feat(render): dynamic OpenGL/Vulkan backend split and backend-neutral viewer
- Extract libolive-rendercore static library to minimize backend link boundary. - Add DynamicRenderer adapter with C ABI (oakgl/oakvulkan shared libs). - Make OAK_ENABLE_DYNAMIC_RENDER_BACKEND default ON with OpenGL fallback. - Implement VulkanRenderer prototype (textures, shaders, UBO blit, readback). - Add backend-neutral viewer readback path (offscreen -> QImage -> QPainter). - Refactor PluginRenderer to be renderer-agnostic; OFX plugins fall back to CPU path on non-OpenGL backends while preserving OpenGL render path. - Add Renderer::AttachOutputTexture/DetachOutputTexture and C ABI forwards. - Update docs/zh/render-backend-dynamic-plan.md for Phase 3/4/5.
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/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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Modifications Copyright (C) 2025 mikesolar
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "renderer.h"
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#include "common/filefunctions.h"
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#include "node/value.h"
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#include "render/job/shaderjob.h"
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namespace olive
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{
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TexturePtr Renderer::InterlaceTexture(TexturePtr top, TexturePtr bottom,
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const VideoParams ¶ms)
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{
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color_cache_mutex_.lock();
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if (interlace_texture_.isNull()) {
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interlace_texture_ =
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CreateNativeShader(ShaderCode(FileFunctions::ReadFileAsString(
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QStringLiteral(":/shaders/interlace.frag"))));
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}
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color_cache_mutex_.unlock();
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ShaderJob job;
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job.Insert(QStringLiteral("top_tex_in"),
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NodeValue(NodeValue::kTexture, QVariant::fromValue(top)));
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job.Insert(QStringLiteral("bottom_tex_in"),
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NodeValue(NodeValue::kTexture, QVariant::fromValue(bottom)));
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job.Insert(QStringLiteral("resolution_in"),
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NodeValue(NodeValue::kVec2,
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QVector2D(params.effective_width(),
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params.effective_height())));
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TexturePtr output = CreateTexture(params);
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BlitToTexture(interlace_texture_, job, output.get());
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return output;
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}
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}
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