#include "blending_glsl.h"\r
#include "../gpu/shader.h"\r
#include "../gpu/device_buffer.h"\r
+#include "../gpu/ogl_device.h"\r
\r
#include <common/exception/exceptions.h>\r
#include <common/gl/gl_check.h>\r
+#include <common/env.h>\r
\r
#include <core/video_format.h>\r
#include <core/producer/frame/pixel_format.h>\r
\r
#include <boost/noncopyable.hpp>\r
\r
+#include <tbb/mutex.h>\r
+\r
#include <unordered_map>\r
\r
namespace caspar { namespace core {\r
struct image_kernel::implementation : boost::noncopyable\r
{ \r
std::unique_ptr<shader> shader_;\r
- \r
- core::video_mode::type last_mode_;\r
- size_t last_width_;\r
- size_t last_height_;\r
- \r
- //std::string get_blend_color_func()\r
- //{\r
- // return \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_color(vec4 fore) \n"\r
- // "{ \n"\r
- // " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
- // " fore.rgb = get_blend_color(back.bgr, fore.rgb); \n"\r
- // " \n"\r
- // " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"\r
- // "} \n";\r
- //}\r
- // \r
- //std::string get_simple_blend_color_func()\r
- //{\r
- // return \r
-\r
- // "vec4 blend_color(vec4 fore) \n"\r
- // "{ \n"\r
- // " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
- // " return vec4(mix(back.rgb, fore.rgb, fore.a), back.a + fore.a); \n"\r
- // "} \n";\r
- //}\r
+ bool blend_modes_;\r
+ \r
+ implementation() : blend_modes_(true)\r
+ {\r
+ }\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); \n"\r
+ " fore.rgb = get_blend_color(back.rgb, fore.rgb); \n"\r
+ " return vec4(mix(back.bgr, fore.rgb, fore.a), back.a + fore.a); \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
"} \n";\r
}\r
\r
- std::string get_fragment(bool compability_mode)\r
+ std::string get_fragment()\r
{\r
return\r
\r
"#version 120 \n"\r
- //"uniform sampler2D background; \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
"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 alpha_mode; \n"\r
+ "uniform int blend_mode; \n"\r
+ "uniform int alpha_mode; \n"\r
"uniform int pixel_format; \n"\r
" \n"\r
"uniform bool levels; \n"\r
\r
+\r
\r
- get_blend_glsl()\r
+ (blend_modes_ ? get_blend_color_func() : get_simple_blend_color_func())\r
\r
+\r
-\r
+ \r
+ " \n"\r
"//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html \n"\r
"vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"\r
"{ \n"\r
" color.a *= texture2D(local_key, gl_TexCoord[1].st).r; \n"\r
" if(has_layer_key) \n"\r
" color.a *= texture2D(layer_key, gl_TexCoord[1].st).r; \n"\r
- " gl_FragColor = color.bgra * gl_Color; \n"\r
+ " color *= gl_Color; \n"\r
+ " color = blend(color); \n"\r
+ " gl_FragColor = color.bgra; \n"\r
"} \n";\r
}\r
\r
+ void init_shader(ogl_device& ogl)\r
+ {\r
+ try\r
+ { \r
+ blend_modes_ = glTextureBarrierNV ? env::properties().get("configuration.mixers.blend-modes", false) : false;\r
+ shader_.reset(new shader(get_vertex(), get_fragment()));\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
+ blend_modes_ = false;\r
+ shader_.reset(new shader(get_vertex(), get_fragment()));\r
+ }\r
+ \r
+ ogl.enable(GL_TEXTURE_2D);\r
\r
- implementation() \r
- : last_mode_(core::video_mode::progressive)\r
- , last_width_(0)\r
- , last_height_(0)\r
- { \r
+ if(!blend_modes_)\r
+ {\r
+ ogl.enable(GL_BLEND);\r
+ GL(glBlendFuncSeparate(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
-\r
- \r
- void draw(const render_item& item,\r
+ \r
+ void draw(ogl_device& ogl,\r
+ render_item&& item,\r
const safe_ptr<device_buffer>& background,\r
const std::shared_ptr<device_buffer>& local_key, \r
const std::shared_ptr<device_buffer>& layer_key)\r
return;\r
\r
if(!shader_)\r
- {\r
- try\r
- {\r
- shader_.reset(new shader(get_vertex(), get_fragment(false)));\r
- }\r
- catch(...)\r
- {\r
