It is not immediately clear why DDS compressed (DXT/S3TC) textures need to be power of two in size (since nothing in DXT/S3TC intrinsically requires that). It is only needed due to the "flip the texture upside down" dance that we do for DDS at load time. While at it, when logging DXT related messages, tell which texture was it for, and dimensions. This changes logs like: ``` Unable to load non-power-of-two DXT image resolution, falling back to uncompressed. Unable to load non-power-of-two DXT image resolution, falling back to uncompressed. Unable to find a suitable DXT compression, falling back to uncompressed. ``` Into: ``` Unable to load non-power-of-two DXT image resolution, falling back to uncompressed (281splash-dxt1-mips.dds, 890x501). Unable to load non-power-of-two DXT image resolution, falling back to uncompressed (281splash-dxt5-mips.dds, 890x501). Unable to find a suitable DXT compression, falling back to uncompressed (281splash-rgba8-mips.dds, 890x501). ``` Pull Request: https://projects.blender.org/blender/blender/pulls/120210
419 lines
15 KiB
C++
419 lines
15 KiB
C++
/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup imbuf
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*/
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#include "BLI_utildefines.h"
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#include "MEM_guardedalloc.h"
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#include "GPU_capabilities.hh"
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#include "GPU_texture.hh"
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#include "IMB_colormanagement.hh"
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#include "IMB_imbuf.hh"
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#include "IMB_imbuf_types.hh"
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/* gpu ibuf utils */
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static bool imb_is_grayscale_texture_format_compatible(const ImBuf *ibuf)
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{
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if (ibuf->planes > 8) {
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return false;
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}
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if (ibuf->byte_buffer.data && !ibuf->float_buffer.data) {
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if (IMB_colormanagement_space_is_srgb(ibuf->byte_buffer.colorspace) ||
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IMB_colormanagement_space_is_scene_linear(ibuf->byte_buffer.colorspace))
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{
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/* Grey-scale byte buffers with these color transforms utilize float buffers under the hood
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* and can therefore be optimized. */
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return true;
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}
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else {
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/* TODO: Support gray-scale byte buffers.
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* The challenge is that Blender always stores byte images as RGBA. */
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return false;
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}
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}
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/* Only #IMBuf's with color-space that do not modify the chrominance of the texture data relative
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* to the scene color space can be uploaded as single channel textures. */
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if (IMB_colormanagement_space_is_data(ibuf->float_buffer.colorspace) ||
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IMB_colormanagement_space_is_srgb(ibuf->float_buffer.colorspace) ||
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IMB_colormanagement_space_is_scene_linear(ibuf->float_buffer.colorspace))
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{
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return true;
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}
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return false;
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}
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static void imb_gpu_get_format(const ImBuf *ibuf,
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bool high_bitdepth,
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bool use_grayscale,
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eGPUTextureFormat *r_texture_format)
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{
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const bool float_rect = (ibuf->float_buffer.data != nullptr);
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const bool is_grayscale = use_grayscale && imb_is_grayscale_texture_format_compatible(ibuf);
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if (float_rect) {
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/* Float. */
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const bool use_high_bitdepth = (!(ibuf->flags & IB_halffloat) && high_bitdepth);
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*r_texture_format = is_grayscale ? (use_high_bitdepth ? GPU_R32F : GPU_R16F) :
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(use_high_bitdepth ? GPU_RGBA32F : GPU_RGBA16F);
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}
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else {
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if (IMB_colormanagement_space_is_data(ibuf->byte_buffer.colorspace) ||
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IMB_colormanagement_space_is_scene_linear(ibuf->byte_buffer.colorspace))
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{
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/* Non-color data or scene linear, just store buffer as is. */
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*r_texture_format = (is_grayscale) ? GPU_R8 : GPU_RGBA8;
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}
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else if (IMB_colormanagement_space_is_srgb(ibuf->byte_buffer.colorspace)) {
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/* sRGB, store as byte texture that the GPU can decode directly. */
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*r_texture_format = (is_grayscale) ? GPU_R16F : GPU_SRGB8_A8;
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}
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else {
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/* Other colorspace, store as half float texture to avoid precision loss. */
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*r_texture_format = (is_grayscale) ? GPU_R16F : GPU_RGBA16F;
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}
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}
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}
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static const char *imb_gpu_get_swizzle(const ImBuf *ibuf)
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{
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return imb_is_grayscale_texture_format_compatible(ibuf) ? "rrra" : "rgba";
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}
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/* Return false if no suitable format was found. */
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static bool IMB_gpu_get_compressed_format(const ImBuf *ibuf, eGPUTextureFormat *r_texture_format)
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{
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/* For DDS we only support data, scene linear and sRGB. Converting to
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* different colorspace would break the compression. */
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const bool use_srgb = (!IMB_colormanagement_space_is_data(ibuf->byte_buffer.colorspace) &&
