/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved. * * SPDX-License-Identifier: GPL-2.0-or-later */ #pragma once /** \file * \ingroup bke */ #include "DNA_listBase.h" #include "BLI_compiler_attrs.h" #include "BLI_function_ref.hh" #include "BLI_mutex.hh" #include "BLI_string_ref.hh" #include "IMB_imbuf_enums.h" #include #include #include namespace blender { namespace gpu { class Texture; } // namespace gpu namespace ocio { class ColorSpace; } // namespace ocio using ColorSpace = ocio::ColorSpace; struct rcti; struct Depsgraph; struct ID; struct ImBuf; struct ImBufCache; struct MovieReader; struct Image; struct ImageFormatData; struct ImagePool; struct ImageTile; struct ImbFormatOptions; struct Library; struct Main; struct Object; struct PartialUpdateRegister; struct PartialUpdateUser; struct RenderResult; struct RenderSlot; struct ReportList; struct Scene; struct StampData; enum eImbFileType : int8_t; #define IMA_MAX_SPACE 64 #define IMA_UDIM_MAX 2000 /* Image gpu runtime defaults */ constexpr int IMAGE_GPU_FRAME_NONE = std::numeric_limits::max(); constexpr int IMAGE_GPU_PASS_NONE = std::numeric_limits::max(); constexpr int IMAGE_GPU_LAYER_NONE = std::numeric_limits::max(); constexpr int IMAGE_GPU_VIEW_NONE = std::numeric_limits::max(); namespace bke { struct ImageRuntime { /* Mutex used to guarantee thread-safe access to the cached ImBuf of the corresponding image ID. */ Mutex cache_mutex; ImBufCache *cache = nullptr; /* The 2 is for the left/right stereo eyes. */ gpu::Texture *gputexture[/*TEXTARGET_COUNT*/ 3][2] = {}; /* GPU texture flag. */ int gpuframenr = IMAGE_GPU_FRAME_NONE; short gpuflag = 0; short gpu_pass = IMAGE_GPU_PASS_NONE; short gpu_layer = IMAGE_GPU_LAYER_NONE; short gpu_view = IMAGE_GPU_VIEW_NONE; int64_t lastused = 0; /** Register containing partial updates. */ PartialUpdateRegister *partial_update_register = nullptr; /** Partial update user for gpu::Textures stored inside the Image. */ PartialUpdateUser *partial_update_user = nullptr; /* The image's current update count. See deg::set_id_update_count for more information. */ uint64_t update_count = 0; float view_offset[2] = {}; float view_zoom = 1.0f; }; } // namespace bke /** * Clear the autosave information. * * \note At minimum, this should be called anytime the `packedfiles` list would be written to. */ void BKE_image_clear_autosave(Image *image); void BKE_image_free_packedfiles(Image *image); void BKE_image_free_views(Image *image); void BKE_image_free_buffers(Image *image); /** * Simply free the image data from memory, * on display the image can load again (except for render buffers). */ void BKE_image_free_buffers_ex(Image *image, bool do_lock); void BKE_image_free_gputextures(Image *ima); /** * Free (or release) any data used by this image (does not free the image itself). * \note Call from library. */ void BKE_image_free_data(Image *image); typedef void(StampCallback)(void *data, const char *propname, char *propvalue, int propvalue_maxncpy); void BKE_render_result_stamp_info(Scene *scene, Object *camera, RenderResult *rr, bool allocate_only); /** * Fills in the static stamp data (i.e. everything except things that can change per frame). * The caller is responsible for freeing the allocated memory. */ StampData *BKE_stamp_info_from_scene_static(const Scene *scene); /** * Check whether the given metadata field name translates to a known field of a stamp. */ bool BKE_stamp_is_known_field(const char *field_name); void BKE_imbuf_stamp_info(const RenderResult *rr, ImBuf *ibuf); void BKE_stamp_info_from_imbuf(RenderResult *rr, ImBuf *ibuf); void BKE_stamp_info_callback(void *data, StampData *stamp_data, StampCallback callback, bool noskip); void BKE_image_multilayer_stamp_info_callback(void *data, const Image &image, StampCallback callback, bool noskip); void BKE_render_result_stamp_data(RenderResult *rr, const char *key, const char *value); StampData *BKE_stamp_data_copy(const StampData *stamp_data); void BKE_stamp_data_free(StampData *stamp_data); void BKE_image_stamp_buf(Scene *scene, Object *camera, const StampData *stamp_data_template, ImBuf *ibuf); bool BKE_imbuf_alpha_test(ImBuf *ibuf); bool BKE_imbuf_write_stamp(const Scene *scene, const RenderResult *rr, ImBuf *ibuf, const char *filepath, const ImageFormatData *imf); /** * \note imf->planes is ignored here, its assumed the image channels are already set. */ bool BKE_imbuf_write(ImBuf *ibuf, const char *filepath, const ImageFormatData *imf); /** * Same as #BKE_imbuf_write() but crappy workaround not to permanently modify _some_, * values in the imbuf. */ bool BKE_imbuf_write_as(ImBuf *ibuf, const char *filepath, const ImageFormatData *imf, bool save_copy); /** * Used by sequencer too. */ MovieReader *openanim(const char *filepath, ImBufFlags ibuf_flags, int streamindex, bool keep_original_colorspace, char colorspace[IMA_MAX_SPACE]); MovieReader *openanim_noload(const char *filepath, ImBufFlags flags, int streamindex, bool keep_original_colorspace, char colorspace[IMA_MAX_SPACE]); void BKE_image_tag_time(Image *ima); /* ********************************** NEW IMAGE API *********************** */ /* ImageUser is in Texture, in Nodes, Background Image, Image Window, .... */ /* should be used in conjunction with an ID * to Image. */ struct ImageUser; struct RenderData; struct RenderPass; struct RenderResult; /* signals */ /* reload only frees, doesn't read until image_get_ibuf() called */ #define IMA_SIGNAL_RELOAD 0 #define IMA_SIGNAL_FREE 1 /* source changes, from image to sequence or movie, etc */ #define IMA_SIGNAL_SRC_CHANGE 5 /* image-user gets a new image, check settings */ #define IMA_SIGNAL_USER_NEW_IMAGE 6 #define IMA_SIGNAL_COLORMANAGE 7 /** * Checks whether there's an image buffer for given image and user. */ bool BKE_image_has_ibuf(Image *ima, ImageUser *iuser); /** * Return image buffer for given image and user: * - will lock render result if image type is render result and lock is not NULL * - will return NULL if image is NULL or image type is render or composite result and lock is NULL * * References the result, #BKE_image_release_ibuf should be used to de-reference. */ ImBuf *BKE_image_acquire_ibuf(Image *ima, ImageUser *iuser, void **r_lock); /** * Identical to BKE_image_acquire_ibuf but assumes the caller will use the GPU data of the image * buffer if it exists without the need to make it available on the host. This essentially skips * GPU data reading to the host and is thus more performant. */ ImBuf *BKE_image_acquire_ibuf_gpu(Image *ima, ImageUser *iuser, void **r_lock); /** * Return image buffer for given image, user, pass, and view. * Is thread-safe, so another thread can be changing image while this function is executed. * * If the image is single-layer then the pass name is completely ignored. * * If the image is multi-layer then this function does all needed internal configurations to read * the pass. There is no need to acquire a temporary ImBuf prior to this call (which is what some * legacy code had to do to ensure proper type and RenderResult). * * References the result, #BKE_image_release_ibuf should be used to de-reference. */ ImBuf *BKE_image_acquire_multilayer_view_ibuf(const RenderData &render_data, Image &image, const ImageUser &image_user, const char *pass_name, const char *view_name); void BKE_image_release_ibuf(Image *ima, ImBuf *ibuf, void *lock); /** * Return image buffer of preview for given image * r_width & r_height are optional and return the _original size_ of the image. */ ImBuf *BKE_image_preview(Image *ima, short max_size, short *r_width, short *r_height); ImagePool *BKE_image_pool_new(); void BKE_image_pool_free(ImagePool *pool); ImBuf *BKE_image_pool_acquire_ibuf(Image *ima, ImageUser *iuser, ImagePool *pool); void BKE_image_pool_release_ibuf(Image *ima, ImBuf *ibuf, ImagePool *pool); /** * Set an alpha mode based on file extension. */ char BKE_image_alpha_mode_from_extension_ex(const char *filepath); void BKE_image_alpha_mode_from_extension(Image *image); /** * Returns a new image or NULL if it can't load. * * \note: The `_in_lib` version allows to add a new image in a given library. It also affects the * root path used for relative filepaths. See also #BKE_id_new and #BKE_id_new_in_lib * documentation for more details. */ Image *BKE_image_load(Main *bmain, const char *filepath); Image *BKE_image_load_in_lib(Main *bmain, std::optional owner_library, const char *filepath); /** * Returns