Epic fail in original GLSL display transform commit

Apparently C== allowed to have implementations of
OCIOImpl::setupGLSLDraw, OCIOImpl::finishGLSLDraw and
OCIOImpl::freeGLState in two different files.

STUPID!
This commit is contained in:
Sergey Sharybin 2013-04-01 13:41:45 +00:00
parent 689f3aa174
commit 03c337f61c
1 changed files with 0 additions and 225 deletions

View File

@ -551,228 +551,3 @@ void OCIOImpl::matrixTransformScale(float * m44, float * offset4, const float *s
{
MatrixTransform::Scale(m44, offset4, scale4f);
}
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
/* Some of the GLSL transform related functions below are adopted from
* ociodisplay utility of OpenColorIO project which are originally
*
* Copyright (c) 2003-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
*/
typedef struct OCIO_GLSLDrawState {
bool lut3d_texture_allocated; /* boolean flag indicating whether
* lut texture is allocated
*/
GLuint lut3d_texture; /* OGL texture ID for 3D LUT */
float *lut3d; /* 3D LUT table */
/* Cache */
std::string lut3dcacheid;
std::string shadercacheid;
/* GLSL stuff */
GLuint fragShader;
GLuint program;
/* Previous OpenGL state. */
GLint last_texture, last_texture_unit;
} OCIO_GLSLDrawState;
static const char * g_fragShaderText = ""
"\n"
"uniform sampler2D tex1;\n"
"uniform sampler3D tex2;\n"
"\n"
"void main()\n"
"{\n"
" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n"
" gl_FragColor = OCIODisplay(col, tex2);\n"
"}\n";
static GLuint compileShaderText(GLenum shaderType, const char *text)
{
GLuint shader;
GLint stat;
shader = glCreateShader(shaderType);
glShaderSource(shader, 1, (const GLchar **) &text, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetShaderInfoLog(shader, 1000, &len, log);
return 0;
}
return shader;
}
static GLuint linkShaders(GLuint fragShader)
{
if (!fragShader)
return 0;
GLuint program = glCreateProgram();
if (fragShader)
glAttachShader(program, fragShader);
glLinkProgram(program);
/* check link */
{
GLint stat;
glGetProgramiv(program, GL_LINK_STATUS, &stat);
if (!stat) {
GLchar log[1000];
GLsizei len;
glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Shader link error:\n%s\n", log);
return 0;
}
}
return program;
}
static OCIO_GLSLDrawState *allocateOpenGLState(void)
{
OCIO_GLSLDrawState *state;
/* Allocate memory for state. */
state = (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
"OCIO OpenGL State struct");
/* Call constructors on new memory. */
new (&state->lut3dcacheid) std::string("");
new (&state->shadercacheid) std::string("");
return state;
}
/* Ensure LUT texture and array are allocated */
static void ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
{
int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE;
if (state->lut3d_texture_allocated)
return;
glGenTextures(1, &state->lut3d_texture);
state->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
0, GL_RGB,GL_FLOAT, &state->lut3d);
state->lut3d_texture_allocated = true;
}
/**
* Setup OpenGL contexts for a transform defined by processor using GLSL
* All LUT allocating baking and shader compilation happens here.
*
* Once this function is called, callee could start drawing images
* using regular 2D texture.
*
* When all drawing is finished, finishGLSLDraw shall be called to
* restore OpenGL context to it's pre-GLSL draw state.
*/
void OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
{
ConstProcessorRcPtr ocio_processor = *(ConstProcessorRcPtr *) processor;
/* Create state if needed. */
OCIO_GLSLDrawState *state;
if (!*state_r)
*state_r = allocateOpenGLState();
state = *state_r;
glGetIntegerv(GL_TEXTURE_2D, &state->last_texture);
glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit);
ensureLUT3DAllocated(state);
/* Step 1: Create a GPU Shader Description */
GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_0);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
/* Step 2: Compute the 3D LUT */
std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
if (lut3dCacheID != state->lut3dcacheid) {
state->lut3dcacheid = lut3dCacheID;
ocio_processor->getGpuLut3D(state->lut3d, shaderDesc);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
GL_RGB, GL_FLOAT, state->lut3d);
}
/* Step 3: Compute the Shader */
std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
if (state->program == 0 || shaderCacheID != state->shadercacheid) {
state->shadercacheid = shaderCacheID;
std::ostringstream os;
os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
os << g_fragShaderText;
if (state->fragShader)
glDeleteShader(state->fragShader);
state->fragShader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
if (state->program)
glDeleteProgram(state->program);
state->program = linkShaders(state->fragShader);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
glActiveTexture(GL_TEXTURE0);
glUseProgram(state->program);
glUniform1i(glGetUniformLocation(state->program, "tex1"), 0);
glUniform1i(glGetUniformLocation(state->program, "tex2"), 1);
}
void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
{
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
glUseProgram(0);
}
void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
{
using std::string;
if (state->lut3d_texture_allocated)
glDeleteTextures(1, &state->lut3d_texture);
if (state->lut3d)
MEM_freeN(state->lut3d);
state->lut3dcacheid.~string();
state->shadercacheid.~string();
MEM_freeN(state);
}