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[casparcg] / core / mixer / image / image_kernel.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 "image_kernel.h"\r
23 \r
24 #include "blending_glsl.h"\r
25 #include "../gpu/shader.h"\r
26 #include "../gpu/device_buffer.h"\r
27 #include "../gpu/ogl_device.h"\r
28 \r
29 #include <common/exception/exceptions.h>\r
30 #include <common/gl/gl_check.h>\r
31 #include <common/env.h>\r
32 \r
33 #include <core/video_format.h>\r
34 #include <core/producer/frame/pixel_format.h>\r
35 #include <core/producer/frame/image_transform.h>\r
36 \r
37 #include <GL/glew.h>\r
38 \r
39 #include <boost/noncopyable.hpp>\r
40 \r
41 #include <tbb/mutex.h>\r
42 \r
43 #include <unordered_map>\r
44 \r
45 namespace caspar { namespace core {\r
46         \r
47 GLubyte upper_pattern[] = {\r
48         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
49         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
50         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,\r
51         0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00};\r
52                 \r
53 GLubyte lower_pattern[] = {\r
54         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, \r
55         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
56         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,\r
57         0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff};\r
58 \r
59 struct image_kernel::implementation : boost::noncopyable\r
60 {       \r
61         std::unique_ptr<shader> shader_;\r
62         bool                                    blend_modes_;\r
63                         \r
64         implementation() : blend_modes_(true)\r
65         {\r
66         }\r
67 \r
68         std::string get_blend_color_func()\r
69         {\r
70                 return \r
71                         \r
72                 get_adjustement_glsl()\r
73                 \r
74                 +\r
75 \r
76                 get_blend_glsl()\r
77                 \r
78                 +\r
79                         \r
80                 "vec3 get_blend_color(vec3 back, vec3 fore)                                                                                     \n"\r
81                 "{                                                                                                                                                                      \n"\r
82                 "       switch(blend_mode)                                                                                                                              \n"\r
83                 "       {                                                                                                                                                               \n"\r
84                 "       case  0: return BlendNormal(back, fore);                                                                                \n"\r
85                 "       case  1: return BlendLighten(back, fore);                                                                               \n"\r
86                 "       case  2: return BlendDarken(back, fore);                                                                                \n"\r
87                 "       case  3: return BlendMultiply(back, fore);                                                                              \n"\r
88                 "       case  4: return BlendAverage(back, fore);                                                                               \n"\r
89                 "       case  5: return BlendAdd(back, fore);                                                                                   \n"\r
90                 "       case  6: return BlendSubstract(back, fore);                                                                             \n"\r
91                 "       case  7: return BlendDifference(back, fore);                                                                    \n"\r
92                 "       case  8: return BlendNegation(back, fore);                                                                              \n"\r
93                 "       case  9: return BlendExclusion(back, fore);                                                                             \n"\r
94                 "       case 10: return BlendScreen(back, fore);                                                                                \n"\r
95                 "       case 11: return BlendOverlay(back, fore);                                                                               \n"\r
96                 //"     case 12: return BlendSoftLight(back, fore);                                                                             \n"\r
97                 "       case 13: return BlendHardLight(back, fore);                                                                             \n"\r
98                 "       case 14: return BlendColorDodge(back, fore);                                                                    \n"\r
99                 "       case 15: return BlendColorBurn(back, fore);                                                                             \n"\r
100                 "       case 16: return BlendLinearDodge(back, fore);                                                                   \n"\r
101                 "       case 17: return BlendLinearBurn(back, fore);                                                                    \n"\r
102                 "       case 18: return BlendLinearLight(back, fore);                                                                   \n"\r
103                 "       case 19: return BlendVividLight(back, fore);                                                                    \n"\r
104                 "       case 20: return BlendPinLight(back, fore);                                                                              \n"\r
105                 "       case 21: return BlendHardMix(back, fore);                                                                               \n"\r
106                 "       case 22: return BlendReflect(back, fore);                                                                               \n"\r
107                 "       case 23: return BlendGlow(back, fore);                                                                                  \n"\r
108                 "       case 24: return BlendPhoenix(back, fore);                                                                               \n"\r
109                 "       case 25: return BlendHue(back, fore);                                                                                   \n"\r
110                 "       case 26: return BlendSaturation(back, fore);                                                                    \n"\r
111                 "       case 27: return BlendColor(back, fore);                                                                                 \n"\r
112                 "       case 28: return BlendLuminosity(back, fore);                                                                    \n"\r
113                 "       }                                                                                                                                                               \n"\r
114                 "       return BlendNormal(back, fore);                                                                                                 \n"\r
115                 "}                                                                                                                                                                      \n"\r
116                 "                                                                                                                                                                       \n"                                                                                                                                                       \r
117                 "vec4 blend(vec4 fore)                                                                                                                          \n"\r
118                 "{                                                                                                                                                                      \n"\r
119                 "   vec4 back = texture2D(background, gl_TexCoord[1].st);                                                       \n"\r
120                 "       fore.rgb = get_blend_color(back.rgb, fore.rgb);                                                                 \n"\r
