Get OCIO node groundwork working

This commit is contained in:
Thomas Wilshaw
2022-03-08 14:40:03 +00:00
parent 4d5ca96b68
commit 979095d2e0
14 changed files with 61 additions and 121 deletions
+39
View File
@@ -24,6 +24,7 @@
#include <QMatrix4x4>
#include "generatejob.h"
#include "render/colorprocessor.h"
#include "render/texture.h"
namespace olive {
@@ -34,6 +35,7 @@ public:
{
iterations_ = 1;
iterative_input_ = nullptr;
use_ocio_ = false;
}
const QString& GetShaderID() const
@@ -87,6 +89,38 @@ public:
interpolation_.insert(id, interp);
}
bool UseOCIO() const
{
return use_ocio_;
}
void SetUseOCIO(bool use_ocio)
{
use_ocio_ = use_ocio;
}
ColorProcessorPtr ColorProcessor()
{
return color_processor_;
}
void SetColorProcessor(ColorProcessorPtr processor)
{
color_processor_ = processor;
}
OCIO::GpuShaderDescRcPtr ShaderDesc()
{
return shader_desc_;
}
void SetShaderDesc(OCIO::GpuShaderDescRcPtr shader_desc)
{
shader_desc_ = shader_desc;
}
private:
QString shader_id_;
@@ -96,6 +130,11 @@ private:
QHash<QString, Texture::Interpolation> interpolation_;
bool use_ocio_;
ColorProcessorPtr color_processor_;
OCIO::GpuShaderDescRcPtr shader_desc_;
};
}
+6 -1
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@@ -27,6 +27,7 @@
#include "node/block/clip/clip.h"
#include "node/block/transition/transition.h"
#include "node/color/displaytransform/displaytransform.h"
#include "node/project/project.h"
#include "rendermanager.h"
@@ -464,7 +465,7 @@ SampleBufferPtr RenderProcessor::ProcessAudioFootage(const FootageJob &stream, c
return super::ProcessAudioFootage(stream, input_time);
}
TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &range, const ShaderJob &job)
TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &range, ShaderJob &job)
{
Q_UNUSED(range)
@@ -475,6 +476,10 @@ TexturePtr RenderProcessor::ProcessShader(const Node *node, const TimeRange &ran
QVariant shader = shader_cache_->value(full_shader_id);
if (shader.isNull()) {
if (job.UseOCIO()) {
render_ctx_->ShaderJobInsertTextures(job.ColorProcessor(), &job, job.ShaderDesc());
}
// Since we have shader code, compile it now
shader = render_ctx_->CreateNativeShader(node->GetShaderCode(job.GetShaderID()));
+1 -1
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@@ -48,7 +48,7 @@ protected:
virtual SampleBufferPtr ProcessAudioFootage(const FootageJob &stream, const TimeRange &input_time) override;
virtual TexturePtr ProcessShader(const Node *node, const TimeRange &range, const ShaderJob& job) override;
virtual TexturePtr ProcessShader(const Node *node, const TimeRange &range, ShaderJob& job) override;
virtual SampleBufferPtr ProcessSamples(const Node *node, const TimeRange &range, const SampleJob &job) override;