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Diffstat (limited to 'intern/opencolorio/ocio_impl_glsl.cc')
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc419
1 files changed, 237 insertions, 182 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index bf91ea143da..090422ff795 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -48,6 +48,9 @@
# pragma warning(pop)
#endif
+extern "C" {
+#include "gawain/gwn_immediate.h"
+}
using namespace OCIO_NAMESPACE;
@@ -56,12 +59,19 @@ using namespace OCIO_NAMESPACE;
#include "ocio_impl.h"
static const int LUT3D_EDGE_SIZE = 64;
+static const int SHADER_CACHE_SIZE = 4;
extern "C" char datatoc_gpu_shader_display_transform_glsl[];
+extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
-typedef struct OCIO_GLSLDrawState {
+typedef struct OCIO_GLSLShader {
+ /* Cache ID */
+ std::string lut3dCacheID;
+ std::string shaderCacheID;
+
+ /* LUT */
bool lut3d_texture_allocated; /* boolean flag indicating whether
* lut texture is allocated
*/
@@ -71,25 +81,29 @@ typedef struct OCIO_GLSLDrawState {
float *lut3d; /* 3D LUT table */
- bool dither_used;
+ /* Dither */
+ bool use_dither;
- bool curve_mapping_used;
+ /* Curve Mapping */
+ bool use_curve_mapping;
bool curve_mapping_texture_allocated;
bool curve_mapping_texture_valid;
GLuint curve_mapping_texture;
size_t curve_mapping_cache_id;
- bool predivide_used;
-
- bool texture_size_used;
-
- /* Cache */
- std::string lut3dcacheid;
- std::string shadercacheid;
+ /* Alpha Predivide */
+ bool use_predivide;
/* GLSL stuff */
GLuint ocio_shader;
+ GLuint vert_shader;
GLuint program;
+ Gwn_ShaderInterface *shader_interface;
+} GLSLDrawState;
+
+typedef struct OCIO_GLSLDrawState {
+ /* Shader Cache */
+ OCIO_GLSLShader *shader_cache[SHADER_CACHE_SIZE];
/* Previous OpenGL state. */
GLint last_texture, last_texture_unit;
@@ -116,14 +130,15 @@ static GLuint compileShaderText(GLenum shaderType, const char *text)
return shader;
}
-static GLuint linkShaders(GLuint ocio_shader)
+static GLuint linkShaders(GLuint ocio_shader, GLuint vert_shader)
{
- if (!ocio_shader)
+ if (!ocio_shader || !vert_shader)
return 0;
GLuint program = glCreateProgram();
glAttachShader(program, ocio_shader);
+ glAttachShader(program, vert_shader);
glLinkProgram(program);
@@ -145,33 +160,24 @@ static GLuint linkShaders(GLuint ocio_shader)
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;
+ return (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
+ "OCIO OpenGL State struct");
}
/* Ensure LUT texture and array are allocated */
-static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
+static bool ensureLUT3DAllocated(OCIO_GLSLShader *shader)
{
int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE;
- if (state->lut3d_texture_allocated)
- return state->lut3d_texture_valid;
+ if (shader->lut3d_texture_allocated)
+ return shader->lut3d_texture_valid;
- glGenTextures(1, &state->lut3d_texture);
+ glGenTextures(1, &shader->lut3d_texture);
- state->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
+ shader->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
+ glBindTexture(GL_TEXTURE_3D, shader->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);
@@ -183,27 +189,27 @@ static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
- 0, GL_RGB, GL_FLOAT, state->lut3d);
+ 0, GL_RGB, GL_FLOAT, shader->lut3d);
- state->lut3d_texture_allocated = true;
+ shader->lut3d_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
- state->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
+ shader->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
- return state->lut3d_texture_valid;
+ return shader->lut3d_texture_valid;
}
-static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMappingSettings *curve_mapping_settings)
+static bool ensureCurveMappingAllocated(OCIO_GLSLShader *shader, OCIO_CurveMappingSettings *curve_mapping_settings)
{
- if (state->curve_mapping_texture_allocated)
- return state->curve_mapping_texture_valid;
+ if (shader->curve_mapping_texture_allocated)
+ return shader->curve_mapping_texture_valid;
- glGenTextures(1, &state->curve_mapping_texture);
+ glGenTextures(1, &shader->curve_mapping_texture);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -213,35 +219,59 @@ static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMap
/* clean glError buffer */
while (glGetError() != GL_NO_ERROR) {}
- glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F_ARB, curve_mapping_settings->lut_size,
