bdk-blender/source/blender/imbuf
Jason Fielder ed540b4d3a Fix #114414: Alternative fix for greyscale textures retaining perf
Alternative solution to #114414 which reduces the scope of
textures for which single-channel greyscale optimization
is removed from.

Some byte buffers are converted to float buffers during
color management. These cases should retain support in
the optimal path.

Authored by Apple: Michael Parkin-White

Pull Request: blender/blender#114611
2023-11-09 11:02:20 +01:00
..
intern Fix #114414: Alternative fix for greyscale textures retaining perf 2023-11-09 11:02:20 +01:00
CMakeLists.txt License Headers: Set copyright to "Blender Authors", add AUTHORS 2023-08-16 00:20:26 +10:00
IMB_colormanagement.h Color management: Validate Look on View Transform changes 2023-08-17 14:38:07 +02:00
IMB_imbuf_types.h Refactor: Use ImBuf to store passes in RenderResult 2023-07-10 16:33:32 +02:00
IMB_imbuf.h Cleanup: correct file names in comments after C -> C++ renaming 2023-07-31 13:02:30 +10:00
IMB_metadata.h License Headers: Set copyright to "Blender Authors", add AUTHORS 2023-08-16 00:20:26 +10:00
IMB_moviecache.h License Headers: Set copyright to "Blender Authors", add AUTHORS 2023-08-16 00:20:26 +10:00
IMB_openexr.h License Headers: Set copyright to "Blender Authors", add AUTHORS 2023-08-16 00:20:26 +10:00
IMB_thumbs.h Thumbnails: Always use cached thumbnails for offline files 2023-09-08 16:41:44 +02:00
readme.txt

The following 4 steps to adding a new image format to blender, its
probably easiest to look at the png code for a clean clear example,
animation formats are a bit more complicated but very similar:

Step 1:
create a new file named after the format for example lets say we were
creating an openexr read/writer  use openexr.c
It should contain functions to match the following prototypes:

struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags);
/* Use one of the following depending on what's easier for your file format */
short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags);
short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags);

/* Used to test if its the correct format
int IMB_is_openexr(void *buf);

Step 2:
Add your hooks to read and write the image format these go in
	writeimage.c and readimage.c  just look at how the others are done

Step 3:
Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h
Add in R_openexr to source/blender/makesdna/DNA_scene_types.h

Step 4:
Add your hooks to the gui.
source/blender/src/buttons_scene.c
source/blender/src/toets.c
source/blender/src/writeimage.c

Step 5:
edit the following files:
blender/source/blender/imbuf/intern/util.c
blender/source/blender/src/filesel.c
blender/source/blender/src/screendump.c
and add your extension so that your format gets recognized in the thumbnails.

Step 6:
Alter the build process:
For cmake you need to edit blender/source/blender/imbuf/CMakeLists.txt
and add in your additional files to source_files.
If you have any external library info you will also need to add that
to the various build processes.

Step 7:
Its also good to add your image format to:
makepicstring in blender/source/blender/blenkernel/intern/image.c