Fixes for recent GLSL display space conversions
- Building without OCIO will give correct results again - If GLSL failed to compile, fallback to glaDrawPixelsAuto will happen.
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726dedafbc
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f871d9a82f
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@ -381,8 +381,9 @@ void FallbackImpl::matrixTransformScale(float * , float * , const float *)
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{
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}
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void FallbackImpl::setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
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bool FallbackImpl::setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
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{
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return false;
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}
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void FallbackImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
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@ -283,9 +283,9 @@ void OCIO_matrixTransformScale(float * m44, float * offset4, const float *scale4
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impl->matrixTransformScale(m44, offset4, scale4f);
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}
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void OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
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int OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
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{
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impl->setupGLSLDraw(state_r, processor);
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return (int) impl->setupGLSLDraw(state_r, processor);
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}
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void OCIO_finishGLSLDraw(struct OCIO_GLSLDrawState *state)
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@ -121,7 +121,7 @@ void OCIO_matrixTransformRelease(OCIO_MatrixTransformRcPtr *mt);
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void OCIO_matrixTransformScale(float * m44, float * offset4, const float * scale4);
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void OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor);
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int OCIO_setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor);
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void OCIO_finishGLSLDraw(struct OCIO_GLSLDrawState *state);
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void OCIO_freeOGLState(struct OCIO_GLSLDrawState *state);
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@ -96,7 +96,7 @@ public:
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virtual void matrixTransformScale(float * m44, float * offset4, const float * scale4) = 0;
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virtual void setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor) = 0;
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virtual bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor) = 0;
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virtual void finishGLSLDraw(struct OCIO_GLSLDrawState *state) = 0;
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virtual void freeGLState(struct OCIO_GLSLDrawState *state_r) = 0;
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};
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@ -169,7 +169,7 @@ public:
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void matrixTransformScale(float * m44, float * offset4, const float * scale4);
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void setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor);
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bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor);
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void finishGLSLDraw(struct OCIO_GLSLDrawState *state);
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void freeGLState(struct OCIO_GLSLDrawState *state_r);
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};
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@ -243,7 +243,7 @@ public:
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void matrixTransformScale(float * m44, float * offset4, const float * scale4);
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void setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor);
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bool setupGLSLDraw(struct OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor);
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void finishGLSLDraw(struct OCIO_GLSLDrawState *state);
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void freeGLState(struct OCIO_GLSLDrawState *state_r);
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};
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@ -187,7 +187,7 @@ static void ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
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* When all drawing is finished, finishGLSLDraw shall be called to
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* restore OpenGL context to it's pre-GLSL draw state.
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*/
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void OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
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bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRcPtr *processor)
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{
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ConstProcessorRcPtr ocio_processor = *(ConstProcessorRcPtr *) processor;
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@ -232,22 +232,35 @@ void OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
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if (state->fragShader)
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glDeleteShader(state->fragShader);
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state->fragShader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
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if (state->program)
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glDeleteProgram(state->program);
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if (state->fragShader) {
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if (state->program)
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glDeleteProgram(state->program);
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state->program = linkShaders(state->fragShader);
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state->program = linkShaders(state->fragShader);
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
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if (state->program) {
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glUseProgram(state->program);
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glUniform1i(glGetUniformLocation(state->program, "tex1"), 0);
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glUniform1i(glGetUniformLocation(state->program, "tex2"), 1);
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glUseProgram(state->program);
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glUniform1i(glGetUniformLocation(state->program, "tex1"), 0);
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glUniform1i(glGetUniformLocation(state->program, "tex2"), 1);
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return true;
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}
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else {
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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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void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
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@ -267,6 +280,12 @@ void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
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if (state->lut3d)
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MEM_freeN(state->lut3d);
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if (state->program)
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glDeleteProgram(state->program);
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if (state->fragShader)
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glDeleteShader(state->fragShader);
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state->lut3dcacheid.~string();
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state->shadercacheid.~string();
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@ -2775,9 +2775,7 @@ int IMB_coloemanagement_setup_glsl_draw(const ColorManagedViewSettings *view_set
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/* Make sure OCIO processor is up-to-date. */
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update_glsl_display_processor(applied_view_settings, display_settings);
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OCIO_setupGLSLDraw(&global_glsl_state.ocio_glsl_state, global_glsl_state.processor);
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return TRUE;
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return OCIO_setupGLSLDraw(&global_glsl_state.ocio_glsl_state, global_glsl_state.processor);
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}
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int IMB_coloemanagement_setup_glsl_draw_from_ctx(const bContext *C)
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