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2.0. image_kernel: Added compability mode for wierd drivers that can't compile valid...
[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 \r
28 #include <common/exception/exceptions.h>\r
29 #include <common/gl/gl_check.h>\r
30 \r
31 #include <core/video_format.h>\r
32 #include <core/producer/frame/pixel_format.h>\r
33 #include <core/producer/frame/image_transform.h>\r
34 \r
35 #include <GL/glew.h>\r
36 \r
37 #include <boost/noncopyable.hpp>\r
38 \r
39 #include <unordered_map>\r
40 \r
41 namespace caspar { namespace core {\r
42         \r
43 GLubyte upper_pattern[] = {\r
44         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
45         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
46         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
47         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
48                 \r
49 GLubyte lower_pattern[] = {\r
50         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
51         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
52         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
53         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
54 \r
55 struct image_kernel::implementation : boost::noncopyable\r
56 {       \r
57         std::unique_ptr<shader> shader_;\r
58         \r
59         core::video_mode::type  last_mode_;\r
60         size_t                                  last_width_;\r
61         size_t                                  last_height_;\r
62         \r
63         std::string get_blend_color_func()\r
64         {\r
65                 return \r
66                         \r
67                 get_blend_glsl()\r
68                 \r
69                 +\r
70                         \r
71                 "vec3 get_blend_color(vec3 back, vec3 fore)                                                                                     \n"\r
72                 "{                                                                                                                                                                      \n"\r
73                 "       switch(blend_mode)                                                                                                                              \n"\r
74                 "       {                                                                                                                                                               \n"\r
75                 "       case  0: return BlendNormal(back, fore);                                                                                \n"\r
76                 "       case  1: return BlendLighten(back, fore);                                                                               \n"\r
77                 "       case  2: return BlendDarken(back, fore);                                                                                \n"\r
78                 "       case  3: return BlendMultiply(back, fore);                                                                              \n"\r
79                 "       case  4: return BlendAverage(back, fore);                                                                               \n"\r
80                 "       case  5: return BlendAdd(back, fore);                                                                                   \n"\r
81                 "       case  6: return BlendSubstract(back, fore);                                                                             \n"\r
82                 "       case  7: return BlendDifference(back, fore);                                                                    \n"\r
83                 "       case  8: return BlendNegation(back, fore);                                                                              \n"\r
84                 "       case  9: return BlendExclusion(back, fore);                                                                             \n"\r
85                 "       case 10: return BlendScreen(back, fore);                                                                                \n"\r
86                 "       case 11: return BlendOverlay(back, fore);                                                                               \n"\r
87                 //"     case 12: return BlendSoftLight(back, fore);                                                                             \n"\r
88                 "       case 13: return BlendHardLight(back, fore);                                                                             \n"\r
89                 "       case 14: return BlendColorDodge(back, fore);                                                                    \n"\r
90                 "       case 15: return BlendColorBurn(back, fore);                                                                             \n"\r
91                 "       case 16: return BlendLinearDodge(back, fore);                                                                   \n"\r
92                 "       case 17: return BlendLinearBurn(back, fore);                                                                    \n"\r
93                 "       case 18: return BlendLinearLight(back, fore);                                                                   \n"\r
94                 "       case 19: return BlendVividLight(back, fore);                                                                    \n"\r
95                 "       case 20: return BlendPinLight(back, fore);                                                                              \n"\r
96                 "       case 21: return BlendHardMix(back, fore);                                                                               \n"\r
97                 "       case 22: return BlendReflect(back, fore);                                                                               \n"\r
98                 "       case 23: return BlendGlow(back, fore);                                                                                  \n"\r
99                 "       case 24: return BlendPhoenix(back, fore);                                                                               \n"\r
100                 "       case 25: return BlendHue(back, fore);                                                                                   \n"\r
101                 "       case 26: return BlendSaturation(back, fore);                                                                    \n"\r
102                 "       case 27: return BlendColor(back, fore);                                                                                 \n"\r
103                 "       case 28: return BlendLuminosity(back, fore);                                                                    \n"\r
104                 "       }                                                                                                                                                               \n"\r
105                 "       return BlendNormal(back, fore);                                                                                                 \n"\r
106                 "}                                                                                                                                                                      \n"\r
107                 "                                                                                                                                                                       \n"                                                                                                                                                       \r