121                 "       return vec4(mix(back.bgr, fore.rgb, fore.a), back.a + fore.a);                                  \n"\r
122                 "}                                                                                                                                                                      \n";\r
123         }\r
124                 \r
125         std::string get_simple_blend_color_func()\r
126         {\r
127                 return  \r
128                 \r
129                 get_adjustement_glsl()\r
130                         \r
131                 +\r
132 \r
133                 "vec4 blend(vec4 fore)                                                                                                                          \n"\r
134                 "{                                                                                                                                                                      \n"\r
135                 "       return fore;                                                                                                                                    \n"\r
136                 "}                                                                                                                                                                      \n";\r
137         }\r
138 \r
139         std::string get_vertex()\r
140         {\r
141                 return \r
142 \r
143                 "void main()                                                                                                                                            \n"\r
144                 "{                                                                                                                                                                      \n"\r
145                 "       gl_TexCoord[0] = gl_MultiTexCoord0;                                                                                             \n"\r
146                 "       gl_TexCoord[1] = gl_MultiTexCoord1;                                                                                             \n"\r
147                 "       gl_FrontColor  = gl_Color;                                                                                                              \n"\r
148                 "       gl_Position    = ftransform();                                                                                                  \n"\r
149                 "}                                                                                                                                                                      \n";\r
150         }\r
151 \r
152         std::string get_fragment()\r
153         {\r
154                 return\r
155 \r
156                 "#version 120                                                                                                                                           \n"\r
157                 "uniform sampler2D      background;                                                                                                             \n"\r
158                 "uniform sampler2D      plane[4];                                                                                                               \n"\r
159                 "uniform sampler2D      local_key;                                                                                                              \n"\r
160                 "uniform sampler2D      layer_key;                                                                                                              \n"\r
161                 "                                                                                                                                                                       \n"\r
162                 "uniform bool           is_hd;                                                                                                                  \n"\r
163                 "uniform bool           has_local_key;                                                                                                  \n"\r
164                 "uniform bool           has_layer_key;                                                                                                  \n"\r
165                 "uniform int            blend_mode;                                                                                                             \n"\r
166                 "uniform int            alpha_mode;                                                                                                             \n"\r
167                 "uniform int            pixel_format;                                                                                                   \n"\r
168                 "                                                                                                                                                                       \n"\r
169                 "uniform bool           levels;                                                                                                                 \n"\r
170                 "uniform float          min_input;                                                                                                              \n"\r
171                 "uniform float          max_input;                                                                                                              \n"\r
172                 "uniform float          gamma;                                                                                                                  \n"\r
173                 "uniform float          min_output;                                                                                                             \n"\r
174                 "uniform float          max_output;                                                                                                             \n"\r
175                 "                                                                                                                                                                       \n"\r
176                 "uniform bool           csb;                                                                                                                    \n"\r
177                 "uniform float          brt;                                                                                                                    \n"\r
178                 "uniform float          sat;                                                                                                                    \n"\r
179                 "uniform float          con;                                                                                                                    \n"\r
180                 "                                                                                                                                                                       \n"     \r
181 \r
182                 +\r
183                 \r
184                 (blend_modes_ ? get_blend_color_func() : get_simple_blend_color_func())\r
185 \r
186                 +\r
187         \r
188                 "                                                                                                                                                                       \n"\r
189                 "//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html                         \n"\r
190                 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a)                                           \n"\r
191                 "{                                                                                                                                                                      \n"\r
192                 "       // YUV offset                                                                                                                                   \n"\r
193                 "       const vec3 offset = vec3(-0.0625, -0.5, -0.5);                                                                  \n"\r
194                 "                                                                                                                                                                       \n"\r
195                 "       // RGB coefficients                                                                                                                     \n"\r
196                 "       const vec3 Rcoeff = vec3(1.164,  0.000,  1.596);                                                                \n"\r
