-/*\r
-* Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>\r
-*\r
-* This file is part of CasparCG (www.casparcg.com).\r
-*\r
-* CasparCG is free software: you can redistribute it and/or modify\r
-* it under the terms of the GNU General Public License as published by\r
-* the Free Software Foundation, either version 3 of the License, or\r
-* (at your option) any later version.\r
-*\r
-* CasparCG is distributed in the hope that it will be useful,\r
-* but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-* GNU General Public License for more details.\r
-*\r
-* You should have received a copy of the GNU General Public License\r
-* along with CasparCG. If not, see <http://www.gnu.org/licenses/>.\r
-*\r
-* Author: Robert Nagy, ronag89@gmail.com\r
-*/\r
-\r
-#include "../../stdafx.h"\r
-\r
-#include "image_shader.h"\r
-\r
-#include "../util/shader.h"\r
-#include "../util/context.h"\r
-\r
-#include "blending_glsl.h"\r
-\r
-#include <common/gl/gl_check.h>\r
-#include <common/env.h>\r
-\r
-#include <tbb/mutex.h>\r
-\r
-namespace caspar { namespace accelerator { namespace ogl {\r
-\r
-std::shared_ptr<shader> g_shader;\r
-tbb::mutex g_shader_mutex;\r
-bool g_blend_modes = false;\r
-\r
-std::string get_blend_color_func()\r
-{\r
- return \r
- \r
- get_adjustement_glsl()\r
- \r
- +\r
-\r
- get_blend_glsl()\r
- \r
- +\r
- \r
- "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
- "{ \n"\r
- " switch(blend_mode) \n"\r
- " { \n"\r
- " case 0: return BlendNormal(back, fore); \n"\r
- " case 1: return BlendLighten(back, fore); \n"\r
- " case 2: return BlendDarken(back, fore); \n"\r
- " case 3: return BlendMultiply(back, fore); \n"\r
- " case 4: return BlendAverage(back, fore); \n"\r
- " case 5: return BlendAdd(back, fore); \n"\r
- " case 6: return BlendSubstract(back, fore); \n"\r
- " case 7: return BlendDifference(back, fore); \n"\r
- " case 8: return BlendNegation(back, fore); \n"\r
- " case 9: return BlendExclusion(back, fore); \n"\r
- " case 10: return BlendScreen(back, fore); \n"\r
- " case 11: return BlendOverlay(back, fore); \n"\r
- //" case 12: return BlendSoftLight(back, fore); \n"\r
- " case 13: return BlendHardLight(back, fore); \n"\r
- " case 14: return BlendColorDodge(back, fore); \n"\r
- " case 15: return BlendColorBurn(back, fore); \n"\r
- " case 16: return BlendLinearDodge(back, fore); \n"\r
- " case 17: return BlendLinearBurn(back, fore); \n"\r
- " case 18: return BlendLinearLight(back, fore); \n"\r
- " case 19: return BlendVividLight(back, fore); \n"\r
- " case 20: return BlendPinLight(back, fore); \n"\r
- " case 21: return BlendHardMix(back, fore); \n"\r
- " case 22: return BlendReflect(back, fore); \n"\r
- " case 23: return BlendGlow(back, fore); \n"\r
- " case 24: return BlendPhoenix(back, fore); \n"\r
- " case 25: return BlendHue(back, fore); \n"\r
- " case 26: return BlendSaturation(back, fore); \n"\r
- " case 27: return BlendColor(back, fore); \n"\r
- " case 28: return BlendLuminosity(back, fore); \n"\r
- " } \n"\r
- " return BlendNormal(back, fore); \n"\r
- "} \n"\r
- " \n" \r
- "vec4 blend(vec4 fore) \n"\r
- "{ \n"\r
- " vec4 back = texture2D(background, gl_TexCoord[1].st).bgra; \n"\r