108                 "vec4 blend_color(vec4 fore)                                                                                                            \n"\r
109                 "{                                                                                                                                                                      \n"\r
110                 "   vec4 back = texture2D(background, gl_TexCoord[1].st);                                                       \n"\r
111                 "   if(levels)                                                                                                                                          \n"\r
112                 "               fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
113                 "       if(csb)                                                                                                                                                 \n"\r
114                 "               fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con);                       \n"\r
115                 "   fore.rgb = get_blend_color(back.bgr, fore.rgb);                                                                     \n"\r
116                 "                                                                                                                                                                       \n"\r
117                 "       return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a);                                  \n"\r
118                 "}                                                                                                                                                                      \n";\r
119         }\r
120                 \r
121         std::string get_simple_blend_color_func()\r
122         {\r
123                 return  \r
124 \r
125                 "vec4 blend_color(vec4 fore)                                                                                                            \n"\r
126                 "{                                                                                                                                                                      \n"\r
127                 "   vec4 back = texture2D(background, gl_TexCoord[1].st);                                                       \n"\r
128                 "       return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a);                                  \n"\r
129                 "}                                                                                                                                                                      \n";\r
130         }\r
131 \r
132         std::string get_vertex()\r
133         {\r
134                 return \r
135 \r
136                 "void main()                                                                                                                                            \n"\r
137                 "{                                                                                                                                                                      \n"\r
138                 "       gl_TexCoord[0] = gl_MultiTexCoord0;                                                                                             \n"\r
139                 "       gl_TexCoord[1] = gl_MultiTexCoord1;                                                                                             \n"\r
140                 "       gl_FrontColor  = gl_Color;                                                                                                              \n"\r
141                 "       gl_Position    = ftransform();                                                                                                  \n"\r
142                 "}                                                                                                                                                                      \n";\r
143         }\r
144 \r
145         std::string get_fragment(bool compability_mode)\r
146         {\r
147                 return\r
148 \r
149                 "#version 120                                                                                                                                           \n"\r
150                 "uniform sampler2D      background;                                                                                                             \n"\r
151                 "uniform sampler2D      plane[4];                                                                                                               \n"\r
152                 "uniform sampler2D      local_key;                                                                                                              \n"\r
153                 "uniform sampler2D      layer_key;                                                                                                              \n"\r
154                 "                                                                                                                                                                       \n"\r
155                 "uniform bool           is_hd;                                                                                                                  \n"\r
156                 "uniform bool           has_local_key;                                                                                                  \n"\r
157                 "uniform bool           has_layer_key;                                                                                                  \n"\r
158                 "uniform int            blend_mode;                                                                                                             \n"\r
159                 "uniform int            alpha_mode;                                                                                                             \n"\r
160                 "uniform int            pixel_format;                                                                                                   \n"\r
161                 "                                                                                                                                                                       \n"\r
162                 "uniform bool           levels;                                                                                                                 \n"\r
163                 "uniform float          min_input;                                                                                                              \n"\r
164                 "uniform float          max_input;                                                                                                              \n"\r
165                 "uniform float          gamma;                                                                                                                  \n"\r
166                 "uniform float          min_output;                                                                                                             \n"\r
167                 "uniform float          max_output;                                                                                                             \n"\r
168                 "                                                                                                                                                                       \n"\r
169                 "uniform bool           csb;                                                                                                                    \n"\r
