2 * copyright (c) 2010 Sveriges Television AB <info@casparcg.com>
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4 * This file is part of CasparCG.
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6 * CasparCG is free software: you can redistribute it and/or modify
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7 * it under the terms of the GNU General Public License as published by
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8 * the Free Software Foundation, either version 3 of the License, or
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9 * (at your option) any later version.
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11 * CasparCG is distributed in the hope that it will be useful,
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 * GNU General Public License for more details.
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16 * You should have received a copy of the GNU General Public License
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17 * along with CasparCG. If not, see <http://www.gnu.org/licenses/>.
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20 #include "../../stdafx.h"
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22 #include "image_kernel.h"
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23 #include "blending_glsl.h"
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24 #include "../gpu/shader.h"
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25 #include "../gpu/device_buffer.h"
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27 #include <common/exception/exceptions.h>
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28 #include <common/gl/gl_check.h>
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30 #include <core/video_format.h>
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31 #include <core/producer/frame/pixel_format.h>
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32 #include <core/producer/frame/image_transform.h>
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34 #include <boost/noncopyable.hpp>
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36 #include <unordered_map>
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38 namespace caspar { namespace core {
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40 struct image_kernel::implementation : boost::noncopyable
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42 std::unique_ptr<shader> shader_;
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46 std::string vertex =
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49 " gl_TexCoord[0] = gl_MultiTexCoord0; \n"
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50 " gl_TexCoord[1] = gl_MultiTexCoord1; \n"
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51 " gl_FrontColor = gl_Color; \n"
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52 " gl_Position = ftransform(); \n"
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55 std::string fragment = std::string() +
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56 "uniform sampler2D background; \n"
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57 "uniform sampler2D plane[4]; \n"
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58 "uniform sampler2D local_key; \n"
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59 "uniform sampler2D layer_key; \n"
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61 "uniform bool is_hd; \n"
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62 "uniform bool has_local_key; \n"
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63 "uniform bool has_layer_key; \n"
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64 "uniform int blend_mode; \n"
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65 "uniform int alpha_mode; \n"
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66 "uniform int interlace_mode; \n"
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67 "uniform int pixel_format; \n"
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69 "uniform float gain; \n"
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71 "uniform bool levels; \n"
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72 "uniform float min_input; \n"
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73 "uniform float max_input; \n"
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74 "uniform float gamma; \n"
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75 "uniform float min_output; \n"
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76 "uniform float max_output; \n"
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78 "uniform bool csb; \n"
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79 "uniform float brt; \n"
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80 "uniform float sat; \n"
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81 "uniform float con; \n"
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90 "vec3 get_blend_color(vec3 back, vec3 fore) \n"
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92 " switch(blend_mode) \n"
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94 " case 0: return BlendNormal(back, fore); \n"
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95 " case 1: return BlendLighten(back, fore); \n"
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96 " case 2: return BlendDarken(back, fore); \n"
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97 " case 3: return BlendMultiply(back, fore); \n"
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98 " case 4: return BlendAverage(back, fore); \n"
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99 " case 5: return BlendAdd(back, fore); \n"
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100 " case 6: return BlendSubstract(back, fore); \n"
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101 " case 7: return BlendDifference(back, fore); \n"
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102 " case 8: return BlendNegation(back, fore); \n"
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103 " case 9: return BlendExclusion(back, fore); \n"
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104 " case 10: return BlendScreen(back, fore); \n"
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105 " case 11: return BlendOverlay(back, fore); \n"
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106 //" case 12: return BlendSoftLight(back, fore); \n"
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107 " case 13: return BlendHardLight(back, fore); \n"
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108 " case 14: return BlendColorDodge(back, fore); \n"
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109 " case 15: return BlendColorBurn(back, fore); \n"
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110 " case 16: return BlendLinearDodge(back, fore); \n"
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111 " case 17: return BlendLinearBurn(back, fore); \n"
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112 " case 18: return BlendLinearLight(back, fore); \n"
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113 " case 19: return BlendVividLight(back, fore); \n"
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114 " case 20: return BlendPinLight(back, fore); \n"
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115 " case 21: return BlendHardMix(back, fore); \n"
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116 " case 22: return BlendReflect(back, fore); \n"
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117 " case 23: return BlendGlow(back, fore); \n"
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118 " case 24: return BlendPhoenix(back, fore); \n"
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119 " case 25: return BlendHue(back, fore); \n"
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120 " case 26: return BlendSaturation(back, fore); \n"
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121 " case 27: return BlendColor(back, fore); \n"
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122 " case 28: return BlendLuminosity(back, fore); \n"
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125 " return BlendNormal(back, fore); \n"
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128 "vec4 blend_color(vec4 fore) \n"
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130 " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"
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132 " fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"
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134 " fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con); \n"
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135 " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"
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137 " return vec4(fore.rgb * fore.a + back.rgb * (1.0-fore.a), back.a + fore.a); \n"
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140 "// NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf \n"
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141 "// TODO: Support for more yuv formats might be needed. \n"
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142 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"
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146 " y = 1.164*(y-0.0625); \n"
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149 " color.r = y + 2.018 * cb; \n"
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150 " color.b = y + 1.596 * cr; \n"
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151 " color.g = y - 0.813 * cr - 0.391 * cb; \n"
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154 " return color; \n"
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157 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a) \n"
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161 " y = 1.164*(y-0.0625); \n"
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164 " color.r = y + 2.115 * cb; \n"
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165 " color.b = y + 1.793 * cr; \n"
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166 " color.g = y - 0.534 * cr - 0.213 * cb; \n"
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169 " return color; \n"
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172 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"
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175 " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"
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177 " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"
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180 "vec4 get_rgba_color() \n"
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182 " switch(pixel_format) \n"
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184 " case 0: //gray \n"
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185 " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"
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186 " case 1: //bgra, \n"
