tornavis/intern/opencolorio/ocio_impl_glsl.cc

638 lines
21 KiB
C++

/*
* Adapted from OpenColorIO with this license:
*
* Copyright (c) 2003-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* Modifications Copyright 2013, Blender Foundation.
*/
#include <limits>
#include <sstream>
#include <string.h>
#include "glew-mx.h"
#ifdef _MSC_VER
# pragma warning(push)
# pragma warning(disable : 4251 4275)
#endif
#include <OpenColorIO/OpenColorIO.h>
#ifdef _MSC_VER
# pragma warning(pop)
#endif
#include "GPU_immediate.h"
#include "GPU_shader.h"
#include "GPU_uniform_buffer.h"
using namespace OCIO_NAMESPACE;
#include "MEM_guardedalloc.h"
#include "ocio_impl.h"
static const int LUT3D_EDGE_SIZE = 64;
static const int LUT3D_TEXTURE_SIZE = sizeof(float) * 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE *
LUT3D_EDGE_SIZE;
static const int SHADER_CACHE_SIZE = 4;
#define UBO_BIND_LOC 0
extern "C" char datatoc_gpu_shader_display_transform_glsl[];
extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
/* Curve mapping parameters
*
* See documentation for OCIO_CurveMappingSettings to get fields descriptions.
* (this ones pretty much copies stuff from C structure.)
*/
struct OCIO_GLSLCurveMappingParameters {
float curve_mapping_mintable[4];
float curve_mapping_range[4];
float curve_mapping_ext_in_x[4];
float curve_mapping_ext_in_y[4];
float curve_mapping_ext_out_x[4];
float curve_mapping_ext_out_y[4];
float curve_mapping_first_x[4];
float curve_mapping_first_y[4];
float curve_mapping_last_x[4];
float curve_mapping_last_y[4];
float curve_mapping_black[4];
float curve_mapping_bwmul[4];
int curve_mapping_lut_size;
int curve_mapping_use_extend_extrapolate;
int _pad[2];
/** WARNING: Needs to be 16byte aligned. Used as UBO data. */
};
struct OCIO_GLSLShader {
/** Cache IDs */
std::string cacheId;
struct GPUShader *shader;
/** Uniform locations. */
GLint dither_loc;
GLint overlay_loc;
GLint overlay_tex_loc;
GLint predivide_loc;
GLint curve_mapping_loc;
GLint ubo_bind;
/** Error checking. */
bool valid;
};
struct OCIO_GLSLLut3d {
/** Cache IDs */
std::string cacheId;
/** OpenGL Texture handles. 0 if not allocated. */
GLuint texture;
GLuint texture_display;
/** Error checking. */
bool valid;
};
struct OCIO_GLSLCurveMappping {
/** Cache IDs */
size_t cacheId;
/** GPU Uniform Buffer handle. 0 if not allocated. */
GPUUniformBuf *buffer;
/** OpenGL Texture handles. 0 if not allocated. */
GLuint texture;
/** Error checking. */
bool valid;
};
struct OCIO_GLSLCacheHandle {
size_t cache_id;
void *data;
};
struct OCIO_GLSLDrawState {
/* Shader Cache */
OCIO_GLSLCacheHandle shader_cache[SHADER_CACHE_SIZE];
OCIO_GLSLCacheHandle lut3d_cache[SHADER_CACHE_SIZE];
OCIO_GLSLCacheHandle curvemap_cache[SHADER_CACHE_SIZE];
};
static OCIO_GLSLDrawState *allocateOpenGLState(void)
{
return (OCIO_GLSLDrawState *)MEM_callocN(sizeof(OCIO_GLSLDrawState), "OCIO OpenGL State struct");
}
/* -------------------------------------------------------------------- */
/** \name Shader
* \{ */
static void updateGLSLShader(OCIO_GLSLShader *shader,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shader_desc,
const std::string &cache_id)
{
if (shader->cacheId == cache_id) {
return;
}
/* Delete any previous shader. */
if (shader->shader) {
GPU_shader_free(shader->shader);
}
std::ostringstream os;
{
/* Fragment shader */
/* Work around OpenColorIO not supporting latest GLSL yet. */
os << "#define texture2D texture\n";
