obs-StreamFX/source/gfx/lut/gfx-lut-producer.hpp
Michael Fabian 'Xaymar' Dirks eba0a467d5 gfx/lut: Add a simple but efficient LUT producer and consumer
For simple image and video editing, LUTs (Look-Up Tables) are vastly superior to running the entire editing operation on each pixel - especially if all the processing can be done inside a single shader.

Due to the post-processing requirements for our LUTs, we are limited to 8 bits per channel - though clever use of the unused Alpha channel may result in additional space. For our purposes however, this is definitely enough.
2023-03-28 13:11:11 +02:00

39 lines
1.5 KiB
C++

// Copyright (c) 2021 Michael Fabian Dirks <info@xaymar.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#pragma once
#include <memory>
#include "gfx-lut.hpp"
#include "obs/gs/gs-effect.hpp"
#include "obs/gs/gs-rendertarget.hpp"
namespace gfx::lut {
class producer {
std::shared_ptr<gfx::lut::data> _data;
std::shared_ptr<gs::rendertarget> _rt;
public:
producer();
~producer();
std::shared_ptr<gs::texture> produce(gfx::lut::color_depth depth);
};
} // namespace gfx::lut