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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@@ -58,22 +58,22 @@ void WaveformScope::DrawScope(TexturePtr managed_tex, QVariant pipeline)
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// Set viewport size
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job.InsertValue(QStringLiteral("viewport"),
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ShaderValue(QVector2D(width(), height()), NodeParam::kVec2));
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NodeValue(NodeValue::kVec2, QVector2D(width(), height())));
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// Set luma coefficients
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double luma_coeffs[3] = {0.0f, 0.0f, 0.0f};
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color_manager()->GetDefaultLumaCoefs(luma_coeffs);
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job.InsertValue(QStringLiteral("luma_coeffs"),
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ShaderValue(QVector3D(luma_coeffs[0], luma_coeffs[1], luma_coeffs[2]), NodeParam::kVec3));
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NodeValue(NodeValue::kVec3, QVector3D(luma_coeffs[0], luma_coeffs[1], luma_coeffs[2])));
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// Scale of the waveform relative to the viewport surface.
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job.InsertValue(QStringLiteral("waveform_scale"),
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ShaderValue(waveform_scale, NodeParam::kFloat));
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NodeValue(NodeValue::kFloat, waveform_scale));
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// Insert source texture
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job.InsertValue(QStringLiteral("ove_maintex"),
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ShaderValue(QVariant::fromValue(managed_tex), NodeParam::kTexture));
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NodeValue(NodeValue::kTexture, QVariant::fromValue(managed_tex)));
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renderer()->Blit(pipeline, job, VideoParams(width(), height(),
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static_cast<VideoParams::Format>(Config::Current()["OfflinePixelFormat"].toInt()),
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