- " if(blend_mode != 0) \n"\r
- " fore.rgb = get_blend_color(back.rgb/(back.a+0.0000001), fore.rgb/(fore.a+0.0000001))*fore.a;\n"\r
- " switch(keyer) \n" \r
- " { \n" \r
- " case 1: return fore + back; // additive \n"\r
- " default: return fore + (1.0-fore.a)*back; // linear \n"\r
- " } \n"\r
- "} \n"; \r
-}\r
- \r
-std::string get_simple_blend_color_func()\r
-{\r
- return \r
- \r
- get_adjustement_glsl()\r
- \r
- +\r
-\r
- "vec4 blend(vec4 fore) \n"\r
- "{ \n"\r
- " return fore; \n"\r
- "} \n";\r
-}\r
-\r
-std::string get_vertex()\r
-{\r
- return \r
-\r
- "void main() \n"\r
- "{ \n"\r
- " gl_TexCoord[0] = gl_MultiTexCoord0; \n"\r
- " gl_TexCoord[1] = gl_MultiTexCoord1; \n"\r
- " gl_Position = ftransform(); \n"\r
- "} \n";\r
-}\r
-\r
-std::string get_fragment(bool blend_modes)\r
-{\r
- return\r
-\r
- "#version 130 \n"\r
- "uniform sampler2D background; \n"\r
- "uniform sampler2D plane[4]; \n"\r
- "uniform sampler2D local_key; \n"\r
- "uniform sampler2D layer_key; \n"\r
- " \n"\r
- "uniform bool is_hd; \n"\r
- "uniform bool has_local_key; \n"\r
- "uniform bool has_layer_key; \n"\r
- "uniform int blend_mode; \n"\r
- "uniform int keyer; \n"\r
- "uniform int pixel_format; \n"\r
- " \n"\r
- "uniform float opacity; \n"\r
- "uniform bool levels; \n"\r
- "uniform float min_input; \n"\r
- "uniform float max_input; \n"\r
- "uniform float gamma; \n"\r
- "uniform float min_output; \n"\r
- "uniform float max_output; \n"\r
- " \n"\r
- "uniform bool csb; \n"\r
- "uniform float brt; \n"\r
- "uniform float sat; \n"\r
- "uniform float con; \n"\r
- " \n" \r
-\r
- +\r
- \r
- (blend_modes ? get_blend_color_func() : get_simple_blend_color_func())\r
-\r
- +\r
- \r
- " \n"\r
- "vec4 ycbcra_to_rgba_sd(float Y, float Cb, float Cr, float A) \n"\r
- "{ \n"\r
- " vec4 rgba; \n"\r
- " rgba.b = (1.164*(Y*255 - 16) + 1.596*(Cr*255 - 128))/255; \n"\r
- " rgba.g = (1.164*(Y*255 - 16) - 0.813*(Cr*255 - 128) - 0.391*(Cb*255 - 128))/255;\n"\r
- " rgba.r = (1.164*(Y*255 - 16) + 2.018*(Cb*255 - 128))/255; \n"\r
- " rgba.a = A; \n"\r
- " return rgba; \n" \r
- "} \n" \r
- " \n"\r
- "vec4 ycbcra_to_rgba_hd(float Y, float Cb, float Cr, float A) \n"\r
- "{ \n"\r
- " vec4 rgba; \n"\r
- " rgba.b = (1.164*(Y*255 - 16) + 1.793*(Cr*255 - 128))/255; \n"\r
- " rgba.g = (1.164*(Y*255 - 16) - 0.534*(Cr*255 - 128) - 0.213*(Cb*255 - 128))/255;\n"\r
- " rgba.r = (1.164*(Y*255 - 16) + 2.115*(Cb*255 - 128))/255; \n"\r
- " rgba.a = A; \n"\r
- " return rgba; \n"\r
- "} \n" \r
- " \n" \r
- "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"\r
- "{ \n"\r
- " if(is_hd) \n"\r
- " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"\r
- " else \n"\r
- " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"\r
- "} \n"\r
- " \n"\r
- "vec4 get_rgba_color() \n"\r
- "{ \n"\r
- " switch(pixel_format) \n"\r
- " { \n"\r
- " case 0: //gray \n"\r
- " return vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0); \n"\r
- " case 1: //bgra, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).bgra; \n"\r
- " case 2: //rgba, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"\r
- " case 3: //argb, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"\r
