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Ui::TextureView Namespace Reference

Detailed Description

Shows a texture, and what the eye cannot read from it: channels alone, luma, exposure through false colour, clipping zebras, focus peaking, values out of gamut and NaN or infinite values, or a comparison against a reference by wipe or difference.

One compute pass writes the inspected image, which is the texture output and what the node shows. False colour, zebra and gamut follow the Video Monitor shader of the library.

A 3D texture, an array or a cube map shows one slice, layer or face, or all of them side by side: see Ui::Monitor::Layout. The pass has a variant for each kind of texture, built the first time the input is one.

Classes

struct  Layer
 
struct  Node
 

Enumerations

enum class  Mode {
  View , Red , Green , Blue ,
  Alpha , Luma , FalseColor , Zebra ,
  Peaking , Gamut , Wipe , Difference
}
 
enum class  Background {
  Checkerboard , Black , Grey , White ,
  Magenta , IgnoreAlpha
}
 
enum class  LumaStandard { Rec709 , Rec2020 }
 

Variables

constexpr std::string_view mode_names []
 

Variable Documentation

◆ mode_names

constexpr std::string_view Ui::TextureView::mode_names[]
inlineconstexpr
Initial value:
{
"View", "Red", "Green", "Blue", "Alpha", "Luma", "False colour", "Zebra",
"Focus peaking", "Out of gamut", "Wipe", "Difference"}