diff options
| author | Vaxry <43317083+vaxerski@users.noreply.github.com> | 2026-03-04 19:50:28 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-04 19:50:28 +0000 |
| commit | 10754745a97c99449ef40db58bd425f5a91f9993 (patch) | |
| tree | 8aa9f57bcfb2157b9fbdc387c9021db6e6a38e46 /src/render/Shader.cpp | |
| parent | 8271cfc97b76d573f9122032d6cf5db256d63470 (diff) | |
render/cm: add ICC profile pipeline (#12711)
Adds an ICC profile pipeline, loading via config and applying via 3D LUTs.
Diffstat (limited to 'src/render/Shader.cpp')
| -rw-r--r-- | src/render/Shader.cpp | 25 |
1 files changed, 14 insertions, 11 deletions
diff --git a/src/render/Shader.cpp b/src/render/Shader.cpp index 5f62232c..5f18b906 100644 --- a/src/render/Shader.cpp +++ b/src/render/Shader.cpp @@ -127,7 +127,6 @@ void CShader::getUniformLocations() { m_uniformLocations[SHADER_TEX_TYPE] = getUniform("texType"); // shader has #include "CM.glsl" - m_uniformLocations[SHADER_SKIP_CM] = getUniform("skipCM"); m_uniformLocations[SHADER_SOURCE_TF] = getUniform("sourceTF"); m_uniformLocations[SHADER_TARGET_TF] = getUniform("targetTF"); m_uniformLocations[SHADER_SRC_TF_RANGE] = getUniform("srcTFRange"); @@ -140,6 +139,9 @@ void CShader::getUniformLocations() { m_uniformLocations[SHADER_SDR_SATURATION] = getUniform("sdrSaturation"); m_uniformLocations[SHADER_SDR_BRIGHTNESS] = getUniform("sdrBrightnessMultiplier"); m_uniformLocations[SHADER_CONVERT_MATRIX] = getUniform("convertMatrix"); + m_uniformLocations[SHADER_USE_ICC] = getUniform("useIcc"); + m_uniformLocations[SHADER_LUT_3D] = getUniform("iccLut3D"); + m_uniformLocations[SHADER_LUT_SIZE] = getUniform("iccLutSize"); // m_uniformLocations[SHADER_TEX] = getUniform("tex"); m_uniformLocations[SHADER_ALPHA] = getUniform("alpha"); @@ -248,7 +250,8 @@ void CShader::setUniformInt(eShaderUniform location, GLint v0) { return; cached = v0; - glUniform1i(m_uniformLocations[location], v0); + + GLCALL(glUniform1i(m_uniformLocations[location], v0)); } void CShader::setUniformFloat(eShaderUniform location, GLfloat v0) { @@ -264,7 +267,7 @@ void CShader::setUniformFloat(eShaderUniform location, GLfloat v0) { } cached = v0; - glUniform1f(m_uniformLocations[location], v0); + GLCALL(glUniform1f(m_uniformLocations[location], v0)); } void CShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) { @@ -280,7 +283,7 @@ void CShader::setUniformFloat2(eShaderUniform location, GLfloat v0, GLfloat v1) } cached = std::array<GLfloat, 2>{v0, v1}; - glUniform2f(m_uniformLocations[location], v0, v1); + GLCALL(glUniform2f(m_uniformLocations[location], v0, v1)); } void CShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2) { @@ -296,7 +299,7 @@ void CShader::setUniformFloat3(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array<GLfloat, 3>{v0, v1, v2}; - glUniform3f(m_uniformLocations[location], v0, v1, v2); + GLCALL(glUniform3f(m_uniformLocations[location], v0, v1, v2)); } void CShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { @@ -312,7 +315,7 @@ void CShader::setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, } cached = std::array<GLfloat, 4>{v0, v1, v2, v3}; - glUniform4f(m_uniformLocations[location], v0, v1, v2, v3); + GLCALL(glUniform4f(m_uniformLocations[location], v0, v1, v2, v3)); } void CShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 9> value) { @@ -328,7 +331,7 @@ void CShader::setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLbool } cached = SUniformMatrix3Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix3fv(m_uniformLocations[location], count, transpose, value.data()); + GLCALL(glUniformMatrix3fv(m_uniformLocations[location], count, transpose, value.data())); } void CShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 8> value) { @@ -344,7 +347,7 @@ void CShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLbo } cached = SUniformMatrix4Data{.count = count, .transpose = transpose, .value = value}; - glUniformMatrix4x2fv(m_uniformLocations[location], count, transpose, value.data()); + GLCALL(glUniformMatrix4x2fv(m_uniformLocations[location], count, transpose, value.data())); } void CShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size) { @@ -361,9 +364,9 @@ void CShader::setUniformfv(eShaderUniform location, GLsizei count, const std::ve cached = SUniformVData{.count = count, .value = value}; switch (vec_size) { - case 1: glUniform1fv(m_uniformLocations[location], count, value.data()); break; - case 2: glUniform2fv(m_uniformLocations[location], count, value.data()); break; - case 4: glUniform4fv(m_uniformLocations[location], count, value.data()); break; + case 1: GLCALL(glUniform1fv(m_uniformLocations[location], count, value.data())); break; + case 2: GLCALL(glUniform2fv(m_uniformLocations[location], count, value.data())); break; + case 4: GLCALL(glUniform4fv(m_uniformLocations[location], count, value.data())); break; default: UNREACHABLE(); } } |
