Commit Graph

5614 Commits

Author SHA1 Message Date
Ell
83250eb57c app: don't use direct-buffer fill when some components are masked 2018-12-03 09:54:10 -05:00
Ell
053e5edc93 libgimpcolor, app, modules, plug-ins: remove GEGL_ITERATOR2 define
... it's no longer needed, since GEGL commit
gegl@9dcd2cde63f95a080bf16a58c10e9ffbdd99aace.

Partially reverts commits:

6fca9959c7
cc10af72cc
49c53568d7
8edbc0d491
29f63616d2
3a2014984d
ee48ec6877
4165a315d5
764085278f
b7633c722e
6ab12061b7
754a3c5b18
22b4b647bd
55b3438328
c6d23add65
f03a84d607
822f9f0d2b
95358ca1fa
cdda37f4ee
41e8035635
6761da42b2
fb5d7832a8
97ed7817d8
46e9036578
ea9c5e6a49
24fbdfb591
beb4ecb238
4b77831e03
fcf113a39c
567ffe94ff
2018-12-02 11:15:37 -05:00
Ell
dac9bfe334 app: add "direct" parameter to gimp_projection_flush_now()
Add a boolean "direct" parameter to gimp_projection_flush_now(),
which specifies if the projection buffer should only be invalidated
(FALSE), or rendered directly (TRUE).

Pass TRUE when flushing the projection during painting, so that the
affected regions are rendered in a single step, instead of tile-by-
tile.  We previously only invalidated the projection buffer, but
since we synchronously flush the display right after that, the
invalidated regions would still get rendered, albeit less
efficiently.

Likewise, pass TRUE when benchmarking the projection through the
debug action, and avoid flushing the display, to more accurately
measure the render time.
2018-12-02 10:14:58 -05:00
Ell
42b82419b1 app: another fix to drawable direct-fill criterion
Don't use a direct-buffer fill when filling using a pattern with
alpha, even when the mode is subtractive.
2018-12-02 03:43:25 -05:00
Ell
660f53d300 app: fix drawable direct-fill criterion
Don't use a direct-buffer fill if the mode is subtractive, and the
composite region includes the source.  Currently, this never
actually happens.
2018-12-02 03:33:56 -05:00
Ell
dd8268c0a2 app: optimize simple whole-drawable fill/clear
In gimp_drawable_edit_fill(), when filling/clearing the whole
drawable, without any special compositing (i.e., when there's no
selection, the opacity is 100%, and the layer mode is trivial),
fill/clear the drawable's buffer directly, without using an
applicator.  This makes such operations much faster, especially in
big images.
2018-12-02 03:10:31 -05:00
Ell
45fc4cb4f9 app: add gimp_fill_options_fill_buffer()
... which is similar to gimp_fill_options_create_buffer(), however,
it fills an existing buffer, instead of creating a new buffer.

Implement gimp_fill_options_create_buffer() in terms of the new
function.
2018-12-02 03:10:30 -05:00
Ell
bb9dd049fb app: align drawable undo rectangle to tile grid
When creating a drawable undo from the drawable's buffer, align the
copied rectangle to the buffer's tile grid, so that all the copied
tiles are COWed, saving memory and gaining speed.

Add applied_x and applied_y fields to GimpDrawableUndo, specifying
the position at which to apply the applied_buffer, so that we apply
it in the right place, even if the undo rect has changed due to
alignment.
2018-12-02 03:10:28 -05:00
Ell
f27b38808f app: a few improvements to gimp-scratch
Simplify code a bit, and add branch-prediction annotations.
2018-12-01 10:04:11 -05:00
Ell
8c9eb1c743 app: #include <string.h> in gimp-scratch.h
... for memset().
2018-12-01 06:06:27 -05:00
Ell
5d1a79a34f app: fix definition signature of gimp_scratch_get_total() 2018-12-01 05:58:10 -05:00
Ell
698d1af798 app: add scratch-total variable to the dashboard
Add a scratch-total variable to the dashboard's misc group, showing
the total amount of memory used by the scratch allocator.
2018-12-01 05:55:16 -05:00
Ell
a8a8655285 app: add gimp-scratch allocator
gimp-scratch is a fast memory allocator (on the order of magnitude
of alloca()), suitable for small (up to a few megabytes), short-
lived (usually, bound to the current stack-frame) allocations.
Unlike alloca(), gimp-scratch doesn't use the stack, and is
therefore safer, and will also serve bigger requests, by falling-
back to malloc().

