]> git.sesse.net Git - casparcg/commitdiff
2.0. image_mixer: Refactored. Optimized interlaced rendering with explicit Z-culling...
authorronag <ronag@362d55ac-95cf-4e76-9f9a-cbaa9c17b72d>
Sun, 26 Jun 2011 20:45:43 +0000 (20:45 +0000)
committerronag <ronag@362d55ac-95cf-4e76-9f9a-cbaa9c17b72d>
Sun, 26 Jun 2011 20:45:43 +0000 (20:45 +0000)
git-svn-id: https://casparcg.svn.sourceforge.net/svnroot/casparcg/server/branches/2.0.0.2@955 362d55ac-95cf-4e76-9f9a-cbaa9c17b72d

core/core.vcxproj
core/core.vcxproj.filters
core/mixer/image/image_kernel.cpp
core/mixer/image/image_kernel.h
core/mixer/image/image_mixer.cpp
core/producer/frame/pixel_format.h

index 87660abb2c9ad25e02f25b048d196316d8b64bfa..2480eff5d1dc6bd79a54b5b9cc1fba0635c3d194 100644 (file)
     <Lib />\r
   </ItemDefinitionGroup>\r
   <ItemGroup>\r
+    <ClInclude Include="mixer\gpu\shader.h" />\r
     <ClInclude Include="mixer\image\blending_glsl.h" />\r
     <ClInclude Include="video_channel.h" />\r
     <ClInclude Include="video_channel_context.h" />\r
     <ClInclude Include="StdAfx.h" />\r
   </ItemGroup>\r
   <ItemGroup>\r
+    <ClCompile Include="mixer\gpu\shader.cpp">\r
+      <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'">../../../StdAfx.h</PrecompiledHeaderFile>\r
+      <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">../../../StdAfx.h</PrecompiledHeaderFile>\r
+      <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Develop|Win32'">../../../StdAfx.h</PrecompiledHeaderFile>\r
+      <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">../../../StdAfx.h</PrecompiledHeaderFile>\r
+    </ClCompile>\r
     <ClCompile Include="video_channel.cpp" />\r
     <ClCompile Include="consumer\frame_consumer.cpp">\r
       <PrecompiledHeaderFile Condition="'$(Configuration)|$(Platform)'=='Profile|Win32'">../StdAfx.h</PrecompiledHeaderFile>\r
index 01d7408faa410756c4c5f98ca315ce2559b33029..ee585c6ad390b7dfb8b86ffc7c7e505e03d5f5a9 100644 (file)
     <ClInclude Include="mixer\image\blending_glsl.h">\r
       <Filter>source\mixer\image</Filter>\r
     </ClInclude>\r
+    <ClInclude Include="mixer\gpu\shader.h">\r
+      <Filter>source\mixer\gpu</Filter>\r
+    </ClInclude>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ClCompile Include="producer\transition\transition_producer.cpp">\r
     <ClCompile Include="video_format.cpp">\r
       <Filter>source</Filter>\r
     </ClCompile>\r
+    <ClCompile Include="mixer\gpu\shader.cpp">\r
+      <Filter>source\mixer\gpu</Filter>\r
+    </ClCompile>\r
   </ItemGroup>\r
 </Project>
\ No newline at end of file
index 03439b1070932f4db21a773c3de8ca981b5902bb..1df01ad73deb4b3283b2820d3cdcce984a9fe024 100644 (file)
@@ -21,6 +21,8 @@
 \r
 #include "image_kernel.h"\r
 #include "blending_glsl.h"\r
+#include "../gpu/shader.h"\r
+#include "../gpu/device_buffer.h"\r
 \r
 #include <common/exception/exceptions.h>\r
 #include <common/gl/gl_check.h>\r
 #include <unordered_map>\r
 \r
 namespace caspar { namespace core {\r
-\r
-class shader_program : boost::noncopyable\r
-{\r
-       GLuint program_;\r
-public:\r
-\r
-       shader_program() : program_(0) {}\r
-       shader_program(shader_program&& other) : program_(other.program_){other.program_ = 0;}\r
-       shader_program(const std::string& vertex_source_str, const std::string& fragment_source_str) : program_(0)\r
-       {\r
-               GLint success;\r
-       \r
-               const char* vertex_source = vertex_source_str.c_str();\r
-                                               \r
-               auto vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);\r
-                                       \r
-               GL(glShaderSourceARB(vertex_shader, 1, &vertex_source, NULL));\r
-               GL(glCompileShaderARB(vertex_shader));\r
-\r
-               GL(glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
-               if (success == GL_FALSE)\r
-               {\r
-                       char info[2048];\r
-                       GL(glGetInfoLogARB(vertex_shader, sizeof(info), 0, info));\r
-                       GL(glDeleteObjectARB(vertex_shader));\r
-                       std::stringstream str;\r
-                       str << "Failed to compile vertex shader:" << std::endl << info << std::endl;\r
-                       BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
-               }\r
-                       \r
-               const char* fragment_source = fragment_source_str.c_str();\r
-                                               \r
-               auto fragmemt_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);\r
-                                       \r
-               GL(glShaderSourceARB(fragmemt_shader, 1, &fragment_source, NULL));\r
-               GL(glCompileShaderARB(fragmemt_shader));\r
-\r
-               GL(glGetObjectParameterivARB(fragmemt_shader, GL_OBJECT_COMPILE_STATUS_ARB, &success));\r
-               if (success == GL_FALSE)\r
-               {\r
-                       char info[2048];\r
-                       GL(glGetInfoLogARB(fragmemt_shader, sizeof(info), 0, info));\r
-                       GL(glDeleteObjectARB(fragmemt_shader));\r
-                       std::stringstream str;\r
-                       str << "Failed to compile fragment shader:" << std::endl << info << std::endl;\r
-                       BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
-               }\r
-                       \r
-               program_ = glCreateProgramObjectARB();\r
-                       \r
-               GL(glAttachObjectARB(program_, vertex_shader));\r
-               GL(glAttachObjectARB(program_, fragmemt_shader));\r
-\r
-               GL(glLinkProgramARB(program_));\r
-                       \r
-               GL(glDeleteObjectARB(vertex_shader));\r
-               GL(glDeleteObjectARB(fragmemt_shader));\r
-\r
-               GL(glGetObjectParameterivARB(program_, GL_OBJECT_LINK_STATUS_ARB, &success));\r
-               if (success == GL_FALSE)\r
-               {\r
-                       char info[2048];\r
-                       GL(glGetInfoLogARB(program_, sizeof(info), 0, info));\r
-                       GL(glDeleteObjectARB(program_));\r
-                       std::stringstream str;\r
-                       str << "Failed to link shader program:" << std::endl << info << std::endl;\r
-                       BOOST_THROW_EXCEPTION(caspar_exception() << msg_info(str.str()));\r
-               }\r
-               GL(glUseProgramObjectARB(program_));\r
-               glUniform1i(glGetUniformLocation(program_, "plane[0]"), 0);\r
-               glUniform1i(glGetUniformLocation(program_, "plane[1]"), 1);\r
-               glUniform1i(glGetUniformLocation(program_, "plane[2]"), 2);\r
-               glUniform1i(glGetUniformLocation(program_, "plane[3]"), 3);\r
-               glUniform1i(glGetUniformLocation(program_, "plane[4]"), 4);\r
-               glUniform1i(glGetUniformLocation(program_, "plane[5]"), 5);\r
-       }\r
-\r
-       GLint get_location(const char* name)\r
-       {\r
-               GLint loc = glGetUniformLocation(program_, name);\r
-               return loc;\r
-       }\r
-\r
-       shader_program& operator=(shader_program&& other) \r
-       {\r
-               program_ = other.program_; \r
-               other.program_ = 0; \r
-               return *this;\r
-       }\r
-\r
-       ~shader_program()\r
-       {\r
-               glDeleteProgram(program_);\r
-       }\r
-\r
-       void use()\r
-       {       \r
-               GL(glUseProgramObjectARB(program_));            \r
-       }\r
-};\r
-\r
-GLubyte progressive_pattern[] = {\r
-       0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
-       0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
-       0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,\r
-       0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xFF, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff};\r
        \r
