Files
oak-editor/app/render/interlacetexture.cpp
T
Mike-Solar 225f8505c2 feat(render): dynamic OpenGL/Vulkan backend split and backend-neutral viewer
- Extract libolive-rendercore static library to minimize backend link boundary.
- Add DynamicRenderer adapter with C ABI (oakgl/oakvulkan shared libs).
- Make OAK_ENABLE_DYNAMIC_RENDER_BACKEND default ON with OpenGL fallback.
- Implement VulkanRenderer prototype (textures, shaders, UBO blit, readback).
- Add backend-neutral viewer readback path (offscreen -> QImage -> QPainter).
- Refactor PluginRenderer to be renderer-agnostic; OFX plugins fall back to CPU
  path on non-OpenGL backends while preserving OpenGL render path.
- Add Renderer::AttachOutputTexture/DetachOutputTexture and C ABI forwards.
- Update docs/zh/render-backend-dynamic-plan.md for Phase 3/4/5.
2026-07-13 10:19:29 +08:00

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/***
Olive - Non-Linear Video Editor
Copyright (C) 2022 Olive Team
Modifications Copyright (C) 2025 mikesolar
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 <http://www.gnu.org/licenses/>.
***/
#include "renderer.h"
#include "common/filefunctions.h"
#include "node/value.h"
#include "render/job/shaderjob.h"
namespace olive
{
TexturePtr Renderer::InterlaceTexture(TexturePtr top, TexturePtr bottom,
const VideoParams &params)
{
color_cache_mutex_.lock();
if (interlace_texture_.isNull()) {
interlace_texture_ =
CreateNativeShader(ShaderCode(FileFunctions::ReadFileAsString(
QStringLiteral(":/shaders/interlace.frag"))));
}
color_cache_mutex_.unlock();
ShaderJob job;
job.Insert(QStringLiteral("top_tex_in"),
NodeValue(NodeValue::kTexture, QVariant::fromValue(top)));
job.Insert(QStringLiteral("bottom_tex_in"),
NodeValue(NodeValue::kTexture, QVariant::fromValue(bottom)));
job.Insert(QStringLiteral("resolution_in"),
NodeValue(NodeValue::kVec2,
QVector2D(params.effective_width(),
params.effective_height())));
TexturePtr output = CreateTexture(params);
BlitToTexture(interlace_texture_, job, output.get());
return output;
}
}