@ -469,15 +469,15 @@ QMatrix4x4 GLShader::getUniformMatrix4x4(const char *name)
}
}
bool GLShader : : setColorspaceUniforms ( const ColorDescription & src , const ColorDescription & dst , RenderingIntent intent )
{
return setUniform ( Mat4Uniform : : ColorimetryTransformation , src . toOther ( dst , intent ) )
& & setUniform ( IntUniform : : SourceNamedTransferFunction , src . transferFunction ( ) . type )
& & setUniform ( Vec2Uniform : : SourceTransferFunctionParams , QVector2D ( src . transferFunction ( ) . minLuminance , src . transferFunction ( ) . maxLuminance - src . transferFunction ( ) . minLuminance ) )
& & setUniform ( FloatUniform : : SourceReferenceLuminance , src . referenceLuminance ( ) )
& & setUniform ( IntUniform : : DestinationNamedTransferFunction , dst . transferFunction ( ) . type )
& & setUniform ( Vec2Uniform : : DestinationTransferFunctionParams , QVector2D ( dst . transferFunction ( ) . minLuminance , dst . transferFunction ( ) . maxLuminance - dst . transferFunction ( ) . minLuminance ) )
& & setUniform ( FloatUniform : : DestinationReferenceLuminance , dst . referenceLuminance ( ) )
& & setUniform ( FloatUniform : : MaxDestinationLuminance , dst . maxHdrLuminance ( ) . value_or ( 10'000 ) ) ;
void GLShader : : setColorspaceUniforms ( const ColorDescription & src , const ColorDescription & dst , RenderingIntent intent )
{
setUniform ( Mat4Uniform : : ColorimetryTransformation , src . toOther ( dst , intent ) ) ;
setUniform ( IntUniform : : SourceNamedTransferFunction , src . transferFunction ( ) . type ) ;
setUniform ( Vec2Uniform : : SourceTransferFunctionParams , QVector2D ( src . transferFunction ( ) . minLuminance , src . transferFunction ( ) . maxLuminance - src . transferFunction ( ) . minLuminance ) ) ;
setUniform ( FloatUniform : : SourceReferenceLuminance , src . referenceLuminance ( ) ) ;
setUniform ( IntUniform : : DestinationNamedTransferFunction , dst . transferFunction ( ) . type ) ;
setUniform ( Vec2Uniform : : DestinationTransferFunctionParams , QVector2D ( dst . transferFunction ( ) . minLuminance , dst . transferFunction ( ) . maxLuminance - dst . transferFunction ( ) . minLuminance ) ) ;
setUniform ( FloatUniform : : DestinationReferenceLuminance , dst . referenceLuminance ( ) ) ;
setUniform ( FloatUniform : : MaxDestinationLuminance , dst . maxHdrLuminance ( ) . value_or ( 10'000 ) ) ;
}
}