-GLubyte upper_pattern[] = {\r
-       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
-       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
-       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
-       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
-               \r
-GLubyte lower_pattern[] = {\r
-       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
-       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
-       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
-       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
-\r
 struct image_kernel::implementation : boost::noncopyable\r
 {      \r
-       std::unordered_map<core::pixel_format::type, shader_program> shaders_;\r
-\r
-public:\r
-       std::unordered_map<core::pixel_format::type, shader_program>& shaders()\r
+       std::unique_ptr<shader> shader_;\r
+       \r
+       implementation()\r
        {\r
-               GL(glEnable(GL_POLYGON_STIPPLE));\r
-\r
-               if(shaders_.empty())\r
-               {\r
-               std::string common_vertex = \r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       gl_TexCoord[0] = gl_MultiTexCoord0;                                                                     "\r
-                       "       gl_TexCoord[1] = gl_MultiTexCoord1;                                                                     "\r
-                       "       gl_FrontColor = gl_Color;                                                                                       "\r
-                       "       gl_Position = ftransform();                                                                                     "\r
-                       "}                                                                                                                                              ";\r
-\r
-               std::string common_fragment = std::string() +\r
-                       "uniform sampler2D      plane[6];                                                                                       "\r
-                       "uniform float          gain;                                                                                           "\r
-                       "uniform bool           HD;                                                                                                     "\r
-                       "uniform bool           local_key;                                                                                      "\r
-                       "uniform bool           layer_key;                                                                                      "\r
-                       "uniform int            blend_mode;                                                                                     "\r
+               std::string vertex = \r
+                       "void main()                                                                                                                                            \n"\r
+                       "{                                                                                                                                                                      \n"\r
+                       "       gl_TexCoord[0] = gl_MultiTexCoord0;                                                                                             \n"\r
+                       "       gl_TexCoord[1] = gl_MultiTexCoord1;                                                                                             \n"\r
+                       "       gl_FrontColor  = gl_Color;                                                                                                              \n"\r
+                       "       gl_Position    = ftransform();                                                                                                  \n"\r
+                       "}                                                                                                                                                                      \n";\r
+\r
+               std::string fragment = std::string() +\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            interlace_mode;                                                                                                 \n"\r
+                       "uniform int            pixel_format;                                                                                                   \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "uniform float          gain;                                                                                                                   \n"\r
+                       "                                                                                                                                                                       \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
+                       "uniform bool           desaturate;                                                                                                             \n"\r
+                       "uniform float          desaturation;                                                                                                   \n"\r
 \r
                        +\r
 \r
                        get_blend_glsl()\r
-\r
+                       \r
                        +\r
 \r
-                       "\nvec3 get_blend_color(vec3 back, vec3 fore)                                                             "\r
-                       "\n{                                                                                                                                              "\r
-                       "\n     switch(blend_mode)                                                                                                                "\r
-                       "\n     {                                                                                                                                                 "\r
-                       "\n     case  0: return BlendNormal(back, fore);                                                                  "\r
-                       "\n     case  1: return BlendLighten(back, fore);                                                                 "\r
-                       "\n     case  2: return BlendDarken(back, fore);                                                                  "\r
-                       "\n     case  3: return BlendMultiply(back, fore);                                                                "\r
-                       "\n     case  4: return BlendAverage(back, fore);                                                                 "\r
-                       "\n     case  5: return BlendAdd(back, fore);                                                                     "\r
-                       "\n     case  6: return BlendSubstract(back, fore);                                                               "\r
-                       "\n     case  7: return BlendDifference(back, fore);                                                      "\r
-                       "\n     case  8: return BlendNegation(back, fore);                                                                "\r
-                       "\n     case  9: return BlendExclusion(back, fore);                                                               "\r
-                       "\n     case 10: return BlendScreen(back, fore);                                                                  "\r
-                       "\n     case 11: return BlendOverlay(back, fore);                                                                 "\r
-                       //"\n   case 12: return BlendSoftLight(back, fore);                                                               "\r