The allocator itself is very simple:  We keep a per-thread stack of
cached memory blocks (allocated using the normal allocator).  When
serving an allocation request, we simply pop the top block off the
stack, and return it. If the block is too small, we replace it with
a big-enough block.  When the block is freed, we push it back to
the top of the stack (note that even though each thread uses a
separate stack, blocks can be migrated between threads, i.e.,
allocated on one thread, and freed on another thread, although this
is not really an intended usage pattern.)  The idea is that the
stacks will ultimately stabalize to contain blocks that can serve
all the encountered allocation patterns, without needing to reisze
any of the blocks; as a consequence, the amount of scratch memory
allocated at any given time should really be kept to a minimum.
2018-12-01 05:55:15 -05:00
Ell
01f9409902 app: in GimpBacktrace Linux backend, don't leak backtrace when dropping threads
Should have been part of commit
a29d040db5.
2018-12-01 04:33:45 -05:00
Ell
c749097dcc app: in GimpBacktrace Linux backend, make blacklisted_thread_names const 2018-12-01 03:52:31 -05:00
Ell
49fd2847ac app: add gimp_async_add_callback_for_object()
... which is similar to gimp_async_add_callback(), taking an
additional GObject argument.  The object is kept alive for the
duration of the callback, and the callback is automatically removed
when the object is destroyed (if it hasn't been already called).

This is analogous to g_signal_connect_object(), compared to
g_signal_connect().
2018-11-30 03:30:51 -05:00
Ell
a779dd3849 app: unref async when removing last callback if idle is pending
In gimp_async_remove_callback(), if removing the last callback
while the callback idle-source is already pending, cancel the idle
source and unref the async object (the async is reffed when adding
the idle source.)
2018-11-30 03:30:51 -05:00
d71efdec20 app: add the segment and spline max length options for line art.
We can't just hardcode this. On huge images in particular, you'll want
to increase this value.
2018-11-29 17:29:42 +01:00
f7a4ce1051 app: some code cleaning in gimplineart.
In particular, make simpler code in a few places, taking abyss value
into account (rather than checking the position).
2018-11-29 14:13:50 +01:00
Ell
d6f0ca5531 app: use gimp_tile_handler_validate_validate() in GimpProjection
Use gimp_tile_handler_validate_validate(), added in the last
commit, in GimpProjection, in order to render the projection,
instead of separately invalidating the buffer, undoing the
invalidation, and then rendering the graph.  This is more
efficient, and more idiomatic.
2018-11-28 13:26:38 -05:00
Ell
5a623fc54b app: add GimpTileHandlerValidate::{begin,end}_validate() vfuncs
Add begin_validate() and end_validate() virtual functions, and
corresponding free functions, to GimpTileHandlerValidate.  These
functions are called before/after validation happens, and should
perform any necessary steps to prepare for validation.  The default
implementation suspends validation on tile access, so that the
assigned buffer may be accessed without causing validation.

Implement the new functions in GimpTileHandlerProjectable, by
calling gimp_projectable_begin_render() and
gimp_projectable_end_render(), respectively, instead of calling
these functions in the ::validate() implementation (which, in turn,
allows us to use the default ::validate() implementation.)