os << "#define texture3D texture\n";
shader_desc->setFunctionName("OCIO_to_display_linear_with_look");
os << (*processor_scene_to_ui)->getGpuShaderText(*shader_desc) << "\n";
shader_desc->setFunctionName("OCIO_to_display_encoded");
os << (*processpr_ui_to_display)->getGpuShaderText(*shader_desc) << "\n";
os << datatoc_gpu_shader_display_transform_glsl;
}
shader->shader = GPU_shader_create(datatoc_gpu_shader_display_transform_vertex_glsl,
os.str().c_str(),
NULL,
NULL,
NULL,
__func__);
if (shader->shader) {
shader->dither_loc = GPU_shader_get_uniform(shader->shader, "dither");
shader->overlay_tex_loc = GPU_shader_get_uniform(shader->shader, "overlay_texture");
shader->overlay_loc = GPU_shader_get_uniform(shader->shader, "overlay");
shader->predivide_loc = GPU_shader_get_uniform(shader->shader, "predivide");
shader->curve_mapping_loc = GPU_shader_get_uniform(shader->shader, "curve_mapping");
shader->ubo_bind = GPU_shader_get_uniform_block_binding(shader->shader,
"OCIO_GLSLCurveMappingParameters");
GPU_shader_bind(shader->shader);
/* Set texture bind point uniform once. This is saved by the shader. */
GPUShader *sh = shader->shader;
GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "image_texture"), 0);
GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "lut3d_texture"), 2);
GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "lut3d_display_texture"), 3);
GPU_shader_uniform_int(sh, GPU_shader_get_uniform(sh, "curve_mapping_texture"), 4);
}
shader->cacheId = cache_id;
shader->valid = (shader->shader != NULL);
}
static void ensureGLSLShader(OCIO_GLSLShader **shader_ptr,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shader_desc,
const std::string &cache_id)
{
if (*shader_ptr != NULL) {
return;
}
OCIO_GLSLShader *shader = OBJECT_GUARDED_NEW(OCIO_GLSLShader);
updateGLSLShader(shader, processor_scene_to_ui, processpr_ui_to_display, shader_desc, cache_id);
*shader_ptr = shader;
}
static void freeGLSLShader(OCIO_GLSLShader *shader)
{
if (shader->shader) {
GPU_shader_free(shader->shader);
}
OBJECT_GUARDED_DELETE(shader, OCIO_GLSLShader);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Lut3D
* \{ */
static void updateGLSLLut3d(OCIO_GLSLLut3d *lut3d,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shader_desc,
const std::string &cache_id)
{
if (lut3d->cacheId == cache_id)
return;
float *lut_data = (float *)MEM_mallocN(LUT3D_TEXTURE_SIZE, __func__);
ConstProcessorRcPtr *ocio_processors[2] = {processor_scene_to_ui, processpr_ui_to_display};
for (int i = 0; i < 2; i++) {
ConstProcessorRcPtr *processor = ocio_processors[i];
GLuint texture = (&lut3d->texture)[i];
(*processor)->getGpuLut3D(lut_data, *shader_desc);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, texture);
glTexSubImage3D(GL_TEXTURE_3D,
0,
0,
0,
0,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
GL_RGB,
GL_FLOAT,
lut_data);
}
MEM_freeN(lut_data);
lut3d->cacheId = cache_id;
}
static void ensureGLSLLut3d(OCIO_GLSLLut3d **lut3d_ptr,
ConstProcessorRcPtr *processor_scene_to_ui,
ConstProcessorRcPtr *processpr_ui_to_display,
GpuShaderDesc *shaderDesc,
const std::string &cache_id)
{
if (*lut3d_ptr != NULL) {
return;
}
OCIO_GLSLLut3d *lut3d = OBJECT_GUARDED_NEW(OCIO_GLSLLut3d);
glGenTextures(3, &lut3d->texture);
for (int i = 0; i < 2; i++) {
GLuint texture = (&lut3d->texture)[i];
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexImage3D(GL_TEXTURE_3D,
0,