-                       //"\n   case 13: return BlendHardLight(back, fore);                                                               "\r
-                       "\n     case 14: return BlendColorDodge(back, fore);                                                      "\r
-                       "\n     case 15: return BlendColorBurn(back, fore);                                                               "\r
-                       "\n     case 16: return BlendLinearDodge(back, fore);                                                     "\r
-                       "\n     case 17: return BlendLinearBurn(back, fore);                                                      "\r
-                       "\n     case 18: return BlendLinearLight(back, fore);                                                     "\r
-                       "\n     case 19: return BlendVividLight(back, fore);                                                      "\r
-                       "\n     case 20: return BlendPinLight(back, fore);                                                                "\r
-                       "\n     case 21: return BlendHardMix(back, fore);                                                                 "\r
-                       "\n     case 22: return BlendReflect(back, fore);                                                                 "\r
-                       "\n     case 23: return BlendGlow(back, fore);                                                                    "\r
-                       "\n     case 24: return BlendPhoenix(back, fore);                                                                 "\r
-                       "\n case 25: return BlendHue(back, fore);                                                                         "\r
-                       "\n case 26: return BlendSaturation(back, fore);                                                          "\r
-                       "\n case 27: return BlendColor(back, fore);                                                               "\r
-                       "\n case 28: return BlendLuminosity(back, fore);                                                          "\r
-                       "\n     }                                                                                                                                                 "\r
-                       "\n                                                                                                                                                       "\r
-                       "\n     return BlendNormal(back, fore);                                                                                   "\r
-                       "\n}                                                                                                                                                      "\r
-                                                                                                                                                                                 \r
-                       "vec4 get_color(vec4 fore)                                                                                                                "\r
-                       "{                                                                                                                                                                "\r
-                       "   vec4 back = texture2D(plane[5], gl_TexCoord[1].st);                                                   "\r
-                       "   fore.rgb = get_blend_color(back.rgb, fore.rgb);"\r
-                       "       return vec4(fore.rgb * fore.a + back.rgb * (1.0-fore.a), back.a + fore.a);"\r
-                       "}                                                                                                                                                                "\r
-                                                                                                                                                               \r
-                       // NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf               \r
-                       // TODO: Support for more yuv formats might be needed.                                  \r
-                       "vec4 ycbcra_to_bgra_sd(float y, float cb, float cr, float a)                   "\r
-                       "{                                                                                                                                              "\r
-                       "       cb -= 0.5;                                                                                                                      "\r
-                       "       cr -= 0.5;                                                                                                                      "\r
-                       "       y = 1.164*(y-0.0625);                                                                                           "\r
-                       "                                                                                                                                               "\r
-                       "       vec4 color;                                                                                                                     "\r
-                       "       color.r = y + 1.596 * cr;                                                                                       "\r
-                       "       color.g = y - 0.813 * cr - 0.391 * cb;                                                          "\r
-                       "       color.b = y + 2.018 * cb;                                                                                       "\r
-                       "       color.a = a;                                                                                                            "\r
-                       "                                                                                                                                               "\r
-                       "       return color;                                                                                                           "\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
+                       "                                                                                                                                                                       \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
+                       "   if(desaturate)                                                                                                                                      \n"\r
+                       "               fore.rgb = Desaturate(fore.rgb, desaturation);                                                          \n"\r
+                       "   if(levels)                                                                                                                                          \n"\r
+                       "               fore.rgb = LevelsControl(fore.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
+                       "       if(csb)                                                                                                                                                 \n"\r
+                       "               fore.rgb = ContrastSaturationBrightness(fore.rgb, brt, sat, con);                       \n"\r
+                       "   fore.rgb = get_blend_color(back.rgb, fore.rgb);                                                                     \n"\r
+                       "       return vec4(fore.rgb * fore.a + back.rgb * (1.0-fore.a), back.a + fore.a);              \n"\r
