|
|
int ctime = (int)PIL_check_seconds_timer();
|
|
|
|
/*
|
|
* Run garbage collector once for every collecting period of time
|
|
* if textimeout is 0, that's the option to NOT run the collector
|
|
*/
|
|
if (U.textimeout == 0 || ctime % U.texcollectrate || ctime == lasttime) {
|
|
return;
|
|
}
|
|
|
|
/* of course not! */
|
|
if (G.is_rendering) {
|
|
return;
|
|
}
|
|
|
|
lasttime = ctime;
|
|
|
|
LISTBASE_FOREACH (Image *, ima, &bmain->images) {
|
|
if ((ima->flag & IMA_NOCOLLECT) == 0 && ctime - ima->lastused > U.textimeout) {
|
|
/* If it's in GL memory, deallocate and set time tag to current time
|
|
* This gives textures a "second chance" to be used before dying. */
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
BKE_image_free_gputextures(ima);
|
|
ima->lastused = ctime;
|
|
}
|
|
/* Otherwise, just kill the buffers */
|
|
else {
|
|
BKE_image_free_buffers(ima);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Paint Update
|
|
* \{ */
|
|
|
|
static ImBuf *update_do_scale(uchar *rect,
|
|
float *rect_float,
|
|
int *x,
|
|
int *y,
|
|
int *w,
|
|
int *h,
|
|
int limit_w,
|
|
int limit_h,
|
|
int full_w,
|
|
int full_h)
|
|
{
|
|
/* Partial update with scaling. */
|
|
float xratio = limit_w / (float)full_w;
|
|
float yratio = limit_h / (float)full_h;
|
|
|
|
int part_w = *w, part_h = *h;
|
|
|
|
/* Find sub coordinates in scaled image. Take ceiling because we will be
|
|
* losing 1 pixel due to rounding errors in x,y. */
|
|
*x *= xratio;
|
|
*y *= yratio;
|
|
*w = (int)ceil(xratio * (*w));
|
|
*h = (int)ceil(yratio * (*h));
|
|
|
|
/* ...but take back if we are over the limit! */
|
|
if (*x + *w > limit_w) {
|
|
(*w)--;
|
|
}
|
|
if (*y + *h > limit_h) {
|
|
(*h)--;
|
|
}
|
|
|
|
/* Scale pixels. */
|
|
ImBuf *ibuf = IMB_allocFromBuffer((uint *)rect, rect_float, part_w, part_h, 4);
|
|
IMB_scaleImBuf(ibuf, *w, *h);
|
|
|
|
return ibuf;
|
|
}
|
|
|
|
static void gpu_texture_update_scaled(GPUTexture *tex,
|
|
uchar *rect,
|
|
float *rect_float,
|
|
int full_w,
|
|
int full_h,
|
|
int x,
|
|
int y,
|
|
int layer,
|
|
const int *tile_offset,
|
|
const int *tile_size,
|
|
int w,
|
|
int h)
|
|
{
|
|
ImBuf *ibuf;
|
|
if (layer > -1) {
|
|
ibuf = update_do_scale(
|
|
rect, rect_float, &x, &y, &w, &h, tile_size[0], tile_size[1], full_w, full_h);
|
|
|
|
/* Shift to account for tile packing. */
|
|
x += tile_offset[0];
|
|
y += tile_offset[1];
|
|
}
|
|
else {
|
|
/* Partial update with scaling. */
|
|
int limit_w = GPU_texture_width(tex);
|
|
int limit_h = GPU_texture_height(tex);
|
|
|
|
ibuf = update_do_scale(rect, rect_float, &x, &y, &w, &h, limit_w, limit_h, full_w, full_h);
|
|
}
|
|
|
|
void *data = (ibuf->rect_float) ? (void *)(ibuf->rect_float) : (void *)(ibuf->rect);
|
|
eGPUDataFormat data_format = (ibuf->rect_float) ? GPU_DATA_FLOAT : GPU_DATA_UNSIGNED_BYTE;
|
|
|
|