existing Image when filename/type is same. * * Checks if image was already loaded, then returns same image otherwise creates new * (does not load ibuf itself). * * \note: The `_in_lib` version allows to find an existing (or add a new) image in a given library. * It also affects the root path used for relative filepaths. See also #BKE_id_new and * #BKE_id_new_in_lib documentation for more details. */ Image *BKE_image_load_exists(Main *bmain, const char *filepath, bool *r_exists = nullptr); Image *BKE_image_load_exists_in_lib(Main *bmain, std::optional owner_library, const char *filepath, bool *r_exists = nullptr); /** * Adds new image block, creates ImBuf and initializes color. */ Image *BKE_image_add_generated(Main *bmain, unsigned int width, unsigned int height, const char *name, int depth, int floatbuf, short gen_type, const float color[4], bool stereo3d, bool is_data, bool tiled); /** * Create an image from ibuf. The reference-count of ibuf is increased, * caller should take care to drop its reference by calling #IMB_freeImBuf if needed. */ Image *BKE_image_add_from_imbuf(Main *bmain, ImBuf *ibuf, const char *name); /** * For a non-viewer single-buffer image (single frame file, or generated image) replace its image * buffer with the given one. * If an unsupported image type (multi-layer, image sequence, ...) the function will assert in the * debug mode and will have an undefined behavior in the release mode. */ void BKE_image_replace_imbuf(Image *image, ImBuf *ibuf); /** * For reload, refresh, pack. */ void BKE_imageuser_default(ImageUser *iuser); void BKE_image_init_imageuser(Image *ima, ImageUser *iuser); void BKE_image_signal(Main *bmain, Image *ima, ImageUser *iuser, int signal); void BKE_image_walk_all_users( const Main *mainp, void *customdata, void callback(Image *ima, ID *iuser_id, ImageUser *iuser, void *customdata)); /** * Ensures an Image exists for viewing nodes or render * forces existence of 1 Image for render-output or nodes, returns Image. * * \param name: Only for default, when making new one. */ Image *BKE_image_ensure_viewer(Main *bmain, int type, const char *name); /** * Ensures the view node cache is compatible with the scene views. * Reset the image cache and views when the Viewer Nodes views don't match the scene views. */ void BKE_image_ensure_viewer_views(const RenderData *rd, Image *ima, ImageUser *iuser); /** * Called on frame change or before render. */ void BKE_image_user_frame_calc(Image *ima, ImageUser *iuser, int cfra); int BKE_image_user_frame_get(const ImageUser *iuser, int cfra, bool *r_is_in_range); void BKE_image_user_file_path(const ImageUser *iuser, const Image *ima, char *filepath); void BKE_image_user_file_path_ex(const Main *bmain, const ImageUser *iuser, const Image *ima, char *filepath, const bool resolve_udim, const bool resolve_multiview); void BKE_image_editors_update_frame(const Main *bmain, int cfra); /** * Dependency graph update for image user users. */ bool BKE_image_user_id_has_animation(ID *id); void BKE_image_user_id_eval_animation(Depsgraph *depsgraph, ID *id); /** * Sets index offset for multi-layer files and because rendered results use fake layer/passes, * don't correct for wrong indices here. */ RenderPass *BKE_image_multilayer_index(RenderResult *rr, ImageUser *iuser); /** * Sets index offset for multi-view files. */ void BKE_image_multiview_index(const Image *ima, ImageUser *iuser); /** * For multi-layer images as well as for render-viewer * and because rendered results use fake layer/passes, don't correct for wrong indices here. */ bool BKE_image_is_multilayer(const Image *ima); bool BKE_image_is_multiview(const Image *ima); bool BKE_image_is_stereo(const Image *ima); /** * Acquire render result associated with the give image. * * The returned render result is user-counted It is then required to call * * #BKE_image_release_renderresult with the non-null render result returned by this function. * * It is possible to use ibuf acquire/release API while a render result is held. * * It is allowed to call #BKE_image_release_renderresult with render_result of nullptr, but it is * not required. */ RenderResult *BKE_image_acquire_renderresult(Scene *scene, Image *ima); void