+                       "}                                                                                                                                                                      \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "// NOTE: YCbCr, ITU-R, http://www.intersil.com/data/an/an9717.pdf                                      \n"\r
+                       "// TODO: Support for more yuv formats might be needed.                                                         \n"\r
+                       "vec4 ycbcra_to_bgra_sd(float y, float cb, float cr, float a)                                           \n"\r
+                       "{                                                                                                                                                                      \n"\r
+                       "       cb -= 0.5;                                                                                                                                              \n"\r
+                       "       cr -= 0.5;                                                                                                                                              \n"\r
+                       "       y = 1.164*(y-0.0625);                                                                                                                   \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "       vec4 color;                                                                                                                                             \n"\r
+                       "       color.r = y + 1.596 * cr;                                                                                                               \n"\r
+                       "       color.g = y - 0.813 * cr - 0.391 * cb;                                                                                  \n"\r
+                       "       color.b = y + 2.018 * cb;                                                                                                               \n"\r
+                       "       color.a = a;                                                                                                                                    \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "       return color;                                                                                                                                   \n"\r
+                       "}                                                                                                                                                                      \n"                     \r
+                       "                                                                                                                                                                       \n"\r
+                       "vec4 ycbcra_to_bgra_hd(float y, float cb, float cr, float a)                                           \n"\r
+                       "{                                                                                                                                                                      \n"\r
+                       "       cb -= 0.5;                                                                                                                                              \n"\r
+                       "       cr -= 0.5;                                                                                                                                              \n"\r
+                       "       y = 1.164*(y-0.0625);                                                                                                                   \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "       vec4 color;                                                                                                                                             \n"\r
+                       "       color.r = y + 1.793 * cr;                                                                                                               \n"\r
+                       "       color.g = y - 0.534 * cr - 0.213 * cb;                                                                                  \n"\r
+                       "       color.b = y + 2.115 * cb;                                                                                                               \n"\r
+                       "       color.a = a;                                                                                                                                    \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "       return color;                                                                                                                                   \n"\r
+                       "}                                                                                                                                                                      \n"                     \r
+                       "                                                                                                                                                                       \n"                     \r
+                       "vec4 ycbcra_to_bgra(float y, float cb, float cr, float a)                                                      \n"\r
+                       "{                                                                                                                                                                      \n"\r
+                       "       if(is_hd)                                                                                                                                               \n"\r
+                       "               return ycbcra_to_bgra_hd(y, cb, cr, a);                                                                         \n"\r
+                       "       else                                                                                                                                                    \n"\r
+                       "               return ycbcra_to_bgra_sd(y, cb, cr, a);                                                                         \n"\r
+                       "}                                                                                                                                                                      \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "vec4 get_bgra_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).rgba;                                                     \n"\r
+                       "       case 2:         //rgba,                                                                                                                         \n"\r
+                       "               return texture2D(plane[0], gl_TexCoord[0].st).bgra;                                                     \n"\r
+                       "       case 3:         //argb,                                                                                                                         \n"\r
+                       "               return texture2D(plane[0], gl_TexCoord[0].st).abgr;                                                     \n"\r
+                       "       case 4:         //abgr,                                                                                                                         \n"\r
+                       "               return texture2D(plane[0], gl_TexCoord[0].st).grab;                                                     \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_bgra(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_bgra(y, cb, cr, a);                                                                    \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
+                       "   switch(interlace_mode)                                                                                                                      \n"\r
