\r
#include "ogl_device.h"\r
\r
+#include "shader.h"\r
+\r
+#include <common/exception/exceptions.h>\r
#include <common/utility/assert.h>\r
#include <common/gl/gl_check.h>\r
\r
#include <boost/foreach.hpp>\r
\r
+#include <gl/glew.h>\r
+\r
namespace caspar { namespace core {\r
\r
-ogl_device::ogl_device() : executor_(L"ogl_device")\r
+ogl_device::ogl_device() \r
+ : executor_(L"ogl_device")\r
+ , pattern_(nullptr)\r
+ , attached_texture_(0)\r
+ , active_shader_(0)\r
{\r
+ std::fill(binded_textures_.begin(), binded_textures_.end(), 0);\r
+ std::fill(viewport_.begin(), viewport_.end(), 0);\r
+ std::fill(scissor_.begin(), scissor_.end(), 0);\r
+ \r
invoke([=]\r
{\r
context_.reset(new sf::Context());\r
GL(glGenFramebuffers(1, &fbo_)); \r
GL(glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo_));\r
GL(glReadBuffer(GL_COLOR_ATTACHMENT0_EXT));\r
+ GL(glDisable(GL_MULTISAMPLE_ARB));\r
});\r
}\r
\r
try\r
{\r
yield();\r
- gc().get();\r
+ gc().wait();\r
\r
// Try again\r
buffer.reset(new device_buffer(width, height, stride));\r
try\r
{\r
yield();\r
- gc().get();\r
+ gc().wait();\r
\r
// Try again\r
buffer.reset(new host_buffer(size, usage));\r
return ver;\r
}\r
\r
-}}
\ No newline at end of file
+\r
+void ogl_device::enable(GLenum cap)\r
+{\r
+ auto& val = caps_[cap];\r
+ if(!val)\r
+ {\r
+ glEnable(cap);\r
+ val = true;\r
+ }\r
+}\r
+\r
+void ogl_device::disable(GLenum cap)\r
+{\r
+ auto& val = caps_[cap];\r
+ if(val)\r
+ {\r
+ glDisable(cap);\r
+ val = false;\r
+ }\r
+}\r
+\r
+void ogl_device::viewport(size_t x, size_t y, size_t width, size_t height)\r
+{\r
+ if(x != viewport_[0] || y != viewport_[1] || width != viewport_[2] || height != viewport_[3])\r
+ { \r
+ glViewport(x, y, width, height);\r
+ viewport_[0] = x;\r
+ viewport_[1] = y;\r
+ viewport_[2] = width;\r
+ viewport_[3] = height;\r
+ }\r
+}\r
+\r
+void ogl_device::scissor(size_t x, size_t y, size_t width, size_t height)\r
+{\r
+ if(x != scissor_[0] || y != scissor_[1] || width != scissor_[2] || height != scissor_[3])\r
+ { \r
+ glScissor(x, y, width, height);\r
+ scissor_[0] = x;\r
+ scissor_[1] = y;\r
+ scissor_[2] = width;\r
+ scissor_[3] = height;\r
+ }\r
+}\r
+\r
+void ogl_device::stipple_pattern(const GLubyte* pattern)\r
+{\r
+ if(pattern_ != pattern)\r
+ { \r
+ glPolygonStipple(pattern);\r
+ pattern_ = pattern;\r
+ }\r
+}\r
+\r
+void ogl_device::attach(device_buffer& texture)\r
+{ \r
+ if(attached_texture_ != texture.id())\r
+ {\r
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, texture.id(), 0);\r
+ attached_texture_ = texture.id();\r
+ }\r
+}\r
+\r
+void ogl_device::clear(device_buffer& texture)\r
+{ \r
+ attach(texture);\r
+ glClear(GL_COLOR_BUFFER_BIT);\r
+}\r
+\r
+void ogl_device::use(shader& shader)\r
+{\r
+ if(active_shader_ != shader.id())\r
+ { \r
+ glUseProgramObjectARB(shader.id()); \r
+ active_shader_ = shader.id();\r
+ }\r
+}\r
+\r
+}}\r
+\r