170                 "uniform float          brt;                                                                                                                    \n"\r
171                 "uniform float          sat;                                                                                                                    \n"\r
172                 "uniform float          con;                                                                                                                    \n"\r
173                 "                                                                                                                                                                       \n"\r
174 \r
175                 +\r
176 \r
177                 (compability_mode ? get_simple_blend_color_func() : get_blend_color_func())\r
178                 \r
179                 +\r
180 \r
181                 "                                                                                                                                                                       \n"\r
182                 "// NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf                                      \n"\r
183                 "// TODO: Support for more yuv formats might be needed.                                                         \n"\r
184                 "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a)                                           \n"\r
185                 "{                                                                                                                                                                      \n"\r
186                 "       cb -= 0.5;                                                                                                                                              \n"\r
187                 "       cr -= 0.5;                                                                                                                                              \n"\r
188                 "       y = 1.164*(y-0.0625);                                                                                                                   \n"\r
189                 "                                                                                                                                                                       \n"\r
190                 "       vec4 color;                                                                                                                                             \n"\r
191                 "       color.r = y + 2.018 * cb;                                                                                                               \n"\r
192                 "       color.b = y + 1.596 * cr;                                                                                                               \n"\r
193                 "       color.g = y - 0.813 * cr - 0.391 * cb;                                                                                  \n"\r
194                 "       color.a = a;                                                                                                                                    \n"\r
195                 "                                                                                                                                                                       \n"\r
196                 "       return color;                                                                                                                                   \n"\r
197                 "}                                                                                                                                                                      \n"                     \r
198                 "                                                                                                                                                                       \n"\r
199                 "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a)                                           \n"\r
200                 "{                                                                                                                                                                      \n"\r
201                 "       cb -= 0.5;                                                                                                                                              \n"\r
202                 "       cr -= 0.5;                                                                                                                                              \n"\r
203                 "       y = 1.164*(y-0.0625);                                                                                                                   \n"\r
204                 "                                                                                                                                                                       \n"\r
205                 "       vec4 color;                                                                                                                                             \n"\r
206                 "       color.r = y + 2.115 * cb;                                                                                                               \n"\r
207                 "       color.b = y + 1.793 * cr;                                                                                                               \n"\r
208                 "       color.g = y - 0.534 * cr - 0.213 * cb;                                                                                  \n"\r
209                 "       color.a = a;                                                                                                                                    \n"\r
210                 "                                                                                                                                                                       \n"\r
211                 "       return color;                                                                                                                                   \n"\r
212                 "}                                                                                                                                                                      \n"                     \r
213                 "                                                                                                                                                                       \n"                     \r
214                 "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a)                                                      \n"\r
215                 "{                                                                                                                                                                      \n"\r
216                 "       if(is_hd)                                                                                                                                               \n"\r
217                 "               return ycbcra_to_rgba_hd(y, cb, cr, a);                                                                         \n"\r
218                 "       else                                                                                                                                                    \n"\r
219                 "               return ycbcra_to_rgba_sd(y, cb, cr, a);                                                                         \n"\r