GL_RGB16F,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
LUT3D_EDGE_SIZE,
0,
GL_RGB,
GL_FLOAT,
NULL);
}
updateGLSLLut3d(lut3d, processor_scene_to_ui, processpr_ui_to_display, shaderDesc, cache_id);
lut3d->valid = (lut3d->texture != 0);
*lut3d_ptr = lut3d;
}
static void freeGLSLLut3d(OCIO_GLSLLut3d *lut3d)
{
glDeleteTextures(1, &lut3d->texture);
OBJECT_GUARDED_DELETE(lut3d, OCIO_GLSLLut3d);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Curve Mapping
* \{ */
static void allocateCurveMappingTexture(OCIO_GLSLCurveMappping *curvemap,
OCIO_CurveMappingSettings *curve_mapping_settings)
{
glGenTextures(1, &curvemap->texture);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, curvemap->texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
/* Do not initialize. Only if used. */
int lut_size = curve_mapping_settings ? curve_mapping_settings->lut_size : 1;
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F, lut_size, 0, GL_RGBA, GL_FLOAT, NULL);
}
/* curve_mapping_settings can be null. In this case we alloc a dummy curvemap. */
static void ensureGLSLCurveMapping(OCIO_GLSLCurveMappping **curvemap_ptr,
OCIO_CurveMappingSettings *curve_mapping_settings)
{
if (*curvemap_ptr != NULL) {
return;
}
OCIO_GLSLCurveMappping *curvemap = OBJECT_GUARDED_NEW(OCIO_GLSLCurveMappping);
/* Texture. */
allocateCurveMappingTexture(curvemap, curve_mapping_settings);
/* Uniform buffer object. */
curvemap->buffer = GPU_uniformbuf_create(sizeof(OCIO_GLSLCurveMappingParameters));
curvemap->valid = (curvemap->texture != 0);
curvemap->cacheId = 0;
*curvemap_ptr = curvemap;
}
static void freeGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap)
{
glDeleteTextures(1, &curvemap->texture);
GPU_uniformbuf_free(curvemap->buffer);
OBJECT_GUARDED_DELETE(curvemap, OCIO_GLSLCurveMappping);
}
static void updateGLSLCurveMapping(OCIO_GLSLCurveMappping *curvemap,
OCIO_CurveMappingSettings *curve_mapping_settings,
size_t cacheId)
{
/* No need to continue if curvemapping is not used. Just use whatever is in this cache. */
if (curve_mapping_settings == NULL)
return;
if (curvemap->cacheId == cacheId)
return;
if (curvemap->cacheId == 0) {
/* This cache was previously used as dummy. Recreate the texture. */
glDeleteTextures(1, &curvemap->texture);
allocateCurveMappingTexture(curvemap, curve_mapping_settings);
}
/* Update texture. */
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_1D, curvemap->texture);
glTexSubImage1D(GL_TEXTURE_1D,
0,
0,
curve_mapping_settings->lut_size,
GL_RGBA,
GL_FLOAT,
curve_mapping_settings->lut);
/* Update uniforms. */
OCIO_GLSLCurveMappingParameters data;
for (int i = 0; i < 4; i++) {
data.curve_mapping_range[i] = curve_mapping_settings->range[i];
data.curve_mapping_mintable[i] = curve_mapping_settings->mintable[i];
data.curve_mapping_ext_in_x[i] = curve_mapping_settings->ext_in_x[i];
data.curve_mapping_ext_in_y[i] = curve_mapping_settings->ext_in_y[i];
data.curve_mapping_ext_out_x[i] = curve_mapping_settings->ext_out_x[i];
data.curve_mapping_ext_out_y[i] = curve_mapping_settings->ext_out_y[i];
data.curve_mapping_first_x[i] = curve_mapping_settings->first_x[i];
data.curve_mapping_first_y[i] = curve_mapping_settings->first_y[i];
data.curve_mapping_last_x[i] = curve_mapping_settings->last_x[i];
data.curve_mapping_last_y[i] = curve_mapping_settings->last_y[i];
}
for (int i = 0; i < 3; i++) {
data.curve_mapping_black[i] = curve_mapping_settings->black[i];
data.curve_mapping_bwmul[i] = curve_mapping_settings->bwmul[i];
