Fix T73188: RenderResult as Camera BG Image

In blender 2.79 you could use a render result as a camera background
image. This is useful during layout/compositing. During Blender 2.80
development there were 2 issues introduced that removed this feature.

* to receive a render result the image required a lock. This lock wasn't passed and therefore no image was read from the result. Generating an GPUTexture from an Blender image also didn't do the locking.
* the iuser->scene field wasn't set what is required for render results.

This change adds an optional `ibuf` parameter to `GPU_texture_from_blender` that can be passed when available.

Reviewed By: fclem, brecht

Differential Revision: https://developer.blender.org/D6684
This commit is contained in:
Jeroen Bakker 2020-01-27 16:28:55 +01:00
parent b683fcb628
commit 18c88eac17
Notes: blender-bot 2023-02-14 04:56:36 +01:00
Referenced by issue #73188, Viewer node and Render result not showing in camera background image
9 changed files with 47 additions and 27 deletions

View File

@ -522,7 +522,7 @@ static DRWShadingGroup *gpencil_shgroup_fill_create(GPENCIL_e_data *e_data,
BKE_image_release_ibuf(image, ibuf, NULL);
}
else {
GPUTexture *texture = GPU_texture_from_blender(gp_style->ima, &iuser, GL_TEXTURE_2D);
GPUTexture *texture = GPU_texture_from_blender(gp_style->ima, &iuser, ibuf, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "myTexture", texture);
DRW_shgroup_uniform_bool_copy(
grp, "myTexturePremultiplied", (image->alpha_mode == IMA_ALPHA_PREMUL));
@ -705,7 +705,7 @@ DRWShadingGroup *gpencil_shgroup_stroke_create(GPENCIL_e_data *e_data,
BKE_image_release_ibuf(image, ibuf, NULL);
}
else {
GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D);
GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, ibuf, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "myTexture", texture);
DRW_shgroup_uniform_bool_copy(
grp, "myTexturePremultiplied", (image->alpha_mode == IMA_ALPHA_PREMUL));
@ -878,7 +878,7 @@ static DRWShadingGroup *gpencil_shgroup_point_create(GPENCIL_e_data *e_data,
BKE_image_release_ibuf(image, ibuf, NULL);
}
else {
GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, GL_TEXTURE_2D);
GPUTexture *texture = GPU_texture_from_blender(gp_style->sima, &iuser, ibuf, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "myTexture", texture);
DRW_shgroup_uniform_bool_copy(
grp, "myTexturePremultiplied", (image->alpha_mode == IMA_ALPHA_PREMUL));

View File

@ -134,6 +134,7 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp
float *r_aspect,
bool *r_use_alpha_premult)
{
void *lock;
Image *image = bgpic->ima;
ImageUser *iuser = &bgpic->iuser;
MovieClip *clip = NULL;
@ -160,12 +161,19 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp
camera_background_images_stereo_setup(scene, draw_ctx->v3d, image, iuser);
}
ImBuf *ibuf = BKE_image_acquire_ibuf(image, iuser, NULL);
iuser->scene = draw_ctx->scene;
ImBuf *ibuf = BKE_image_acquire_ibuf(image, iuser, &lock);
if (ibuf == NULL) {
BKE_image_release_ibuf(image, ibuf, lock);
iuser->scene = NULL;
return NULL;
}
width = ibuf->x;
height = ibuf->y;
tex = GPU_texture_from_blender(image, iuser, ibuf, GL_TEXTURE_2D);
BKE_image_release_ibuf(image, ibuf, lock);
iuser->scene = NULL;
tex = GPU_texture_from_blender(image, iuser, GL_TEXTURE_2D);
if (tex == NULL) {
return NULL;
}
@ -173,10 +181,6 @@ static struct GPUTexture *image_camera_background_texture_get(CameraBGImage *bgp
aspect_x = bgpic->ima->aspx;
aspect_y = bgpic->ima->aspy;
width = ibuf->x;
height = ibuf->y;
BKE_image_release_ibuf(image, ibuf, NULL);
break;
case CAM_BGIMG_SOURCE_MOVIE:
@ -376,7 +380,7 @@ void OVERLAY_image_empty_cache_populate(OVERLAY_Data *vedata, Object *ob)
* see: T59347 */
int size[2] = {0};
if (ima != NULL) {
tex = GPU_texture_from_blender(ima, ob->iuser, GL_TEXTURE_2D);
tex = GPU_texture_from_blender(ima, ob->iuser, NULL, GL_TEXTURE_2D);
if (tex) {
size[0] = GPU_texture_orig_width(tex);
size[1] = GPU_texture_orig_height(tex);

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@ -85,7 +85,7 @@ void OVERLAY_paint_cache_init(OVERLAY_Data *vedata)
state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_EQUAL | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->paint_color_ps, state | pd->clipping_state);
GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, GL_TEXTURE_2D);
GPUTexture *tex = GPU_texture_from_blender(imapaint->stencil, NULL, NULL, GL_TEXTURE_2D);
const bool mask_premult = (imapaint->stencil->alpha_mode == IMA_ALPHA_PREMUL);
const bool mask_inverted = (imapaint->flag & IMAGEPAINT_PROJECT_LAYER_STENCIL_INV) != 0;

