Fix PR comments and generate mask
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@@ -107,14 +107,14 @@ bool Renderer::GetColorContext(const ColorTransformJob &color_job, Renderer::Col
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} else {
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// Create shader description
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QString ocio_func_name;
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if (color_job.FunctionName().isEmpty()) {
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if (color_job.GetFunctionName().isEmpty()) {
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ocio_func_name = "OCIODisplay";
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} else {
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ocio_func_name = color_job.FunctionName();
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ocio_func_name = color_job.GetFunctionName();
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}
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auto shader_desc = OCIO::GpuShaderDesc::CreateShaderDesc();
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shader_desc->setLanguage(OCIO::GPU_LANGUAGE_GLSL_ES_3_0);
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shader_desc->setFunctionName(ocio_func_name.toStdString().c_str());
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shader_desc->setFunctionName(ocio_func_name.toUtf8());
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shader_desc->setResourcePrefix("ocio_");
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// Generate shader
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@@ -220,6 +220,10 @@ void Renderer::BlitColorManaged(const ColorTransformJob &color_job, Texture *des
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job.InsertValue(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, color_job.GetInputAlphaAssociation()));
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job.InsertValue(color_job.GetValues());
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//if (color_job.GetInputAlphaAssociation() == AlphaAssociated::kAlphaAssociated) {
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job.SetAlphaChannelRequired(GenerateJob::kAlphaForceOn);
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//}
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foreach (const ColorContext::LUT& l, color_ctx.lut3d_textures) {
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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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