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F, curve_mapping_settings->lut_size,
0, GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
- state->curve_mapping_texture_allocated = true;
+ shader->curve_mapping_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
- state->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
+ shader->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
- return state->curve_mapping_texture_valid;
+ return shader->curve_mapping_texture_valid;
}
-/* Detect if we can support GLSL drawing */
-bool OCIOImpl::supportGLSLDraw()
+static void freeGLSLShader(OCIO_GLSLShader *shader)
{
- /* uses GL_RGB16F_ARB */
- return GLEW_VERSION_3_0 || GLEW_ARB_texture_float;
+ if (shader->curve_mapping_texture_allocated) {
+ glDeleteTextures(1, &shader->curve_mapping_texture);
+ }
+
+ if (shader->lut3d_texture_allocated) {
+ glDeleteTextures(1, &shader->lut3d_texture);
+ }
+
+ if (shader->lut3d) {
+ MEM_freeN(shader->lut3d);
+ }
+
+ if (shader->program) {
+ glDeleteProgram(shader->program);
+ }
+
+ if (shader->shader_interface) {
+ GWN_shaderinterface_discard(shader->shader_interface);
+ }
+
+ if (shader->ocio_shader) {
+ glDeleteShader(shader->ocio_shader);
+ }
+
+ using std::string;
+ shader->lut3dCacheID.~string();
+ shader->shaderCacheID.~string();
+
+ MEM_freeN(shader);
}
-static bool supportGLSL13()
-{
- const char *version = (const char*)glGetString(GL_SHADING_LANGUAGE_VERSION);
- int major = 1, minor = 0;
- if (version && sscanf(version, "%d.%d", &major, &minor) == 2)
- return (major > 1 || (major == 1 && minor >= 30));
- return false;
+/* Detect if we can support GLSL drawing */
+bool OCIOImpl::supportGLSLDraw()
+{
+ /* uses GL_RGB16F_ARB */
+ return GLEW_VERSION_3_0 || GLEW_ARB_texture_float;
}
/**
@@ -271,158 +301,194 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
glGetIntegerv(GL_TEXTURE_BINDING_2D, &state->last_texture);
glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit);
- if (!ensureLUT3DAllocated(state)) {
- glActiveTexture(state->last_texture_unit);
- glBindTexture(GL_TEXTURE_2D, state->last_texture);
-
- return false;
- }
-
- if (use_curve_mapping) {
- if (!ensureCurveMappingAllocated(state, curve_mapping_settings)) {
- glActiveTexture(state->last_texture_unit);
- glBindTexture(GL_TEXTURE_2D, state->last_texture);
-
- return false;
- }
- }
- else {
- if (state->curve_mapping_texture_allocated) {
- glDeleteTextures(1, &state->curve_mapping_texture);
- state->curve_mapping_texture_allocated = false;
- }
- }
-
- /* Step 1: Create a GPU Shader Description */
+ /* Compute cache IDs. */
GpuShaderDesc shaderDesc;
shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
shaderDesc.setFunctionName("OCIODisplay");
shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
- if (use_curve_mapping) {
- if (state->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
- glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
- GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
+ std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
+ std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
+
+ /* Find matching cached shader. */
+ OCIO_GLSLShader *shader = NULL;
+ for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
+ OCIO_GLSLShader *cached_shader = state->shader_cache[i];
+ if (cached_shader == NULL) {
+ continue;
+ }
+
+ if (cached_shader->lut3dCacheID == lut3dCacheID &&
+ cached_shader->shaderCacheID == shaderCacheID &&
+ cached_shader->use_predivide == use_predivide &&
+ cached_shader->use_curve_mapping == use_curve_mapping &&
+ cached_shader->use_dither == use_dither)
+ {
+ /* LRU cache, so move to front. */
+ for (int j = i; j > 0; j--) {
+ state->shader_cache[j] = state->shader_cache[j - 1];
+ }
+ state->shader_cache[0] = cached_shader;
+
+ shader = cached_shader;
+ break;
}
}
- /* 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);
+ if (shader == NULL) {
+ /* LRU cache, shift other items back so we can insert at the front. */
+ OCIO_GLSLShader *last_shader = state->shader_cache[SHADER_CACHE_SIZE - 1];
+ if (last_shader) {
+ freeGLSLShader(last_shader);
+ }
+ for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
+ state->shader_cache[j] = state->shader_cache[j - 1];
+ }
- 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);
- }
+ /* Allocate memory for shader. */
+ shader = (OCIO_GLSLShader *) MEM_callocN(sizeof(OCIO_GLSLShader),
+ "OCIO GLSL Shader");
+ state->shader_cache[0] = shader;