View File

@ -210,7 +210,8 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data(WORKBENCH_
if (color_type == V3D_SHADING_TEXTURE_COLOR) {
material->shgrp_object_outline = DRW_shgroup_create(sh_data->object_outline_texture_sh,
psl->object_outline_pass);
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
GPUTexture *tex = GPU_texture_from_blender(
material->ima, material->iuser, NULL, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(material->shgrp_object_outline, "image", tex);
}
else {

View File

@ -376,14 +376,15 @@ void workbench_material_shgroup_uniform(WORKBENCH_PrivateData *wpd,
if (use_texture) {
if (is_tiled) {
GPUTexture *array_tex = GPU_texture_from_blender(
material->ima, material->iuser, GL_TEXTURE_2D_ARRAY);
material->ima, material->iuser, NULL, GL_TEXTURE_2D_ARRAY);
GPUTexture *data_tex = GPU_texture_from_blender(
material->ima, material->iuser, GL_TEXTURE_1D_ARRAY);
material->ima, material->iuser, NULL, GL_TEXTURE_1D_ARRAY);
DRW_shgroup_uniform_texture(grp, "image_tile_array", array_tex);
DRW_shgroup_uniform_texture(grp, "image_tile_data", data_tex);
}
else {
GPUTexture *tex = GPU_texture_from_blender(material->ima, material->iuser, GL_TEXTURE_2D);
GPUTexture *tex = GPU_texture_from_blender(
material->ima, material->iuser, NULL, GL_TEXTURE_2D);
DRW_shgroup_uniform_texture(grp, "image", tex);
}
DRW_shgroup_uniform_bool_copy(

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@ -1226,7 +1226,7 @@ static DRWShadingGroup *drw_shgroup_material_inputs(DRWShadingGroup *grp,
else {
textarget = GL_TEXTURE_2D;
}
*tex_ref = tex = GPU_texture_from_blender(input->ima, input->iuser, textarget);
*tex_ref = tex = GPU_texture_from_blender(input->ima, input->iuser, NULL, textarget);
GPU_texture_ref(tex);
}

View File

@ -36,6 +36,7 @@ struct ImageUser;
struct MovieClip;
struct MovieClipUser;
struct PreviewImage;
struct ImBuf;
struct GPUFrameBuffer;
typedef struct GPUTexture GPUTexture;
@ -187,7 +188,10 @@ GPUTexture *GPU_texture_create_from_vertbuf(struct GPUVertBuf *vert);
GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat data_type, const uint buffer);
GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode);
GPUTexture *GPU_texture_from_blender(struct Image *ima, struct ImageUser *iuser, int textarget);
GPUTexture *GPU_texture_from_blender(struct Image *ima,
struct ImageUser *iuser,
struct ImBuf *ibuf,
int textarget);
GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap);
/* movie clip drawing */

View File

@ -851,7 +851,11 @@ static void gpu_texture_update_from_ibuf(
GPU_texture_unbind(tex);
}
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget)
/* Get the GPUTexture for a given `Image`.
*
* `iuser` and `ibuf` are mutual exclusive parameters. The caller can pass the `ibuf` when already
* available. It is also required when requesting the GPUTexture for a render result. */
GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, ImBuf *ibuf, int textarget)
{
if (ima == NULL) {
return NULL;
@ -882,27 +886,33 @@ GPUTexture *GPU_texture_from_blender(Image *ima, ImageUser *iuser, int textarget
}
/* check if we have a valid image buffer */
ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf == NULL) {
*tex = GPU_texture_from_bindcode(textarget, bindcode);
return *tex;
ImBuf *ibuf_intern = ibuf;
if (ibuf_intern == NULL) {
ibuf_intern = BKE_image_acquire_ibuf(ima, iuser, NULL);
if (ibuf_intern == NULL) {
*tex = GPU_texture_from_bindcode(textarget, bindcode);
return *tex;
}
}
if (textarget == GL_TEXTURE_2D_ARRAY) {
bindcode = gpu_texture_create_tile_array(ima, ibuf);
bindcode = gpu_texture_create_tile_array(ima, ibuf_intern);
}
else if (textarget == GL_TEXTURE_1D_ARRAY) {
bindcode = gpu_texture_create_tile_mapping(ima);
}
else {
bindcode = gpu_texture_create_from_ibuf(ima, ibuf, textarget);
bindcode = gpu_texture_create_from_ibuf(ima, ibuf_intern, textarget);
}
BKE_image_release_ibuf(ima, ibuf, NULL);
/* if `ibuf` was given, we don't own the `ibuf_intern` */
if (ibuf == NULL) {
BKE_image_release_ibuf(ima, ibuf_intern, NULL);
}
*tex = GPU_texture_from_bindcode(textarget, bindcode);
GPU_texture_orig_size_set(*tex, ibuf->x, ibuf->y);
GPU_texture_orig_size_set(*tex, ibuf_intern->x, ibuf_intern->y);
return *tex;
}

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@ -222,7 +222,7 @@ static int rna_Image_gl_load(Image *image, ReportList *reports, int frame)
BKE_imageuser_default(&iuser);
iuser.framenr = frame;
GPUTexture *tex = GPU_texture_from_blender(image, &iuser, GL_TEXTURE_2D);
GPUTexture *tex = GPU_texture_from_blender(image, &iuser, NULL, GL_TEXTURE_2D);
if (tex == NULL) {
BKE_reportf(reports, RPT_ERROR, "Failed to load image texture '%s'", image->id.name + 2);