
These are the internal changes to Cycles, for Blender integration there are no functional changes in this commit. Images are converted to scene linear color space on file load, and on reading from the OpenImageIO texture cache. 8-bit images are compressed with the sRGB transfer function to avoid precision loss while keeping memory usages low. This also means that for common cases of 8-bit sRGB images no conversion happens at all on image loading. Initial patch by Lukas, completed by Brecht. Differential Revision: https://developer.blender.org/D3491
142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __OSL_GLOBALS_H__
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#define __OSL_GLOBALS_H__
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#ifdef WITH_OSL
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# include <OSL/oslexec.h>
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# include <OpenImageIO/refcnt.h>
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# include <OpenImageIO/unordered_map_concurrent.h>
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# include "util/util_map.h"
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# include "util/util_param.h"
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# include "util/util_thread.h"
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# include "util/util_vector.h"
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# include "util/util_unique_ptr.h"
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# ifndef WIN32
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using std::isfinite;
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# endif
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CCL_NAMESPACE_BEGIN
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class OSLRenderServices;
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class ColorSpaceProcessor;
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/* OSL Texture Handle
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*
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* OSL texture lookups are string based. If those strings are known at compile
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* time, the OSL compiler can cache a texture handle to use instead of a string.
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*
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* By default it uses TextureSystem::TextureHandle. But since we want to support
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* different kinds of textures and color space conversions, this is our own handle
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* with additional data.
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*
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* These are stored in a concurrent hash map, because OSL can compile multiple
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* shaders in parallel. */
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struct OSLTextureHandle : public OIIO::RefCnt {
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enum Type { OIIO, SVM, IES, BEVEL, AO };
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OSLTextureHandle(Type type = OIIO, int svm_slot = -1)
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: type(type), svm_slot(svm_slot), oiio_handle(NULL), processor(NULL)
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{
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}
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Type type;
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int svm_slot;
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OSL::TextureSystem::TextureHandle *oiio_handle;
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ColorSpaceProcessor *processor;
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};
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typedef OIIO::intrusive_ptr<OSLTextureHandle> OSLTextureHandleRef;
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typedef OIIO::unordered_map_concurrent<ustring, OSLTextureHandleRef, ustringHash>
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OSLTextureHandleMap;
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/* OSL Globals
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*
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* Data needed by OSL render services, that is global to a rendering session.
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* This includes all OSL shaders, name to attribute mapping and texture handles.
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* */
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struct OSLGlobals {
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OSLGlobals()
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{
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ss = NULL;
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ts = NULL;
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services = NULL;
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use = false;
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}
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bool use;
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/* shading system */
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OSL::ShadingSystem *ss;
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OSL::TextureSystem *ts;
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OSLRenderServices *services;
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/* shader states */
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vector<OSL::ShaderGroupRef> surface_state;
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vector<OSL::ShaderGroupRef> volume_state;
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vector<OSL::ShaderGroupRef> displacement_state;
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vector<OSL::ShaderGroupRef> bump_state;
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OSL::ShaderGroupRef background_state;
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/* attributes */
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struct Attribute {
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TypeDesc type;
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AttributeDescriptor desc;
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ParamValue value;
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};
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typedef unordered_map<ustring, Attribute, ustringHash> AttributeMap;
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typedef unordered_map<ustring, int, ustringHash> ObjectNameMap;
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vector<AttributeMap> attribute_map;
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ObjectNameMap object_name_map;
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vector<ustring> object_names;
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/* textures */
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OSLTextureHandleMap textures;
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};
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/* trace() call result */
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struct OSLTraceData {
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Ray ray;
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Intersection isect;
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ShaderData sd;
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bool setup;
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bool init;
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};
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/* thread key for thread specific data lookup */
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struct OSLThreadData {
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OSL::ShaderGlobals globals;
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OSL::PerThreadInfo *osl_thread_info;
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OSLTraceData tracedata;
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OSL::ShadingContext *context;
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OIIO::TextureSystem::Perthread *oiio_thread_info;
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};
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CCL_NAMESPACE_END
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#endif
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#endif /* __OSL_GLOBALS_H__ */
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