+                       "       {                                                                                                                                                               \n"\r
+                       "       case 1: // lower                                                                                                                                \n"\r
+                       "               {                                                                                                                                                       \n"\r
+                       "                       bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5;                                               \n"\r
+                       "                       if(odd)                                                                                                                                 \n"\r
+                       "                               discard;                                                                                                                        \n"\r
+                       "                       break;                                                                                                                                  \n"\r
+                       "               }                                                                                                                                                       \n"\r
+                       "       case 2: //upper                                                                                                                                 \n"\r
+                       "               {                                                                                                                                                       \n"\r
+                       "                       bool odd = mod(floor(gl_FragCoord.y), 2.0) > 0.5;                                               \n"\r
+                       "                       if(!odd)                                                                                                                                \n"\r
+                       "                               discard;                                                                                                                        \n"\r
+                       "                       break;                                                                                                                                  \n"\r
+                       "               }                                                                                                                                                       \n"\r
+                       "       }                                                                                                                                                               \n"\r
+                       "                                                                                                                                                                       \n"\r
+                       "       vec4 color = get_bgra_color();                                                                                                  \n"\r
+                       "       if(has_local_key)                                                                                                                               \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 = blend_color(color * gl_Color * gain);                                                    \n"\r
+                       "}                                                                                                                                                                      \n"\r
+                       ;\r
+\r
+                       shader_.reset(new shader(vertex, fragment));\r
+       }\r
 \r
-                       "vec4 ycbcra_to_bgra_hd(float y, float cb, float cr, float a)                   "\r
-                       "{                                                                                                                                              "\r
-                       "       cb -= 0.5;                                                                                                                      "\r
-                       "       cr -= 0.5;                                                                                                                      "\r
-                       "       y = 1.164*(y-0.0625);                                                                                           "\r
-                       "                                                                                                                                               "\r
-                       "       vec4 color;                                                                                                                     "\r
-                       "       color.r = y + 1.793 * cr;                                                                                       "\r
-                       "       color.g = y - 0.534 * cr - 0.213 * cb;                                                          "\r
-                       "       color.b = y + 2.115 * cb;                                                                                       "\r
-                       "       color.a = a;                                                                                                            "\r
-                       "                                                                                                                                               "\r
-                       "       return color;                                                                                                           "\r
-                       "}                                                                                                                                              "                       \r
-                       "                                                                                                                                               ";\r
+       \r
+       void draw(size_t                                                                                width, \r
+                         size_t                                                                                height, \r
+                         const core::pixel_format_desc&                                pix_desc, \r
+                         const core::image_transform&                                  transform, \r
+                         const std::vector<safe_ptr<device_buffer>>&   planes, \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
+       {\r
+               GL(glEnable(GL_TEXTURE_2D));\r
                        \r
-               shaders_[core::pixel_format::gray] = shader_program(common_vertex, common_fragment +\r
-\r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       vec4 rgba = vec4(texture2D(plane[0], gl_TexCoord[0].st).rrr, 1.0);      "\r
-                       "       if(local_key)                                                                                                           "\r
-                       "               rgba.a *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               rgba.a *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
-                       "       gl_FragColor = get_color(rgba * gain);                                                                                  "\r
-                       "}                                                                                                                                              ");\r
