Files
oak-editor/engine/render/job/shaderjob.h
T
Mike-Solar 28c4426236 build: split the engine into liboakengine.so; worker drops the UI entirely
Physical split: app/{audio,cli,codec,common,config,node,pluginSupport,
render,task,timeline,undo,tool,shaders} plus coreengine, version and
ui/icons+colorcoding move to a new top-level engine/ tree, built as
liboakengine.so (shared). The render backends (oakgl/oakvulkan) move
with it and link the engine library instead of embedding a static
render-core subset (libolive-rendercore is gone).

- oak-render-worker now links liboakengine instead of the whole
  libolive-editor object set: 336MB -> 2.9MB, no Qt Widgets UI
- the editor links liboakengine for the engine and keeps only UI
  objects in libolive-editor
- install/packaging: GNUInstallDirs libdir on Linux, bundle copy on
  macOS, oakengine.dll staged for NSIS, AppImage validation entry
- fix backend lookup for the new layout: DynamicRenderer searched
  ../app but backends now live in engine/; a stale pre-split liboakgl
  in the build tree got dlopened instead, re-initialized and later
  destroyed the interposed engine statics (full-suite segfault at
  DialogSequenceParameterTab, found via gdb watchpoint)
2026-07-20 03:23:28 +08:00

124 lines
2.5 KiB
C++

/***
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/>.
***/
#ifndef OAK_SHADERJOB_H
#define OAK_SHADERJOB_H
#include <QMatrix4x4>
#include <QVector>
#include "acceleratedjob.h"
#include "render/texture.h"
namespace olive
{
class ShaderJob : public AcceleratedJob {
public:
ShaderJob()
{
iterations_ = 1;
iterative_input_ = nullptr;
}
ShaderJob(const NodeValueRow &row)
: ShaderJob()
{
insert(row);
}
const QString &get_shader_id() const
{
return shader_id_;
}
void set_shader_id(const QString &id)
{
shader_id_ = id;
}
void set_iterations(int iterations, const NodeInput &iterative_input)
{
set_iterations(iterations, iterative_input.input());
}
void set_iterations(int iterations, const QString &iterative_input)
{
iterations_ = iterations;
iterative_input_ = iterative_input;
}
int get_iteration_count() const
{
return iterations_;
}
const QString &get_iterative_input() const
{
return iterative_input_;
}
Texture::Interpolation get_interpolation(const QString &id) const
{
return interpolation_.value(id, Texture::k_default_interpolation);
}
const QHash<QString, Texture::Interpolation> &get_interpolation_map() const
{
return interpolation_;
}
void set_interpolation(const NodeInput &input, Texture::Interpolation interp)
{
interpolation_.insert(input.input(), interp);
}
void set_interpolation(const QString &id, Texture::Interpolation interp)
{
interpolation_.insert(id, interp);
}
void set_vertex_coordinates(const QVector<float> &vertex_coords)
{
vertex_overrides_ = vertex_coords;
}
const QVector<float> &get_vertex_coordinates()
{
return vertex_overrides_;
}
private:
QString shader_id_;
int iterations_;
QString iterative_input_;
QHash<QString, Texture::Interpolation> interpolation_;
QVector<float> vertex_overrides_;
};
}
#endif // OAK_SHADERJOB_H