- " case 4: //abgr, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \n"\r
- " case 5: //ycbcr, \n"\r
- " { \n"\r
- " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
- " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
- " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
- " return ycbcra_to_rgba(y, cb, cr, 1.0); \n"\r
- " } \n"\r
- " case 6: //ycbcra \n"\r
- " { \n"\r
- " float y = texture2D(plane[0], gl_TexCoord[0].st).r; \n"\r
- " float cb = texture2D(plane[1], gl_TexCoord[0].st).r; \n"\r
- " float cr = texture2D(plane[2], gl_TexCoord[0].st).r; \n"\r
- " float a = texture2D(plane[3], gl_TexCoord[0].st).r; \n"\r
- " return ycbcra_to_rgba(y, cb, cr, a); \n"\r
- " } \n"\r
- " case 7: //luma \n"\r
- " { \n"\r
- " vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr; \n"\r
- " return vec4((y3-0.065)/0.859, 1.0); \n"\r
- " } \n"\r
- " } \n"\r
- " return vec4(0.0, 0.0, 0.0, 0.0); \n"\r
- "} \n"\r
- " \n"\r
- "void main() \n"\r
- "{ \n"\r
- " vec4 color = get_rgba_color(); \n"\r
- " if(levels) \n"\r
- " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
- " if(csb) \n"\r
- " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \n"\r
- " if(has_local_key) \n"\r
- " color *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
- " if(has_layer_key) \n"\r
- " color *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
- " color *= opacity; \n"\r
- " color = blend(color); \n"\r
- " gl_FragColor = color.bgra; \n"\r
- "} \n";\r
-}\r
-\r
-spl::shared_ptr<shader> get_image_shader(bool& blend_modes)\r
-{\r
- tbb::mutex::scoped_lock lock(g_shader_mutex);\r
-\r
- if(g_shader)\r
- {\r
- blend_modes = g_blend_modes;\r
- return spl::make_shared_ptr(g_shader);\r
- }\r
- \r
- try\r
- { \r
- g_blend_modes = glTextureBarrierNV ? env::properties().get(L"configuration.blend-modes", false) : false;\r
- g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));\r
- }\r
- catch(...)\r
- {\r
- CASPAR_LOG_CURRENT_EXCEPTION();\r
- CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
- \r
- g_blend_modes = false;\r
- g_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes)));\r
- }\r
- \r
- //if(!g_blend_modes)\r
- //{\r
- // ogl.blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);\r
- // CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";\r
- //}\r
-\r
- blend_modes = g_blend_modes;\r
- return spl::make_shared_ptr(g_shader);\r
-}\r
-\r
-}}}\r
+/*
+* Copyright (c) 2011 Sveriges Television AB <info@casparcg.com>
+*
+* This file is part of CasparCG (www.casparcg.com).
+*
+* CasparCG is free software: you can redistribute it and/or modify
+* it under the terms of the GNU General Public License as published by
+* the Free Software Foundation, either version 3 of the License, or
+* (at your option) any later version.
+*
+* CasparCG is distributed in the hope that it will be useful,
+* but WITHOUT ANY WARRANTY; without even the implied warranty of
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+* GNU General Public License for more details.
+*
+* You should have received a copy of the GNU General Public License
+* along with CasparCG. If not, see <http://www.gnu.org/licenses/>.