197                 "       const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);                                                                \n"\r
198                 "       const vec3 Bcoeff = vec3(1.164,  2.018,  0.000);                                                                \n"\r
199                 "                                                                                                                                                                       \n"\r
200                 "       vec3 yuv = vec3(y, cr, cb);                                                                                                             \n"\r
201                 "   vec4 rgba;                                                                                                                                          \n"\r
202                 "                                                                                                                                                                       \n"\r
203                 "       yuv += offset;                                                                                                                                  \n"\r
204                 "       rgba.r = dot(yuv, Rcoeff);                                                                                                              \n"\r
205                 "       rgba.g = dot(yuv, Gcoeff);                                                                                                              \n"\r
206                 "       rgba.b = dot(yuv, Bcoeff);                                                                                                              \n"\r
207                 "       rgba.a = a;                                                                                                                                             \n"\r
208                 "                                                                                                                                                                       \n"\r
209                 "       return rgba;                                                                                                                                    \n"\r
210                 "}                                                                                                                                                                      \n"                     \r
211                 "                                                                                                                                                                       \n"\r
212                 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a)                                           \n"\r
213                 "{                                                                                                                                                                      \n"\r
214                 "       // YUV offset                                                                                                                                   \n"\r
215                 "       const vec3 offset = vec3(-0.0625, -0.5, -0.5);                                                                  \n"\r
216                 "                                                                                                                                                                       \n"\r
217                 "       // RGB coefficients                                                                                                                     \n"\r
218                 "       const vec3 Rcoeff = vec3(1.164,  0.000,  1.793);                                                                \n"\r
219                 "       const vec3 Gcoeff = vec3(1.164, -0.213, -0.534);                                                                \n"\r
220                 "       const vec3 Bcoeff = vec3(1.164,  2.115,  0.000);                                                                \n"\r
221                 "                                                                                                                                                                       \n"\r
222                 "       vec3 yuv = vec3(y, cr, cb);                                                                                                             \n"\r
223                 "   vec4 rgba;                                                                                                                                          \n"\r
224                 "                                                                                                                                                                       \n"\r
225                 "       yuv += offset;                                                                                                                                  \n"\r
226                 "       rgba.r = dot(yuv, Rcoeff);                                                                                                              \n"\r
227                 "       rgba.g = dot(yuv, Gcoeff);                                                                                                              \n"\r
228                 "       rgba.b = dot(yuv, Bcoeff);                                                                                                              \n"\r
229                 "       rgba.a = a;                                                                                                                                             \n"\r
230                 "                                                                                                                                                                       \n"\r
231                 "       return rgba;                                                                                                                                    \n"\r
232                 "}                                                                                                                                                                      \n"                     \r
233                 "                                                                                                                                                                       \n"             \r
234                 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a)                                                      \n"\r
235                 "{                                                                                                                                                                      \n"\r
236                 "       if(is_hd)                                                                                                                                               \n"\r
237                 "               return ycbcra_to_rgba_hd(y, cb, cr, a);                                                                         \n"\r
238                 "       else                                                                                                                                                    \n"\r
239                 "               return ycbcra_to_rgba_sd(y, cb, cr, a);                                                                         \n"\r
240                 "}                                                                                                                                                                      \n"\r
241                 "                                                                                                                                                                       \n"\r
242                 "vec4 get_rgba_color()                                                                                                                          \n"\r
243                 "{                                                                                                                                                                      \n"\r
244                 "       switch(pixel_format)                                                                                                                    \n"\r
245                 "       {                                                                                                                                                               \n"\r
246                 "       case 0:         //gray                                                                                                                          \n"\r
