Reduce overhead when sampling texture images for brushes. The tests can
be cached and reused.
This commit is contained in:
@@ -634,15 +634,9 @@ float BKE_brush_sample_tex_3D(const Scene *scene, Brush *br,
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rgba[2] = intensity;
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rgba[3] = 1.0f;
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}
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else {
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if (br->mtex.tex->type == TEX_IMAGE && br->mtex.tex->ima) {
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ImBuf *tex_ibuf = BKE_image_pool_acquire_ibuf(br->mtex.tex->ima, &br->mtex.tex->iuser, pool);
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/* For consistency, sampling always returns color in linear space */
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if (tex_ibuf && tex_ibuf->rect_float == NULL) {
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IMB_colormanagement_colorspace_to_scene_linear_v3(rgba, tex_ibuf->rect_colorspace);
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}
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BKE_image_pool_release_ibuf(br->mtex.tex->ima, tex_ibuf, pool);
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}
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/* For consistency, sampling always returns color in linear space */
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else if (ups->do_linear_conversion) {
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IMB_colormanagement_colorspace_to_scene_linear_v3(rgba, ups->colorspace);
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}
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return intensity;
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@@ -162,7 +162,7 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima
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if (refresh) {
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struct ImagePool *pool = NULL;
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bool convert_to_linear = false;
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ImBuf *tex_ibuf;
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struct ColorSpace *colorspace;
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/* stencil is rotated later */
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const float rotation = (mtex->brush_map_mode != MTEX_MAP_MODE_STENCIL) ?
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-mtex->rot : 0;
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@@ -223,10 +223,11 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima
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#endif
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if (mtex->tex->type == TEX_IMAGE && mtex->tex->ima) {
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tex_ibuf = BKE_image_pool_acquire_ibuf(mtex->tex->ima, &mtex->tex->iuser, pool);
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ImBuf *tex_ibuf = BKE_image_pool_acquire_ibuf(mtex->tex->ima, &mtex->tex->iuser, pool);
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/* For consistency, sampling always returns color in linear space */
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if (tex_ibuf && tex_ibuf->rect_float == NULL) {
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convert_to_linear = true;
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colorspace = tex_ibuf->rect_colorspace;
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}
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BKE_image_pool_release_ibuf(mtex->tex->ima, tex_ibuf, pool);
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}
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@@ -270,7 +271,7 @@ static int load_tex(Brush *br, ViewContext *vc, float zoom, bool col, bool prima
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if (col) {
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float rgba[4];
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paint_get_tex_pixel_col(mtex, x, y, rgba, pool, thread_num, convert_to_linear, tex_ibuf);
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paint_get_tex_pixel_col(mtex, x, y, rgba, pool, thread_num, convert_to_linear, colorspace);
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buffer[index * 4] = rgba[0] * 255;
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buffer[index * 4 + 1] = rgba[1] * 255;
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@@ -37,7 +37,7 @@ struct bContext;
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struct bglMats;
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struct Brush;
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struct ImagePool;
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struct ImBuf;
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struct ColorSpace;
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struct ListBase;
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struct Mesh;
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struct MTex;
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@@ -200,7 +200,7 @@ void paint_calc_redraw_planes(float planes[4][4],
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float paint_calc_object_space_radius(struct ViewContext *vc, const float center[3], float pixel_radius);
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float paint_get_tex_pixel(struct MTex *mtex, float u, float v, struct ImagePool *pool, int thread);
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void paint_get_tex_pixel_col(struct MTex *mtex, float u, float v, float rgba[4], struct ImagePool *pool, int thread, bool convert, struct ImBuf *ibuf);
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void paint_get_tex_pixel_col(struct MTex *mtex, float u, float v, float rgba[4], struct ImagePool *pool, int thread, bool convert, struct ColorSpace *colorspace);
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void paint_sample_color(const struct bContext *C, struct ARegion *ar, int x, int y);
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void BRUSH_OT_curve_preset(struct wmOperatorType *ot);
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@@ -47,6 +47,7 @@
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#include "BKE_paint.h"
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#include "BKE_brush.h"
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#include "BKE_colortools.h"
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#include "BKE_image.h"
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#include "WM_api.h"
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#include "WM_types.h"
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@@ -57,6 +58,8 @@
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#include "ED_screen.h"
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#include "ED_view3d.h"
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#include "IMB_imbuf_types.h"
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#include "paint_intern.h"
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#include <float.h>
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@@ -172,6 +175,18 @@ static void paint_brush_update(bContext *C, Brush *brush, PaintMode mode,
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copy_v2_v2(ups->tex_mouse, mouse);
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copy_v2_v2(ups->mask_tex_mouse, mouse);
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stroke->cached_size_pressure = pressure;
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/* check here if color sampling the main brush should do color conversion. This is done here
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* to avoid locking up to get the image buffer during sampling */
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if (brush->mtex.tex && brush->mtex.tex->type == TEX_IMAGE && brush->mtex.tex->ima) {
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ImBuf *tex_ibuf = BKE_image_pool_acquire_ibuf(brush->mtex.tex->ima, &brush->mtex.tex->iuser, NULL);
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if (tex_ibuf && tex_ibuf->rect_float == NULL) {
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ups->do_linear_conversion = true;
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ups->colorspace = tex_ibuf->rect_colorspace;
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}
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BKE_image_pool_release_ibuf(brush->mtex.tex->ima, tex_ibuf, NULL);
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}
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stroke->brush_init = true;
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}
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@@ -179,7 +179,7 @@ float paint_get_tex_pixel(MTex *mtex, float u, float v, struct ImagePool *pool,
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return intensity;
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}
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void paint_get_tex_pixel_col(MTex *mtex, float u, float v, float rgba[4], struct ImagePool *pool, int thread, bool convert_to_linear, ImBuf *ibuf)
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void paint_get_tex_pixel_col(MTex *mtex, float u, float v, float rgba[4], struct ImagePool *pool, int thread, bool convert_to_linear, struct ColorSpace *colorspace)
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{
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float co[3] = {u, v, 0.0f};
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int hasrgb;
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@@ -195,7 +195,7 @@ void paint_get_tex_pixel_col(MTex *mtex, float u, float v, float rgba[4], struct
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}
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if (convert_to_linear)
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IMB_colormanagement_colorspace_to_scene_linear_v3(rgba, ibuf->rect_colorspace);
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IMB_colormanagement_colorspace_to_scene_linear_v3(rgba, colorspace);
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linearrgb_to_srgb_v3_v3(rgba, rgba);
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@@ -60,6 +60,7 @@ struct Editing;
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struct SceneStats;
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struct bGPdata;
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struct MovieClip;
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struct ColorSpace;
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/* ************************************************************* */
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/* Scene Data */
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@@ -932,7 +933,9 @@ typedef struct UnifiedPaintSettings {
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float brush_rotation;
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// all this below is used to communicate with the cursor drawing routine
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/*********************************************************************************
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* all data below are used to communicate with cursor drawing and tex sampling *
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*********************************************************************************/
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int draw_anchored;
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int anchored_size;
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float anchored_initial_mouse[2];
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@@ -949,9 +952,14 @@ typedef struct UnifiedPaintSettings {
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/* position of mouse, used to sample the mask texture */
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float mask_tex_mouse[2];
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/* ColorSpace cache to avoid locking up during sampling */
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int do_linear_conversion;
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struct ColorSpace *colorspace;
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/* radius of brush, premultiplied with pressure.
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* In case of anchored brushes contains that radius */
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float pixel_radius;
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int pad2;
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} UnifiedPaintSettings;
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typedef enum {
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