272 lines
11 KiB
C++
272 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("// 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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