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2.0. image_mixer: Refactored blend-modes.
[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 "image_shader.h"\r
25 \r
26 #include "blending_glsl.h"\r
27 #include "../gpu/shader.h"\r
28 #include "../gpu/device_buffer.h"\r
29 #include "../gpu/ogl_device.h"\r
30 \r
31 #include <common/exception/exceptions.h>\r
32 #include <common/gl/gl_check.h>\r
33 #include <common/env.h>\r
34 \r
35 #include <core/video_format.h>\r
36 #include <core/producer/frame/pixel_format.h>\r
37 #include <core/producer/frame/image_transform.h>\r
38 \r
39 #include <GL/glew.h>\r
40 \r
41 #include <boost/noncopyable.hpp>\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::shared_ptr<shader> shader_;\r
62         bool                                    blend_modes_;\r
63                                                         \r
64         void draw(ogl_device&                                                                   ogl,\r
65                           render_item&&                                                                 item,\r
66                           const safe_ptr<device_buffer>&                                background,\r
67                           const std::shared_ptr<device_buffer>&                 local_key,                        \r
68                           const std::shared_ptr<device_buffer>&                 layer_key)\r
69         {\r
70                 static const double epsilon = 0.001;\r
71 \r
72                 CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());\r
73 \r
74                 if(item.textures.empty())\r
75                         return;\r
76 \r
77                 if(item.transform.get_opacity() < epsilon)\r
78                         return;\r
79                 \r
80                 if(!std::all_of(item.textures.begin(), item.textures.end(), std::mem_fn(&device_buffer::ready)))\r
81                 {\r
82                         CASPAR_LOG(warning) << L"[image_mixer] Performance warning. Host to device transfer not complete, GPU will be stalled";\r
83                         ogl.yield(); // Try to give it some more time.\r
84                 }               \r
85                 \r
86                 // Bind textures\r
87 \r
88                 for(size_t n = 0; n < item.textures.size(); ++n)\r
89                         item.textures[n]->bind(n);\r
90 \r
91                 if(local_key)\r
92                         local_key->bind(texture_id::local_key);\r
93                 \r
94                 if(layer_key)\r
95                         layer_key->bind(texture_id::layer_key);\r
96                         \r
97                 // Setup shader\r
98 \r
99                 if(!shader_)\r
100                         shader_ = get_image_shader(ogl, blend_modes_);\r
101                                                 \r
102                 ogl.use(*shader_);\r
103 \r
104                 shader_->set("plane[0]",                texture_id::plane0);\r
105                 shader_->set("plane[1]",                texture_id::plane1);\r
106                 shader_->set("plane[2]",                texture_id::plane2);\r
107                 shader_->set("plane[3]",                texture_id::plane3);\r
108                 shader_->set("local_key",               texture_id::local_key);\r
109                 shader_->set("layer_key",               texture_id::layer_key);\r
110                 shader_->set("is_hd",                   item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
111                 shader_->set("has_local_key",   local_key);\r
112                 shader_->set("has_layer_key",   layer_key);\r
113                 shader_->set("pixel_format",    item.pix_desc.pix_fmt); \r
114                 shader_->set("opacity",                 item.transform.get_is_key() ? 1.0 : item.transform.get_opacity());      \r
115                 \r
116                 // Setup blend_func\r
117                 \r
118                 if(item.transform.get_is_key())\r
119                         item.blend_mode = blend_mode::normal;\r
120 \r
121                 if(blend_modes_)\r
122                 {\r
123                         background->bind(6);\r
124 \r
125                         shader_->set("background",      texture_id::background);\r
126                         shader_->set("blend_mode",      item.blend_mode);\r
127                 }\r
128                 else\r
129                 {\r
130                         switch(item.blend_mode)\r
131                         {\r
132                         case blend_mode::replace:                       \r
133                                 ogl.blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);\r
134                                 break;\r
135                         case blend_mode::normal:\r
136                         default:\r
137                                 ogl.blend_func_separate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);\r
138                                 break;\r
139                         }\r
140                 }\r
141 \r
142                 // Setup image-adjustements\r
143 \r
144                 auto levels = item.transform.get_levels();\r
145 \r
146                 if(levels.min_input  > epsilon          ||\r
147                    levels.max_input  < 1.0-epsilon      ||\r
148                    levels.min_output > epsilon          ||\r