-\r
-               shaders_[core::pixel_format::abgr] = shader_program(common_vertex, common_fragment +\r
+               // Setup depth for interlacing and explicit z-culling\r
+               double z = 0.0;\r
+               if(transform.get_mode() == core::video_mode::upper)\r
+               {       \r
+                       GL(glEnable(GL_DEPTH_TEST));    \r
+                       z = 1.0;\r
+               }\r
+               else if(transform.get_mode() == core::video_mode::lower)\r
+                       GL(glClear(GL_DEPTH_BUFFER_BIT));               \r
 \r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       vec4 abgr = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
-                       "       if(local_key)                                                                                                           "\r
-                       "               abgr.b *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               abgr.b *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
-                       "       gl_FragColor = get_color(abgr.argb * gain);                                                                     "\r
-                       "}                                                                                                                                              ");\r
-               \r
-               shaders_[core::pixel_format::argb]= shader_program(common_vertex, common_fragment +\r
+               // Bind textures\r
 \r
-                       "void main()                                                                                                                    "       \r
-                       "{                                                                                                                                              "\r
-                       "       vec4 argb = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
-                       "       if(local_key)                                                                                                           "\r
-                       "               argb.b *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               argb.b *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
-                       "       gl_FragColor = get_color(argb.grab * gl_Color * gain);                                                  "\r
-                       "}                                                                                                                                              ");\r
-               \r
-               shaders_[core::pixel_format::bgra]= shader_program(common_vertex, common_fragment +\r
+               for(size_t n = 0; n < planes.size(); ++n)\r
+                       planes[n]->bind(n);\r
 \r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       vec4 bgra = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
-                       "       if(local_key)                                                                                                           "\r
-                       "               bgra.a *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               bgra.a *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
-                       "       gl_FragColor = get_color(bgra.rgba * gl_Color * gain);                                                  "\r
-                       "}                                                                                                                                              ");\r
+               if(local_key)\r
+                       local_key->bind(4);\r
                \r
-               shaders_[core::pixel_format::rgba] = shader_program(common_vertex, common_fragment +\r
+               if(layer_key)\r
+                       layer_key->bind(5);\r
+\r
+               background->bind(6);\r
+\r
+               // Setup shader\r
+\r
+               shader_->use(); \r
+\r
+               shader_->set("plane[0]",                0);\r
+               shader_->set("plane[1]",                1);\r
+               shader_->set("plane[2]",                2);\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("gain",                    static_cast<GLfloat>(transform.get_gain()));\r
+               shader_->set("is_hd",                   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",              transform.get_blend_mode());\r
+               shader_->set("interlace_mode",  transform.get_mode());\r
+               shader_->set("pixel_format",    pix_desc.pix_fmt);      \r
+\r
+               shader_->set("levels",                  false); \r
+               shader_->set("csb",                             false); \r
+               shader_->set("desaturate",              false); \r
+\r
+               // Setup drawing area\r
+\r
+               GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
+               GL(glViewport(0, 0, width, height));\r
+                                               \r
+               auto m_p = transform.get_clip_translation();\r
+               auto m_s = transform.get_clip_scale();\r
+               double w = static_cast<double>(width);\r
+               double h = static_cast<double>(height);\r
 \r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       vec4 rgba = texture2D(plane[0], gl_TexCoord[0].st);                                     "\r
-                       "       if(local_key)                                                                                                           "\r
-                       "               rgba.a *= texture2D(plane[3], gl_TexCoord[1].st).r;                             "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               rgba.a *= texture2D(plane[4], gl_TexCoord[1].st).r;                             "\r
-                       "       gl_FragColor = get_color(rgba.bgra * gl_Color * gain);                                                  "\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
+                       \r
+               auto f_p = transform.get_fill_translation();\r
+               auto f_s = transform.get_fill_scale();\r
                \r
-               shaders_[core::pixel_format::ycbcr] = shader_program(common_vertex, common_fragment +\r
+               // Draw\r
 \r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                            "\r
-                       "       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                            "\r
-                       "       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                            "\r
-                       "       float a = 1.0;                                                                                                          "       \r
-                       "       if(local_key)                                                                                                           "\r
-                       "               a *= texture2D(plane[3], gl_TexCoord[1].st).r;                                  "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               a *= texture2D(plane[4], gl_TexCoord[1].st).r;                                  "\r
-                       "       if(HD)                                                                                                                          "\r
-                       "               gl_FragColor = get_color(ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain);"\r
-                       "       else                                                                                                                            "\r
-                       "               gl_FragColor = get_color(ycbcra_to_bgra_sd(y, cb, cr, a) * gl_Color * gain);"\r