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187 " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"
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188 " case 2: //rgba, \n"
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189 " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"
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190 " case 3: //argb, \n"
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191 " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"
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192 " case 4: //abgr, \n"
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193 " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \n"
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194 " case 5: //ycbcr, \n"
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196 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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197 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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198 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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199 " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"
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201 " case 6: //ycbcra \n"
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203 " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"
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204 " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"
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205 " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"
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206 " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"
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207 " return ycbcra_to_rgba(y, cb, cr, a); \n"
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210 " return vec4(0.0, 0.0, 0.0, 0.0); \n"
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215 " switch(interlace_mode) \n"
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217 " case 1: // lower \n"
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219 " bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5; \n"
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224 " case 2: //upper \n"
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226 " bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5; \n"
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233 " vec4 color = get_rgba_color(); \n"
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234 " if(has_local_key) \n"
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235 " color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"
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236 " if(has_layer_key) \n"
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237 " color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"
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238 " gl_FragColor = blend_color(color.bgra * gl_Color * gain); \n"
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242 shader_.reset(new shader(vertex, fragment));
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246 void draw(size_t width,
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248 const core::pixel_format_desc& pix_desc,
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249 const core::image_transform& transform,
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250 const std::vector<safe_ptr<device_buffer>>& planes,
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251 const safe_ptr<device_buffer>& background,
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252 const std::shared_ptr<device_buffer>& local_key,
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253 const std::shared_ptr<device_buffer>& layer_key)
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255 GL(glEnable(GL_TEXTURE_2D));
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257 // Setup depth for interlacing and explicit z-culling
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259 if(transform.get_mode() == core::video_mode::upper)
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261 GL(glEnable(GL_DEPTH_TEST));
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264 else if(transform.get_mode() == core::video_mode::lower)
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265 GL(glClear(GL_DEPTH_BUFFER_BIT));
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269 for(size_t n = 0; n < planes.size(); ++n)
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270 planes[n]->bind(n);
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273 local_key->bind(4);
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276 layer_key->bind(5);
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278 background->bind(6);
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284 shader_->set("plane[0]", 0);
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285 shader_->set("plane[1]", 1);
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286 shader_->set("plane[2]", 2);
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287 shader_->set("plane[3]", 3);
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288 shader_->set("local_key", 4);
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289 shader_->set("layer_key", 5);
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290 shader_->set("background", 6);
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291 shader_->set("gain", transform.get_gain());
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292 shader_->set("is_hd", pix_desc.planes.at(0).height > 700 ? 1 : 0);
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293 shader_->set("has_local_key", local_key ? 1 : 0);
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294 shader_->set("has_layer_key", layer_key ? 1 : 0);
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295 shader_->set("blend_mode", transform.get_blend_mode());
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296 shader_->set("alpha_mode", transform.get_alpha_mode());
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297 shader_->set("interlace_mode", transform.get_mode());
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298 shader_->set("pixel_format", pix_desc.pix_fmt);
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300 auto levels = transform.get_levels();
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302 if(levels.min_input > 0.001 ||
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303 levels.max_input < 0.999 ||
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304 levels.min_output > 0.001 ||
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305 levels.max_output < 0.999 ||
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306 std::abs(levels.gamma - 1.0) > 0.001)
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308 shader_->set("levels", true);
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309 shader_->set("min_input", levels.min_input);
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310 shader_->set("max_input", levels.max_input);
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311 shader_->set("min_output", levels.min_output);
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312 shader_->set("max_output", levels.max_output);
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313 shader_->set("gamma", levels.gamma);
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316 shader_->set("levels", false);
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318 if(std::abs(transform.get_brightness() - 1.0) > 0.001 ||
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319 std::abs(transform.get_saturation() - 1.0) > 0.001 ||
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320 std::abs(transform.get_contrast() - 1.0) > 0.001)
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322 shader_->set("csb", true);
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324 shader_->set("brt", transform.get_brightness());
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325 shader_->set("sat", transform.get_saturation());
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326 shader_->set("con", transform.get_contrast());
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329 shader_->set("csb", false);
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331 // Setup drawing area
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333 GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));
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334 GL(glViewport(0, 0, width, height));
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336 auto m_p = transform.get_clip_translation();
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337 auto m_s = transform.get_clip_scale();
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338 double w = static_cast<double>(width);
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339 double h = static_cast<double>(height);
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341 GL(glEnable(GL_SCISSOR_TEST));
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342 GL(glScissor(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)));
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344 auto f_p = transform.get_fill_translation();
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345 auto f_s = transform.get_fill_scale();
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350 glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, f_p[0] , f_p[1] ); glVertex3d( f_p[0] *2.0-1.0, f_p[1] *2.0-1.0, z);
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351 glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), f_p[1] ); glVertex3d((f_p[0]+f_s[0])*2.0-1.0, f_p[1] *2.0-1.0, z);
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352 glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1])); glVertex3d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0, z);
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353 glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, f_p[0] , (f_p[1]+f_s[1])); glVertex3d( f_p[0] *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0, z);
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356 GL(glDisable(GL_SCISSOR_TEST));
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357 GL(glDisable(GL_DEPTH_TEST));
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361 image_kernel::image_kernel() : impl_(new implementation()){}
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363 void image_kernel::draw(size_t width, size_t height, const core::pixel_format_desc& pix_desc, const core::image_transform& transform, const std::vector<safe_ptr<device_buffer>>& planes,
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364 const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)
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366 impl_->draw(width, height, pix_desc, transform, planes, background, local_key, layer_key);
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