forked from bartvdbraak/blender
OpenColorIO: cache multiple shaders instead of just one.
Fixes constant shader and texture rebuilding when doing animation playback with multiple editors that use different view transforms.
This commit is contained in:
parent
46cfa605c3
commit
1e6108e972
@ -59,13 +59,19 @@ using namespace OCIO_NAMESPACE;
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#include "ocio_impl.h"
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static const int LUT3D_EDGE_SIZE = 64;
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static const int SHADER_CACHE_SIZE = 4;
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extern "C" char datatoc_gpu_shader_display_transform_glsl[];
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extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
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/* **** OpenGL drawing routines using GLSL for color space transform ***** */
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typedef struct OCIO_GLSLDrawState {
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typedef struct OCIO_GLSLShader {
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/* Cache ID */
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std::string lut3dCacheID;
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std::string shaderCacheID;
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/* LUT */
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bool lut3d_texture_allocated; /* boolean flag indicating whether
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* lut texture is allocated
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*/
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@ -75,25 +81,29 @@ typedef struct OCIO_GLSLDrawState {
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float *lut3d; /* 3D LUT table */
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bool dither_used;
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/* Dither */
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bool use_dither;
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bool curve_mapping_used;
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/* Curve Mapping */
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bool use_curve_mapping;
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bool curve_mapping_texture_allocated;
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bool curve_mapping_texture_valid;
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GLuint curve_mapping_texture;
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size_t curve_mapping_cache_id;
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bool predivide_used;
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/* Cache */
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std::string lut3dcacheid;
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std::string shadercacheid;
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/* Alpha Predivide */
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bool use_predivide;
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/* GLSL stuff */
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GLuint ocio_shader;
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GLuint vert_shader;
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GLuint program;
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Gwn_ShaderInterface *shader_interface;
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} GLSLDrawState;
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typedef struct OCIO_GLSLDrawState {
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/* Shader Cache */
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OCIO_GLSLShader *shader_cache[SHADER_CACHE_SIZE];
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/* Previous OpenGL state. */
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GLint last_texture, last_texture_unit;
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@ -150,33 +160,24 @@ static GLuint linkShaders(GLuint ocio_shader, GLuint vert_shader)
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static OCIO_GLSLDrawState *allocateOpenGLState(void)
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{
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OCIO_GLSLDrawState *state;
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/* Allocate memory for state. */
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state = (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
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return (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
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"OCIO OpenGL State struct");
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/* Call constructors on new memory. */
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new (&state->lut3dcacheid) std::string("");
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new (&state->shadercacheid) std::string("");
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return state;
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}
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/* Ensure LUT texture and array are allocated */
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static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
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static bool ensureLUT3DAllocated(OCIO_GLSLShader *shader)
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{
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int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE;
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if (state->lut3d_texture_allocated)
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return state->lut3d_texture_valid;
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if (shader->lut3d_texture_allocated)
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return shader->lut3d_texture_valid;
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glGenTextures(1, &state->lut3d_texture);
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glGenTextures(1, &shader->lut3d_texture);
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state->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
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shader->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
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glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -188,27 +189,27 @@ static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
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LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
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0, GL_RGB, GL_FLOAT, state->lut3d);
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0, GL_RGB, GL_FLOAT, shader->lut3d);
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state->lut3d_texture_allocated = true;
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shader->lut3d_texture_allocated = true;
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/* GL_RGB16F_ARB could be not supported at some drivers
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* in this case we could not use GLSL display
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*/
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state->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
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shader->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
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return state->lut3d_texture_valid;
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return shader->lut3d_texture_valid;
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}
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static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMappingSettings *curve_mapping_settings)
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static bool ensureCurveMappingAllocated(OCIO_GLSLShader *shader, OCIO_CurveMappingSettings *curve_mapping_settings)
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{
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if (state->curve_mapping_texture_allocated)
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return state->curve_mapping_texture_valid;
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if (shader->curve_mapping_texture_allocated)
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return shader->curve_mapping_texture_valid;
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glGenTextures(1, &state->curve_mapping_texture);
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glGenTextures(1, &shader->curve_mapping_texture);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
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glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -221,16 +222,51 @@ static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMap
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F, curve_mapping_settings->lut_size,
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0, GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
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state->curve_mapping_texture_allocated = true;
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shader->curve_mapping_texture_allocated = true;
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/* GL_RGB16F_ARB could be not supported at some drivers
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* in this case we could not use GLSL display
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*/