+*
+* Author: Robert Nagy, ronag89@gmail.com
+*/
+
+#include "../../StdAfx.h"
+
+#include "image_shader.h"
+
+#include "../util/shader.h"
+#include "../util/device.h"
+
+#include "blending_glsl.h"
+
+#include <common/gl/gl_check.h>
+#include <common/env.h>
+
+#include <tbb/mutex.h>
+
+namespace caspar { namespace accelerator { namespace ogl {
+
+std::weak_ptr<shader> g_shader;
+tbb::mutex g_shader_mutex;
+bool g_blend_modes = false;
+bool g_post_processing = false;
+
+std::string get_blend_color_func()
+{
+ return
+
+ get_adjustement_glsl()
+
+ +
+
+ get_blend_glsl()
+
+ +
+
+ R"shader(
+ vec3 get_blend_color(vec3 back, vec3 fore)
+ {
+ switch(blend_mode)
+ {
+ case 0: return BlendNormal(back, fore);
+ case 1: return BlendLighten(back, fore);
+ case 2: return BlendDarken(back, fore);
+ case 3: return BlendMultiply(back, fore);
+ case 4: return BlendAverage(back, fore);
+ case 5: return BlendAdd(back, fore);
+ case 6: return BlendSubstract(back, fore);
+ case 7: return BlendDifference(back, fore);
+ case 8: return BlendNegation(back, fore);
+ case 9: return BlendExclusion(back, fore);
+ case 10: return BlendScreen(back, fore);
+ case 11: return BlendOverlay(back, fore);
+ // case 12: return BlendSoftLight(back, fore);
+ case 13: return BlendHardLight(back, fore);
+ case 14: return BlendColorDodge(back, fore);
+ case 15: return BlendColorBurn(back, fore);
+ case 16: return BlendLinearDodge(back, fore);
+ case 17: return BlendLinearBurn(back, fore);
+ case 18: return BlendLinearLight(back, fore);
+ case 19: return BlendVividLight(back, fore);
+ case 20: return BlendPinLight(back, fore);
+ case 21: return BlendHardMix(back, fore);
+ case 22: return BlendReflect(back, fore);
+ case 23: return BlendGlow(back, fore);
+ case 24: return BlendPhoenix(back, fore);
+ case 25: return BlendHue(back, fore);
+ case 26: return BlendSaturation(back, fore);
+ case 27: return BlendColor(back, fore);
+ case 28: return BlendLuminosity(back, fore);
+ }
+ return BlendNormal(back, fore);
+ }
+
+ vec4 blend(vec4 fore)
+ {
+ vec4 back = texture2D(background, gl_TexCoord[1].st).bgra;
+ if(blend_mode != 0)
+ fore.rgb = get_blend_color(back.rgb/(back.a+0.0000001), fore.rgb/(fore.a+0.0000001))*fore.a;
+ switch(keyer)
+ {
+ case 1: return fore + back; // additive
+ default: return fore + (1.0-fore.a)*back; // linear
+ }
+ }
+ )shader";
+}
+
+std::string get_simple_blend_color_func()
+{
+ return
+
+ get_adjustement_glsl()
+
+ +
+
+ R"shader(
+ vec4 blend(vec4 fore)
+ {
+ return fore;
+ }
+ )shader";
+}
+
+std::string get_chroma_func()
+{
+ return
+
+ get_chroma_glsl()
+
+ +
+
+ R"shader(
+ vec4 chroma_key(vec4 c)
+ {
+ return ChromaOnCustomColor(c.bgra).bgra;
+ }
+ )shader";
+}
+
+std::string get_post_process()
+{
+ return R"shader(
+ if (post_processing)
+ {
+ gl_FragColor = post_process().bgra;
+ }
+ else
+ )shader";
+}
+
+std::string get_no_post_process()
+{
+ return "";
+}
+
+std::string get_vertex()
+{
+ return R"shader(
+ void main()
+ {
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+ // gl_TexCoord[1] = gl_MultiTexCoord1;
+ vec4 pos = ftransform();
+ gl_TexCoord[1] = vec4(pos.xy, 0.0, 0.0);
+ pos.x = pos.x*2.0 - 1.0;
