/*** Olive - Non-Linear Video Editor Copyright (C) 2020 Olive Team This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ***/ #include "renderer.h" #include #include "common/ocioutils.h" namespace olive { Renderer::Renderer(QObject *parent) : QObject(parent) { } TexturePtr Renderer::CreateTexture(const VideoParams ¶ms, Texture::Type type, const void *data, int linesize) { QVariant v; if (type == Texture::k3D) { v = CreateNativeTexture3D(params.effective_width(), params.effective_height(), params.effective_depth(), params.format(), params.channel_count(), data, linesize); } else { v = CreateNativeTexture2D(params.effective_width(), params.effective_height(), params.format(), params.channel_count(), data, linesize); } if (v.isNull()) { return nullptr; } return std::make_shared(this, v, params, type); } TexturePtr Renderer::CreateTexture(const VideoParams ¶ms, const void *data, int linesize) { return CreateTexture(params, Texture::k2D, data, linesize); } void Renderer::BlitColorManaged(ColorProcessorPtr color_processor, TexturePtr source, bool source_is_premultiplied, Texture *destination, bool clear_destination, const QMatrix4x4 &matrix) { BlitColorManagedInternal(color_processor, source, source_is_premultiplied, destination, destination->params(), clear_destination, matrix); } void Renderer::BlitColorManaged(ColorProcessorPtr color_processor, TexturePtr source, bool source_is_premultiplied, VideoParams params, bool clear_destination, const QMatrix4x4& matrix) { BlitColorManagedInternal(color_processor, source, source_is_premultiplied, nullptr, params, clear_destination, matrix); } void Renderer::Destroy() { color_cache_.clear(); DestroyInternal(); } bool Renderer::GetColorContext(ColorProcessorPtr color_processor, Renderer::ColorContext *ctx) { QMutexLocker locker(&color_cache_mutex_); ColorContext& color_ctx = *ctx; if (color_cache_.contains(color_processor->id())) { color_ctx = color_cache_.value(color_processor->id()); return true; } else { // Create shader description const char* ocio_func_name = "OCIODisplay"; auto shader_desc = OCIO::GpuShaderDesc::CreateShaderDesc(); shader_desc->setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_3); shader_desc->setFunctionName(ocio_func_name); shader_desc->setResourcePrefix("ocio_"); // Generate shader color_processor->GetProcessor()->getDefaultGPUProcessor()->extractGpuShaderInfo(shader_desc); QString shader_frag; shader_frag.append(QStringLiteral("// Main texture input\n" "uniform sampler2D ove_maintex;\n" "uniform int ove_maintex_alpha;\n" "\n" "// Macros defining `ove_maintex_alpha` state\n" "// Matches `AlphaAssociated` C++ enum\n" "#define ALPHA_NONE 0\n" "#define ALPHA_UNASSOC 1\n" "#define ALPHA_ASSOC 2\n" "\n" "// Macros so OCIO's shaders work on this GLSL version\n" "#define texture2D texture\n" "#define texture3D texture\n" "\n" "// Main texture coordinate\n" "in vec2 ove_texcoord;\n" "\n" "// Texture output\n" "out vec4 fragColor;\n")); shader_frag.append(shader_desc->getShaderText()); shader_frag.append(QStringLiteral("\n" "// Alpha association functions\n" "vec4 assoc(vec4 c) {\n" " return vec4(c.rgb * c.a, c.a);\n" "}\n" "\n" "vec4 reassoc(vec4 c) {\n" " return (c.a == 0.0) ? c : assoc(c);\n" "}\n" "\n" "vec4 deassoc(vec4 c) {\n" " return (c.a == 0.0) ? c : vec4(c.rgb / c.a, c.a);\n" "}\n" "\n" "void main() {\n" " vec4 col = texture(ove_maintex, ove_texcoord);\n" "\n" " // If alpha is associated, de-associate now\n" " if (ove_maintex_alpha == ALPHA_ASSOC) {\n" " col = deassoc(col);\n" " }\n" "\n" " // Perform color conversion\n" " col = %1(col);\n" "\n" " // Associate or re-associate here\n" " if (ove_maintex_alpha == ALPHA_ASSOC) {\n" " col = reassoc(col);\n" " } else if (ove_maintex_alpha == ALPHA_UNASSOC) {\n" " col = assoc(col);\n" " }\n" "\n" " fragColor = col;\n" "}\n").arg(ocio_func_name)); // Try to compile shader color_ctx.compiled_shader = CreateNativeShader(ShaderCode(shader_frag, FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/default.vert")))); if (color_ctx.compiled_shader.isNull()) { return false; } color_ctx.lut3d_textures.resize(shader_desc->getNum3DTextures()); for (unsigned int i=0; igetNum3DTextures(); i++) { const char* tex_name = nullptr; const char* sampler_name = nullptr; unsigned int edge_len = 0; OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR; shader_desc->get3DTexture(i, tex_name, sampler_name, edge_len, interpolation); if (!tex_name || !