Re: 最新版の修正情報で気になったもの

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気になったもの:
SHA-1: ce893552c359d11cfa93709f239a3c93f4cdb244
* Image cache rewrite to using generic movie cache

Summary:
Behaves very much the same as cache for Movie Clip datablock:
- Image now have `MovieCache *cache` field which replaced
 legacy `ListBase ibufs`.

 This allows image datablock to easily keep of image
 buffers which are owned by itself. This field isn't
 saved to the file and getting restored on undo steps.

 However, cache limit is global for movies, sequences
 and image datablocks now. So overall cached image buffers
 size will not go above cache limit size in user
 preferences.

- Image buffers which are marked as BITMAPDIRTY will never
 be freed from the cache.

- Added utility function to iterate over image buffers
 saved in movie cache.

- Movie cache cleanup check callback now have ImBuf argument
 which can be used in a condition of cleanup.

- Added some utility functions which replaces legacy ibufs
 iterations with image cache iteration which happens from
 inside a lock.

- Fixed `image_mem_size()` which was only counting one of
 the buffers if both float and byte buffer present.

Additional notes:

- `BKE_image_get_first_ibuf()` is rather stupid, but direct
 access to ibufs->first was also the same stupid idea.

 Would consider avoid this function is another project.

- There are some places which doesn't look threadsafe, but
 they already were not so much threadsafe anyway before.

 So think not a big deal with solving this later.

Finally solves infinite memory usage by image sequences! :)


SHA-1: 5a91df32713b7ad9be6befa7124b31890063d91b
* Implement GPU-side dither

Summary:
Uses some magic pseudo-random which is actually a
texture coordinate hashing function.

TODOs:
- Dither noise is the same for all the frames.
- It's different from Floyd's dither we've been
 using before.
- Currently CPU and GPU dithering used different
 implementation. Ideally we need to use the same
 dither in CPU.

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