+ pos.y = pos.y*2.0 - 1.0;
+ gl_Position = pos;
+ }
+ )shader";
+}
+
+std::string get_fragment(bool blend_modes, bool post_processing)
+{
+ return R"shader(
+
+ #version 130
+ uniform sampler2D background;
+ uniform sampler2D plane[4];
+ uniform vec2 plane_size[4];
+ uniform sampler2D local_key;
+ uniform sampler2D layer_key;
+
+ uniform bool is_hd;
+ uniform bool has_local_key;
+ uniform bool has_layer_key;
+ uniform int blend_mode;
+ uniform int keyer;
+ uniform int pixel_format;
+ uniform int deinterlace;
+
+ uniform float opacity;
+ uniform bool levels;
+ uniform float min_input;
+ uniform float max_input;
+ uniform float gamma;
+ uniform float min_output;
+ uniform float max_output;
+
+ uniform bool csb;
+ uniform float brt;
+ uniform float sat;
+ uniform float con;
+
+ uniform bool post_processing;
+ uniform bool straighten_alpha;
+
+ uniform bool chroma;
+ uniform bool chroma_show_mask;
+ uniform float chroma_target_hue;
+ uniform float chroma_hue_width;
+ uniform float chroma_min_saturation;
+ uniform float chroma_min_brightness;
+ uniform float chroma_softness;
+ uniform float chroma_spill_suppress;
+ uniform float chroma_spill_suppress_saturation;
+ )shader"
+
+ +
+
+ (blend_modes ? get_blend_color_func() : get_simple_blend_color_func())
+
+ +
+
+ get_chroma_func()
+
+ +
+
+ R"shader(
+
+ vec4 ycbcra_to_rgba_sd(float Y, float Cb, float Cr, float A)
+ {
+ vec4 rgba;
+ rgba.b = (1.164*(Y*255 - 16) + 1.596*(Cr*255 - 128))/255;
+ rgba.g = (1.164*(Y*255 - 16) - 0.813*(Cr*255 - 128) - 0.391*(Cb*255 - 128))/255;
+ rgba.r = (1.164*(Y*255 - 16) + 2.018*(Cb*255 - 128))/255;
+ rgba.a = A;
+ return rgba;
+ }
+
+ vec4 ycbcra_to_rgba_hd(float Y, float Cb, float Cr, float A)
+ {
+ vec4 rgba;
+ rgba.b = (1.164*(Y*255 - 16) + 1.793*(Cr*255 - 128))/255;
+ rgba.g = (1.164*(Y*255 - 16) - 0.534*(Cr*255 - 128) - 0.213*(Cb*255 - 128))/255;
+ rgba.r = (1.164*(Y*255 - 16) + 2.115*(Cb*255 - 128))/255;
+ rgba.a = A;
+ return rgba;
+ }
+
+ vec4 ycbcra_to_rgba(float y, float cb, float cr, float a)
+ {
+ if(is_hd)
+ return ycbcra_to_rgba_hd(y, cb, cr, a);
+ else
+ return ycbcra_to_rgba_sd(y, cb, cr, a);
+ }
+
+ vec4 get_sample(sampler2D sampler, vec2 coords, vec2 size)
+ {
+ switch(deinterlace)
+ {
+ case 1: // upper
+ return texture2D(sampler, coords);
+ case 2: // lower
+ return texture2D(sampler, coords);
+ default:
+ return texture2D(sampler, coords);
+ }
+ }
+
+ vec4 get_rgba_color()
+ {
+ switch(pixel_format)
+ {
+ case 0: //gray
+ return vec4(get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).rrr, 1.0);
+ case 1: //bgra,
+ return get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).bgra;
+ case 2: //rgba,
+ return get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).rgba;
+ case 3: //argb,
+ return get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).argb;
+ case 4: //abgr,
+ return get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).gbar;
+ case 5: //ycbcr,
+ {
+ float y = get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ float cb = get_sample(plane[1], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ float cr = get_sample(plane[2], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ return ycbcra_to_rgba(y, cb, cr, 1.0);