- /* Step 3: Compute the Shader */
- std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
- if (state->program == 0 ||
- shaderCacheID != state->shadercacheid ||
- use_predivide != state->predivide_used ||
- use_curve_mapping != state->curve_mapping_used ||
- use_dither != state->dither_used)
- {
- state->shadercacheid = shaderCacheID;
+ new (&shader->lut3dCacheID) std::string();
+ new (&shader->shaderCacheID) std::string();
- if (state->program) {
- glDeleteProgram(state->program);
- }
+ shader->lut3dCacheID = lut3dCacheID;
+ shader->shaderCacheID = shaderCacheID;
+ shader->use_curve_mapping = use_curve_mapping;
+ shader->use_dither = use_dither;
+ shader->use_predivide = use_predivide;
- if (state->ocio_shader) {
- glDeleteShader(state->ocio_shader);
- }
+ bool valid = true;
- std::ostringstream os;
+ /* Compute 3D LUT. */
+ if (valid && ensureLUT3DAllocated(shader)) {
+ ocio_processor->getGpuLut3D(shader->lut3d, shaderDesc);
- if (supportGLSL13()) {
- os << "#version 130\n";
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
+ glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
+ LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
+ GL_RGB, GL_FLOAT, shader->lut3d);
}
else {
- os << "#define USE_TEXTURE_SIZE\n";
- state->texture_size_used = use_dither;
+ valid = false;
}
- if (use_predivide) {
- os << "#define USE_PREDIVIDE\n";
+ /* Allocate curve mapping texture. */
+ if (valid && use_curve_mapping) {
+ if (!ensureCurveMappingAllocated(shader, curve_mapping_settings)) {
+ valid = false;
+ }
}
- if (use_dither) {
- os << "#define USE_DITHER\n";
- }
+ if (valid) {
+ /* Vertex shader */
+ std::ostringstream osv;
- if (use_curve_mapping) {
- os << "#define USE_CURVE_MAPPING\n";
- }
+ osv << "#version 330\n";
+ osv << datatoc_gpu_shader_display_transform_vertex_glsl;
+
+ shader->vert_shader = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
+
+ /* Fragment shader */
+ std::ostringstream os;
+
+ os << "#version 330\n";
- os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
- os << datatoc_gpu_shader_display_transform_glsl;
+ /* Work around OpenColorIO not supporting latest GLSL yet. */
+ os << "#define texture2D texture\n";
+ os << "#define texture3D texture\n";
- state->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
+ if (use_predivide) {
+ os << "#define USE_PREDIVIDE\n";
+ }
- if (state->ocio_shader) {
- state->program = linkShaders(state->ocio_shader);
+ if (use_dither) {
+ os << "#define USE_DITHER\n";
+ }
+
+ if (use_curve_mapping) {
+ os << "#define USE_CURVE_MAPPING\n";
+ }
+
+ os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
+ os << datatoc_gpu_shader_display_transform_glsl;
+
+ shader->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
+
+ /* Program */
+ if (shader->ocio_shader && shader->vert_shader) {
+ shader->program = linkShaders(shader->ocio_shader, shader->vert_shader);
+ }
+
+ if (shader->program) {
+ if (shader->shader_interface) {
+ GWN_shaderinterface_discard(shader->shader_interface);
+ }
+ shader->shader_interface = GWN_shaderinterface_create(shader->program);
+ }
}
+ }
- state->curve_mapping_used = use_curve_mapping;
- state->dither_used = use_dither;
- state->predivide_used = use_predivide;
+ /* Update curve mapping texture. */
+ if (use_curve_mapping && shader->curve_mapping_texture_allocated) {
+ if (shader->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
+ GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
+ }
}
- if (state->program) {
+ /* Bind Shader. */
+ if (shader->program) {
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
+ glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
if (use_curve_mapping) {
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
}
glActiveTexture(GL_TEXTURE0);
- glUseProgram(state->program);
-
- glUniform1i(glGetUniformLocation(state->program, "image_texture"), 0);
- glUniform1i(glGetUniformLocation(state->program, "lut3d_texture"), 1);
-
- if (state->texture_size_used) {
- /* we use textureSize() if possible for best performance, if not
- * supported we query the size and pass it as uniform variables */
- GLint width, height;
-
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height);
-
- glUniform1f(glGetUniformLocation(state->program, "image_texture_width"), (float)width);
- glUniform1f(glGetUniformLocation(state->program, "image_texture_height"), (float)height);
- }
+ /* IMM needs vertex format even if we don't draw with it.