-                       "}                                                                                                                                              ");\r
-               \r
-               shaders_[core::pixel_format::ycbcra] = shader_program(common_vertex, common_fragment +\r
+               glBegin(GL_QUADS);\r
+                       glMultiTexCoord2d(GL_TEXTURE0, 0.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        ,  f_p[1]        );             glVertex3d( f_p[0]        *2.0-1.0,  f_p[1]        *2.0-1.0, z);\r
+                       glMultiTexCoord2d(GL_TEXTURE0, 1.0, 0.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]),  f_p[1]        );             glVertex3d((f_p[0]+f_s[0])*2.0-1.0,  f_p[1]        *2.0-1.0, z);\r
+                       glMultiTexCoord2d(GL_TEXTURE0, 1.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1, (f_p[0]+f_s[0]), (f_p[1]+f_s[1]));             glVertex3d((f_p[0]+f_s[0])*2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0, z);\r
+                       glMultiTexCoord2d(GL_TEXTURE0, 0.0, 1.0); glMultiTexCoord2d(GL_TEXTURE1,  f_p[0]        , (f_p[1]+f_s[1]));             glVertex3d( f_p[0]        *2.0-1.0, (f_p[1]+f_s[1])*2.0-1.0, z);\r
+               glEnd();\r
 \r
-                       "void main()                                                                                                                    "\r
-                       "{                                                                                                                                              "\r
-                       "       float y  = texture2D(plane[0], gl_TexCoord[0].st).r;                            "\r
-                       "       float cb = texture2D(plane[1], gl_TexCoord[0].st).r;                            "\r
-                       "       float cr = texture2D(plane[2], gl_TexCoord[0].st).r;                            "\r
-                       "       float a  = texture2D(plane[3], gl_TexCoord[0].st).r;                            "\r
-                       "       if(local_key)                                                                                                           "\r
-                       "               a *= texture2D(plane[3], gl_TexCoord[1].st).r;                                  "\r
-                       "       if(layer_key)                                                                                                           "\r
-                       "               a *= texture2D(plane[4], gl_TexCoord[1].st).r;                                  "\r
-                       "       if(HD)                                                                                                                          "\r
-                       "               gl_FragColor = get_color(ycbcra_to_bgra_hd(y, cb, cr, a) * gl_Color * gain);"\r
-                       "       else                                                                                                                            "\r
-                       "               gl_FragColor = get_color(ycbcra_to_bgra_sd(y, cb, cr, a) * gl_Color * gain);"\r
-                       "}                                                                                                                                              ");\r
-               }\r
-               return shaders_;\r
+               GL(glDisable(GL_SCISSOR_TEST)); \r
+               GL(glDisable(GL_DEPTH_TEST));   \r
        }\r
 };\r
 \r
 image_kernel::image_kernel() : impl_(new implementation()){}\r
 \r
-void image_kernel::draw(size_t width, size_t height, const core::pixel_format_desc& pix_desc, const core::image_transform& transform, bool local_key, bool layer_key)\r
+void image_kernel::draw(size_t width, size_t height, const core::pixel_format_desc& pix_desc, const core::image_transform& transform, const std::vector<safe_ptr<device_buffer>>& planes, \r
+                                                         const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
 {\r
-       GL(glEnable(GL_TEXTURE_2D));\r
-       GL(glDisable(GL_DEPTH_TEST));   \r
-       \r
-       if(transform.get_mode() == core::video_mode::upper)\r
-               glPolygonStipple(upper_pattern);\r
-       else if(transform.get_mode() == core::video_mode::lower)\r
-               glPolygonStipple(lower_pattern);\r
-       else\r
-               glPolygonStipple(progressive_pattern);\r
-\r
-       impl_->shaders()[pix_desc.pix_fmt].use();\r
-\r
-       GL(glUniform1f(impl_->shaders()[pix_desc.pix_fmt].get_location("gain"), static_cast<GLfloat>(transform.get_gain())));\r
-       GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("HD"), pix_desc.planes.at(0).height > 700 ? 1 : 0));\r
-       GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("local_key"), local_key ? 1 : 0));\r
-       GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("layer_key"), layer_key ? 1 : 0));\r
-       GL(glUniform1i(impl_->shaders()[pix_desc.pix_fmt].get_location("blend_mode"), transform.get_blend_mode()));\r
-\r
-       GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
-       GL(glViewport(0, 0, width, height));\r
-                                               \r
-       auto m_p = transform.get_clip_translation();\r
-       auto m_s = transform.get_clip_scale();\r
-       double w = static_cast<double>(width);\r
-       double h = static_cast<double>(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
-                       \r
-       auto f_p = transform.get_fill_translation();\r
-       auto f_s = transform.get_fill_scale();\r
-                       \r
-       glBegin(GL_QUADS);\r
-               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
-               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
-               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
-               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
-       GL(glDisable(GL_SCISSOR_TEST)); \r
+       impl_->draw(width, height, pix_desc, transform, planes, background, local_key, layer_key);\r
 }\r
 \r
 }}
\ No newline at end of file
index e0a683d79b37960c031448c35538cf56feafda05..11512c524f465b13f50f84b2c2b3a1304f6e4094 100644 (file)
 \r
 namespace caspar { namespace core {\r
        \r
+class device_buffer;\r
+\r
 class image_kernel\r
 {\r
 public:\r
        image_kernel();\r
-       void draw(size_t width, size_t height, const core::pixel_format_desc& pix_desc, const core::image_transform& mode, bool local_key, bool layer_key);\r
-\r
+       void draw(size_t width,  size_t height, const core::pixel_format_desc& pix_desc,  const core::image_transform& transform, const std::vector<safe_ptr<device_buffer>>& planes, \r
+                         const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key = nullptr, const std::shared_ptr<device_buffer>& layer_key = nullptr);\r
 private:\r
        struct implementation;\r
        safe_ptr<implementation> impl_;\r
index d1078f2ead3b2e68fcf237272fa1903602cec850..e0067896f8fa6f2d4b3c9b238b40a817f1f39e37 100644 (file)
@@ -53,50 +53,52 @@ struct render_item
 };\r
 \r
 struct image_mixer::implementation : boost::noncopyable\r
-{      \r
-       static const size_t LOCAL_KEY_INDEX = 3;\r
-       static const size_t LAYER_KEY_INDEX = 4;\r
-       static const size_t BASE_INDEX = 5;\r
-       \r
+{              \r
        video_channel_context&                                  channel_;\r
        \r
        std::stack<core::image_transform>               transform_stack_;\r
 \r
        std::queue<std::queue<std::deque<render_item>>> render_queue_; // layer/stream/items\r
        \r
-       image_kernel                                                    kernel_;\r
+       std::unique_ptr<image_kernel>                   kernel_;\r
                \r
        std::shared_ptr<device_buffer>                  draw_buffer_[2];\r
        std::shared_ptr<device_buffer>                  write_buffer_;\r
 \r
        std::shared_ptr<device_buffer>                  stream_key_buffer_[2];\r
