Files
test/source/blender/imbuf/intern/util_gpu.c
Brecht Van Lommel 9d8fb80f21 Eevee/Workbench: store 8 bit image textures as half float for some color spaces
Same as in Cycles, this is needed for some color space conversions that don't
compress well to byte sRGB, like for example Filmic sRGB.

Ref T68926
2022-06-03 15:25:23 +02:00

293 lines
9.8 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
/** \file
* \ingroup imbuf
*/
#include "imbuf.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "MEM_guardedalloc.h"
#include "BKE_global.h"
#include "GPU_capabilities.h"
#include "GPU_texture.h"
#include "IMB_colormanagement.h"
#include "IMB_imbuf.h"
#include "IMB_imbuf_types.h"
/* gpu ibuf utils */
static void imb_gpu_get_format(const ImBuf *ibuf,
bool high_bitdepth,
eGPUDataFormat *r_data_format,
eGPUTextureFormat *r_texture_format)
{
const bool float_rect = (ibuf->rect_float != NULL);
if (float_rect) {
/* Float. */
const bool use_high_bitdepth = (!(ibuf->flags & IB_halffloat) && high_bitdepth);
*r_data_format = GPU_DATA_FLOAT;
*r_texture_format = use_high_bitdepth ? GPU_RGBA32F : GPU_RGBA16F;
}
else {
if (IMB_colormanagement_space_is_data(ibuf->rect_colorspace) ||
IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace)) {
/* Non-color data or scene linear, just store buffer as is. */
*r_data_format = GPU_DATA_UBYTE;
*r_texture_format = GPU_RGBA8;
}
else if (IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace)) {
/* sRGB, store as byte texture that the GPU can decode directly. */
*r_data_format = GPU_DATA_UBYTE;
*r_texture_format = GPU_SRGB8_A8;
}
else {
/* Other colorspace, store as half float texture to avoid precision loss. */
*r_data_format = GPU_DATA_FLOAT;
*r_texture_format = GPU_RGBA16F;
}
}
}
/* Return false if no suitable format was found. */
#ifdef WITH_DDS
static bool IMB_gpu_get_compressed_format(const ImBuf *ibuf, eGPUTextureFormat *r_texture_format)
{
/* For DDS we only support data, scene linear and sRGB. Converting to
* different colorspace would break the compression. */
const bool use_srgb = (!IMB_colormanagement_space_is_data(ibuf->rect_colorspace) &&
!IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace));
if (ibuf->dds_data.fourcc == FOURCC_DXT1) {
*r_texture_format = (use_srgb) ? GPU_SRGB8_A8_DXT1 : GPU_RGBA8_DXT1;
}
else if (ibuf->dds_data.fourcc == FOURCC_DXT3) {
*r_texture_format = (use_srgb) ? GPU_SRGB8_A8_DXT3 : GPU_RGBA8_DXT3;
}
else if (ibuf->dds_data.fourcc == FOURCC_DXT5) {
*r_texture_format = (use_srgb) ? GPU_SRGB8_A8_DXT5 : GPU_RGBA8_DXT5;
}
else {
return false;
}
return true;
}
#endif
/**
* Apply colormanagement and scale buffer if needed.
* `*r_freedata` is set to true if the returned buffer need to be manually freed.
*/
static void *imb_gpu_get_data(const ImBuf *ibuf,
const bool do_rescale,
const int rescale_size[2],
const bool store_premultiplied,
bool *r_freedata)
{
const bool is_float_rect = (ibuf->rect_float != NULL);
void *data_rect = (is_float_rect) ? (void *)ibuf->rect_float : (void *)ibuf->rect;
bool freedata = false;
if (is_float_rect) {
/* Float image is already in scene linear colorspace or non-color data by
* convention, no colorspace conversion needed. But we do require 4 channels
* currently. */
if (ibuf->channels != 4 || !store_premultiplied) {
data_rect = MEM_mallocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
*r_freedata = freedata = true;
if (data_rect == NULL) {
return NULL;
}
IMB_colormanagement_imbuf_to_float_texture(
(float *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
}
}
else {
/* Byte image is in original colorspace from the file, and may need conversion.
