reimplemented color management and alpha association in new renderer system

Color management is now as functional as it was before.
This commit is contained in:
itsmattkc
2019-12-06 13:33:53 +11:00
parent 927e2252f3
commit 33f73e0e90
14 changed files with 261 additions and 35 deletions
+77 -11
View File
@@ -1,11 +1,14 @@
#include "openglworker.h"
#include "core.h"
#include "functions.h"
#include "node/node.h"
#include "openglcolorprocessor.h"
#include "render/colormanager.h"
#include "render/pixelservice.h"
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, DecoderCache *decoder_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(decoder_cache, frame_cache, parent),
OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, DecoderCache *decoder_cache, ColorProcessorCache *color_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
VideoRenderWorker(decoder_cache, color_cache, frame_cache, parent),
share_ctx_(share_ctx),
ctx_(nullptr),
functions_(nullptr),
@@ -47,18 +50,79 @@ bool OpenGLWorker::InitInternal()
return true;
}
void OpenGLWorker::FrameToValue(FramePtr frame, NodeValueTable *table)
void OpenGLWorker::FrameToValue(StreamPtr stream, FramePtr frame, NodeValueTable *table)
{
// Set up OCIO context
OpenGLColorProcessorPtr color_processor = std::static_pointer_cast<OpenGLColorProcessor>(color_cache()->Get(stream.get()));
// Ensure stream is video or image type
if (stream->type() != Stream::kVideo && stream->type() != Stream::kImage) {
return;
}
ImageStreamPtr video_stream = std::static_pointer_cast<ImageStream>(stream);
if (!color_processor) {
QString input_colorspace = video_stream->colorspace();
if (input_colorspace.isEmpty()) {
// FIXME: Should use Stream->Footage to find the Project* since that's a direct chain
input_colorspace = olive::core.GetActiveProject()->default_input_colorspace();
}
color_processor = OpenGLColorProcessor::CreateOpenGL(input_colorspace,
OCIO::ROLE_SCENE_LINEAR);
color_cache()->Add(stream.get(), color_processor);
}
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
if (video_params().mode() == olive::kOnline) {
// If alpha is associated, disassociate for the color transform
if (video_stream->premultiplied_alpha()) {
ColorManager::DisassociateAlpha(frame);
}
// Convert frame to float for OCIO
frame = PixelService::ConvertPixelFormat(frame, olive::PIX_FMT_RGBA32F);
// Perform color transform
color_processor->ConvertFrame(frame);
// Associate alpha
if (video_stream->premultiplied_alpha()) {
ColorManager::ReassociateAlpha(frame);
} else {
ColorManager::AssociateAlpha(frame);
}
}
OpenGLTexturePtr footage_tex = std::make_shared<OpenGLTexture>();
footage_tex->Create(ctx_, frame);
// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
//if (video_params().mode() == olive::kOnline) {
// Convert frame to float for
//frame = PixelService::ConvertPixelFormat(frame, olive::PIX_FMT_RGBA32F);
//}
if (video_params().mode() == olive::kOffline) {
if (!color_processor->IsEnabled()) {
color_processor->Enable(ctx_, video_stream->premultiplied_alpha());
}
// FIXME: Alpha association and color management
// Create destination texture
OpenGLTexturePtr associated_tex = std::make_shared<OpenGLTexture>();
associated_tex->Create(ctx_, footage_tex->width(), footage_tex->height(), footage_tex->format());
// Set viewport for texture size
functions_->glViewport(0, 0, footage_tex->width(), footage_tex->height());
buffer_.Attach(associated_tex);
buffer_.Bind();
footage_tex->Bind();
// Blit old texture to new texture through OCIO shader
color_processor->ProcessOpenGL();
footage_tex->Release();
buffer_.Release();
buffer_.Detach();
footage_tex = associated_tex;
}
table->Push(NodeParam::kTexture, QVariant::fromValue(footage_tex));
}
@@ -66,7 +130,6 @@ void OpenGLWorker::FrameToValue(FramePtr frame, NodeValueTable *table)
void OpenGLWorker::CloseInternal()
{
buffer_.Destroy();
functions_ = nullptr;
delete ctx_;
}
@@ -184,7 +247,10 @@ void OpenGLWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input
}
}
//qDebug() << " Blitting with shader!";
// Ensure viewport is correct
functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
// Blit this texture through this shader
olive::gl::Blit(shader);
// Release any textures we bound before