Fix T94001: OpenColorIO configuration with 1D textures not working

This commit is contained in:
Brecht Van Lommel
2022-03-24 18:03:53 +01:00
parent 067d0d4466
commit 4a1b0ea902

View File

@@ -177,6 +177,7 @@ static bool createGPUShader(OCIO_GPUShader &shader,
ShaderCreateInfo info("OCIO_Display"); ShaderCreateInfo info("OCIO_Display");
/* Work around OpenColorIO not supporting latest GLSL yet. */ /* Work around OpenColorIO not supporting latest GLSL yet. */
info.define("texture1D", "texture");
info.define("texture2D", "texture"); info.define("texture2D", "texture");
info.define("texture3D", "texture"); info.define("texture3D", "texture");
info.typedef_source("ocio_shader_shared.hh"); info.typedef_source("ocio_shader_shared.hh");
@@ -206,8 +207,11 @@ static bool createGPUShader(OCIO_GPUShader &shader,
/* Set LUT textures. */ /* Set LUT textures. */
int slot = TEXTURE_SLOT_LUTS_OFFSET; int slot = TEXTURE_SLOT_LUTS_OFFSET;
for (OCIO_GPULutTexture &texture : textures.luts) { for (OCIO_GPULutTexture &texture : textures.luts) {
ImageType type = GPU_texture_dimensions(texture.texture) == 2 ? ImageType::FLOAT_2D : const int dimensions = GPU_texture_dimensions(texture.texture);
ImageType::FLOAT_3D; ImageType type = (dimensions == 1) ? ImageType::FLOAT_1D :
(dimensions == 2) ? ImageType::FLOAT_2D :
ImageType::FLOAT_3D;
info.sampler(slot++, type, texture.sampler_name.c_str()); info.sampler(slot++, type, texture.sampler_name.c_str());
} }
@@ -305,9 +309,9 @@ static bool addGPUUniform(OCIO_GPUTextures &textures,
return true; return true;
} }
static bool addGPULut2D(OCIO_GPUTextures &textures, static bool addGPULut1D2D(OCIO_GPUTextures &textures,
const GpuShaderDescRcPtr &shader_desc, const GpuShaderDescRcPtr &shader_desc,
int index) int index)
{ {
const char *texture_name = nullptr; const char *texture_name = nullptr;
const char *sampler_name = nullptr; const char *sampler_name = nullptr;
@@ -329,7 +333,15 @@ static bool addGPULut2D(OCIO_GPUTextures &textures,
GPU_R16F; GPU_R16F;
OCIO_GPULutTexture lut; OCIO_GPULutTexture lut;
lut.texture = GPU_texture_create_2d(texture_name, width, height, 1, format, values); /* There does not appear to be an explicit way to check if a texture is 1D or 2D.
* It depends on more than height. So check instead by looking at the source. */
std::string sampler1D_name = std::string("sampler1D ") + sampler_name;
if (strstr(shader_desc->getShaderText(), sampler1D_name.c_str()) != nullptr) {
lut.texture = GPU_texture_create_1d(texture_name, width, 1, format, values);
}
else {
lut.texture = GPU_texture_create_2d(texture_name, width, height, 1, format, values);
}
if (lut.texture == nullptr) { if (lut.texture == nullptr) {
return false; return false;
} }
@@ -390,7 +402,7 @@ static bool createGPUTextures(OCIO_GPUTextures &textures,
} }
} }
for (int index = 0; index < shaderdesc_to_scene_linear->getNumTextures(); index++) { for (int index = 0; index < shaderdesc_to_scene_linear->getNumTextures(); index++) {
if (!addGPULut2D(textures, shaderdesc_to_scene_linear, index)) { if (!addGPULut1D2D(textures, shaderdesc_to_scene_linear, index)) {
return false; return false;
} }
} }
@@ -405,7 +417,7 @@ static bool createGPUTextures(OCIO_GPUTextures &textures,
} }
} }
for (int index = 0; index < shaderdesc_to_display->getNumTextures(); index++) { for (int index = 0; index < shaderdesc_to_display->getNumTextures(); index++) {
if (!addGPULut2D(textures, shaderdesc_to_display, index)) { if (!addGPULut1D2D(textures, shaderdesc_to_display, index)) {
return false; return false;
} }
} }