        std::shared_ptr<device_buffer>                  layer_key_buffer_;\r
-\r
-       bool                                                                    local_key_;\r
-       bool                                                                    layer_key_;\r
        \r
 public:\r
        implementation(video_channel_context& video_channel) \r
                : channel_(video_channel)\r
-               , write_buffer_ (video_channel.ogl().create_device_buffer(video_channel.get_format_desc().width, channel_.get_format_desc().height, 4))\r
-               , layer_key_buffer_(video_channel.ogl().create_device_buffer(video_channel.get_format_desc().width, channel_.get_format_desc().height, 1))\r
-               , local_key_(false)\r
-               , layer_key_(false)\r
        {\r
-               draw_buffer_[0] = channel_.ogl().create_device_buffer(video_channel.get_format_desc().width, channel_.get_format_desc().height, 4);\r
-               draw_buffer_[1] = channel_.ogl().create_device_buffer(video_channel.get_format_desc().width, channel_.get_format_desc().height, 4);\r
-               stream_key_buffer_[0] = video_channel.ogl().create_device_buffer(video_channel.get_format_desc().width, channel_.get_format_desc().height, 1);\r
-               stream_key_buffer_[1] = video_channel.ogl().create_device_buffer(video_channel.get_format_desc().width, channel_.get_format_desc().height, 1);\r
-\r
+               initialize_buffers();\r
                transform_stack_.push(core::image_transform());\r
 \r
                channel_.ogl().invoke([=]\r
                {\r
                        if(!GLEE_VERSION_3_0)\r
                                CASPAR_LOG(warning) << "Missing OpenGL 3.0 support.";//BOOST_THROW_EXCEPTION(not_supported() << msg_info("Missing OpenGL 3.0 support."));\r
+\r
+                       kernel_.reset(new image_kernel());\r
                });\r
        }\r
 \r
+       ~implementation()\r
+       {\r
+               channel_.ogl().gc();\r
+       }\r
+\r
+       void initialize_buffers()\r
+       {\r
+               write_buffer_                   = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4);\r
+               layer_key_buffer_               = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
+               draw_buffer_[0]                 = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4);\r
+               draw_buffer_[1]                 = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4);\r
+               stream_key_buffer_[0]   = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
+               stream_key_buffer_[1]   = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
+       }\r
+\r
        void begin(core::basic_frame& frame)\r
        {\r
                transform_stack_.push(transform_stack_.top()*frame.get_image_transform());\r
@@ -127,27 +129,16 @@ public:
        void end_layer()\r
        {\r
        }\r
-\r
-       void reinitialize_buffers()\r
-       {\r
-               draw_buffer_[0]                 = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4);\r
-               draw_buffer_[1]                 = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4);\r
-               write_buffer_                   = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 4);\r
-               stream_key_buffer_[0]   = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
-               stream_key_buffer_[1]   = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
-               layer_key_buffer_               = channel_.ogl().create_device_buffer(channel_.get_format_desc().width, channel_.get_format_desc().height, 1);\r
-               channel_.ogl().gc();\r
-       }\r
-\r
+       \r
        safe_ptr<host_buffer> render()\r
        {               \r
                auto render_queue = std::move(render_queue_);\r
 \r
                return channel_.ogl().invoke([=]() mutable -> safe_ptr<host_buffer>\r
-               {\r
-                       if(draw_buffer_[0]->width() != channel_.get_format_desc().width || draw_buffer_[0]->height() != channel_.get_format_desc().height)\r
-                               reinitialize_buffers();\r
-                       \r
+               {                       \r
+                       if(channel_.get_format_desc().width != write_buffer_->width() || channel_.get_format_desc().height != write_buffer_->height())\r
+                               initialize_buffers();\r
+\r
                        return do_render(std::move(render_queue));\r
                });\r
        }\r
@@ -201,23 +192,25 @@ public:
 \r
        void render(std::deque<render_item>& stream, bool local_key, bool layer_key)\r
        {\r
+               CASPAR_ASSERT(!stream.empty());\r
+\r
                while(stream.size() > 2)\r
                        stream.pop_front();\r
-               \r
-               BOOST_FOREACH(auto item2, stream)\r
-               {\r
-                       for(size_t n = 0; n < item2.textures.size(); ++n)\r
-                               item2.textures[n]->bind(n);     \r
-               }\r
 \r
+               // Kernel expects lower field first for early explicit z-culling\r
+               if(stream[0].transform.get_mode() == core::video_mode::upper && stream.size() == 2)\r
+                       std::swap(stream[0], stream[1]);                \r
+               \r
                if(stream.front().transform.get_is_key())\r
                {\r
-                       stream_key_buffer_[0]->bind(BASE_INDEX);                        \r
                        stream_key_buffer_[1]->attach();\r
                        \r
                        BOOST_FOREACH(auto item2, stream)\r
-                               kernel_.draw(channel_.get_format_desc().width, channel_.get_format_desc().height, item2.desc, item2.transform, false, false);\r
-                       \r
+                       {       \r
+                               kernel_->draw(channel_.get_format_desc().width, channel_.get_format_desc().height, item2.desc, item2.transform, item2.textures, \r
+                                                               make_safe(stream_key_buffer_[0]), nullptr, nullptr);\r
+                       }\r
+\r
                        std::swap(stream_key_buffer_[0], stream_key_buffer_[1]);\r
 \r
                        stream_key_buffer_[1]->bind();\r
@@ -225,15 +218,14 @@ public:
                }\r
                else\r
                {\r
-                       stream_key_buffer_[0]->bind(LOCAL_KEY_INDEX);   \r
-                       layer_key_buffer_->bind(LAYER_KEY_INDEX);\r
-                       \r
-                       draw_buffer_[0]->bind(BASE_INDEX);                      \r
                        draw_buffer_[1]->attach();      \r
                        \r
                        BOOST_FOREACH(auto item2, stream)\r
-                               kernel_.draw(channel_.get_format_desc().width, channel_.get_format_desc().height, item2.desc, item2.transform, local_key, layer_key);   \r
-                       \r
+                       {       \r
+                               kernel_->draw(channel_.get_format_desc().width, channel_.get_format_desc().height, item2.desc, item2.transform, item2.textures, \r
+                                                               make_safe(draw_buffer_[0]), local_key ? stream_key_buffer_[0] : nullptr, layer_key ? layer_key_buffer_ : nullptr);      \r
+                       }\r
+\r
                        std::swap(draw_buffer_[0], draw_buffer_[1]);\r
                        \r
                        draw_buffer_[1]->bind();\r
index a454c67660ecf9f746d70a2de50cad7da4bdf212..3cbf8938ce58f888db76ca899d2872a40ae7279e 100644 (file)
@@ -27,7 +27,7 @@ struct pixel_format
 {\r
        enum type\r
        {\r
-               gray,\r
+               gray = 0,\r
                bgra,\r
                rgba,\r
                argb,\r