]> git.sesse.net Git - casparcg/blobdiff - core/mixer/image/image_kernel.cpp
2.0. - blend_modes are re-enabled.
[casparcg] / core / mixer / image / image_kernel.cpp
index bc23ad20f6ab9e3bc0270fca4c7ae1d77a425713..2777bb3c4546465af7421cf19d30bfed071a7b42 100644 (file)
 #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
@@ -36,6 +38,8 @@
 \r
 #include <boost/noncopyable.hpp>\r
 \r
+#include <tbb/mutex.h>\r
+\r
 #include <unordered_map>\r
 \r
 namespace caspar { namespace core {\r
@@ -55,75 +59,82 @@ GLubyte lower_pattern[] = {
 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
@@ -138,12 +149,12 @@ struct image_kernel::implementation : boost::noncopyable
                "}                                                                                                                                                                      \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
@@ -151,8 +162,8 @@ struct image_kernel::implementation : boost::noncopyable
                "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
@@ -170,10 +181,11 @@ struct image_kernel::implementation : boost::noncopyable
 \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
@@ -276,20 +288,40 @@ struct image_kernel::implementation : boost::noncopyable
                "               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
@@ -305,45 +337,18 @@ struct image_kernel::implementation : boost::noncopyable
                        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
@@ -356,12 +361,10 @@ struct image_kernel::implementation : boost::noncopyable
                \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
@@ -369,13 +372,21 @@ struct image_kernel::implementation : boost::noncopyable
                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
@@ -409,6 +420,8 @@ struct image_kernel::implementation : boost::noncopyable
                        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
@@ -423,8 +436,8 @@ struct image_kernel::implementation : boost::noncopyable
                        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
@@ -439,15 +452,20 @@ struct image_kernel::implementation : boost::noncopyable
                        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