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!IMB_colormanagement_space_is_scene_linear(ibuf->byte_buffer.colorspace));
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if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
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*r_texture_format = (use_srgb) ? GPU_SRGB8_A8_DXT1 : GPU_RGBA8_DXT1;
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}
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else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
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*r_texture_format = (use_srgb) ? GPU_SRGB8_A8_DXT3 : GPU_RGBA8_DXT3;
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}
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else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
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*r_texture_format = (use_srgb) ? GPU_SRGB8_A8_DXT5 : GPU_RGBA8_DXT5;
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}
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else {
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return false;
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}
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return true;
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}
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/**
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* Apply colormanagement and scale buffer if needed.
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* `*r_freedata` is set to true if the returned buffer need to be manually freed.
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*/
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static void *imb_gpu_get_data(const ImBuf *ibuf,
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const bool do_rescale,
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const int rescale_size[2],
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const bool store_premultiplied,
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bool *r_freedata,
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eGPUDataFormat *r_data_format)
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{
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bool is_float_rect = (ibuf->float_buffer.data != nullptr);
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const bool is_grayscale = imb_is_grayscale_texture_format_compatible(ibuf);
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void *data_rect = (is_float_rect) ? (void *)ibuf->float_buffer.data :
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(void *)ibuf->byte_buffer.data;
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bool freedata = false;
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if (is_float_rect) {
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/* Float image is already in scene linear colorspace or non-color data by
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* convention, no colorspace conversion needed. But we do require 4 channels
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* currently. */
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if (ibuf->channels != 4 || !store_premultiplied) {
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data_rect = MEM_mallocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
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*r_freedata = freedata = true;
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if (data_rect == nullptr) {
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return nullptr;
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}
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IMB_colormanagement_imbuf_to_float_texture(
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(float *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
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}
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}
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else {
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/* Byte image is in original colorspace from the file, and may need conversion.
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*
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* We must also convert to premultiplied for correct texture interpolation
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* and consistency with float images. */
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if (IMB_colormanagement_space_is_data(ibuf->byte_buffer.colorspace)) {
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/* Non-color data, just store buffer as is. */
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}
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else if (IMB_colormanagement_space_is_srgb(ibuf->byte_buffer.colorspace) ||
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IMB_colormanagement_space_is_scene_linear(ibuf->byte_buffer.colorspace))
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{
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/* sRGB or scene linear, store as byte texture that the GPU can decode directly. */
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data_rect = MEM_mallocN(
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(is_grayscale ? sizeof(float[4]) : sizeof(uchar[4])) * ibuf->x * ibuf->y, __func__);
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*r_freedata = freedata = true;
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if (data_rect == nullptr) {
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return nullptr;
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}
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/* Texture storage of images is defined by the alpha mode of the image. The
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* downside of this is that there can be artifacts near alpha edges. However,
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* this allows us to use sRGB texture formats and preserves color values in
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* zero alpha areas, and appears generally closer to what game engines that we
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* want to be compatible with do. */
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if (is_grayscale) {
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/* Convert to byte buffer to then pack as half floats reducing the buffer size by half. */
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IMB_colormanagement_imbuf_to_float_texture(
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(float *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
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is_float_rect = true;
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}
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else {
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IMB_colormanagement_imbuf_to_byte_texture(
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(uchar *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
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}
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}
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else {
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/* Other colorspace, store as float texture to avoid precision loss. */
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data_rect = MEM_mallocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
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*r_freedata = freedata = true;
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is_float_rect = true;
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if (data_rect == nullptr) {
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return nullptr;
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}
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/* Texture storage of images is defined by the alpha mode of the image. The