+ *
+ * NOTE: The only reason why it's here is because of Cycles viewport.
+ * All other areas are managing their own vertex formats.
+ * Doing it here is probably harmless, but kind of stupid.
+ *
+ * TODO(sergey): Look into some nicer solution.
+ */
+ Gwn_VertFormat *format = immVertexFormat();
+ GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ immBindProgram(shader->program, shader->shader_interface);
+
+ immUniform1i("image_texture", 0);
+ immUniform1i("lut3d_texture", 1);
if (use_dither) {
- glUniform1f(glGetUniformLocation(state->program, "dither"), dither);
+ immUniform1f("dither", dither);
}
if (use_curve_mapping) {
- glUniform1i(glGetUniformLocation(state->program, "curve_mapping_texture"), 2);
- glUniform1i(glGetUniformLocation(state->program, "curve_mapping_lut_size"), curve_mapping_settings->lut_size);
- glUniform4iv(glGetUniformLocation(state->program, "use_curve_mapping_extend_extrapolate"), 1, curve_mapping_settings->use_extend_extrapolate);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_mintable"), 1, curve_mapping_settings->mintable);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_range"), 1, curve_mapping_settings->range);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_in_x"), 1, curve_mapping_settings->ext_in_x);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_in_y"), 1, curve_mapping_settings->ext_in_y);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_out_x"), 1, curve_mapping_settings->ext_out_x);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_ext_out_y"), 1, curve_mapping_settings->ext_out_y);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_first_x"), 1, curve_mapping_settings->first_x);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_first_y"), 1, curve_mapping_settings->first_y);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_last_x"), 1, curve_mapping_settings->last_x);
- glUniform4fv(glGetUniformLocation(state->program, "curve_mapping_last_y"), 1, curve_mapping_settings->last_y);
- glUniform3fv(glGetUniformLocation(state->program, "curve_mapping_black"), 1, curve_mapping_settings->black);
- glUniform3fv(glGetUniformLocation(state->program, "curve_mapping_bwmul"), 1, curve_mapping_settings->bwmul);
+ immUniform1i("curve_mapping_texture", 2);
+ immUniform1i("curve_mapping_lut_size", curve_mapping_settings->lut_size);
+ immUniform4iv("use_curve_mapping_extend_extrapolate", curve_mapping_settings->use_extend_extrapolate);
+ immUniform4fv("curve_mapping_mintable", curve_mapping_settings->mintable);
+ immUniform4fv("curve_mapping_range", curve_mapping_settings->range);
+ immUniform4fv("curve_mapping_ext_in_x", curve_mapping_settings->ext_in_x);
+ immUniform4fv("curve_mapping_ext_in_y", curve_mapping_settings->ext_in_y);
+ immUniform4fv("curve_mapping_ext_out_x", curve_mapping_settings->ext_out_x);
+ immUniform4fv("curve_mapping_ext_out_y", curve_mapping_settings->ext_out_y);
+ immUniform4fv("curve_mapping_first_x", curve_mapping_settings->first_x);
+ immUniform4fv("curve_mapping_first_y", curve_mapping_settings->first_y);
+ immUniform4fv("curve_mapping_last_x", curve_mapping_settings->last_x);
+ immUniform4fv("curve_mapping_last_y", curve_mapping_settings->last_y);
+ immUniform3fv("curve_mapping_black", curve_mapping_settings->black);
+ immUniform3fv("curve_mapping_bwmul", curve_mapping_settings->bwmul);
}
return true;
@@ -439,27 +505,16 @@ void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
{
glActiveTexture(state->last_texture_unit);
glBindTexture(GL_TEXTURE_2D, state->last_texture);
- glUseProgram(0);
+ immUnbindProgram();
}
-void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
+void OCIOImpl::freeGLState(OCIO_GLSLDrawState *state)
{
- using std::string;
-
- if (state->lut3d_texture_allocated)
- glDeleteTextures(1, &state->lut3d_texture);
-
- if (state->lut3d)
- MEM_freeN(state->lut3d);
-
- if (state->program)
- glDeleteProgram(state->program);
-
- 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);
}