}
data.curve_mapping_lut_size = curve_mapping_settings->lut_size;
data.curve_mapping_use_extend_extrapolate = curve_mapping_settings->use_extend_extrapolate;
GPU_uniformbuf_update(curvemap->buffer, &data);
curvemap->cacheId = cacheId;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name LRU cache
* \{ */
static size_t hash_string(const char *str)
{
size_t i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
static OCIO_GLSLCacheHandle *cacheSearch(OCIO_GLSLCacheHandle cache[SHADER_CACHE_SIZE],
size_t cache_id)
{
OCIO_GLSLCacheHandle *cached_item = &cache[0];
for (int i = 0; i < SHADER_CACHE_SIZE; i++, cached_item++) {
if (cached_item->data == NULL) {
continue;
}
else if (cached_item->cache_id == cache_id) {
/* LRU cache, so move to front. */
OCIO_GLSLCacheHandle found_item = *cached_item;
for (int j = i; j > 0; j--) {
cache[j] = cache[j - 1];
}
cache[0] = found_item;
return &cache[0];
}
}
/* LRU cache, shift other items back so we can insert at the front. */
OCIO_GLSLCacheHandle last_item = cache[SHADER_CACHE_SIZE - 1];
for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
cache[j] = cache[j - 1];
}
/* Copy last to front and let the caller initialize it. */
cache[0] = last_item;
return &cache[0];
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name OCIO GLSL Implementation
* \{ */
/* Detect if we can support GLSL drawing */
bool OCIOImpl::supportGLSLDraw()
{
/* Minimum supported version 3.3 does meet all requirements. */
return true;
}
/**
* Setup OpenGL contexts for a transform defined by processor using GLSL
* All LUT allocating baking and shader compilation happens here.
*
* Once this function is called, callee could start drawing images
* using regular 2D texture.
*
* When all drawing is finished, finishGLSLDraw shall be called to
* restore OpenGL context to it's pre-GLSL draw state.
*/
bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r,
OCIO_ConstProcessorRcPtr *ocio_processor_scene_to_ui,
OCIO_ConstProcessorRcPtr *ocio_processor_ui_to_display,
OCIO_CurveMappingSettings *curve_mapping_settings,
float dither,
bool use_predivide,
bool use_overlay)
{
ConstProcessorRcPtr processor_scene_to_ui = *(ConstProcessorRcPtr *)ocio_processor_scene_to_ui;
ConstProcessorRcPtr processpr_ui_to_display = *(
ConstProcessorRcPtr *)ocio_processor_ui_to_display;
bool use_curve_mapping = curve_mapping_settings != NULL;
if (!processor_scene_to_ui || !processor_scene_to_ui) {
return false;
}
/* Create state if needed. */
OCIO_GLSLDrawState *state;
if (!*state_r)
*state_r = allocateOpenGLState();
state = *state_r;
/* Compute cache IDs. */
GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
const char *shader_cache_str = processor_scene_to_ui->getGpuShaderTextCacheID(shaderDesc);
const char *lut3d_cache_str = processor_scene_to_ui->getGpuLut3DCacheID(shaderDesc);
/* Used for comparison. */
std::string shaderCacheID = shader_cache_str;
std::string lut3dCacheID = lut3d_cache_str;
size_t shader_cache_id = hash_string(shader_cache_str);
size_t lut3d_cache_id = hash_string(lut3d_cache_str);
size_t curvemap_cache_id = curve_mapping_settings ? curve_mapping_settings->cache_id : 0;
OCIO_GLSLCacheHandle *shader_handle = cacheSearch(state->shader_cache, shader_cache_id);
OCIO_GLSLCacheHandle *lut3d_handle = cacheSearch(state->lut3d_cache, lut3d_cache_id);
/* We cannot keep more than one cache for curvemap because their cache id is a pointer.