In GimpProjection, use the new functions in place of
gimp_projectable_{begin,end}_render().
2018-11-28 13:25:33 -05:00
Ell
8a47b68194 app: avoid starting the chunk renderer while finishing drawing a projection
In gimp_projection_finish_draw(), make sure we don't accidentally
re-start the chunk renderer idle source while running the remaining
iterations, in case the chunk height changes, and we need to reinit
the renderer state.
2018-11-28 13:25:32 -05:00
Ell
b07f810273 app: avoid flushing bufferless projections
Don't needlessly flush projections whose buffer hasn't been
allocated yet.  This can happen when opening an image, in which
case the image is flushed before its projection has a buffer.
2018-11-28 13:25:32 -05:00
744d67939d app: flood isolated pixels in smart colorization fill.
The smart colorization was leaving irritating single pixels in between
colorized regions, after growing and combining. So let's just flood
these. We don't flood bigger regions (and in particular don't use
gimp_gegl_apply_flood()) on purpose, because there may be small yet
actual regions inside regions which we'd want in other colors. 1-pixel
regions is the extreme case where chances that one wanted it filled are
just higher.
2018-11-27 15:12:18 +01:00
6bec0bc82d app: radius map actually not useful during smart colorization grow step.
The distance map has all the information we need already. Also we will
actually grow up to the max radius pixel (middle pixel of a stroke).
After discussing with Aryeom, we realized it was better to fill a stroke
fully (for cases of overflowing, I already added the "Maximum growing
size" property anyway).
2018-11-27 14:59:35 +01:00
613bf7c5ab app, libgimpconfig: make various usage of g_file_replace() safer.
When an error occurs, we want to prevent overwriting any previous
version of the file by incomplete contents. So run
g_output_stream_close() with a cancelled GCancellable to do so.
See also discussion in #2565.
2018-11-26 15:50:38 +01:00
d2f9549c9f app: add possibility to antialias line art colorization. 2018-11-26 12:33:45 +01:00
c32b0ecc92 app: simpler code with gegl_node_blit().
No need to go through an intermediate GeglBuffer when unneeded.
2018-11-26 12:26:54 +01:00
eb042e6c87 app: add "line-art-max-grow" property to the bucket fill options.
When flooding the line art, we may overflood it in sample merge (which
would use color in the line art computation). And if having all colors
on the same layer, this would go over other colors (making the wrong
impression that the line art leaked).
This new option is mostly to keep some control over the mask growth.
Usually a few pixels is enough for most styles of drawing (though we
could technically allow for very wide strokes).
2018-11-22 18:13:58 +01:00
5a4754f32b app: properly (bucket) fill created splines and segments in line art.
For this, I needed distmap of the closed version of the line art (after
splines and segments are created). This will result in invisible stroke
borders added when flooding in the end. These invisible borders will
have a thickness of 0.0, which means that flooding will stop at once
after these single pixels are filled, which makes it quick, and is
perfect since created splines and segments are 1-pixel thick anyway.
Only downside is having to run "gegl:distance-transform" a second time,
but this still stays fast.
2018-11-22 14:39:43 +01:00
3467acf096 app: replace gegl:watershed-transform with custom algorithm.
We don't really need to flow every line art pixel and this new
implementation is simpler (because we don't actually need over-featured
watershedding), and a lot lot faster, making the line art bucket fill
now very reactive.
For this, I am keeping the computed distance map, as well as local
thickness map around to be used when flooding the line art pixels
(basically I try to flood half the stroke thickness).

Note that there are still some issues with this new implementation as it
doesn't properly flood yet created (i.e. invisible) splines and
segments, and in particular the ones between 2 colored sections. I am
going to fix this next.
2018-11-22 14:24:52 +01:00
963eef8207 app: priority map now unneeded for gegl:watershed-transform.
This commit is based on GEGL master as I just made the auxiliary buffer
of gegl:watershed-transform optional for basic cases.
It doesn't necessarily makes the whole operation that much faster
according to my tests, but it makes the code simpler as creating this
priority map was quite unnecessary.
2018-11-20 16:00:01 +01:00
Ell
b4e12fbbbb app: add gimp_pickable_contiguous_region_prepare_line_art_async() ...
... and use in bucket-fill tool

Add gimp_pickable_contiguous_region_prepare_line_art_async(), which
computes a line-art asynchronously, and use it in the bucket-fill
tool, instead of having the tool create the async op.