*tex_name || !sampler_name || !*sampler_name || !edge_len) { qCritical() << "3D LUT texture data is corrupted"; return false; } const float* values = nullptr; shader_desc->get3DTextureValues(i, values); if (!values) { qCritical() << "3D LUT texture values are missing"; return false; } // Allocate 3D LUT color_ctx.lut3d_textures[i].texture = CreateTexture(VideoParams(edge_len, edge_len, edge_len, VideoParams::kFormatFloat32, VideoParams::kRGBChannelCount), Texture::k3D, values); color_ctx.lut3d_textures[i].name = sampler_name; color_ctx.lut3d_textures[i].interpolation = (interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest : Texture::kLinear; } color_ctx.lut1d_textures.resize(shader_desc->getNumTextures()); for (unsigned int i=0; igetNumTextures(); i++) { const char* tex_name = nullptr; const char* sampler_name = nullptr; unsigned int width = 0, height = 0; OCIO::GpuShaderDesc::TextureType channel = OCIO::GpuShaderDesc::TEXTURE_RGB_CHANNEL; OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR; shader_desc->getTexture(i, tex_name, sampler_name, width, height, channel, interpolation); if (!tex_name || !*tex_name || !sampler_name || !*sampler_name || !width) { qCritical() << "1D LUT texture data is corrupted"; return false; } const float* values = nullptr; shader_desc->getTextureValues(i, values); if (!values) { qCritical() << "1D LUT texture values are missing"; return false; } // Allocate 1D LUT color_ctx.lut1d_textures[i].texture = CreateTexture(VideoParams(width, height, VideoParams::kFormatFloat32, (channel == OCIO::GpuShaderDesc::TEXTURE_RED_CHANNEL) ? 1 : VideoParams::kRGBChannelCount), Texture::k2D, values); color_ctx.lut1d_textures[i].name = sampler_name; color_ctx.lut1d_textures[i].interpolation = (interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest : Texture::kLinear; } color_cache_.insert(color_processor->id(), color_ctx); return true; } } void Renderer::BlitColorManagedInternal(ColorProcessorPtr color_processor, TexturePtr source, bool source_is_premultiplied, Texture *destination, VideoParams params, bool clear_destination, const QMatrix4x4& matrix) { ColorContext color_ctx; if (!GetColorContext(color_processor, &color_ctx)) { return; } ShaderJob job; job.InsertValue(QStringLiteral("ove_maintex"), NodeValue(NodeValue::kTexture, QVariant::fromValue(source))); job.InsertValue(QStringLiteral("ove_mvpmat"), NodeValue(NodeValue::kMatrix, matrix)); AlphaAssociated associated; if (source->channel_count() == VideoParams::kRGBAChannelCount) { if (source_is_premultiplied) { // De-assoc/re-assoc required for color management associated = kAlphaAssociated; } else { // Just assoc at the end associated = kAlphaUnassociated; } } else { // No assoc/deassoc required associated = kAlphaNone; } job.InsertValue(QStringLiteral("ove_maintex_alpha"), NodeValue(NodeValue::kInt, associated)); foreach (const ColorContext::LUT& l, color_ctx.lut3d_textures) { job.InsertValue(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture))); job.SetInterpolation(l.name, l.interpolation); } foreach (const ColorContext::LUT& l, color_ctx.lut1d_textures) { job.InsertValue(l.name, NodeValue(NodeValue::kTexture, QVariant::fromValue(l.texture))); job.SetInterpolation(l.name, l.interpolation); } if (destination) { BlitToTexture(color_ctx.compiled_shader, job, destination, clear_destination); } else { Blit(color_ctx.compiled_shader, job, params, clear_destination); } } }