220                 "}                                                                                                                                                                      \n"\r
221                 "                                                                                                                                                                       \n"\r
222                 "vec4 get_rgba_color()                                                                                                                          \n"\r
223                 "{                                                                                                                                                                      \n"\r
224                 "       switch(pixel_format)                                                                                                                    \n"\r
225                 "       {                                                                                                                                                               \n"\r
226                 "       case 0:         //gray                                                                                                                          \n"\r
227                 "               return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0);                           \n"\r
228                 "       case 1:         //bgra,                                                                                                                         \n"\r
229                 "               return texture2D(plane[0], gl_TexCoord[0].st).bgra;                                                     \n"\r
230                 "       case 2:         //rgba,                                                                                                                         \n"\r
231                 "               return texture2D(plane[0], gl_TexCoord[0].st).rgba;                                                     \n"\r
232                 "       case 3:         //argb,                                                                                                                         \n"\r
233                 "               return texture2D(plane[0], gl_TexCoord[0].st).argb;                                                     \n"\r
234                 "       case 4:         //abgr,                                                                                                                         \n"\r
235                 "               return texture2D(plane[0], gl_TexCoord[0].st).gbar;                                                     \n"\r
236                 "       case 5:         //ycbcr,                                                                                                                        \n"\r
237                 "               {                                                                                                                                                       \n"\r
238                 "                       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                                    \n"\r
239                 "                       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                                    \n"\r
240                 "                       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                                    \n"\r
241                 "                       return ycbcra_to_rgba(y, cb, cr, 1.0);                                                                  \n"\r
242                 "               }                                                                                                                                                       \n"\r
243                 "       case 6:         //ycbcra                                                                                                                        \n"\r
244                 "               {                                                                                                                                                       \n"\r
245                 "                       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                                    \n"\r
246                 "                       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                                    \n"\r
247                 "                       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                                    \n"\r
248                 "                       float a  = texture2D(plane[3], gl_TexCoord[0].st).r;                                    \n"\r
249                 "                       return ycbcra_to_rgba(y, cb, cr, a);                                                                    \n"\r
250                 "               }                                                                                                                                                       \n"\r
251                 "       }                                                                                                                                                               \n"\r
252                 "       return vec4(0.0, 0.0, 0.0, 0.0);                                                                                                \n"\r
253                 "}                                                                                                                                                                      \n"\r
254                 "                                                                                                                                                                       \n"\r
255                 "void main()                                                                                                                                            \n"\r
256                 "{                                                                                                                                                                      \n"\r
257                 "       vec4 color = get_rgba_color();                                                                                                  \n"\r
258                 "       if(has_local_key)                                                                                                                               \n"\r
259                 "               color.a *= texture2D(local_key, gl_TexCoord[1].st).r;                                           \n"\r
260                 "       if(has_layer_key)                                                                                                                               \n"\r
261                 "               color.a *= texture2D(layer_key, gl_TexCoord[1].st).r;                                           \n"\r
262                 "       gl_FragColor = blend_color(color.bgra * gl_Color);                                                              \n"\r
263                 "}                                                                                                                                                                      \n";\r
264         }\r
265 \r
266 \r
267         implementation() \r
268                 : last_mode_(core::video_mode::progressive)\r
269                 , last_width_(0)\r
270                 , last_height_(0)\r
271         {                       \r
272         }\r
273 \r
274         \r
275         void draw(const render_item&                                                    item,\r