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state->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
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shader->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
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return state->curve_mapping_texture_valid;
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return shader->curve_mapping_texture_valid;
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}
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static void freeGLSLShader(OCIO_GLSLShader *shader)
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{
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if (shader->curve_mapping_texture_allocated) {
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glDeleteTextures(1, &shader->curve_mapping_texture);
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}
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if (shader->lut3d_texture_allocated) {
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glDeleteTextures(1, &shader->lut3d_texture);
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}
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if (shader->lut3d) {
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MEM_freeN(shader->lut3d);
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}
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if (shader->program) {
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glDeleteProgram(shader->program);
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}
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if (shader->shader_interface) {
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GWN_shaderinterface_discard(shader->shader_interface);
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}
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if (shader->ocio_shader) {
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glDeleteShader(shader->ocio_shader);
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}
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using std::string;
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shader->lut3dCacheID.~string();
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shader->shaderCacheID.~string();
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MEM_freeN(shader);
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}
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/* Detect if we can support GLSL drawing */
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bool OCIOImpl::supportGLSLDraw()
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{
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@ -265,85 +301,95 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &state->last_texture);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit);
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if (!ensureLUT3DAllocated(state)) {
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glActiveTexture(state->last_texture_unit);
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glBindTexture(GL_TEXTURE_2D, state->last_texture);
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return false;
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}
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if (use_curve_mapping) {
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if (!ensureCurveMappingAllocated(state, curve_mapping_settings)) {
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glActiveTexture(state->last_texture_unit);
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glBindTexture(GL_TEXTURE_2D, state->last_texture);
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return false;
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}
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}
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else {
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if (state->curve_mapping_texture_allocated) {
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glDeleteTextures(1, &state->curve_mapping_texture);
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state->curve_mapping_texture_allocated = false;
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}
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}
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/* Step 1: Create a GPU Shader Description */
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/* Compute cache IDs. */
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GpuShaderDesc shaderDesc;
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shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
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shaderDesc.setFunctionName("OCIODisplay");
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shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
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if (use_curve_mapping) {
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if (state->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
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GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
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std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
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std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
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/* Find matching cached shader. */
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OCIO_GLSLShader *shader = NULL;
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for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
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OCIO_GLSLShader *cached_shader = state->shader_cache[i];
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if (cached_shader == NULL) {
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continue;
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}
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if (cached_shader->lut3dCacheID == lut3dCacheID &&
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cached_shader->shaderCacheID == shaderCacheID &&
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cached_shader->use_predivide == use_predivide &&
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cached_shader->use_curve_mapping == use_curve_mapping &&
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cached_shader->use_dither == use_dither)
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{
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/* LRU cache, so move to front. */
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for (int j = i; j > 0; j--) {
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state->shader_cache[j] = state->shader_cache[j - 1];
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}
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state->shader_cache[0] = cached_shader;
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shader = cached_shader;
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break;
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}
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}
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/* Step 2: Compute the 3D LUT */
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std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
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if (lut3dCacheID != state->lut3dcacheid) {
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state->lut3dcacheid = lut3dCacheID;
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ocio_processor->getGpuLut3D(state->lut3d, shaderDesc);
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if (shader == NULL) {
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/* LRU cache, shift other items back so we can insert at the front. */
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OCIO_GLSLShader *last_shader = state->shader_cache[SHADER_CACHE_SIZE - 1];
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if (last_shader) {
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freeGLSLShader(last_shader);
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}
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for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
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state->shader_cache[j] = state->shader_cache[j - 1];
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}
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/* Allocate memory for shader. */
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shader = (OCIO_GLSLShader *) MEM_callocN(sizeof(OCIO_GLSLShader),
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"OCIO GLSL Shader");
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state->shader_cache[0] = shader;
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new (&shader->lut3dCacheID) std::string();
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new (&shader->shaderCacheID) std::string();
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shader->lut3dCacheID = lut3dCacheID;
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shader->shaderCacheID = shaderCacheID;
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shader->use_curve_mapping = use_curve_mapping;
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shader->use_dither = use_dither;
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shader->use_predivide = use_predivide;
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bool valid = true;
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/* Compute 3D LUT. */
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if (valid && ensureLUT3DAllocated(shader)) {