+ }
+ case 6: //ycbcra
+ {
+ float y = get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ float cb = get_sample(plane[1], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ float cr = get_sample(plane[2], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ float a = get_sample(plane[3], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).r;
+ return ycbcra_to_rgba(y, cb, cr, a);
+ }
+ case 7: //luma
+ {
+ vec3 y3 = get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).rrr;
+ return vec4((y3-0.065)/0.859, 1.0);
+ }
+ case 8: //bgr,
+ return vec4(get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).bgr, 1.0);
+ case 9: //rgb,
+ return vec4(get_sample(plane[0], gl_TexCoord[0].st / gl_TexCoord[0].q, plane_size[0]).rgb, 1.0);
+ }
+ return vec4(0.0, 0.0, 0.0, 0.0);
+ }
+
+ vec4 post_process()
+ {
+ vec4 color = texture2D(background, gl_TexCoord[0].st).bgra;
+
+ if (straighten_alpha)
+ color.rgb /= color.a + 0.0000001;
+
+ return color;
+ }
+
+ void main()
+ {
+ )shader"
+
+ +
+
+ (post_processing ? get_post_process() : get_no_post_process())
+
+ +
+
+ R"shader(
+ {
+ vec4 color = get_rgba_color();
+ if (chroma)
+ color = chroma_key(color);
+ if(levels)
+ color.rgb = LevelsControl(color.rgb, min_input, gamma, max_input, min_output, max_output);
+ if(csb)
+ color.rgb = ContrastSaturationBrightness(color, brt, sat, con);
+ if(has_local_key)
+ color *= texture2D(local_key, gl_TexCoord[1].st).r;
+ if(has_layer_key)
+ color *= texture2D(layer_key, gl_TexCoord[1].st).r;
+ color *= opacity;
+ color = blend(color);
+ gl_FragColor = color.bgra;
+ }
+ }
+ )shader";
+}
+
+std::shared_ptr<shader> get_image_shader(
+ const spl::shared_ptr<device>& ogl,
+ bool& blend_modes,
+ bool blend_modes_wanted,
+ bool& post_processing,
+ bool straight_alpha_wanted)
+{
+ tbb::mutex::scoped_lock lock(g_shader_mutex);
+ auto existing_shader = g_shader.lock();
+
+ if(existing_shader)
+ {
+ blend_modes = g_blend_modes;
+ post_processing = g_post_processing;
+ return existing_shader;
+ }
+
+ // The deleter is alive until the weak pointer is destroyed, so we have
+ // to weakly reference ogl, to not keep it alive until atexit
+ std::weak_ptr<device> weak_ogl = ogl;
+
+ auto deleter = [weak_ogl](shader* p)
+ {
+ auto ogl = weak_ogl.lock();
+
+ if (ogl)
+ ogl->invoke([=]
+ {
+ delete p;
+ });
+ };
+
+ try
+ {
+ g_blend_modes = glTextureBarrierNV ? blend_modes_wanted : false;
+ g_post_processing = straight_alpha_wanted;
+ existing_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes, g_post_processing)), deleter);
+ }
+ catch(...)
+ {
+ CASPAR_LOG_CURRENT_EXCEPTION();
+ CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";
+
+ g_blend_modes = false;
+ existing_shader.reset(new shader(get_vertex(), get_fragment(g_blend_modes, g_post_processing)), deleter);
+ }
+
+ //if(!g_blend_modes)
+ //{
+ // ogl.blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
+ // CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";
+ //}
+
+
+ blend_modes = g_blend_modes;
+ post_processing = g_post_processing;
+ g_shader = existing_shader;
+ return existing_shader;
+}
+
+}}}