The macro defined namespaces confused the hell out of lupdate and more or less broke translations permanently. Looks like the only way we can do it is to have a hardcoded namespace, which goes against my instinct, but honestly how likely is it that we'll change the namespace anyway (I guess forks might want to do it, but that's their problem ;) )
279 lines
11 KiB
C++
279 lines
11 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2020 Olive Team
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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***/
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#include "renderer.h"
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#include <QFloat16>
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#include "common/ocioutils.h"
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namespace olive {
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Renderer::Renderer(QObject *parent) :
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QObject(parent)
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{
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}
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TexturePtr Renderer::CreateTexture(const VideoParams ¶ms, Texture::Type type, const void *data, int linesize)
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{
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QVariant v;
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if (type == Texture::k3D) {
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v = CreateNativeTexture3D(params.effective_width(), params.effective_height(),
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params.effective_depth(), params.format(), params.channel_count(), data, linesize);
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} else {
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v = CreateNativeTexture2D(params.effective_width(), params.effective_height(), params.format(),
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params.channel_count(), data, linesize);
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}
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if (v.isNull()) {
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return nullptr;
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}
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return std::make_shared<Texture>(this, v, params, type);
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}
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TexturePtr Renderer::CreateTexture(const VideoParams ¶ms, const void *data, int linesize)
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{
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return CreateTexture(params, Texture::k2D, data, linesize);
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}
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void Renderer::BlitColorManaged(ColorProcessorPtr color_processor, TexturePtr source, bool source_is_premultiplied, Texture *destination, const QMatrix4x4 &matrix)
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{
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BlitColorManagedInternal(color_processor, source, source_is_premultiplied, destination, destination->params(), matrix);
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}
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void Renderer::BlitColorManaged(ColorProcessorPtr color_processor, TexturePtr source, bool source_is_premultiplied, VideoParams params, const QMatrix4x4& matrix)
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{
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BlitColorManagedInternal(color_processor, source, source_is_premultiplied, nullptr, params, matrix);
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}
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void Renderer::Destroy()
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{
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color_cache_.clear();
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DestroyInternal();
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}
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bool Renderer::GetColorContext(ColorProcessorPtr color_processor, Renderer::ColorContext *ctx)
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{
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ColorContext& color_ctx = *ctx;
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if (color_cache_.contains(color_processor->id())) {
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color_ctx = color_cache_.value(color_processor->id());
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return true;
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} else {
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// Create shader description
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const char* ocio_func_name = "OCIODisplay";
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auto shader_desc = OCIO::GpuShaderDesc::CreateShaderDesc();
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shader_desc->setLanguage(OCIO::GPU_LANGUAGE_GLSL_1_3);
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shader_desc->setFunctionName(ocio_func_name);
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shader_desc->setResourcePrefix("ocio_");
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// Generate shader
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color_processor->GetProcessor()->getDefaultGPUProcessor()->extractGpuShaderInfo(shader_desc);
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QString shader_frag;
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shader_frag.append(QStringLiteral("#version 150\n"
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"\n"
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"#ifdef GL_ES\n"
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"precision highp int;\n"
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"precision highp float;\n"
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"#endif\n"
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"\n"
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"// Main texture input\n"
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"uniform sampler2D ove_maintex;\n"
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"uniform int ove_maintex_alpha;\n"
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"\n"
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"// Macros defining `ove_maintex_alpha` state\n"
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"// Matches `AlphaAssociated` C++ enum\n"
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"#define ALPHA_NONE 0\n"
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"#define ALPHA_UNASSOC 1\n"
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"#define ALPHA_ASSOC 2\n"
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"\n"
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"// Macros so OCIO's shaders work on this GLSL version\n"
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"#define texture2D texture\n"
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"#define texture3D texture\n"
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"\n"
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"// Main texture coordinate\n"
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"in vec2 ove_texcoord;\n"
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"\n"
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"// Texture output\n"
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"out vec4 fragColor;\n"));
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shader_frag.append(shader_desc->getShaderText());
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shader_frag.append(QStringLiteral("\n"
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"// Alpha association functions\n"
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"vec4 assoc(vec4 c) {\n"
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" return vec4(c.rgb * c.a, c.a);\n"
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"}\n"
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"\n"
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"vec4 reassoc(vec4 c) {\n"
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" return (c.a == 0.0) ? c : assoc(c);\n"
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"}\n"
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"\n"
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"vec4 deassoc(vec4 c) {\n"
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" return (c.a == 0.0) ? c : vec4(c.rgb / c.a, c.a);\n"
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"}\n"
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"\n"
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"void main() {\n"
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" vec4 col = texture(ove_maintex, ove_texcoord);\n"
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"\n"
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" // If alpha is associated, de-associate now\n"
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" if (ove_maintex_alpha == ALPHA_ASSOC) {\n"
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" col = deassoc(col);\n"
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" }\n"
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"\n"
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" // Perform color conversion\n"
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" col = %1(col);\n"
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"\n"
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" // Associate or re-associate here\n"