This allows the async to keep running even after the pickable dies,
since we only need the pickable's buffer, and not the pickable
itself.  Previously, we reffed the pickable for the duration of the
async, but we could still segfault when unreffing it, if the
pickable was a drawable, and its parent image had already died.

Furthermore, let the async work on a copy of the pickable's buffer,
rather than the pickable's buffer directly.  This avoids some race
conditions when the pickable is the image (i.e., when "sample
merged" is active), since then we're using image projection's
buffer, which is generally unsafe to use in different threads
concurrently.

Also, s/! has_alpha/has_alpha/ when looking for transparent pixels,
and quit early, at least during this stage, if the async in
canceled.
2018-11-19 15:06:38 -05:00
Ell
62baffed98 app: in gimp-parallel, boost priority of waited-upon asyncs
When an async that was created through
gimp_parallel_run_async[_full](), and whose execution is still
pending, is being waited-upon, maximize its priority so that it
gets executed before all other pending asyncs.

Note that we deliberately don't simply execute the async in the
calling thread in this case, to allow timed-waits to fail (which is
especially important for gimp_wait()).
2018-11-19 15:06:38 -05:00
Ell
965da12b35 app: add GimpAsync::waiting signal
... which is emitted when the async is being waited-upon, blocking
execution.
2018-11-19 15:06:38 -05:00
79571231c5 app: end point detection uses both the end point rate and clamped value. 2018-11-19 14:44:26 +01:00
047265333c app: better handle drawable and image update for line art computation.
The "update" signal on drawable or projection can actually be emitted
many times for a single painting event. Just add new signals ("painted"
on GimpDrawable and "rendered" on GimpProjection) which are emitted once
for a single update (from user point of view), at the end, after actual
rendering is done (i.e. after the various "update" signals).

Also better support the sample merge vs current drawable paths for
bucket fill.
2018-11-19 14:18:18 +01:00
3f58a38574 app: remove now useless erosion size option.
Since commit b00037b850, erosion size is not used anymore, as this step
has been removed, and the end point detection now uses local thickness
of strokes instead.
2018-11-19 14:18:18 +01:00
b00037b850 app: improve end point detection for smart colorization.
Previous algorithm was relying on strokes of small radius to detect
points of interest. In order to work with various sizes of strokes, we
were computing an approximate median stroke thickness, then using this
median value to erode the binary line art.

Unfortunately this was not working that well for very fat strokes, and
also it was potentially opening holes in the line art. These holes were
usually filled back later during the spline and segment creations. Yet
it could not be totally assured, and we had some experience where color
filling would leak out of line art zones without any holes from the
start (which is the opposite of where this new feature is supposed to
go)!

This updated code computes instead some radius estimate for every border
point of strokes, and the detection of end points uses this information
of local thickness. Using local approximation is obviously much more
accurate than a single thickness approximation for the whole drawing,
while not making the processing slower (in particular since we got rid
of the quite expensive erosion step).
This fixes the aforementionned issues (i.e. work better with fat strokes
and do not create invisible holes in closed lines), and also is not
subject to the problem of mistakenly increasing median radius when you
color fill in sample merge mode (i.e. using also the color data in the
input)!
Also it is algorithmically less intensive, which is obviously very good.

This new version of the algorithm is a reimplementation in GIMP of new
code by Sébastien Fourey and David Tschumperlé, as a result of our many
discussions and tests with the previous algorithm.

