Files
test2/source/blender/sequencer/SEQ_preview_cache.hh

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

34 lines
1006 B
C++
Raw Permalink Normal View History

VSE: Do Scopes on the GPU, improve their look, HDR for waveform/parade Faster and better looking VSE scopes & "show overexposed". Waveform & RGB Parade now can also show HDR color intensities. (Note: this is only about VSE scopes; Image Space scopes are to be improved separately) - Waveform, RGB Parade, Vectorscope scopes are done on the GPU now, by drawing points for each input pixel, and placing them according to scope logic. The point drawing is implemented in a compute shader, with a fragment shader resolve pass; this is because drawing lots of points in the same location is very slow on some GPUs (e.g. Apple). The compute shader rasterizer is several times faster on regular desktop GPU as well. - If a non-default color management is needed (e.g. VSE colorspace is not the same as display colorspace, or a custom look transform is used etc. etc.), then transform the VSE preview texture into display space RGBA 16F texture using OCIO GPU machinery, and calculate scopes from that. - The "show overexposed" (zebra) preview option is also done on the GPU now. - Waveform/Parade scopes unlock zoom X/Y aspect for viewing HDR scope, similar to how it was done for HDR histograms recently. - Added SEQ_preview_cache.hh that holds GPU textures of VSE preview, this is so that when you have a preview and several scopes, each of them does not have to create/upload their own GPU texture (that would both waste memory, and be slow). Screenshots and performance details in the PR. Pull Request: https://projects.blender.org/blender/blender/pulls/144867
2025-08-26 12:25:43 +02:00
/* SPDX-FileCopyrightText: 2025 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup sequencer
*
* Additionally, this holds GPU textures representing the current frame.
* This is to avoid the same GPU texture needing to get re-created if there
* are multiple preview areas open (e.g. with scopes).
*/
#pragma once
struct Scene;
namespace blender::gpu {
class Texture;
}
namespace blender::seq {
gpu::Texture *preview_cache_get_gpu_texture(Scene *scene, int timeline_frame);
void preview_cache_set_gpu_texture(Scene *scene, int timeline_frame, gpu::Texture *texture);
gpu::Texture *preview_cache_get_gpu_display_texture(Scene *scene, int timeline_frame);
void preview_cache_set_gpu_display_texture(Scene *scene,
int timeline_frame,
gpu::Texture *texture);
void preview_cache_invalidate(Scene *scene);
void preview_cache_destroy(Scene *scene);
} // namespace blender::seq