GPU_texture_update_sub(tex, data_format, data, x, y, layer, w, h, 1);
|
|
|
|
IMB_freeImBuf(ibuf);
|
|
}
|
|
|
|
static void gpu_texture_update_unscaled(GPUTexture *tex,
|
|
uchar *rect,
|
|
float *rect_float,
|
|
int x,
|
|
int y,
|
|
int layer,
|
|
const int tile_offset[2],
|
|
int w,
|
|
int h,
|
|
int tex_stride,
|
|
int tex_offset)
|
|
{
|
|
if (layer > -1) {
|
|
/* Shift to account for tile packing. */
|
|
x += tile_offset[0];
|
|
y += tile_offset[1];
|
|
}
|
|
|
|
void *data = (rect_float) ? (void *)(rect_float + tex_offset) : (void *)(rect + tex_offset);
|
|
eGPUDataFormat data_format = (rect_float) ? GPU_DATA_FLOAT : GPU_DATA_UNSIGNED_BYTE;
|
|
|
|
/* Partial update without scaling. Stride and offset are used to copy only a
|
|
* subset of a possible larger buffer than what we are updating. */
|
|
GPU_unpack_row_length_set(tex_stride);
|
|
|
|
GPU_texture_update_sub(tex, data_format, data, x, y, layer, w, h, 1);
|
|
/* Restore default. */
|
|
GPU_unpack_row_length_set(0);
|
|
}
|
|
|
|
static void gpu_texture_update_from_ibuf(
|
|
GPUTexture *tex, Image *ima, ImBuf *ibuf, ImageTile *tile, int x, int y, int w, int h)
|
|
{
|
|
bool scaled;
|
|
if (tile != NULL) {
|
|
int *tilesize = tile->runtime.tilearray_size;
|
|
scaled = (ibuf->x != tilesize[0]) || (ibuf->y != tilesize[1]);
|
|
}
|
|
else {
|
|
scaled = (GPU_texture_width(tex) != ibuf->x) || (GPU_texture_height(tex) != ibuf->y);
|
|
}
|
|
|
|
if (scaled) {
|
|
/* Extra padding to account for bleed from neighboring pixels. */
|
|
const int padding = 4;
|
|
const int xmax = min_ii(x + w + padding, ibuf->x);
|
|
const int ymax = min_ii(y + h + padding, ibuf->y);
|
|
x = max_ii(x - padding, 0);
|
|
y = max_ii(y - padding, 0);
|
|
w = xmax - x;
|
|
h = ymax - y;
|
|
}
|
|
|
|
/* Get texture data pointers. */
|
|
float *rect_float = ibuf->rect_float;
|
|
uchar *rect = (uchar *)ibuf->rect;
|
|
int tex_stride = ibuf->x;
|
|
int tex_offset = ibuf->channels * (y * ibuf->x + x);
|
|
|
|
const bool store_premultiplied = BKE_image_has_gpu_texture_premultiplied_alpha(ima, ibuf);
|
|
if (rect_float == NULL) {
|
|
/* Byte pixels. */
|
|
if (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
|
|
const bool compress_as_srgb = !IMB_colormanagement_space_is_scene_linear(
|
|
ibuf->rect_colorspace);
|
|
|
|
rect = (uchar *)MEM_mallocN(sizeof(uchar[4]) * w * h, __func__);
|
|
if (rect == NULL) {
|
|
return;
|
|
}
|
|
|
|
tex_stride = w;
|
|
tex_offset = 0;
|
|
|
|
/* Convert to scene linear with sRGB compression, and premultiplied for
|
|
* correct texture interpolation. */
|
|
IMB_colormanagement_imbuf_to_byte_texture(
|
|
rect, x, y, w, h, ibuf, compress_as_srgb, store_premultiplied);
|
|
}
|
|
}
|
|
else {
|
|
/* Float pixels. */
|
|
if (ibuf->channels != 4 || scaled || !store_premultiplied) {
|
|
rect_float = (float *)MEM_mallocN(sizeof(float[4]) * w * h, __func__);