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* downside of this is that there can be artifacts near alpha edges. However,
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* this allows us to use sRGB texture formats and preserves color values in
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* zero alpha areas, and appears generally closer to what game engines that we
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* want to be compatible with do. */
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IMB_colormanagement_imbuf_to_float_texture(
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(float *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
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}
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}
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if (do_rescale) {
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const uint8_t *rect = (is_float_rect) ? nullptr : (uint8_t *)data_rect;
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const float *rect_float = (is_float_rect) ? (float *)data_rect : nullptr;
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ImBuf *scale_ibuf = IMB_allocFromBuffer(rect, rect_float, ibuf->x, ibuf->y, 4);
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IMB_scaleImBuf(scale_ibuf, UNPACK2(rescale_size));
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if (freedata) {
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MEM_freeN(data_rect);
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}
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data_rect = (is_float_rect) ? (void *)scale_ibuf->float_buffer.data :
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(void *)scale_ibuf->byte_buffer.data;
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*r_freedata = freedata = true;
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/* Steal the rescaled buffer to avoid double free. */
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(void)IMB_steal_byte_buffer(scale_ibuf);
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(void)IMB_steal_float_buffer(scale_ibuf);
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IMB_freeImBuf(scale_ibuf);
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}
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/* Pack first channel data manually at the start of the buffer. */
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if (is_grayscale) {
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void *src_rect = data_rect;
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if (freedata == false) {
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data_rect = MEM_mallocN((is_float_rect ? sizeof(float) : sizeof(uchar)) * ibuf->x * ibuf->y,
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__func__);
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*r_freedata = freedata = true;
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}
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if (data_rect == nullptr) {
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return nullptr;
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}
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int buffer_size = do_rescale ? rescale_size[0] * rescale_size[1] : ibuf->x * ibuf->y;
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if (is_float_rect) {
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for (uint64_t i = 0; i < buffer_size; i++) {
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((float *)data_rect)[i] = ((float *)src_rect)[i * 4];
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}
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}
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else {
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for (uint64_t i = 0; i < buffer_size; i++) {
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((uchar *)data_rect)[i] = ((uchar *)src_rect)[i * 4];
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}
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}
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}
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*r_data_format = (is_float_rect) ? GPU_DATA_FLOAT : GPU_DATA_UBYTE;
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return data_rect;
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}
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GPUTexture *IMB_touch_gpu_texture(const char *name,
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ImBuf *ibuf,
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int w,
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int h,
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int layers,
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bool use_high_bitdepth,
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bool use_grayscale)
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{
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eGPUTextureFormat tex_format;
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imb_gpu_get_format(ibuf, use_high_bitdepth, use_grayscale, &tex_format);
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GPUTexture *tex;
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if (layers > 0) {
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tex = GPU_texture_create_2d_array(
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name, w, h, layers, 9999, tex_format, GPU_TEXTURE_USAGE_SHADER_READ, nullptr);
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}
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else {
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tex = GPU_texture_create_2d(
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name, w, h, 9999, tex_format, GPU_TEXTURE_USAGE_SHADER_READ, nullptr);
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}
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GPU_texture_swizzle_set(tex, imb_gpu_get_swizzle(ibuf));
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GPU_texture_anisotropic_filter(tex, true);
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return tex;
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}
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void IMB_update_gpu_texture_sub(GPUTexture *tex,
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ImBuf *ibuf,
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int x,
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int y,
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int z,
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int w,
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int h,
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bool use_high_bitdepth,
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bool use_grayscale,
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bool use_premult)
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{
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const bool do_rescale = (ibuf->x != w || ibuf->y != h);
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const int size[2] = {w, h};
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eGPUTextureFormat tex_format;
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imb_gpu_get_format(ibuf, use_high_bitdepth, use_grayscale, &tex_format);
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bool freebuf = false;
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eGPUDataFormat data_format;
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void *data = imb_gpu_get_data(ibuf, do_rescale, size, use_premult, &freebuf, &data_format);
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/* Update Texture. */
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GPU_texture_update_sub(tex, data_format, data, x, y, z, w, h, 1);
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if (freebuf) {
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MEM_freeN(data);
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}
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}
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GPUTexture *IMB_create_gpu_texture(const char *name,