BKE_image_release_renderresult(Scene *scene, Image *ima, RenderResult *render_result); /** * For multi-layer images as well as for single-layer. */ bool BKE_image_is_openexr(Image *ima); /** * For multiple slot render, call this before render. */ void BKE_image_backup_render(Scene *scene, Image *ima, bool free_current_slot); /** * Goes over all textures that use images. */ void BKE_image_free_all_textures(Main *bmain); /** * Operates on one image only! * \param except_frame: This is weak, only works for sequences without offset. */ void BKE_image_free_anim_ibufs(Image *ima, int except_frame); /** * Does all images with type MOVIE or SEQUENCE. */ void BKE_image_all_free_anim_ibufs(Main *bmain, int cfra); void BKE_image_free_all_gputextures(Main *bmain); /** * Same as #BKE_image_free_all_gputextures but only free animated images. */ void BKE_image_free_anim_gputextures(Main *bmain); void BKE_image_free_old_gputextures(Main *bmain); /** * Pack image to memory. */ bool BKE_image_memorypack(Image *ima); void BKE_image_packfiles(ReportList *reports, Image *ima, const char *basepath); void BKE_image_packfiles_from_mem(ReportList *reports, Image *ima, char *data, size_t data_len); /** * High-level pack function. * * Packs image data, handling dirty state and raw data input. * Does nothing if image is already packed and not dirty (unless data is provided). */ void BKE_image_packfile_ensure( Main *bmain, Image *image, ReportList *reports, const char *data, int data_len); /** * Populate the runtime cache for an image based on the autosave information. */ void BKE_image_populate_cache_from_autosave(Image *ima); /** * Pack the current buffer data as part of the autosave process. * * \see BKE_image_memorypack */ bool BKE_image_autosave_memorypack(Image *ima); /** * Prints memory statistics for images. */ void BKE_image_print_memlist(Main *bmain); /** * Merge source into `dest`, and free `source`. */ void BKE_image_merge(Main *bmain, Image *dest, Image *source); /** * Scale the image. */ bool BKE_image_scale(Image *image, int width, int height, ImageUser *iuser); /** * Check if image might contain alpha. */ bool BKE_image_has_alpha(Image *image); /** * Check if image has an associated GPU texture. */ bool BKE_image_has_gpu_texture(Image *ima); /** * Get tile index for tiled images. * \return The string length. */ int BKE_image_get_tile_label(const Image *ima, const ImageTile *tile, char *label, int label_maxncpy); /** * Checks whether the given filepath refers to a UDIM tiled texture. * If yes, the range from the lowest to the highest tile is returned. * * \param filepath: may be modified to ensure a UDIM token is present. * \param tiles: may be filled even if the result ultimately is false! */ bool BKE_image_get_tile_info(char *filepath, ListBaseT *tiles, int *r_tile_start, int *r_tile_range); ImageTile *BKE_image_add_tile(Image *ima, int tile_number, const char *label); bool BKE_image_remove_tile(Image *ima, ImageTile *tile); void BKE_image_reassign_tile(Image *ima, ImageTile *tile, int new_tile_number); void BKE_image_sort_tiles(Image *ima); bool BKE_image_fill_tile(Image *ima, ImageTile *tile); enum eUDIM_TILE_FORMAT { UDIM_TILE_FORMAT_NONE = 0, UDIM_TILE_FORMAT_UDIM = 1, UDIM_TILE_FORMAT_UVTILE = 2 }; /** * Checks if the filename portion of the path contains a UDIM token. */ bool BKE_image_is_filename_tokenized(char *filepath); /** * Ensures that `filename` contains a UDIM token if we find a supported format pattern. * \note This must only be the name component (without slashes). */ void BKE_image_ensure_tile_token(char *filepath, size_t filepath_maxncpy); void BKE_image_ensure_tile_token_filename_only(char *filename, size_t filename_maxncpy); /** * When provided with an absolute virtual `filepath`, check to see if at least * one concrete file exists. * NOTE: This function requires directory traversal and may be inefficient in time-critical, * or iterative, code paths. */ bool BKE_image_tile_filepath_exists(const char *filepath); /** * Retrieves the UDIM token format and returns the pattern from the provided `filepath`. * The returned pattern is typically passed to either #BKE_image_get_tile_number_from_filepath or * #BKE_image_set_filepath_from_tile_number. */ char *BKE_image_get_tile_strformat(const char *filepath, eUDIM_TILE_FORMAT *r_tile_format); bool BKE_image_get_tile_number_from_filepath(const char *filepath, const char *pattern, eUDIM_TILE_FORMAT tile_format, int *r_tile_number); void BKE_image_set_filepath_from_tile_number(char *filepath, const char *pattern, eUDIM_TILE_FORMAT tile_format, int tile_number); ImageTile *BKE_image_get_tile(Image *ima, int tile_number); ImageTile *BKE_image_get_tile_from_iuser(Image *ima, const ImageUser *iuser); int BKE_image_get_tile_from_pos(Image *ima, const float uv[2], float r_uv[2], float r_ofs[2]); void BKE_image_get_tile_uv(const Image *ima, const int tile_number, float r_uv[2]); /** * Return the tile_number for the closest UDIM tile to `co`. */ int BKE_image_find_nearest_tile_with_offset(const Image *image, const float co[2], float r_uv_offset[2]) ATTR_NONNULL(2, 3); int BKE_image_find_nearest_tile(const Image *image, const float co[2]) ATTR_NONNULL(2) ATTR_WARN_UNUSED_RESULT; /** * Iterate over Cycles texture cache associated with #source_filepath_abs, in * texture cache directory #cache_dir. */ void BKE_image_texture_cache_filepaths_foreach( const char *source_filepath_abs, const char *cache_dir, blender::FunctionRef callback); void BKE_image_get_size(Image *image, ImageUser *iuser, int *r_width, int *r_height); void BKE_image_get_size_fl(Image *image, ImageUser *iuser, float r_size[2]); void BKE_image_get_aspect(Image *image, float *r_aspx, float *r_aspy); /* `image_gen.cc` */ void BKE_image_buf_fill_color( unsigned char *rect, float *rect_float, int width, int height, const float color[4]); void BKE_image_buf_fill_checker(unsigned char *rect, float *rect_float, int width, int height); void BKE_image_buf_fill_checker_color(unsigned char *rect, float *rect_float, int width, int height); /* Cycles hookup */ unsigned char *BKE_image_get_pixels_for_frame(Image *image, int frame, int tile); float *BKE_image_get_float_pixels_for_frame(Image *image, int frame, int tile); /* Image modifications */ bool BKE_image_is_dirty(Image *image); void BKE_image_mark_dirty(Image *image, ImBuf *ibuf); bool BKE_image_buffer_format_writable(ImBuf *ibuf); bool BKE_image_is_dirty_writable(Image *image, bool *r_is_writable); /** * Guess offset for the first frame in the sequence. */ int BKE_image_sequence_guess_offset(Image *image); bool BKE_image_has_anim(Image *image); bool BKE_image_has_packedfile(const Image *image); bool BKE_image_has_filepath(const Image *ima); /** * Checks the image buffer changes with time (not keyframed values). */ bool BKE_image_is_animated(Image *image); /** * Checks whether the image consists of multiple buffers. */ bool BKE_image_has_multiple_ibufs(Image *image); void BKE_image_file_format_set(Image *image, eImbFileType ftype, const ImbFormatOptions *options); bool BKE_image_has_loaded_ibuf(Image *image); /** * References the result, #BKE_image_release_ibuf is to be called to de-reference. * Use lock=NULL when calling #BKE_image_release_ibuf(). */ ImBuf *BKE_image_get_ibuf_with_name(Image *image, const char *filepath); /** * References the result, #BKE_image_release_ibuf is to be called to de-reference. * Use lock=NULL when calling #BKE_image_release_ibuf(). * * TODO(sergey): This is actually "get first item from the cache", which is * not so much predictable. But using first loaded image buffer * was also malicious logic and all the areas which uses this * function are to be re-considered. */ ImBuf *BKE_image_get_first_ibuf(Image *image); /** * Not to be use directly. */ gpu::Texture *BKE_image_create_gpu_texture_from_ibuf(Image *image, ImBuf *ibuf); /** * Ensure that the cached GPU texture inside the image matches the pass, layer, and view of the * given image user, if not, invalidate the cache such that the next call to the GPU texture * retrieval functions such as BKE_image_get_gpu_texture updates the cache with an image that * matches the give image user. * * This is provided as a separate function and not implemented as part of the GPU texture retrieval * functions because the current cache system only allows a single pass, layer, and stereo view to * be cached, so possible frequent cache invalidation can have performance