- 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.
226 lines
7.1 KiB
C++
226 lines
7.1 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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#include "renderer.h"
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#include "common/filefunctions.h"
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#include "node/node.h"
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#include "render/colorprocessor.h"
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#include "render/job/colortransformjob.h"
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#include "render/job/shaderjob.h"
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namespace olive
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{
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bool Renderer::GetColorContext(const ColorTransformJob &color_job,
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Renderer::ColorContext *ctx)
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{
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QMutexLocker locker(&color_cache_mutex_);
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ColorContext &color_ctx = *ctx;
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QString proc_id = color_job.id();
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if (color_cache_.contains(proc_id)) {
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color_ctx = color_cache_.value(proc_id);
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return true;
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} else {
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// Create shader description
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QString ocio_func_name;
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if (color_job.GetFunctionName().isEmpty()) {
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ocio_func_name = "OCIODisplay";
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} else {
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ocio_func_name = color_job.GetFunctionName();
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}
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auto shader_desc = OCIO::GpuShaderDesc::CreateShaderDesc();
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shader_desc->setLanguage(OCIO::GPU_LANGUAGE_GLSL_ES_3_0);
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shader_desc->setFunctionName(ocio_func_name.toUtf8());
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shader_desc->setResourcePrefix("ocio_");
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// Generate shader
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color_job.GetColorProcessor()
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->GetProcessor()
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->getDefaultGPUProcessor()
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->extractGpuShaderInfo(shader_desc);
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ShaderCode code;
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if (const Node *shader_src = color_job.CustomShaderSource()) {
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// Use shader code from associated node
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code = shader_src->GetShaderCode(
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{ color_job.CustomShaderID(), shader_desc->getShaderText() });
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} else {
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// Generate shader code using OCIO stub and our auto-generated name
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code = FileFunctions::ReadFileAsString(
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QStringLiteral(":/shaders/colormanage.frag"));
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code.set_frag_code(
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code.frag_code().arg(shader_desc->getShaderText()));
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}
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// Try to compile shader
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color_ctx.compiled_shader = CreateNativeShader(code);
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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,
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interpolation);
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if (!tex_name || !*tex_name || !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(
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VideoParams(edge_len, edge_len, edge_len, PixelFormat::F32,
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VideoParams::kRGBChannelCount),
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values);
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color_ctx.lut3d_textures[i].name = sampler_name;
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color_ctx.lut3d_textures[i].interpolation =
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(interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest :
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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 =
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OCIO::GpuShaderDesc::TEXTURE_RGB_CHANNEL;
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OCIO::Interpolation interpolation = OCIO::INTERP_LINEAR;
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#if OCIO_VERSION_MAJOR > 2 || (OCIO_VERSION_MAJOR == 2 && OCIO_VERSION_MINOR >= 3)
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OCIO::GpuShaderDesc::TextureDimensions dimensions =
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OCIO::GpuShaderDesc::TEXTURE_2D;
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shader_desc->getTexture(i, tex_name, sampler_name, width, height,
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channel, dimensions, interpolation);
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#else
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shader_desc->getTexture(i, tex_name, sampler_name, width, height,
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channel, interpolation);
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#endif
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if (!tex_name || !*tex_name || !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(
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VideoParams(width, height, PixelFormat::F32,
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(channel ==
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OCIO::GpuShaderDesc::TEXTURE_RED_CHANNEL) ?
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1 :
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VideoParams::kRGBChannelCount),
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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 =
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(interpolation == OCIO::INTERP_NEAREST) ? Texture::kNearest :
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Texture::kLinear;
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}
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color_cache_.insert(proc_id, color_ctx);
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return true;
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}
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}
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void Renderer::BlitColorManaged(const ColorTransformJob &color_job,
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Texture *destination, const VideoParams ¶ms)
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{
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ColorContext color_ctx;
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if (!GetColorContext(color_job, &color_ctx)) {
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ShaderJob fallback_job;
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fallback_job.Insert(QStringLiteral("ove_maintex"),
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color_job.GetInputTexture());
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fallback_job.Insert(
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QStringLiteral("ove_mvpmat"),
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NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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if (destination) {
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BlitToTexture(GetDefaultShader(), fallback_job, destination,
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color_job.IsClearDestinationEnabled());
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} else {
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Blit(GetDefaultShader(), fallback_job, params,
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color_job.IsClearDestinationEnabled());
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}
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return;
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}
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ShaderJob job;
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job.Insert(QStringLiteral("ove_maintex"), color_job.GetInputTexture());
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job.Insert(QStringLiteral("ove_mvpmat"),
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NodeValue(NodeValue::kMatrix, color_job.GetTransformMatrix()));
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job.Insert(QStringLiteral("ove_cropmatrix"),
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NodeValue(NodeValue::kMatrix,
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color_job.GetCropMatrix().inverted()));
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job.Insert(QStringLiteral("ove_maintex_alpha"),
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NodeValue(NodeValue::kInt,
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int(color_job.GetInputAlphaAssociation())));
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job.Insert(QStringLiteral("ove_force_opaque"),
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NodeValue(NodeValue::kBoolean, color_job.GetForceOpaque()));
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job.Insert(color_job.GetValues());
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foreach (const ColorContext::LUT &l, color_ctx.lut3d_textures) {
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job.Insert(l.name, NodeValue(NodeValue::kTexture,
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QVariant::fromValue(l.texture)));
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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.Insert(l.name, NodeValue(NodeValue::kTexture,
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QVariant::fromValue(l.texture)));
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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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color_job.IsClearDestinationEnabled());
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} else {
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Blit(color_ctx.compiled_shader, job, params,
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color_job.IsClearDestinationEnabled());
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}
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}
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}
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