accleratedjob: simplified function calls
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@@ -30,22 +30,22 @@ class AcceleratedJob {
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public:
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AcceleratedJob() = default;
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NodeValue GetValue(const QString& input) const
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NodeValue Get(const QString& input) const
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{
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return value_map_.value(input);
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}
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void InsertValue(const QString &input, const NodeValueRow &row)
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void Insert(const QString &input, const NodeValueRow &row)
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{
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value_map_.insert(input, row.value(input));
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}
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void InsertValue(const QString& input, const NodeValue& value)
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void Insert(const QString& input, const NodeValue& value)
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{
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value_map_.insert(input, value);
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}
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void InsertValue(const NodeValueRow &row)
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void Insert(const NodeValueRow &row)
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{
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#if QT_VERSION >= QT_VERSION_CHECK(5, 15, 0)
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value_map_.insert(row);
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@@ -552,7 +552,7 @@ void OpenGLRenderer::Blit(QVariant s, ShaderJob job, Texture *destination, Video
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// Ensure matrix is set, at least to identity
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GLint mvpmat_location = functions_->glGetUniformLocation(shader, "ove_mvpmat");
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if (mvpmat_location > -1) {
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functions_->glUniformMatrix4fv(mvpmat_location, 1, false, job.GetValue(QStringLiteral("ove_mvpmat")).toMatrix().constData());
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functions_->glUniformMatrix4fv(mvpmat_location, 1, false, job.Get(QStringLiteral("ove_mvpmat")).toMatrix().constData());
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}
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// Set the viewport to the "physical" resolution of the destination
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+10
-10
@@ -61,9 +61,9 @@ TexturePtr Renderer::InterlaceTexture(TexturePtr top, TexturePtr bottom, const V
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color_cache_mutex_.unlock();
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ShaderJob job;
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job.InsertValue(QStringLiteral("top_tex_in"), NodeValue(NodeValue::kTexture, QVariant::fromValue(top)));
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job.InsertValue(QStringLiteral("bottom_tex_in"), NodeValue(NodeValue::kTexture, QVariant::fromValue(bottom)));
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job.InsertValue(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, QVector2D(params.effective_width(), params.effective_height())));
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job.Insert(QStringLiteral("top_tex_in"), NodeValue(NodeValue::kTexture, QVariant::fromValue(top)));
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job.Insert(QStringLiteral("bottom_tex_in"), NodeValue(NodeValue::kTexture, QVariant::fromValue(bottom)));
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job.Insert(QStringLiteral("resolution_in"), NodeValue(NodeValue::kVec2, QVector2D(params.effective_width(), params.effective_height())));
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TexturePtr output = CreateTexture(params);
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@@ -213,19 +213,19 @@ void Renderer::BlitColorManaged(const ColorTransformJob &color_job, Texture *des
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}
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ShaderJob job;
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job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(color_job.GetInputTexture())));
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job.InsertValue(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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job.InsertValue(QStringLiteral("ove_cropmatrix"), NodeValue(NodeValue::kMatrix, color_job.GetCropMatrix().inverted()));
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job.InsertValue(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, int(color_job.GetInputAlphaAssociation())));
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job.InsertValue(color_job.GetValues());
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job.Insert(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(color_job.GetInputTexture())));
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job.Insert(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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job.Insert(QStringLiteral("ove_cropmatrix"), NodeValue(NodeValue::kMatrix, color_job.GetCropMatrix().inverted()));
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job.Insert(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, int(color_job.GetInputAlphaAssociation())));
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job.Insert(color_job.GetValues());
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job.SetAlphaChannelRequired(color_job.GetAlphaChannelRequired());
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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.Insert(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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foreach (const ColorContext::LUT& l, color_ctx.lut1d_textures) {
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job.InsertValue(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.Insert(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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@@ -114,8 +114,8 @@ FramePtr RenderProcessor::GenerateFrame(TexturePtr texture, const rational& time
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} else {
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// No color transform, just blit
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ShaderJob job;
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job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(texture)));
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job.InsertValue(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, matrix));
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job.Insert(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(texture)));
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job.Insert(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, matrix));
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render_ctx_->BlitToTexture(default_shader_, job, blit_tex.get());
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}
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