]> git.sesse.net Git - casparcg/blob - core/mixer/gpu/device_buffer.cpp
2.0. - Added GPU fences for read-back which will avoid blocking the rendering thread...
[casparcg] / core / mixer / gpu / device_buffer.cpp
1 /*\r
2 * copyright (c) 2010 Sveriges Television AB <info@casparcg.com>\r
3 *\r
4 *  This file is part of CasparCG.\r
5 *\r
6 *    CasparCG is free software: you can redistribute it and/or modify\r
7 *    it under the terms of the GNU General Public License as published by\r
8 *    the Free Software Foundation, either version 3 of the License, or\r
9 *    (at your option) any later version.\r
10 *\r
11 *    CasparCG is distributed in the hope that it will be useful,\r
12 *    but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13 *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14 *    GNU General Public License for more details.\r
15 \r
16 *    You should have received a copy of the GNU General Public License\r
17 *    along with CasparCG.  If not, see <http://www.gnu.org/licenses/>.\r
18 *\r
19 */\r
20 #include "../../stdafx.h"\r
21 \r
22 #include "device_buffer.h"\r
23 \r
24 #include "host_buffer.h"\r
25 \r
26 #include <common/gl/gl_check.h>\r
27 \r
28 namespace caspar { namespace core {\r
29         \r
30 GLenum FORMAT[] = {0, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_BGR, GL_BGRA};\r
31 GLenum INTERNAL_FORMAT[] = {0, GL_LUMINANCE8, GL_LUMINANCE8_ALPHA8, GL_RGB8, GL_RGBA8}; \r
32 \r
33 struct device_buffer::implementation : boost::noncopyable\r
34 {\r
35         GLuint id_;\r
36 \r
37         const size_t width_;\r
38         const size_t height_;\r
39         const size_t stride_;\r
40 \r
41 public:\r
42         implementation(size_t width, size_t height, size_t stride) \r
43                 : width_(width)\r
44                 , height_(height)\r
45                 , stride_(stride)\r
46         {       \r
47                 GL(glGenTextures(1, &id_));\r
48                 GL(glBindTexture(GL_TEXTURE_2D, id_));\r
49                 GL(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));\r
50                 GL(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));\r
51                 GL(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));\r
52                 GL(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));\r
53                 GL(glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT[stride_], width_, height_, 0, FORMAT[stride_], GL_UNSIGNED_BYTE, NULL));\r
54                 GL(glBindTexture(GL_TEXTURE_2D, 0));\r
55                 CASPAR_LOG(debug) << "[device_buffer] allocated size:" << width*height*stride;  \r
56                 clear();\r
57         }       \r
58 \r
59         ~implementation()\r
60         {\r
61                 try\r
62                 {\r
63                         GL(glDeleteTextures(1, &id_));\r
64                 }\r
65                 catch(...)\r
66                 {\r
67                         CASPAR_LOG_CURRENT_EXCEPTION();\r
68                 }\r
69         }\r
70         \r
71         void bind()\r
72         {\r
73                 GL(glBindTexture(GL_TEXTURE_2D, id_));\r
74         }\r
75 \r
76         void bind(int index)\r
77         {\r
78                 GL(glActiveTexture(GL_TEXTURE0+index));\r
79                 bind();\r
80         }\r
81 \r
82         void unbind()\r
83         {\r
84                 GL(glBindTexture(GL_TEXTURE_2D, 0));\r
85         }\r
86 \r
87         void read(host_buffer& source)\r
88         {\r
89                 GL(glBindTexture(GL_TEXTURE_2D, id_));\r
90                 source.unmap();\r
91                 source.bind();\r
92                 GL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_, height_, FORMAT[stride_], GL_UNSIGNED_BYTE, NULL));\r
93                 source.unbind();\r
94                 GL(glBindTexture(GL_TEXTURE_2D, 0));\r
95         }\r
96         \r
97         void write(host_buffer& target)\r
98         {\r
99                 attach(0);\r
100                 GL(glBindTexture(GL_TEXTURE_2D, id_));\r
101                 target.unmap();\r
102                 target.bind();\r
103                 GL(glReadPixels(0, 0, width_, height_, FORMAT[stride_], GL_UNSIGNED_BYTE, NULL));\r
104                 target.unbind();\r
105                 GL(glBindTexture(GL_TEXTURE_2D, 0));\r
106                 target.fence_set();\r
107                 glFlush();\r
108         }\r
109 \r
110         void attach(int index)\r
111         {\r
112                 GL(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + index, GL_TEXTURE_2D, id_, 0));\r
113         }\r
114 \r
115         void clear()\r
116         {\r
117                 attach(0);\r
118                 GL(glClear(GL_COLOR_BUFFER_BIT));\r
119         }\r
120 };\r
121 \r
122 device_buffer::device_buffer(size_t width, size_t height, size_t stride) : impl_(new implementation(width, height, stride)){}\r
123 size_t device_buffer::stride() const { return impl_->stride_; }\r
124 size_t device_buffer::width() const { return impl_->width_; }\r
125 size_t device_buffer::height() const { return impl_->height_; }\r
126 void device_buffer::attach(int index){impl_->attach(index);}\r
127 void device_buffer::bind(){impl_->bind();}\r
128 void device_buffer::bind(int index){impl_->bind(index);}\r
129 void device_buffer::unbind(){impl_->unbind();}\r
130 void device_buffer::read(host_buffer& source){impl_->read(source);}\r
131 void device_buffer::write(host_buffer& target){impl_->write(target);}\r
132 void device_buffer::clear(){impl_->clear();}\r
133 \r
134 }}