Note that we had various tests, experiments and propositions to try and
improve these issues. Skeletonization was evoked, but would have been
most likely much slower. Simpler erosion based solely on local radius
was also a possibility but it may have created too much noise (skeleton
barbs), with high curvature, hence may have created too many new
artificial endpoints.
This new version also creates more endpoints though (and does not seem
to lose any previously detected endpoints), which may be a bit annoying
yet acceptable with the new bucket fill stroking interaction. In any
case, on simple examples, it seems to do the job quite well.
2018-11-16 20:39:04 +01:00
255f2e1cdf app: fix uninitialized variables. 2018-11-15 14:05:28 +01:00
Ell
05a4437d9a app: more gimp-parallel fixes
Fix indentation in gimp-parallel.{cc,h}.

Remove unused typedefs in gimp-parallel.h.

s/Gimp/Gegl/ in function-type cast in gimphistogram.c.
2018-11-14 11:01:43 -05:00
Ell
115fc174f2 app: indentation fix in gimp-parallel.cc 2018-11-14 10:54:39 -05:00
Ell
2736cee577 app: remove gimp_parallel_distribute(); use gegl_parallel_distribute()
The parallel_distribute() family of functions has been migrated to
GEGL.  Remove the gimp_parallel_distribute() functions from
gimp-parallel, and replace all uses of these functions with the
corresponding gegl_parallel_distrubte() functions.
2018-11-14 10:52:06 -05:00
824af12438 app: edit the bucket fill tool options with new line art options.
I have not added all the options for this new tool yet, but this sets
the base. I also added a bit of TODO for several places where we need to
make it settable, in particular the fuzzy select tool, but also simply
PDB calls (this will need to be a PDB context settings.

Maybe also I will want to make some LineArtOptions struct in order not
to have infinite list of parameters to functions. And at some point, it
may also be worth splitting a bit process with other type of
selection/fill (since they barely share any settings anyway).

Finally I take the opportunity to document a little more the parameters
to gimp_lineart_close(), which can still be improved later (I should
have documented these straight away when I re-implemented this all from
G'Mic code, as I am a bit fuzzy on some details now and will need to
re-understand code).
2018-11-14 13:37:42 +01:00
e1c4050617 app: bucket fill tool with a "paint-style" interaction.
Rather than just having a click interaction, let's allow to "paint" with
the bucket fill. This is very useful for the new "line art" colorization
since it tends to over-segment the drawing. Therefore being able to
stroke through the canvas (rather than click, up, move, click, etc.)
makes the process much simpler. This is also faster since we don't have
to recompute the line art while a filling is in-progress.
Note that this new behavior is not only for the line art mode, but also
any other fill criterion, for which it can also be useful.

Last change of behavior as a side effect: it is possible to cancel the
tool changes the usual GIMP way (for instance by right clicking when
releasing the mouse button).
2018-11-14 13:37:42 +01:00
f246f40494 app: compute line art in advance.
Right now, this is mostly meaningless as it is still done sequentially.
But I am mostly preparing the field to pre-compute the line art as
background thread.
2018-11-14 13:37:42 +01:00
93a49951a0 app: fix line art labellization.
The older labelling based off CImg code was broken (probably because of
me, from my port). Anyway I realized what it was trying to do was too
generic, which is why we had to fix the result later (labeling all
non-stroke pixels as 0, etc.). Instead I just implemented a simpler
labelling and only look for stroke regions. It still over-label a bit
the painting but a lot less, and is much faster.
2018-11-14 13:37:42 +01:00
c4ff81540d app: better use GeglBufferIterator!
I don't actually need to loop through borders first. This is what the
abyss policy is for, and I can simply check the iterator position to
verify I am within buffer boundaries or not.
This simplifies the code a lot.
2018-11-14 13:37:42 +01:00
f02993fb9c app: directly update the mask buffer with gegl_node_blit_buffer().
No need to create a temporary buffer for this.
2018-11-14 13:37:42 +01:00
410c747509 app: create a simple priority map for line art selection flooding.
We actually don't need to compute distance map. I just make the simplest
priority map, with 1 any line art pixel and 0 any other pixel (in mask
or not), lowest priority being propagated first.
And let the flooding begin!
2018-11-14 13:37:42 +01:00