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ocio_processor->getGpuLut3D(shader->lut3d, shaderDesc);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
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glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
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glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
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LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
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GL_RGB, GL_FLOAT, state->lut3d);
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GL_RGB, GL_FLOAT, shader->lut3d);
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}
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else {
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valid = false;
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}
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/* Step 3: Compute the Shader */
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std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
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if (state->program == 0 ||
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shaderCacheID != state->shadercacheid ||
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use_predivide != state->predivide_used ||
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use_curve_mapping != state->curve_mapping_used ||
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use_dither != state->dither_used)
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{
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state->shadercacheid = shaderCacheID;
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if (state->program) {
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glDeleteProgram(state->program);
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}
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if (state->ocio_shader) {
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glDeleteShader(state->ocio_shader);
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}
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if (state->vert_shader) {
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glDeleteShader(state->vert_shader);
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/* Allocate curve mapping texture. */
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if (valid && use_curve_mapping) {
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if (!ensureCurveMappingAllocated(shader, curve_mapping_settings)) {
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valid = false;
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}
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}
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if (valid) {
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/* Vertex shader */
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std::ostringstream osv;
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osv << "#version 330\n";
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osv << datatoc_gpu_shader_display_transform_vertex_glsl;
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state->vert_shader = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
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shader->vert_shader = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
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/* Fragment shader */
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std::ostringstream os;
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@ -369,31 +415,40 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
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os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
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os << datatoc_gpu_shader_display_transform_glsl;
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state->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
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shader->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
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if (state->ocio_shader && state->vert_shader) {
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state->program = linkShaders(state->ocio_shader, state->vert_shader);
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/* Program */
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if (shader->ocio_shader && shader->vert_shader) {
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shader->program = linkShaders(shader->ocio_shader, shader->vert_shader);
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}
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if (state->program) {
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if (state->shader_interface) {
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GWN_shaderinterface_discard(state->shader_interface);
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if (shader->program) {
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if (shader->shader_interface) {
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GWN_shaderinterface_discard(shader->shader_interface);
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}
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shader->shader_interface = GWN_shaderinterface_create(shader->program);
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}
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}
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state->shader_interface = GWN_shaderinterface_create(state->program);
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}
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state->curve_mapping_used = use_curve_mapping;
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state->dither_used = use_dither;
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state->predivide_used = use_predivide;
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/* Update curve mapping texture. */
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if (use_curve_mapping && shader->curve_mapping_texture_allocated) {
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if (shader->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
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glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
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GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
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}
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}
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if (state->program) {
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/* Bind Shader. */
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if (shader->program) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
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glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
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if (use_curve_mapping) {
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
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glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
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}
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glActiveTexture(GL_TEXTURE0);
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@ -409,7 +464,7 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
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Gwn_VertFormat *format = immVertexFormat();
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GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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immBindProgram(state->program, state->shader_interface);
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immBindProgram(shader->program, shader->shader_interface);
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immUniform1i("image_texture", 0);
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immUniform1i("lut3d_texture", 1);
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@ -453,27 +508,13 @@ void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
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immUnbindProgram();
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}
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void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
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void OCIOImpl::freeGLState(OCIO_GLSLDrawState *state)
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{
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using std::string;
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if (state->lut3d_texture_allocated)
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glDeleteTextures(1, &state->lut3d_texture);
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if (state->lut3d)
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MEM_freeN(state->lut3d);
|
||||
|
||||
if (state->program)
|
||||
glDeleteProgram(state->program);
|
||||
|
||||
if (state->shader_interface)
|
||||
GWN_shaderinterface_discard(state->shader_interface);
|
||||
|
||||
if (state->ocio_shader)
|
||||
glDeleteShader(state->ocio_shader);
|
||||
|
||||
state->lut3dcacheid.~string();
|
||||
state->shadercacheid.~string();
|
||||
for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
|
||||
if (state->shader_cache[i]) {
|
||||
freeGLSLShader(state->shader_cache[i]);
|
||||
}
|
||||
}
|
||||
|
||||
MEM_freeN(state);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user