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)
124 lines
2.5 KiB
C++
124 lines
2.5 KiB
C++
/***
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Olive - Non-Linear Video Editor
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Copyright (C) 2022 Olive Team
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Modifications Copyright (C) 2025 mikesolar
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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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#ifndef OAK_SHADERJOB_H
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#define OAK_SHADERJOB_H
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#include <QMatrix4x4>
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#include <QVector>
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#include "acceleratedjob.h"
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#include "render/texture.h"
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namespace olive
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{
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class ShaderJob : public AcceleratedJob {
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public:
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ShaderJob()
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{
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iterations_ = 1;
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iterative_input_ = nullptr;
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}
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ShaderJob(const NodeValueRow &row)
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: ShaderJob()
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{
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insert(row);
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}
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const QString &get_shader_id() const
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{
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return shader_id_;
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}
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void set_shader_id(const QString &id)
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{
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shader_id_ = id;
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}
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void set_iterations(int iterations, const NodeInput &iterative_input)
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{
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set_iterations(iterations, iterative_input.input());
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}
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void set_iterations(int iterations, const QString &iterative_input)
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{
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iterations_ = iterations;
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iterative_input_ = iterative_input;
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}
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int get_iteration_count() const
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{
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return iterations_;
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}
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const QString &get_iterative_input() const
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{
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return iterative_input_;
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}
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Texture::Interpolation get_interpolation(const QString &id) const
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{
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return interpolation_.value(id, Texture::k_default_interpolation);
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}
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const QHash<QString, Texture::Interpolation> &get_interpolation_map() const
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{
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return interpolation_;
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}
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void set_interpolation(const NodeInput &input, Texture::Interpolation interp)
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{
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interpolation_.insert(input.input(), interp);
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}
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void set_interpolation(const QString &id, Texture::Interpolation interp)
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{
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interpolation_.insert(id, interp);
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}
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void set_vertex_coordinates(const QVector<float> &vertex_coords)
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{
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vertex_overrides_ = vertex_coords;
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}
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const QVector<float> &get_vertex_coordinates()
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{
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return vertex_overrides_;
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}
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private:
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QString shader_id_;
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int iterations_;
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QString iterative_input_;
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QHash<QString, Texture::Interpolation> interpolation_;
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QVector<float> vertex_overrides_;
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};
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}
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#endif // OAK_SHADERJOB_H
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