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ImBuf *ibuf,
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bool use_high_bitdepth,
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bool use_premult)
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{
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GPUTexture *tex = nullptr;
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int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)};
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bool do_rescale = (ibuf->x != size[0]) || (ibuf->y != size[1]);
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/* Correct the smaller size to maintain the original aspect ratio of the image. */
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if (do_rescale && ibuf->x != ibuf->y) {
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if (size[0] > size[1]) {
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size[1] = int(ibuf->y * (float(size[0]) / ibuf->x));
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}
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else {
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size[0] = int(ibuf->x * (float(size[1]) / ibuf->y));
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}
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}
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if (ibuf->ftype == IMB_FTYPE_DDS) {
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eGPUTextureFormat compressed_format;
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if (!IMB_gpu_get_compressed_format(ibuf, &compressed_format)) {
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fprintf(stderr, "Unable to find a suitable DXT compression,");
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}
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else if (do_rescale) {
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fprintf(stderr, "Unable to load DXT image resolution,");
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}
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else if (!is_power_of_2_i(ibuf->x) || !is_power_of_2_i(ibuf->y)) {
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/* We require POT DXT/S3TC texture sizes not because something in there
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* intrinsically needs it, but because we flip them upside down at
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* load time, and that (when mipmaps are involved) is only possible
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* with POT height. */
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fprintf(stderr, "Unable to load non-power-of-two DXT image resolution,");
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}
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else {
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tex = GPU_texture_create_compressed_2d(name,
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ibuf->x,
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ibuf->y,
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ibuf->dds_data.nummipmaps,
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compressed_format,
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GPU_TEXTURE_USAGE_GENERAL,
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ibuf->dds_data.data);
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if (tex != nullptr) {
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return tex;
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}
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fprintf(stderr, "ST3C support not found,");
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}
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/* Fallback to uncompressed texture. */
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fprintf(stderr, " falling back to uncompressed (%s, %ix%i).\n", name, ibuf->x, ibuf->y);
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}
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eGPUTextureFormat tex_format;
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imb_gpu_get_format(ibuf, use_high_bitdepth, true, &tex_format);
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bool freebuf = false;
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/* Create Texture. Specify read usage to allow both shader and host reads, the latter is needed
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* by the GPU compositor. */
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const eGPUTextureUsage usage = GPU_TEXTURE_USAGE_SHADER_READ | GPU_TEXTURE_USAGE_HOST_READ;
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tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, usage, nullptr);
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if (tex == nullptr) {
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size[0] = max_ii(1, size[0] / 2);
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size[1] = max_ii(1, size[1] / 2);
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tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, usage, nullptr);
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do_rescale = true;
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}
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BLI_assert(tex != nullptr);
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eGPUDataFormat data_format;
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void *data = imb_gpu_get_data(ibuf, do_rescale, size, use_premult, &freebuf, &data_format);
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GPU_texture_update(tex, data_format, data);
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GPU_texture_swizzle_set(tex, imb_gpu_get_swizzle(ibuf));
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GPU_texture_anisotropic_filter(tex, true);
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if (freebuf) {
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MEM_freeN(data);
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}
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return tex;
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}
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eGPUTextureFormat IMB_gpu_get_texture_format(const ImBuf *ibuf,
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bool high_bitdepth,
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bool use_grayscale)
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{
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eGPUTextureFormat gpu_texture_format;
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imb_gpu_get_format(ibuf, high_bitdepth, use_grayscale, &gpu_texture_format);
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return gpu_texture_format;
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}
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void IMB_gpu_clamp_half_float(ImBuf *image_buffer)
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{
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const float half_min = -65504;
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const float half_max = 65504;
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if (!image_buffer->float_buffer.data) {
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return;
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}
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float *rect_float = image_buffer->float_buffer.data;
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int rect_float_len = image_buffer->x * image_buffer->y *
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(image_buffer->channels == 0 ? 4 : image_buffer->channels);
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for (int i = 0; i < rect_float_len; i++) {
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rect_float[i] = clamp_f(rect_float[i], half_min, half_max);
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}
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}
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