149                    levels.max_output < 1.0-epsilon      ||\r
150                    std::abs(levels.gamma - 1.0) > epsilon)\r
151                 {\r
152                         shader_->set("levels", true);   \r
153                         shader_->set("min_input", levels.min_input);    \r
154                         shader_->set("max_input", levels.max_input);\r
155                         shader_->set("min_output", levels.min_output);\r
156                         shader_->set("max_output", levels.max_output);\r
157                         shader_->set("gamma", levels.gamma);\r
158                 }\r
159                 else\r
160                         shader_->set("levels", false);  \r
161 \r
162                 if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
163                    std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
164                    std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
165                 {\r
166                         shader_->set("csb",     true);  \r
167                         \r
168                         shader_->set("brt", item.transform.get_brightness());   \r
169                         shader_->set("sat", item.transform.get_saturation());\r
170                         shader_->set("con", item.transform.get_contrast());\r
171                 }\r
172                 else\r
173                         shader_->set("csb",     false); \r
174                 \r
175                 // Setup interlacing\r
176 \r
177                 if(item.mode == core::video_mode::progressive)                  \r
178                         ogl.disable(GL_POLYGON_STIPPLE);                        \r
179                 else                    \r
180                 {\r
181                         ogl.enable(GL_POLYGON_STIPPLE);\r
182 \r
183                         if(item.mode == core::video_mode::upper)\r
184                                 ogl.stipple_pattern(upper_pattern);\r
185                         else if(item.mode == core::video_mode::lower)\r
186                                 ogl.stipple_pattern(lower_pattern);\r
187                 }\r
188 \r
189                 // Setup drawing area\r
190                 \r
191                 ogl.viewport(0, 0, background->width(), background->height());\r
192                                                                 \r
193                 auto m_p = item.transform.get_clip_translation();\r
194                 auto m_s = item.transform.get_clip_scale();\r
195 \r
196                 bool scissor = m_p[0] > std::numeric_limits<double>::epsilon()           || m_p[1] > std::numeric_limits<double>::epsilon() &&\r
197                                            m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();\r
198 \r
199                 if(scissor)\r
200                 {\r
201                         double w = static_cast<double>(background->width());\r
202                         double h = static_cast<double>(background->height());\r
203                 \r
204                         ogl.enable(GL_SCISSOR_TEST);\r
205                         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
206                 }\r
207 \r
208                 auto f_p = item.transform.get_fill_translation();\r
209                 auto f_s = item.transform.get_fill_scale();\r
210                 \r
211                 // Set render target\r
212                 \r
213                 ogl.attach(*background);\r
214                 \r
215                 // Draw\r
216 \r
217                 glBegin(GL_QUADS);\r
218                         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
219                         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
220                         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
221                         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
222                 glEnd();\r
223 \r
224                 // Cleanup\r
225 \r
226                 ogl.disable(GL_SCISSOR_TEST);   \r
227                                 \r
228                 item.textures.clear();\r
229                 ogl.yield(); // Return resources to pool as early as possible.\r
230 \r
231                 if(blend_modes_)\r
232                 {\r
233                         // http://www.opengl.org/registry/specs/NV/texture_barrier.txt\r
234                         // This allows us to use framebuffer (background) both as source and target while blending.\r
235                         glTextureBarrierNV(); \r
236                 }\r
237         }\r
238 };\r
239 \r
240 image_kernel::image_kernel() : impl_(new implementation()){}\r
241 void image_kernel::draw(ogl_device& ogl, \r
242                                                 render_item&& item, \r
243                                                 const safe_ptr<device_buffer>& background,\r
244                                                 const std::shared_ptr<device_buffer>& local_key, \r
245                                                 const std::shared_ptr<device_buffer>& layer_key)\r
246 {\r
247         impl_->draw(ogl, std::move(item), background, local_key, layer_key);\r
248 }\r
249 \r
250 bool operator==(const render_item& lhs, const render_item& rhs)\r
251 {\r
252         return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
253 }\r
254 \r
255 }}