* The pointer cannot be the same for one update but can be the same after a second update. */
OCIO_GLSLCacheHandle *curvemap_handle = &state->curvemap_cache[0];
OCIO_GLSLShader **shader_ptr = (OCIO_GLSLShader **)&shader_handle->data;
OCIO_GLSLLut3d **lut3d_ptr = (OCIO_GLSLLut3d **)&lut3d_handle->data;
OCIO_GLSLCurveMappping **curvemap_ptr = (OCIO_GLSLCurveMappping **)&curvemap_handle->data;
ensureGLSLShader(
shader_ptr, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
ensureGLSLLut3d(
lut3d_ptr, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
ensureGLSLCurveMapping(curvemap_ptr, curve_mapping_settings);
OCIO_GLSLShader *shader = (OCIO_GLSLShader *)shader_handle->data;
OCIO_GLSLLut3d *shader_lut = (OCIO_GLSLLut3d *)lut3d_handle->data;
OCIO_GLSLCurveMappping *shader_curvemap = (OCIO_GLSLCurveMappping *)curvemap_handle->data;
updateGLSLShader(
shader, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, shaderCacheID);
updateGLSLLut3d(
shader_lut, &processor_scene_to_ui, &processpr_ui_to_display, &shaderDesc, lut3dCacheID);
updateGLSLCurveMapping(shader_curvemap, curve_mapping_settings, curvemap_cache_id);
/* Update handles cache keys. */
shader_handle->cache_id = shader_cache_id;
lut3d_handle->cache_id = lut3d_cache_id;
curvemap_handle->cache_id = curvemap_cache_id;
if (shader->valid && shader_lut->valid && shader_curvemap->valid) {
/* Bind textures to sampler units. Texture 0 is set by caller.
* Uniforms have already been set for texture bind points.*/
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_3D, shader_lut->texture);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_3D, shader_lut->texture_display);
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_1D, shader_curvemap->texture);
glActiveTexture(GL_TEXTURE0);
/* Bind UBO. */
GPU_uniformbuf_bind(shader_curvemap->buffer, shader->ubo_bind);
/* TODO(fclem) remove remains of IMM. */
immBindShader(shader->shader);
/* Bind Shader and set uniforms. */
// glUseProgram(shader->program);
glUniform1f(shader->dither_loc, dither);
glUniform1i(shader->overlay_tex_loc, use_overlay ? 1 : 0);
glUniform1i(shader->overlay_loc, use_overlay);
glUniform1i(shader->predivide_loc, use_predivide);
glUniform1i(shader->curve_mapping_loc, use_curve_mapping);
return true;
}
return false;
}
void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState * /*state*/)
{
immUnbindProgram();
}
void OCIOImpl::freeGLState(OCIO_GLSLDrawState *state)
{
for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
if (state->shader_cache[i].data) {
freeGLSLShader((OCIO_GLSLShader *)state->shader_cache[i].data);
}
if (state->lut3d_cache[i].data) {
freeGLSLLut3d((OCIO_GLSLLut3d *)state->lut3d_cache[i].data);
}
if (state->curvemap_cache[i].data) {
freeGLSLCurveMapping((OCIO_GLSLCurveMappping *)state->curvemap_cache[i].data);
}
}
MEM_freeN(state);
}
/** \} */