scene/itemrendereropengl: don't do colorspace conversions if not needed
There was a check for this in the shader before, but it got lost. It's better to completely compile it out of the shader anyways
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1 changed files with 7 additions and 2 deletions
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@ -281,7 +281,10 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
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return;
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}
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ShaderTraits shaderTraits = ShaderTrait::MapTexture | ShaderTrait::TransformColorspace;
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ShaderTraits shaderTraits = ShaderTrait::MapTexture;
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if (renderTarget.colorDescription() != ColorDescription::sRGB) {
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shaderTraits |= ShaderTrait::TransformColorspace;
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}
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if (data.brightness() != 1.0) {
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shaderTraits |= ShaderTrait::Modulate;
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@ -327,7 +330,9 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
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shader->setUniform(GLShader::Saturation, data.saturation());
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shader->setUniform(GLShader::Vec3Uniform::PrimaryBrightness, QVector3D(toXYZ(1, 0), toXYZ(1, 1), toXYZ(1, 2)));
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}
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shader->setColorspaceUniformsFromSRGB(renderTarget.colorDescription());
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if (shaderTraits & ShaderTrait::TransformColorspace) {
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shader->setColorspaceUniformsFromSRGB(renderTarget.colorDescription());
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}
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if (renderContext.hardwareClipping) {
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glEnable(GL_SCISSOR_TEST);
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