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filter/dynamic-mask: Replace rendering code and optimize storage
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The rendering code here was one of the older code bases, which was riddled with bugs and leaks. The new code doesn't look pretty, but it works for the time being until a better solution is found or made. It should be able to handle HDR inputs now, but it may not be completely correct yet. This also fixes the double-free bug.

As an additional improvement, I've moved the allocation of the effect to a shared class which should reduce the memory usage slightly when multiple effects are in play. And now selecting nothing selects the filter target itself without infinitely adding references to the filter. Good enough in my eyes.

Fixes #819
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Xaymar committed Apr 5, 2023
1 parent 5b978a2 commit 2577622
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Showing 3 changed files with 441 additions and 143 deletions.
3 changes: 3 additions & 0 deletions data/locale/en-US.ini
Original file line number Diff line number Diff line change
Expand Up @@ -392,6 +392,9 @@ Filter.DynamicMask.Channel="%s Channel"
Filter.DynamicMask.Channel.Value="Base Value"
Filter.DynamicMask.Channel.Multiplier="Multiplier"
Filter.DynamicMask.Channel.Input="%s Input Value"
Filter.DynamicMask.Debug.Texture="Debug Texture"
Filter.DynamicMask.Debug.Texture.Base="Base"
Filter.DynamicMask.Debug.Texture.Input="Input"

# Filter - SDF Effects
Filter.SDFEffects="SDF Effects"
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