Cleanup: Sequencer: Use GPUTexture instead of opengl calls

This commit is contained in:
Clément Foucault 2020-07-17 16:41:02 +02:00
parent e2305690eb
commit faeaf53255
Notes: blender-bot 2023-05-22 12:40:41 +02:00
Referenced by commit 13c7df1054, Fix T80193 Sequencer: Crash on float images when OCIO GLSL shader can't be used
Referenced by issue #82094, VSE: Alpha Over + Convert to float changes the color of the top layer
Referenced by issue #80193, Sequencer crash on float images when OCIO GLSL shader can't be used
1 changed files with 26 additions and 33 deletions

View File

@ -1450,8 +1450,11 @@ static void seq_prefetch_wm_notify(const bContext *C, Scene *scene)
}
}
static void *sequencer_OCIO_transform_ibuf(
const bContext *C, ImBuf *ibuf, bool *r_glsl_used, int *r_format, int *r_type)
static void *sequencer_OCIO_transform_ibuf(const bContext *C,
ImBuf *ibuf,
bool *r_glsl_used,
eGPUTextureFormat *r_format,
eGPUDataFormat *r_data)
{
void *display_buffer;
void *cache_handle = NULL;
@ -1460,30 +1463,32 @@ static void *sequencer_OCIO_transform_ibuf(
force_fallback |= (ED_draw_imbuf_method(ibuf) != IMAGE_DRAW_METHOD_GLSL);
force_fallback |= (ibuf->dither != 0.0f);
/* Default */
*r_format = GPU_RGBA8;
*r_data = GPU_DATA_UNSIGNED_BYTE;
/* Fallback to CPU based color space conversion. */
if (force_fallback) {
*r_glsl_used = false;
*r_format = GL_RGBA;
*r_type = GL_UNSIGNED_BYTE;
display_buffer = NULL;
}
else if (ibuf->rect_float) {
display_buffer = ibuf->rect_float;
*r_data = GPU_DATA_FLOAT;
if (ibuf->channels == 4) {
*r_format = GL_RGBA;
*r_format = GPU_RGBA16F;
}
else if (ibuf->channels == 3) {
*r_format = GL_RGB;
/* Alpha is implicitly 1. */
*r_format = GPU_RGB16F;
}
else {
BLI_assert(!"Incompatible number of channels for float buffer in sequencer");
*r_format = GL_RGBA;
*r_format = GPU_RGBA16F;
display_buffer = NULL;
}
*r_type = GL_FLOAT;
if (ibuf->float_colorspace) {
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->float_colorspace, ibuf->dither, true);
@ -1494,15 +1499,11 @@ static void *sequencer_OCIO_transform_ibuf(
}
else if (ibuf->rect) {
display_buffer = ibuf->rect;
*r_format = GL_RGBA;
*r_type = GL_UNSIGNED_BYTE;
*r_glsl_used = IMB_colormanagement_setup_glsl_draw_from_space_ctx(
C, ibuf->rect_colorspace, ibuf->dither, false);
}
else {
*r_format = GL_RGBA;
*r_type = GL_UNSIGNED_BYTE;
display_buffer = NULL;
}
@ -1510,8 +1511,6 @@ static void *sequencer_OCIO_transform_ibuf(
* properly, in this case we fallback to CPU-based display transform. */
if ((ibuf->rect || ibuf->rect_float) && !*r_glsl_used) {
display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
*r_format = GL_RGBA;
*r_type = GL_UNSIGNED_BYTE;
}
if (cache_handle) {
IMB_display_buffer_release(cache_handle);
@ -1602,9 +1601,9 @@ static void sequencer_draw_display_buffer(const bContext *C,
/* Format needs to be created prior to any immBindProgram call.
* Do it here because OCIO binds it's own shader. */
int format, type;
eGPUTextureFormat format;
eGPUDataFormat data;
bool glsl_used = false;
GLuint texid;
GPUVertFormat *imm_format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(imm_format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint texCoord = GPU_vertformat_attr_add(
@ -1618,11 +1617,11 @@ static void sequencer_draw_display_buffer(const bContext *C,
}
display_buffer = (uchar *)ibuf->rect;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
format = GPU_RGBA8;
data = GPU_DATA_UNSIGNED_BYTE;
}
else {
display_buffer = sequencer_OCIO_transform_ibuf(C, ibuf, &glsl_used, &format, &type);
display_buffer = sequencer_OCIO_transform_ibuf(C, ibuf, &glsl_used, &format, &data);
}
if (draw_backdrop) {
@ -1632,18 +1631,11 @@ static void sequencer_draw_display_buffer(const bContext *C,
GPU_matrix_identity_projection_set();
}
glGenTextures(1, (GLuint *)&texid);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texid);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
GPUTexture *texture = GPU_texture_create_nD(
ibuf->x, ibuf->y, 0, 2, display_buffer, format, data, 0, false, NULL);
GPU_texture_filter_mode(texture, false);
if (type == GL_FLOAT) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, ibuf->x, ibuf->y, 0, format, type, display_buffer);
}
else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, ibuf->x, ibuf->y, 0, format, type, display_buffer);
}
GPU_texture_bind(texture, 0);
if (!glsl_used) {
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE_COLOR);
@ -1677,8 +1669,9 @@ static void sequencer_draw_display_buffer(const bContext *C,
immVertex2f(pos, preview.xmax, preview.ymin);
immEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &texid);
GPU_texture_unbind(texture);
GPU_texture_free(texture);
if (!glsl_used) {
immUnbindProgram();