implications, * and making invalidation explicit by calling this function will help make that clear and pave the * way for a more complete cache system in the future. */ void BKE_image_ensure_gpu_texture(Image *image, ImageUser *iuser); /** * Get the #gpu::Texture for a given `Image`. * * * * The requested GPU texture will be cached for subsequent calls, but only a single layer, pass, * and view can be cached at a time, so the cache should be invalidated in operators and RNA * callbacks that change the layer, pass, or view of the image to maintain a correct cache state. * However, in some cases, multiple layers, passes, or views might be needed at the same time, like * is the case for the compositor. This is currently not supported, so the caller should * ensure that the requested layer is indeed the cached one and invalidated the cached otherwise by * calling BKE_image_ensure_gpu_texture. This is a workaround until image can support a more * complete caching system. */ gpu::Texture *BKE_image_get_gpu_texture(Image *image, ImageUser *iuser); /* * Like BKE_image_get_gpu_texture, but can also get render or compositing result. */ gpu::Texture *BKE_image_get_gpu_viewer_texture(Image *image, ImageUser *iuser); /* * Like BKE_image_get_gpu_viewer_texture, but the image buffer is provided explicitly. */ gpu::Texture *BKE_image_get_gpu_viewer_texture(Image *image, ImageUser *iuser, ImBuf *image_buffer); /* * Like BKE_image_get_gpu_texture, but can also return array and tile mapping texture for UDIM * tiles as used in material shaders. */ struct ImageGPUTextures { gpu::Texture **texture; gpu::Texture **tile_mapping; }; ImageGPUTextures BKE_image_get_gpu_material_texture(Image *image, ImageUser *iuser, const bool use_tile_mapping); /* Same as BKE_image_get_gpu_material_texture but will not load the texture if it isn't already. */ ImageGPUTextures BKE_image_get_gpu_material_texture_try(Image *image, ImageUser *iuser, const bool use_tile_mapping); /** * Is the alpha of the `gpu::Texture` for a given image/ibuf premultiplied. */ bool BKE_image_has_gpu_texture_premultiplied_alpha(Image *image, ImBuf *ibuf); /** * Partial update of texture for texture painting. * This is often much quicker than fully updating the texture for high resolution images. */ void BKE_image_update_gputexture(Image *ima, ImageUser *iuser, int x, int y, int w, int h); /** * Mark areas on the #gpu::Texture that needs to be updated. The areas are marked in * chunks. The next time the #gpu::Texture is used these tiles will be refreshes. This * saves time when writing to the same place multiple times This happens for during foreground * rendering. */ void BKE_image_update_gputexture_delayed( Image *ima, ImageTile *image_tile, ImBuf *ibuf, int x, int y, int w, int h); /** * Called on entering and exiting texture paint mode, * temporary disabling/enabling mipmapping on all images for quick texture * updates with glTexSubImage2D. images that didn't change don't have to be re-uploaded to OpenGL. */ void BKE_image_paint_set_mipmap(Main *bmain, bool mipmap); /** * Delayed free of OpenGL buffers by main thread. */ void BKE_image_free_unused_gpu_textures(); RenderSlot *BKE_image_add_renderslot(Image *ima, const char *name); bool BKE_image_remove_renderslot(Image *ima, ImageUser *iuser, int slot); RenderSlot *BKE_image_get_renderslot(Image *ima, int index); bool BKE_image_clear_renderslot(Image *ima, ImageUser *iuser, int slot); /* --- image_partial_update.cc --- */ /** Image partial updates. */ /** * \brief Create a new PartialUpdateUser. An Object that contains data to use partial updates. */ PartialUpdateUser *BKE_image_partial_update_create(const Image *image); /** * \brief free a partial update user. */ void BKE_image_partial_update_free(PartialUpdateUser *user); /* --- partial updater (image side) --- */ void BKE_image_partial_update_register_free(Image *image); /** \brief Mark a region of the image to update. */ void BKE_image_partial_update_mark_region(Image *image, const ImageTile *image_tile, const ImBuf *image_buffer, const rcti *updated_region); /** \brief Mark the whole image to be updated. */ void BKE_image_partial_update_mark_full_update(Image *image); } // namespace blender