Currently, when color-picking from the viewport, the code will read the final displayed pixel color and then somewhat attempt to undo the display transform. However, this has several limitations - for example, precision is limited to 8 bit, and it does not account for e.g. View Transform or exposure/gamma. Since we have the pre-display-transform color in a GPU texture anyways, this code therefore adds a View3D-specific eyedropper handler (similar to e.g. the image space) that reads from the viewport texture. Pull Request: https://projects.blender.org/blender/blender/pulls/123408
182 lines
3.3 KiB
C
182 lines
3.3 KiB
C
/* SPDX-FileCopyrightText: 2023 Blender Authors
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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 bli
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*/
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#ifndef __MATH_BITS_INLINE_C__
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#define __MATH_BITS_INLINE_C__
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#ifdef _MSC_VER
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# include <intrin.h>
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#endif
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#include "BLI_math_bits.h"
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MINLINE unsigned int bitscan_forward_uint(unsigned int a)
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{
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BLI_assert(a != 0);
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#ifdef _MSC_VER
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unsigned long ctz;
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_BitScanForward(&ctz, a);
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return ctz;
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#else
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return (unsigned int)__builtin_ctz(a);
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#endif
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}
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MINLINE unsigned int bitscan_forward_uint64(unsigned long long a)
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{
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BLI_assert(a != 0);
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#ifdef _MSC_VER
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unsigned long ctz;
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_BitScanForward64(&ctz, a);
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return ctz;
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#else
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return (unsigned int)__builtin_ctzll(a);
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#endif
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}
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MINLINE int bitscan_forward_i(int a)
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{
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return (int)bitscan_forward_uint((unsigned int)a);
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}
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MINLINE unsigned int bitscan_forward_clear_uint(unsigned int *a)
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{
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unsigned int i = bitscan_forward_uint(*a);
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*a &= (*a) - 1;
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return i;
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}
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MINLINE int bitscan_forward_clear_i(int *a)
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{
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return (int)bitscan_forward_clear_uint((unsigned int *)a);
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}
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MINLINE unsigned int bitscan_reverse_uint(unsigned int a)
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{
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BLI_assert(a != 0);
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#ifdef _MSC_VER
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unsigned long clz;
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_BitScanReverse(&clz, a);
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return 31 - clz;
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#else
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return (unsigned int)__builtin_clz(a);
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#endif
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}
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MINLINE unsigned int bitscan_reverse_uint64(unsigned long long a)
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{
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BLI_assert(a != 0);
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#ifdef _MSC_VER
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unsigned long clz;
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_BitScanReverse64(&clz, a);
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return 31 - clz;
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#else
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return (unsigned int)__builtin_clzll(a);
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#endif
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}
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MINLINE int bitscan_reverse_i(int a)
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{
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return (int)bitscan_reverse_uint((unsigned int)a);
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}
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MINLINE unsigned int bitscan_reverse_clear_uint(unsigned int *a)
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{
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unsigned int i = bitscan_reverse_uint(*a);
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*a &= ~(0x80000000 >> i);
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return i;
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}
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MINLINE int bitscan_reverse_clear_i(int *a)
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{
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return (int)bitscan_reverse_clear_uint((unsigned int *)a);
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}
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MINLINE unsigned int highest_order_bit_uint(unsigned int n)
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{
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if (n == 0) {
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return 0;
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}
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return 1 << (sizeof(unsigned int) * 8 - bitscan_reverse_uint(n));
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}
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MINLINE unsigned short highest_order_bit_s(unsigned short n)
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{
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n |= (unsigned short)(n >> 1);
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n |= (unsigned short)(n >> 2);
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n |= (unsigned short)(n >> 4);
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n |= (unsigned short)(n >> 8);
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return (unsigned short)(n - (n >> 1));
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}
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#ifndef __GNUC__
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MINLINE int count_bits_i(unsigned int i)
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{
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/* variable-precision SWAR algorithm. */
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i = i - ((i >> 1) & 0x55555555);
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i = (i & 0x33333333) + ((i >> 2) & 0x33333333);
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return (((i + (i >> 4)) & 0x0F0F0F0F) * 0x01010101) >> 24;
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}
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#endif
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MINLINE int float_as_int(float f)
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{
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union {
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int i;
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float f;
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} u;
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u.f = f;
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return u.i;
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}
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MINLINE unsigned int float_as_uint(float f)
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{
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union {
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unsigned int i;
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float f;
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} u;
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u.f = f;
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return u.i;
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}
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MINLINE float int_as_float(int i)
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{
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union {
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int i;
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float f;
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} u;
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u.i = i;
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return u.f;
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}
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MINLINE float uint_as_float(unsigned int i)
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{
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union {
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unsigned int i;
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float f;
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} u;
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u.i = i;
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return u.f;
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}
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MINLINE float xor_fl(float x, int y)
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{
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return int_as_float(float_as_int(x) ^ y);
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}
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MINLINE float half_to_float(ushort h)
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{
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const uint sign = (h & 0x8000);
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const uint exponent = (h & 0x7c00) + 0x1C000;
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const uint mantissa = (h & 0x03FF);
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const uint x = (sign << 16) | (exponent << 13) | (mantissa << 13);
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return uint_as_float(x);
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}
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#endif /* __MATH_BITS_INLINE_C__ */
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