began new infrastructure
Yep, this is another one of my "famous" sweeping rewrites. Expect things to break. Goals for this are: - Greatly simplify node connections (particularly with arrays) so the code requires less maintenance/is more stable - Redesign node structure to address issues where UI would stall for lengthy periods of time - Less reliance on shared ptrs/greater reliance on QObject system for inheritance/memory management - General code cleanup and improvements
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@@ -236,8 +236,8 @@ void Renderer::BlitColorManagedInternal(ColorProcessorPtr color_processor, Textu
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ShaderJob job;
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job.InsertValue(QStringLiteral("ove_maintex"), ShaderValue(QVariant::fromValue(source), NodeParam::kTexture));
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job.InsertValue(QStringLiteral("ove_mvpmat"), ShaderValue(matrix, NodeParam::kMatrix));
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job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(source)));
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job.InsertValue(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, matrix));
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AlphaAssociated associated;
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if (source->channel_count() == VideoParams::kRGBAChannelCount) {
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@@ -252,14 +252,14 @@ void Renderer::BlitColorManagedInternal(ColorProcessorPtr color_processor, Textu
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// No assoc/deassoc required
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associated = kAlphaNone;
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}
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job.InsertValue(QStringLiteral("ove_maintex_alpha"), ShaderValue(associated, NodeParam::kInt));
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job.InsertValue(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, associated));
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foreach (const ColorContext::LUT& l, color_ctx.lut3d_textures) {
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job.InsertValue(l.name, ShaderValue(QVariant::fromValue(l.texture), NodeParam::kTexture));
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job.InsertValue(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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foreach (const ColorContext::LUT& l, color_ctx.lut1d_textures) {
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job.InsertValue(l.name, ShaderValue(QVariant::fromValue(l.texture), NodeParam::kTexture));
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job.InsertValue(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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