|
|
if (rect_float == NULL) {
|
|
return;
|
|
}
|
|
|
|
tex_stride = w;
|
|
tex_offset = 0;
|
|
|
|
IMB_colormanagement_imbuf_to_float_texture(
|
|
rect_float, x, y, w, h, ibuf, store_premultiplied);
|
|
}
|
|
}
|
|
|
|
if (scaled) {
|
|
/* Slower update where we first have to scale the input pixels. */
|
|
if (tile != NULL) {
|
|
int *tileoffset = tile->runtime.tilearray_offset;
|
|
int *tilesize = tile->runtime.tilearray_size;
|
|
int tilelayer = tile->runtime.tilearray_layer;
|
|
gpu_texture_update_scaled(
|
|
tex, rect, rect_float, ibuf->x, ibuf->y, x, y, tilelayer, tileoffset, tilesize, w, h);
|
|
}
|
|
else {
|
|
gpu_texture_update_scaled(
|
|
tex, rect, rect_float, ibuf->x, ibuf->y, x, y, -1, NULL, NULL, w, h);
|
|
}
|
|
}
|
|
else {
|
|
/* Fast update at same resolution. */
|
|
if (tile != NULL) {
|
|
int *tileoffset = tile->runtime.tilearray_offset;
|
|
int tilelayer = tile->runtime.tilearray_layer;
|
|
gpu_texture_update_unscaled(
|
|
tex, rect, rect_float, x, y, tilelayer, tileoffset, w, h, tex_stride, tex_offset);
|
|
}
|
|
else {
|
|
gpu_texture_update_unscaled(
|
|
tex, rect, rect_float, x, y, -1, NULL, w, h, tex_stride, tex_offset);
|
|
}
|
|
}
|
|
|
|
/* Free buffers if needed. */
|
|
if (rect && rect != (uchar *)ibuf->rect) {
|
|
MEM_freeN(rect);
|
|
}
|
|
if (rect_float && rect_float != ibuf->rect_float) {
|
|
MEM_freeN(rect_float);
|
|
}
|
|
|
|
if (GPU_mipmap_enabled()) {
|
|
GPU_texture_generate_mipmap(tex);
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
|
|
GPU_texture_unbind(tex);
|
|
}
|
|
|
|
static void image_update_gputexture_ex(
|
|
Image *ima, ImageTile *tile, ImBuf *ibuf, int x, int y, int w, int h)
|
|
{
|
|
GPUTexture *tex = ima->gputexture[TEXTARGET_2D][0];
|
|
/* Check if we need to update the main gputexture. */
|
|
if (tex != NULL && tile == ima->tiles.first) {
|
|
gpu_texture_update_from_ibuf(tex, ima, ibuf, NULL, x, y, w, h);
|
|
}
|
|
|
|
/* Check if we need to update the array gputexture. */
|
|
tex = ima->gputexture[TEXTARGET_2D_ARRAY][0];
|
|
if (tex != NULL) {
|
|
gpu_texture_update_from_ibuf(tex, ima, ibuf, tile, x, y, w, h);
|
|
}
|
|
}
|
|
|
|
/* Partial update of texture for texture painting. This is often much
|
|
* quicker than fully updating the texture for high resolution images. */
|
|
void BKE_image_update_gputexture(Image *ima, ImageUser *iuser, int x, int y, int w, int h)
|
|
{
|
|
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
|
|
ImageTile *tile = BKE_image_get_tile_from_iuser(ima, iuser);
|
|
|
|
if ((ibuf == NULL) || (w == 0) || (h == 0)) {
|
|
/* Full reload of texture. */
|
|
BKE_image_free_gputextures(ima);
|
|
}
|
|
image_update_gputexture_ex(ima, tile, ibuf, x, y, w, h);
|
|
BKE_image_release_ibuf(ima, ibuf, NULL);
|
|
}
|
|
|
|
/* Mark areas on the GPUTexture that needs to be updated. The areas are marked in chunks.