247                 "               return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0);                           \n"\r
248                 "       case 1:         //bgra,                                                                                                                         \n"\r
249                 "               return texture2D(plane[0], gl_TexCoord[0].st).bgra;                                                     \n"\r
250                 "       case 2:         //rgba,                                                                                                                         \n"\r
251                 "               return texture2D(plane[0], gl_TexCoord[0].st).rgba;                                                     \n"\r
252                 "       case 3:         //argb,                                                                                                                         \n"\r
253                 "               return texture2D(plane[0], gl_TexCoord[0].st).argb;                                                     \n"\r
254                 "       case 4:         //abgr,                                                                                                                         \n"\r
255                 "               return texture2D(plane[0], gl_TexCoord[0].st).gbar;                                                     \n"\r
256                 "       case 5:         //ycbcr,                                                                                                                        \n"\r
257                 "               {                                                                                                                                                       \n"\r
258                 "                       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                                    \n"\r
259                 "                       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                                    \n"\r
260                 "                       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                                    \n"\r
261                 "                       return ycbcra_to_rgba(y, cb, cr, 1.0);                                                                  \n"\r
262                 "               }                                                                                                                                                       \n"\r
263                 "       case 6:         //ycbcra                                                                                                                        \n"\r
264                 "               {                                                                                                                                                       \n"\r
265                 "                       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                                    \n"\r
266                 "                       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                                    \n"\r
267                 "                       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                                    \n"\r
268                 "                       float a  = texture2D(plane[3], gl_TexCoord[0].st).r;                                    \n"\r
269                 "                       return ycbcra_to_rgba(y, cb, cr, a);                                                                    \n"\r
270                 "               }                                                                                                                                                       \n"\r
271                 "       case 7:         //luma                                                                                                                          \n"\r
272                 "               {                                                                                                                                                       \n"\r
273                 "                       vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr;                                   \n"\r
274                 "                       return vec4((y3-0.065)/0.859, 1.0);                                                                             \n"\r
275                 "               }                                                                                                                                                       \n"\r
276                 "       }                                                                                                                                                               \n"\r
277                 "       return vec4(0.0, 0.0, 0.0, 0.0);                                                                                                \n"\r
278                 "}                                                                                                                                                                      \n"\r
279                 "                                                                                                                                                                       \n"\r
280                 "void main()                                                                                                                                            \n"\r
281                 "{                                                                                                                                                                      \n"\r
282                 "       vec4 color = get_rgba_color();                                                                                                  \n"\r
283                 "   if(levels)                                                                                                                                          \n"\r
284                 "               color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
285                 "       if(csb)                                                                                                                                                 \n"\r
286                 "               color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con);                     \n"\r
287                 "       if(has_local_key)                                                                                                                               \n"\r
288                 "               color.a *= texture2D(local_key, gl_TexCoord[1].st).r;                                           \n"\r
289                 "       if(has_layer_key)                                                                                                                               \n"\r
290                 "               color.a *= texture2D(layer_key, gl_TexCoord[1].st).r;                                           \n"\r
291                 "   color *= gl_Color;                                                                                                                          \n"\r
292                 "       color = blend(color);                                                                                                                   \n"\r
293                 "       gl_FragColor = color.bgra;                                                                                                              \n"\r
294                 "}                                                                                                                                                                      \n";\r
295         }\r
296 \r
297         void init_shader(ogl_device& ogl)\r
298         {\r
299                 try\r
300                 {                               \r
301                         blend_modes_  = glTextureBarrierNV ? env::properties().get("configuration.mixers.blend-modes", false) : false;\r
302                         shader_.reset(new shader(get_vertex(), get_fragment()));\r
303                 }\r
304                 catch(...)\r
305                 {\r
306                         CASPAR_LOG_CURRENT_EXCEPTION();\r
307                         CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
308                                 \r
309                         blend_modes_ = false;\r
310                         shader_.reset(new shader(get_vertex(), get_fragment()));\r