- CASPAR_LOG_CURRENT_EXCEPTION();\r
- CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
- shader_.reset(new shader(get_vertex(), get_fragment(true)));\r
- }\r
+ init_shader(ogl);\r
\r
- GL(glEnable(GL_TEXTURE_2D));\r
- GL(glEnable(GL_BLEND));\r
- GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));\r
- }\r
-\r
- if(last_mode_ != item.mode)\r
+ if(item.mode == core::video_mode::progressive) \r
+ ogl.disable(GL_POLYGON_STIPPLE); \r
+ else \r
{\r
- last_mode_ = item.mode;\r
- \r
- if(item.mode == core::video_mode::progressive) \r
- GL(glDisable(GL_POLYGON_STIPPLE)); \r
- else \r
- {\r
- GL(glEnable(GL_POLYGON_STIPPLE)); \r
-\r
- if(item.mode == core::video_mode::upper)\r
- glPolygonStipple(upper_pattern);\r
- else if(item.mode == core::video_mode::lower)\r
- glPolygonStipple(lower_pattern);\r
- }\r
- }\r
+ ogl.enable(GL_POLYGON_STIPPLE);\r
\r
- if(last_width_ != background->width() || last_height_ != background->height())\r
- {\r
- last_width_ = background->width();\r
- last_height_ = background->height();\r
- GL(glViewport(0, 0, background->width(), background->height()));\r
+ if(item.mode == core::video_mode::upper)\r
+ ogl.stipple_pattern(upper_pattern);\r
+ else if(item.mode == core::video_mode::lower)\r
+ ogl.stipple_pattern(lower_pattern);\r
}\r
\r
// Bind textures\r
\r
if(layer_key)\r
layer_key->bind(5);\r
-\r
- //background->bind(6);\r
-\r
+ \r
// Setup shader\r
\r
- shader_->use(); \r
+ ogl.use(*shader_);\r
\r
shader_->set("plane[0]", 0);\r
shader_->set("plane[1]", 1);\r
shader_->set("plane[3]", 3);\r
shader_->set("local_key", 4);\r
shader_->set("layer_key", 5);\r
- //shader_->set("background", 6);\r
shader_->set("is_hd", item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
shader_->set("has_local_key", local_key ? 1 : 0);\r
shader_->set("has_layer_key", layer_key ? 1 : 0);\r
- //shader_->set("blend_mode", item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
- //shader_->set("alpha_mode", item.transform.get_alpha_mode());\r
shader_->set("pixel_format", item.pix_desc.pix_fmt); \r
+ \r
+ // Setup blend_func\r
+ \r
+ if(blend_modes_)\r
+ {\r
+ background->bind(6);\r
+\r
+ shader_->set("background", 6);\r
+ shader_->set("blend_mode", item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
+ shader_->set("alpha_mode", item.transform.get_alpha_mode());\r
+ }\r
\r
auto levels = item.transform.get_levels();\r
\r
shader_->set("csb", false); \r
\r
// Setup drawing area\r
+ \r
+ ogl.viewport(0, 0, background->width(), background->height());\r
\r
GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\r
\r
double w = static_cast<double>(background->width());\r
double h = static_cast<double>(background->height());\r
\r
- GL(glEnable(GL_SCISSOR_TEST));\r
- 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
+ ogl.enable(GL_SCISSOR_TEST);\r
+ 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
}\r
\r
auto f_p = item.transform.get_fill_translation();\r
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
glEnd();\r
\r
- if(scissor)\r
- GL(glDisable(GL_SCISSOR_TEST)); \r
+ ogl.disable(GL_SCISSOR_TEST); \r
+ \r
+ item.textures.clear();\r
+ ogl.yield(); // Return resources to pool as early as possible.\r
+\r
+ if(!blend_modes_)\r
+ glTextureBarrierNV(); // This allows us to use framebuffer both as source and target while blending.\r
}\r
};\r
\r
image_kernel::image_kernel() : impl_(new implementation()){}\r
-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
+void image_kernel::draw(ogl_device& ogl, render_item&& item, const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
{\r
- impl_->draw(item, background, local_key, layer_key);\r
+ impl_->draw(ogl, std::move(item), background, local_key, layer_key);\r
}\r
\r
bool operator==(const render_item& lhs, const render_item& rhs)\r