276                           const safe_ptr<device_buffer>&                                background,\r
277                           const std::shared_ptr<device_buffer>&                 local_key,                        \r
278                           const std::shared_ptr<device_buffer>&                 layer_key)\r
279         {\r
280                 static const double epsilon = 0.001;\r
281 \r
282                 CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());\r
283 \r
284                 if(item.textures.empty())\r
285                         return;\r
286 \r
287                 if(item.transform.get_opacity() < epsilon)\r
288                         return;\r
289 \r
290                 if(!shader_)\r
291                 {\r
292                         try\r
293                         {\r
294                                 shader_.reset(new shader(get_vertex(), get_fragment(false)));\r
295                         }\r
296                         catch(...)\r
297                         {\r
298                                 CASPAR_LOG_CURRENT_EXCEPTION();\r
299                                 CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
300                                 shader_.reset(new shader(get_vertex(), get_fragment(true)));\r
301                         }\r
302 \r
303                         GL(glEnable(GL_TEXTURE_2D));\r
304                 }\r
305 \r
306                 if(last_mode_ != item.mode)\r
307                 {\r
308                         last_mode_ = item.mode;\r
309                         \r
310                         if(item.mode == core::video_mode::progressive)                  \r
311                                 GL(glDisable(GL_POLYGON_STIPPLE));                      \r
312                         else                    \r
313                         {\r
314                                 GL(glEnable(GL_POLYGON_STIPPLE));                       \r
315 \r
316                                 if(item.mode == core::video_mode::upper)\r
317                                         glPolygonStipple(upper_pattern);\r
318                                 else if(item.mode == core::video_mode::lower)\r
319                                         glPolygonStipple(lower_pattern);\r
320                         }\r
321                 }\r
322 \r
323                 if(last_width_ != background->width() || last_height_ != background->height())\r
324                 {\r
325                         last_width_ = background->width();\r
326                         last_height_ = background->height();\r
327                         GL(glViewport(0, 0, background->width(), background->height()));\r
328                 }\r
329 \r
330                 // Bind textures\r
331 \r
332                 for(size_t n = 0; n < item.textures.size(); ++n)\r
333                         item.textures[n]->bind(n);\r
334 \r
335                 if(local_key)\r
336                         local_key->bind(4);\r
337                 \r
338                 if(layer_key)\r
339                         layer_key->bind(5);\r
340 \r
341                 background->bind(6);\r
342 \r
343                 // Setup shader\r
344 \r
345                 shader_->use(); \r
346 \r
347                 shader_->set("plane[0]",                0);\r
348                 shader_->set("plane[1]",                1);\r
349                 shader_->set("plane[2]",                2);\r
350                 shader_->set("plane[3]",                3);\r
351                 shader_->set("local_key",               4);\r
352                 shader_->set("layer_key",               5);\r
353                 shader_->set("background",              6);\r
354                 shader_->set("is_hd",                   item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
355                 shader_->set("has_local_key",   local_key ? 1 : 0);\r
356                 shader_->set("has_layer_key",   layer_key ? 1 : 0);\r
357                 shader_->set("blend_mode",              item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
358                 shader_->set("alpha_mode",              item.transform.get_alpha_mode());\r
359                 shader_->set("pixel_format",    item.pix_desc.pix_fmt); \r
360 \r
361                 auto levels = item.transform.get_levels();\r
362 \r
363                 if(levels.min_input  > epsilon          ||\r
364                    levels.max_input  < 1.0-epsilon      ||\r
365                    levels.min_output > epsilon          ||\r
366                    levels.max_output < 1.0-epsilon      ||\r
367                    std::abs(levels.gamma - 1.0) > epsilon)\r
368                 {\r
369                         shader_->set("levels", true);   \r
370                         shader_->set("min_input", levels.min_input);    \r
371                         shader_->set("max_input", levels.max_input);\r
372                         shader_->set("min_output", levels.min_output);\r
373                         shader_->set("max_output", levels.max_output);\r
374                         shader_->set("gamma", levels.gamma);\r
375                 }\r
376                 else\r
377                         shader_->set("levels", false);  \r
378 \r
379                 if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
380                    std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
381                    std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
382                 {\r
383                         shader_->set("csb",     true);  \r
384                         \r
385                         shader_->set("brt", item.transform.get_brightness());   \r
386                         shader_->set("sat", item.transform.get_saturation());\r
387                         shader_->set("con", item.transform.get_contrast());\r
388                 }\r
389                 else\r
390                         shader_->set("csb",     false); \r
391                 \r
392                 // Setup drawing area\r
393 \r
394                 GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\r
395                                                 \r
396                 auto m_p = item.transform.get_clip_translation();\r
397                 auto m_s = item.transform.get_clip_scale();\r
398                 double w = static_cast<double>(background->width());\r
399                 double h = static_cast<double>(background->height());\r
400 \r
401                 GL(glEnable(GL_SCISSOR_TEST));\r
402                 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)));\r
403                         \r
404                 auto f_p = item.transform.get_fill_translation();\r
405                 auto f_s = item.transform.get_fill_scale();\r
406                 \r
407                 // Draw\r
408 \r
409                 glBegin(GL_QUADS);\r
410                         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
411                         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
412                         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
413                         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
414                 glEnd();\r
415 \r
416                 GL(glDisable(GL_SCISSOR_TEST)); \r
417         }\r
418 };\r
419 \r
420 image_kernel::image_kernel() : impl_(new implementation()){}\r
421 void image_kernel::draw(const 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
422 {\r
423         impl_->draw(item, background, local_key, layer_key);\r
424 }\r
425 \r
426 bool operator==(const render_item& lhs, const render_item& rhs)\r
427 {\r
428         return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
429 }\r
430 \r
431 }}