311                 }\r
312                                                 \r
313                 ogl.enable(GL_TEXTURE_2D);\r
314 \r
315                 if(!blend_modes_)\r
316                 {\r
317                         ogl.enable(GL_BLEND);\r
318                         GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));\r
319                         CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";\r
320                 }\r
321         }\r
322                                 \r
323         void draw(ogl_device&                                                                   ogl,\r
324                           render_item&&                                                                 item,\r
325                           const safe_ptr<device_buffer>&                                background,\r
326                           const std::shared_ptr<device_buffer>&                 local_key,                        \r
327                           const std::shared_ptr<device_buffer>&                 layer_key)\r
328         {\r
329                 static const double epsilon = 0.001;\r
330 \r
331                 CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());\r
332 \r
333                 if(item.textures.empty())\r
334                         return;\r
335 \r
336                 if(item.transform.get_opacity() < epsilon)\r
337                         return;\r
338 \r
339                 if(!shader_)\r
340                         init_shader(ogl);\r
341                         \r
342                 if(item.mode == core::video_mode::progressive)                  \r
343                         ogl.disable(GL_POLYGON_STIPPLE);                        \r
344                 else                    \r
345                 {\r
346                         ogl.enable(GL_POLYGON_STIPPLE);\r
347 \r
348                         if(item.mode == core::video_mode::upper)\r
349                                 ogl.stipple_pattern(upper_pattern);\r
350                         else if(item.mode == core::video_mode::lower)\r
351                                 ogl.stipple_pattern(lower_pattern);\r
352                 }\r
353 \r
354                 // Bind textures\r
355 \r
356                 for(size_t n = 0; n < item.textures.size(); ++n)\r
357                         item.textures[n]->bind(n);\r
358 \r
359                 if(local_key)\r
360                         local_key->bind(4);\r
361                 \r
362                 if(layer_key)\r
363                         layer_key->bind(5);\r
364                                 \r
365                 // Setup shader\r
366 \r
367                 ogl.use(*shader_);\r
368 \r
369                 shader_->set("plane[0]",                0);\r
370                 shader_->set("plane[1]",                1);\r
371                 shader_->set("plane[2]",                2);\r
372                 shader_->set("plane[3]",                3);\r
373                 shader_->set("local_key",               4);\r
374                 shader_->set("layer_key",               5);\r
375                 shader_->set("is_hd",                   item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
376                 shader_->set("has_local_key",   local_key ? 1 : 0);\r
377                 shader_->set("has_layer_key",   layer_key ? 1 : 0);\r
378                 shader_->set("pixel_format",    item.pix_desc.pix_fmt); \r
379                 \r
380                 // Setup blend_func\r
381                 \r
382                 if(blend_modes_)\r
383                 {\r
384                         background->bind(6);\r
385 \r
386                         shader_->set("background",              6);\r
387                         shader_->set("blend_mode",              item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
388                         shader_->set("alpha_mode",              item.transform.get_alpha_mode());\r
389                 }\r
390 \r
391                 auto levels = item.transform.get_levels();\r
392 \r
393                 if(levels.min_input  > epsilon          ||\r
394                    levels.max_input  < 1.0-epsilon      ||\r
395                    levels.min_output > epsilon          ||\r
396                    levels.max_output < 1.0-epsilon      ||\r
397                    std::abs(levels.gamma - 1.0) > epsilon)\r
398                 {\r
399                         shader_->set("levels", true);   \r
400                         shader_->set("min_input", levels.min_input);    \r
401                         shader_->set("max_input", levels.max_input);\r
402                         shader_->set("min_output", levels.min_output);\r
403                         shader_->set("max_output", levels.max_output);\r
404                         shader_->set("gamma", levels.gamma);\r
405                 }\r
406                 else\r
407                         shader_->set("levels", false);  \r
408 \r
409                 if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
410                    std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
411                    std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
412                 {\r
413                         shader_->set("csb",     true);  \r
414                         \r
415                         shader_->set("brt", item.transform.get_brightness());   \r
416                         shader_->set("sat", item.transform.get_saturation());\r
417                         shader_->set("con", item.transform.get_contrast());\r
418                 }\r
419                 else\r
420                         shader_->set("csb",     false); \r
421                 \r
422                 // Setup drawing area\r
423                 \r
424                 ogl.viewport(0, 0, background->width(), background->height());\r
425 \r
426                 GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\r
427                                                 \r
428                 auto m_p = item.transform.get_clip_translation();\r
429                 auto m_s = item.transform.get_clip_scale();\r
430 \r
431                 bool scissor = m_p[0] > std::numeric_limits<double>::epsilon()           || m_p[1] > std::numeric_limits<double>::epsilon() &&\r
432                                            m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();\r
433 \r
434                 if(scissor)\r
435                 {\r
436                         double w = static_cast<double>(background->width());\r
437                         double h = static_cast<double>(background->height());\r
438                 \r
439                         ogl.enable(GL_SCISSOR_TEST);\r
440                         ogl.scissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h));\r
441                 }\r
442 \r
443                 auto f_p = item.transform.get_fill_translation();\r
444                 auto f_s = item.transform.get_fill_scale();\r
445                 \r
446                 // Draw\r
447 \r
448                 glBegin(GL_QUADS);\r
449                         glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        ,  f_p[1]        );             glVertex2d( f_p[0]        *2.0-1.0,  f_p[1]        *2.0-1.0);\r
450                         glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]),  f_p[1]        );             glVertex2d((f_p[0]+f_s[0])*2.0-1.0,  f_p[1]        *2.0-1.0);\r
451                         glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1]));             glVertex2d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
452                         glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        , (f_p[1]+f_s[1]));             glVertex2d( f_p[0]        *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0);\r
453                 glEnd();\r
454 \r
455                 ogl.disable(GL_SCISSOR_TEST);   \r
456                                 \r
457                 item.textures.clear();\r
458                 ogl.yield(); // Return resources to pool as early as possible.\r
459 \r
460                 if(!blend_modes_)\r
461                         glTextureBarrierNV(); // This allows us to use framebuffer both as source and target while blending.\r
462         }\r
463 };\r
464 \r
465 image_kernel::image_kernel() : impl_(new implementation()){}\r
466 void image_kernel::draw(ogl_device& ogl, render_item&& item, const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
467 {\r
468         impl_->draw(ogl, std::move(item), background, local_key, layer_key);\r
469 }\r
470 \r
471 bool operator==(const render_item& lhs, const render_item& rhs)\r
472 {\r
473         return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
474 }\r
475 \r
476 }}