\r
std::deque<std::deque<render_item>> layers_; // layer/stream/items\r
\r
- image_kernel kernel_;\r
- \r
- std::shared_ptr<device_buffer> draw_buffer_; \r
+ image_kernel kernel_; \r
public:\r
implementation(video_channel_context& video_channel) \r
: channel_(video_channel)\r
boost::unique_future<safe_ptr<host_buffer>> render()\r
{ \r
auto layers = std::move(layers_);\r
- return channel_.ogl().begin_invoke([=]()mutable\r
+ return channel_.ogl().begin_invoke([=]() mutable\r
{\r
return render(std::move(layers));\r
});\r
{\r
std::shared_ptr<device_buffer> layer_key_buffer;\r
\r
- draw_buffer_ = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4); \r
- channel_.ogl().clear(*draw_buffer_);\r
+ auto draw_buffer = create_device_buffer(4);\r
\r
BOOST_FOREACH(auto& layer, layers)\r
- draw(std::move(layer), layer_key_buffer);\r
+ draw(std::move(layer), draw_buffer, layer_key_buffer);\r
\r
auto host_buffer = channel_.ogl().create_host_buffer(channel_.get_format_desc().size, host_buffer::read_only);\r
- channel_.ogl().attach(*draw_buffer_);\r
- host_buffer->begin_read(draw_buffer_->width(), draw_buffer_->height(), format(draw_buffer_->stride()));\r
+ channel_.ogl().attach(*draw_buffer);\r
+ host_buffer->begin_read(draw_buffer->width(), draw_buffer->height(), format(draw_buffer->stride()));\r
\r
GL(glFlush());\r
\r
\r
// TODO: We might have more overlaps for opacity transitions\r
// TODO: What about blending modes, are they ok? Maybe only overlap detection is required for opacity?\r
- void draw(layer&& layer, std::shared_ptr<device_buffer>& layer_key_buffer)\r
+ void draw(layer&& layer, const safe_ptr<device_buffer>& draw_buffer, std::shared_ptr<device_buffer>& layer_key_buffer)\r
{ \r
if(layer.empty())\r
return;\r
\r
if(has_overlapping_items(layer, layer.front().transform.get_blend_mode()))\r
{\r
- auto local_draw_buffer = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4); \r
- channel_.ogl().clear(*local_draw_buffer);\r
-\r
+ auto local_draw_buffer = create_device_buffer(4); \r
+ \r
BOOST_FOREACH(auto& item, layer) \r
+ {\r
+ item.transform.set_blend_mode(image_transform::blend_mode::normal);\r
draw_item(std::move(item), local_draw_buffer, local_key_buffer, layer_key_buffer); \r
- \r
- kernel_.draw(channel_.ogl(), create_render_item(local_draw_buffer, layer.front().transform.get_blend_mode()), make_safe(draw_buffer_), nullptr, nullptr);\r
+ }\r
+\r
+ kernel_.draw(channel_.ogl(), create_render_item(local_draw_buffer, layer.front().transform.get_blend_mode()), draw_buffer, nullptr, nullptr);\r
}\r
else // fast path\r
{\r
BOOST_FOREACH(auto& item, layer) \r
- draw_item(std::move(item), make_safe(draw_buffer_), local_key_buffer, layer_key_buffer); \r
+ draw_item(std::move(item), draw_buffer, local_key_buffer, layer_key_buffer); \r
} \r
\r
std::swap(local_key_buffer, layer_key_buffer);\r
if(item.transform.get_is_key())\r
{\r
if(!local_key_buffer)\r
- {\r
- local_key_buffer = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
- channel_.ogl().clear(*local_key_buffer);\r
- }\r
+ local_key_buffer = create_device_buffer(1);\r
\r
+ item.transform.set_opacity(1.0);\r
+ item.transform.set_blend_mode(image_transform::blend_mode::normal);\r
kernel_.draw(channel_.ogl(), std::move(item), make_safe(local_key_buffer), nullptr, nullptr);\r
}\r
else\r
local_key_buffer.reset();\r
}\r
}\r
- \r
- render_item create_render_item(const safe_ptr<device_buffer>& buffer, image_transform::blend_mode::type blend_mode)\r
- {\r
- CASPAR_ASSERT(buffer->stride() == 4 && "Only used for bgra textures");\r
-\r
- pixel_format_desc desc;\r
- desc.pix_fmt = pixel_format::bgra;\r
- desc.planes.push_back(pixel_format_desc::plane(channel_.get_format_desc().width, channel_.get_format_desc().height, 4));\r
-\r
- std::vector<safe_ptr<device_buffer>> textures;\r
- textures.push_back(buffer);\r
- \r
- image_transform transform;\r
- transform.set_blend_mode(blend_mode);\r
-\r
- return render_item(desc, std::move(textures), transform, video_mode::progressive, nullptr); \r
- }\r
\r
// TODO: Optimize\r
bool has_overlapping_items(const layer& layer, image_transform::blend_mode::type blend_mode)\r
{\r
return item.tag != fill.front().tag;\r
});\r
- } \r
+ } \r
+ \r
+ render_item create_render_item(const safe_ptr<device_buffer>& buffer, image_transform::blend_mode::type blend_mode)\r
+ {\r
+ CASPAR_ASSERT(buffer->stride() == 4 && "Only used for bgra textures");\r
+\r
+ pixel_format_desc desc;\r
+ desc.pix_fmt = pixel_format::bgra;\r
+ desc.planes.push_back(pixel_format_desc::plane(channel_.get_format_desc().width, channel_.get_format_desc().height, 4));\r
+\r
+ std::vector<safe_ptr<device_buffer>> textures;\r
+ textures.push_back(buffer);\r
+ \r
+ image_transform transform;\r
+ transform.set_blend_mode(blend_mode);\r
+\r
+ return render_item(desc, std::move(textures), transform, video_mode::progressive, nullptr); \r
+ }\r
+\r
+ safe_ptr<device_buffer> create_device_buffer(size_t stride)\r
+ {\r
+ auto buffer = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, stride);\r
+ channel_.ogl().clear(*buffer);\r
+ return buffer;\r
+ }\r
\r
safe_ptr<write_frame> create_frame(const void* tag, const core::pixel_format_desc& desc)\r
{\r