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" if (ove_maintex_alpha == ALPHA_ASSOC) {\n"
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" col = reassoc(col);\n"
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" } else if (ove_maintex_alpha == ALPHA_UNASSOC) {\n"
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" col = assoc(col);\n"
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" }\n"
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"\n"
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" fragColor = col;\n"
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"}\n").arg(ocio_func_name));
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// Try to compile shader
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color_ctx.compiled_shader = CreateNativeShader(ShaderCode(shader_frag,
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FileFunctions::ReadFileAsString(QStringLiteral(":/shaders/default.vert"))));
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if (color_ctx.compiled_shader.isNull()) {
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return false;
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}
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color_ctx.lut3d_textures.resize(shader_desc->getNum3DTextures());
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for (unsigned int i=0; i<shader_desc->getNum3DTextures(); i++) {
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const char* tex_name = nullptr;
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const char* sampler_name = nullptr;
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unsigned int edge_len = 0;
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OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR;
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shader_desc->get3DTexture(i, tex_name, sampler_name, edge_len, interpolation);
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if (!tex_name || !*tex_name
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|| !sampler_name || !*sampler_name
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|| !edge_len) {
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qCritical() << "3D LUT texture data is corrupted";
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return false;
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}
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const float* values = nullptr;
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shader_desc->get3DTextureValues(i, values);
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if (!values) {
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qCritical() << "3D LUT texture values are missing";
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return false;
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}
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// Allocate 3D LUT
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color_ctx.lut3d_textures[i].texture = CreateTexture(VideoParams(edge_len, edge_len, edge_len, VideoParams::kFormatFloat32, VideoParams::kRGBChannelCount),
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Texture::k3D, values);
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color_ctx.lut3d_textures[i].name = sampler_name;
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color_ctx.lut3d_textures[i].interpolation = (interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest : Texture::kLinear;
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}
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color_ctx.lut1d_textures.resize(shader_desc->getNumTextures());
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for (unsigned int i=0; i<shader_desc->getNumTextures(); i++) {
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const char* tex_name = nullptr;
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const char* sampler_name = nullptr;
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unsigned int width = 0, height = 0;
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OCIO::GpuShaderDesc::TextureType channel = OCIO::GpuShaderDesc::TEXTURE_RGB_CHANNEL;
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OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR;
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shader_desc->getTexture(i, tex_name, sampler_name, width, height, channel, interpolation);
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if (!tex_name || !*tex_name
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|| !sampler_name || !*sampler_name
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|| !width) {
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qCritical() << "1D LUT texture data is corrupted";
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return false;
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}
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const float* values = nullptr;
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shader_desc->getTextureValues(i, values);
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if (!values) {
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qCritical() << "1D LUT texture values are missing";
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return false;
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}
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// Allocate 1D LUT
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color_ctx.lut1d_textures[i].texture = CreateTexture(VideoParams(width, height, VideoParams::kFormatFloat32, (channel == OCIO::GpuShaderDesc::TEXTURE_RED_CHANNEL) ? 1 : VideoParams::kRGBChannelCount),
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Texture::k2D,
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values);
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color_ctx.lut1d_textures[i].name = sampler_name;
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color_ctx.lut1d_textures[i].interpolation = (interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest : Texture::kLinear;
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}
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color_cache_.insert(color_processor->id(), color_ctx);
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return true;
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}
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}
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void Renderer::BlitColorManagedInternal(ColorProcessorPtr color_processor, TexturePtr source,
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bool source_is_premultiplied, Texture *destination,
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VideoParams params, const QMatrix4x4& matrix)
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{
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ColorContext color_ctx;
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if (!GetColorContext(color_processor, &color_ctx)) {
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return;
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}
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ShaderJob job;
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job.InsertValue(QStringLiteral("ove_maintex"), ShaderValue(QVariant::fromValue(source), NodeParam::kTexture));
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job.InsertValue(QStringLiteral("ove_mvpmat"), ShaderValue(matrix, NodeParam::kMatrix));
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AlphaAssociated associated;
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if (source->channel_count() == VideoParams::kRGBAChannelCount) {
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if (source_is_premultiplied) {
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// De-assoc/re-assoc required for color management
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associated = kAlphaAssociated;
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} else {
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// Just assoc at the end
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associated = kAlphaUnassociated;
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}
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} else {
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// No assoc/deassoc required
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associated = kAlphaNone;
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}
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job.InsertValue(QStringLiteral("ove_maintex_alpha"), ShaderValue(associated, NodeParam::kInt));
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foreach (const ColorContext::LUT& l, color_ctx.lut3d_textures) {
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job.InsertValue(l.name, ShaderValue(QVariant::fromValue(l.texture), NodeParam::kTexture));
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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, ShaderValue(QVariant::fromValue(l.texture), NodeParam::kTexture));
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job.SetInterpolation(l.name, l.interpolation);
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}
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if (destination) {
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BlitToTexture(color_ctx.compiled_shader, job, destination);
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} else {
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Blit(color_ctx.compiled_shader, job, params);
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}
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}
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}
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