renderer: moved alpha channel detection to where texture is actually made
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@@ -286,7 +286,6 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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QString iterative_name;
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GLuint iterative_input = 0;
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QVector<TextureToBind> textures_to_bind;
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bool input_textures_have_alpha = false;
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QOpenGLShaderProgram* shader = Node::ValueToPtr<QOpenGLShaderProgram>(s);
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@@ -360,10 +359,6 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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GLuint tex_id = texture ? texture->id().value<GLuint>() : 0;
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textures_to_bind.append({texture, job.GetInterpolation(it.key())});
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if (texture && texture->channel_count() == VideoParams::kRGBAChannelCount) {
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input_textures_have_alpha = true;
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}
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// Set enable flag if shader wants it
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int enable_param_location = shader->uniformLocation(QStringLiteral("%1_enabled").arg(it.key()));
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if (enable_param_location > -1) {
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@@ -440,13 +435,6 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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destination_params.effective_width(),
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destination_params.effective_height());
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// Set whether our destination texture needs an alpha channel
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if (input_textures_have_alpha || job.GetAlphaChannelRequired()) {
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destination_params.set_channel_count(VideoParams::kRGBAChannelCount);
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} else {
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destination_params.set_channel_count(VideoParams::kRGBChannelCount);
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}
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// Bind vertex array object
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QOpenGLVertexArrayObject vao_;
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vao_.create();
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