|
|
* The next time the GPUTexture is used these tiles will be refreshes. This saves time
|
|
* when writing to the same place multiple times This happens for during foreground
|
|
* rendering. */
|
|
void BKE_image_update_gputexture_delayed(
|
|
struct Image *ima, struct ImBuf *ibuf, int x, int y, int w, int h)
|
|
{
|
|
/* Check for full refresh. */
|
|
if (ibuf && x == 0 && y == 0 && w == ibuf->x && h == ibuf->y) {
|
|
ima->gpuflag |= IMA_GPU_REFRESH;
|
|
}
|
|
/* Check if we can promote partial refresh to a full refresh. */
|
|
if ((ima->gpuflag & (IMA_GPU_REFRESH | IMA_GPU_PARTIAL_REFRESH)) ==
|
|
(IMA_GPU_REFRESH | IMA_GPU_PARTIAL_REFRESH)) {
|
|
ima->gpuflag &= ~IMA_GPU_PARTIAL_REFRESH;
|
|
BLI_freelistN(&ima->gpu_refresh_areas);
|
|
}
|
|
/* Image is already marked for complete refresh. */
|
|
if (ima->gpuflag & IMA_GPU_REFRESH) {
|
|
return;
|
|
}
|
|
|
|
/* Schedule the tiles that covers the requested area. */
|
|
const int start_tile_x = x / IMA_PARTIAL_REFRESH_TILE_SIZE;
|
|
const int start_tile_y = y / IMA_PARTIAL_REFRESH_TILE_SIZE;
|
|
const int end_tile_x = (x + w) / IMA_PARTIAL_REFRESH_TILE_SIZE;
|
|
const int end_tile_y = (y + h) / IMA_PARTIAL_REFRESH_TILE_SIZE;
|
|
const int num_tiles_x = (end_tile_x + 1) - (start_tile_x);
|
|
const int num_tiles_y = (end_tile_y + 1) - (start_tile_y);
|
|
const int num_tiles = num_tiles_x * num_tiles_y;
|
|
const bool allocate_on_heap = BLI_BITMAP_SIZE(num_tiles) > 16;
|
|
BLI_bitmap *requested_tiles = NULL;
|
|
if (allocate_on_heap) {
|
|
requested_tiles = BLI_BITMAP_NEW(num_tiles, __func__);
|
|
}
|
|
else {
|
|
requested_tiles = BLI_BITMAP_NEW_ALLOCA(num_tiles);
|
|
}
|
|
|
|
/* Mark the tiles that have already been requested. They don't need to be requested again. */
|
|
int num_tiles_not_scheduled = num_tiles;
|
|
LISTBASE_FOREACH (ImagePartialRefresh *, area, &ima->gpu_refresh_areas) {
|
|
if (area->tile_x < start_tile_x || area->tile_x > end_tile_x || area->tile_y < start_tile_y ||
|
|
area->tile_y > end_tile_y) {
|
|
continue;
|
|
}
|
|
int requested_tile_index = (area->tile_x - start_tile_x) +
|
|
(area->tile_y - start_tile_y) * num_tiles_x;
|
|
BLI_BITMAP_ENABLE(requested_tiles, requested_tile_index);
|
|
num_tiles_not_scheduled--;
|
|
if (num_tiles_not_scheduled == 0) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* Schedule the tiles that aren't requested yet. */
|
|
if (num_tiles_not_scheduled) {
|
|
int tile_index = 0;
|
|
for (int tile_y = start_tile_y; tile_y <= end_tile_y; tile_y++) {
|
|
for (int tile_x = start_tile_x; tile_x <= end_tile_x; tile_x++) {
|
|
if (!BLI_BITMAP_TEST_BOOL(requested_tiles, tile_index)) {
|
|
ImagePartialRefresh *area = MEM_mallocN(sizeof(ImagePartialRefresh), __func__);
|
|
area->tile_x = tile_x;
|
|
area->tile_y = tile_y;
|
|
BLI_addtail(&ima->gpu_refresh_areas, area);
|
|
}
|
|
tile_index++;
|
|
}
|
|
}
|
|
ima->gpuflag |= IMA_GPU_PARTIAL_REFRESH;
|
|
}
|
|
if (allocate_on_heap) {
|
|
MEM_freeN(requested_tiles);
|
|
}
|
|
}
|
|
|
|
/* these two functions are called on entering and exiting texture paint mode,
|
|
* temporary disabling/enabling mipmapping on all images for quick texture
|
|
* updates with glTexSubImage2D. images that didn't change don't have to be
|
|
* re-uploaded to OpenGL */
|
|
void BKE_image_paint_set_mipmap(Main *bmain, bool mipmap)
|
|
{
|
|
LISTBASE_FOREACH (Image *, ima, &bmain->images) {
|
|
if (BKE_image_has_opengl_texture(ima)) {
|
|
if (ima->gpuflag & IMA_GPU_MIPMAP_COMPLETE) {
|
|
for (int eye = 0; eye < 2; eye++) {
|
|
for (int a = 0; a < TEXTARGET_COUNT; a++) {
|
|
if (ELEM(a, TEXTARGET_2D, TEXTARGET_2D_ARRAY)) {
|
|
GPUTexture *tex = ima->gputexture[a][eye];
|
|
if (tex != NULL) {
|
|
GPU_texture_mipmap_mode(tex, mipmap, true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
BKE_image_free_gputextures(ima);
|
|
}
|
|
}
|
|
else {
|
|
ima->gpuflag &= ~IMA_GPU_MIPMAP_COMPLETE;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** \} */
|