*
* We must also convert to premultiplied for correct texture interpolation
* and consistency with float images. */
if (IMB_colormanagement_space_is_data(ibuf->rect_colorspace)) {
/* Non-color data, just store buffer as is. */
}
else if (IMB_colormanagement_space_is_srgb(ibuf->rect_colorspace) ||
IMB_colormanagement_space_is_scene_linear(ibuf->rect_colorspace)) {
/* sRGB or scene linear, store as byte texture that the GPU can decode directly. */
data_rect = MEM_mallocN(sizeof(uchar[4]) * ibuf->x * ibuf->y, __func__);
*r_freedata = freedata = true;
if (data_rect == NULL) {
return NULL;
}
/* Texture storage of images is defined by the alpha mode of the image. The
* downside of this is that there can be artifacts near alpha edges. However,
* this allows us to use sRGB texture formats and preserves color values in
* zero alpha areas, and appears generally closer to what game engines that we
* want to be compatible with do. */
IMB_colormanagement_imbuf_to_byte_texture(
(uchar *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
}
else {
/* Other colorspace, store as float texture to avoid precision loss. */
data_rect = MEM_mallocN(sizeof(float[4]) * ibuf->x * ibuf->y, __func__);
*r_freedata = freedata = true;
if (data_rect == NULL) {
return NULL;
}
/* Texture storage of images is defined by the alpha mode of the image. The
* downside of this is that there can be artifacts near alpha edges. However,
* this allows us to use sRGB texture formats and preserves color values in
* zero alpha areas, and appears generally closer to what game engines that we
* want to be compatible with do. */
IMB_colormanagement_imbuf_to_float_texture(
(float *)data_rect, 0, 0, ibuf->x, ibuf->y, ibuf, store_premultiplied);
}
}
if (do_rescale) {
uint *rect = (is_float_rect) ? NULL : (uint *)data_rect;
float *rect_float = (is_float_rect) ? (float *)data_rect : NULL;
ImBuf *scale_ibuf = IMB_allocFromBuffer(rect, rect_float, ibuf->x, ibuf->y, 4);
IMB_scaleImBuf(scale_ibuf, UNPACK2(rescale_size));
if (freedata) {
MEM_freeN(data_rect);
}
data_rect = (is_float_rect) ? (void *)scale_ibuf->rect_float : (void *)scale_ibuf->rect;
*r_freedata = true;
/* Steal the rescaled buffer to avoid double free. */
scale_ibuf->rect_float = NULL;
scale_ibuf->rect = NULL;
IMB_freeImBuf(scale_ibuf);
}
return data_rect;
}
GPUTexture *IMB_touch_gpu_texture(
const char *name, ImBuf *ibuf, int w, int h, int layers, bool use_high_bitdepth)
{
eGPUDataFormat data_format;
eGPUTextureFormat tex_format;
imb_gpu_get_format(ibuf, use_high_bitdepth, &data_format, &tex_format);
GPUTexture *tex;
if (layers > 0) {
tex = GPU_texture_create_2d_array(name, w, h, layers, 9999, tex_format, NULL);
}
else {
tex = GPU_texture_create_2d(name, w, h, 9999, tex_format, NULL);
}
GPU_texture_anisotropic_filter(tex, true);
return tex;
}
void IMB_update_gpu_texture_sub(GPUTexture *tex,
ImBuf *ibuf,
int x,
int y,
int z,
int w,
int h,
bool use_high_bitdepth,
bool use_premult)
{
const bool do_rescale = (ibuf->x != w || ibuf->y != h);
const int size[2] = {w, h};
eGPUDataFormat data_format;
eGPUTextureFormat tex_format;
imb_gpu_get_format(ibuf, use_high_bitdepth, &data_format, &tex_format);
bool freebuf = false;
void *data = imb_gpu_get_data(ibuf, do_rescale, size, use_premult, &freebuf);
/* Update Texture. */
GPU_texture_update_sub(tex, data_format, data, x, y, z, w, h, 1);
if (freebuf) {
MEM_freeN(data);
}
}
GPUTexture *IMB_create_gpu_texture(const char *name,
ImBuf *ibuf,
bool use_high_bitdepth,
bool use_premult)
{
GPUTexture *tex = NULL;
int size[2] = {GPU_texture_size_with_limit(ibuf->x), GPU_texture_size_with_limit(ibuf->y)};
bool do_rescale = (ibuf->x != size[0]) || (ibuf->y != size[1]);
#ifdef WITH_DDS
if (ibuf->ftype == IMB_FTYPE_DDS) {
eGPUTextureFormat compressed_format;
if (!IMB_gpu_get_compressed_format(ibuf, &compressed_format)) {
fprintf(stderr, "Unable to find a suitable DXT compression,");
}
else if (do_rescale) {
fprintf(stderr, "Unable to load DXT image resolution,");
}
else if (!is_power_of_2_i(ibuf->x) || !is_power_of_2_i(ibuf->y)) {
fprintf(stderr, "Unable to load non-power-of-two DXT image resolution,");
}
else {
tex = GPU_texture_create_compressed_2d(name,
ibuf->x,
ibuf->y,
ibuf->dds_data.nummipmaps,
compressed_format,
ibuf->dds_data.data);
if (tex != NULL) {
return tex;
}
fprintf(stderr, "ST3C support not found,");
}
/* Fallback to uncompressed texture. */
fprintf(stderr, " falling back to uncompressed.\n");
}
#endif
eGPUDataFormat data_format;
eGPUTextureFormat tex_format;
imb_gpu_get_format(ibuf, use_high_bitdepth, &data_format, &tex_format);
bool freebuf = false;
/* Create Texture. */
tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL);
if (tex == NULL) {
size[0] = max_ii(1, size[0] / 2);
size[1] = max_ii(1, size[1] / 2);
tex = GPU_texture_create_2d(name, UNPACK2(size), 9999, tex_format, NULL);
do_rescale = true;
}
BLI_assert(tex != NULL);
void *data = imb_gpu_get_data(ibuf, do_rescale, size, use_premult, &freebuf);
GPU_texture_update(tex, data_format, data);
GPU_texture_anisotropic_filter(tex, true);
if (freebuf) {
MEM_freeN(data);
}
return tex;
}