format: reformatting files
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@@ -114,7 +114,7 @@ bool Renderer::GetColorContext(const ColorTransformJob &color_job,
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color_ctx.lut3d_textures[i].name = sampler_name;
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color_ctx.lut3d_textures[i].interpolation =
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(interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest :
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Texture::kLinear;
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Texture::kLinear;
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}
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color_ctx.lut1d_textures.resize(shader_desc->getNumTextures());
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@@ -125,7 +125,8 @@ bool Renderer::GetColorContext(const ColorTransformJob &color_job,
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OCIO::GpuShaderDesc::TextureType channel =
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OCIO::GpuShaderDesc::TEXTURE_RGB_CHANNEL;
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OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR;
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#if OCIO_VERSION_MAJOR > 2 || (OCIO_VERSION_MAJOR == 2 && OCIO_VERSION_MINOR >= 3)
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#if OCIO_VERSION_MAJOR > 2 || \
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(OCIO_VERSION_MAJOR == 2 && OCIO_VERSION_MINOR >= 3)
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OCIO::GpuShaderDesc::TextureDimensions dimensions =
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OCIO::GpuShaderDesc::TEXTURE_2D;
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shader_desc->getTexture(i, tex_name, sampler_name, width, height,
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@@ -149,16 +150,18 @@ bool Renderer::GetColorContext(const ColorTransformJob &color_job,
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}
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// Allocate 1D LUT
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int lut_channels = (channel ==
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OCIO::GpuShaderDesc::TEXTURE_RED_CHANNEL) ?
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1 :
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VideoParams::kRGBChannelCount;
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VideoParams lut_params(width, height, PixelFormat::F32, lut_channels);
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color_ctx.lut1d_textures[i].texture = CreateTexture(lut_params, values);
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int lut_channels =
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(channel == OCIO::GpuShaderDesc::TEXTURE_RED_CHANNEL) ?
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1 :
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VideoParams::kRGBChannelCount;
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VideoParams lut_params(width, height, PixelFormat::F32,
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lut_channels);
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color_ctx.lut1d_textures[i].texture =
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CreateTexture(lut_params, values);
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color_ctx.lut1d_textures[i].name = sampler_name;
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color_ctx.lut1d_textures[i].interpolation =
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(interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest :
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Texture::kLinear;
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Texture::kLinear;
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}
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locker.relock();
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@@ -176,9 +179,9 @@ void Renderer::BlitColorManaged(const ColorTransformJob &color_job,
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ShaderJob fallback_job;
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fallback_job.Insert(QStringLiteral("ove_maintex"),
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color_job.GetInputTexture());
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fallback_job.Insert(
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QStringLiteral("ove_mvpmat"),
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NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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fallback_job.Insert(QStringLiteral("ove_mvpmat"),
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NodeValue(NodeValue::kMatrix,
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color_job.GetTransformMatrix()));
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if (destination) {
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BlitToTexture(GetDefaultShader(), fallback_job, destination,
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@@ -206,12 +209,12 @@ void Renderer::BlitColorManaged(const ColorTransformJob &color_job,
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foreach (const ColorContext::LUT &l, color_ctx.lut3d_textures) {
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job.Insert(l.name, NodeValue(NodeValue::kTexture,
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QVariant::fromValue(l.texture)));
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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.Insert(l.name, NodeValue(NodeValue::kTexture,
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QVariant::fromValue(l.texture)));
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QVariant::fromValue(l.texture)));
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job.SetInterpolation(l.name, l.interpolation);
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}
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