Some color space issues in sequencer:
Sequencer was always trying to do GLSL color space conversion, not respecting user settings at all. This failed a lot when RGB curves a used in color management settings. Now sequencer will fallback if GLSL can not be used and will also respect user settings (however, draw pixels are not supported, sequencer always uses 2D textures).
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@@ -1060,7 +1060,16 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
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type = GL_UNSIGNED_BYTE;
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}
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else {
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if (ibuf->rect_float) {
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bool force_fallback = false;
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force_fallback |= !ELEM(U.image_draw_method, IMAGE_DRAW_METHOD_AUTO, IMAGE_DRAW_METHOD_GLSL);
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force_fallback |= ibuf->dither != 0.0f;
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if (force_fallback) {
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/* Fallback to CPU based color space conversion */
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glsl_used = false;
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}
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else if (ibuf->rect_float) {
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display_buffer = ibuf->rect_float;
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if (ibuf->channels == 4) {
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@@ -1096,6 +1105,15 @@ void draw_image_seq(const bContext *C, Scene *scene, ARegion *ar, SpaceSeq *sseq
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type = GL_UNSIGNED_BYTE;
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display_buffer = NULL;
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}
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/* there's a data to be displayed, but GLSL is not initialized
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* properly, in this case we fallback to CPU-based display transform
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*/
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if ((ibuf->rect || ibuf->rect_float) && !glsl_used) {
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display_buffer = IMB_display_buffer_acquire_ctx(C, ibuf, &cache_handle);
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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}
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}
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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