tornavis/source/blender/imbuf
Angus Stanton ea70687dd5 Image: Display GPU layout in `uiTemplateImageInfo`
Add IMB_gpu_get_texture_format and GPU_texture_format_description to
retrieve and 'stringify' an eGPUTextureFormat. These are then used in the
image info panel used in several areas across blender.

New Information:
{F13330937}

Reviewed By: jbakker

Maniphest Tasks: T99998

Differential Revision: https://developer.blender.org/D15575
2022-08-03 08:15:12 +02:00
..
intern Image: Display GPU layout in `uiTemplateImageInfo` 2022-08-03 08:15:12 +02:00
CMakeLists.txt Cleanup: tabs to spaces for CMake files & sort file-lists 2022-05-31 18:18:24 +10:00
IMB_colormanagement.h Fix possible wrong image color space when it is created from image buffer 2022-07-01 09:44:07 +02:00
IMB_imbuf.h Image: Display GPU layout in `uiTemplateImageInfo` 2022-08-03 08:15:12 +02:00
IMB_imbuf_types.h Cleanup: spelling in comments, additional white space 2022-06-07 15:01:03 +10:00
IMB_metadata.h File headers: SPDX License migration 2022-02-11 09:14:36 +11:00
IMB_moviecache.h File headers: SPDX License migration 2022-02-11 09:14:36 +11:00
IMB_openexr.h Cleanup: use "filepath" instead of "filename" for full paths 2022-03-24 16:54:01 +11:00
IMB_thumbs.h Cleanup: use term 'filepath' for full file paths 2022-05-17 12:54:05 +10:00
readme.txt

readme.txt

The following 4 steps to adding a new image format to blender, its
probably easiest to look at the png code for a clean clear example,
animation formats are a bit more complicated but very similar:

Step 1:
create a new file named after the format for example lets say we were
creating an openexr read/writer  use openexr.c
It should contain functions to match the following prototypes:

struct ImBuf *imb_loadopenexr(unsigned char *mem,int size,int flags);
/* Use one of the following depending on what's easier for your file format */
short imb_saveopenexr(struct ImBuf *ibuf, FILE myfile, int flags);
short imb_saveopenexr(struct ImBuf *ibuf, char *myfile, int flags);

/* Used to test if its the correct format
int IMB_is_openexr(void *buf);

Step 2:
Add your hooks to read and write the image format these go in
	writeimage.c and readimage.c  just look at how the others are done

Step 3:
Add in IS_openexr to blender/source/blender/imbuf/IMB_imbuf_types.h
Add in R_openexr to source/blender/makesdna/DNA_scene_types.h

Step 4:
Add your hooks to the gui.
source/blender/src/buttons_scene.c
source/blender/src/toets.c
source/blender/src/writeimage.c

Step 5:
edit the following files:
blender/source/blender/imbuf/intern/util.c
blender/source/blender/src/filesel.c
blender/source/blender/src/screendump.c
and add your extension so that your format gets recognized in the thumbnails.

Step 6:
Alter the build process:
For cmake you need to edit blender/source/blender/imbuf/CMakeLists.txt
and add in your additional files to source_files.
If you have any external library info you will also need to add that
to the various build processes.

Step 7:
Its also good to add your image format to:
makepicstring in blender/source/blender/blenkernel/intern/image.c