#include "../../stdafx.h"\r
\r
#include "image_kernel.h"\r
+\r
#include "blending_glsl.h"\r
#include "../gpu/shader.h"\r
#include "../gpu/device_buffer.h"\r
+#include "../gpu/ogl_device.h"\r
\r
#include <common/exception/exceptions.h>\r
#include <common/gl/gl_check.h>\r
+#include <common/env.h>\r
\r
#include <core/video_format.h>\r
#include <core/producer/frame/pixel_format.h>\r
#include <core/producer/frame/image_transform.h>\r
\r
+#include <GL/glew.h>\r
+\r
#include <boost/noncopyable.hpp>\r
\r
+#include <tbb/mutex.h>\r
+\r
#include <unordered_map>\r
\r
namespace caspar { namespace core {\r
\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::unique_ptr<shader> shader_;\r
- \r
- implementation()\r
+ bool blend_modes_;\r
+ \r
+ implementation() : blend_modes_(true)\r
{\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 alpha_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
-\r
- +\r
-\r
- get_blend_glsl()\r
+ }\r
+\r
+ std::string get_blend_color_func()\r
+ {\r
+ return \r
+ \r
+ get_adjustement_glsl()\r
+ \r
+ +\r
+\r
+ get_blend_glsl()\r
+ \r
+ +\r
\r
- +\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(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.bgr, fore.rgb); \n"\r
- " \n"\r
- " return vec4(mix(back.rgb, fore.rgb, 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_rgba_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 + 2.018 * cb; \n"\r
- " color.b = y + 1.596 * cr; \n"\r
- " color.g = y - 0.813 * cr - 0.391 * cb; \n"\r
- " color.a = a; \n"\r
- " \n"\r
- " return color; \n"\r
- "} \n" \r
- " \n"\r
- "vec4 ycbcra_to_rgba_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 + 2.115 * cb; \n"\r
- " color.b = y + 1.793 * cr; \n"\r
- " color.g = y - 0.534 * cr - 0.213 * cb; \n"\r
- " color.a = a; \n"\r
- " \n"\r
- " return color; \n"\r
- "} \n" \r
- " \n" \r
- "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"\r
- "{ \n"\r
- " if(is_hd) \n"\r
- " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"\r
- " else \n"\r
- " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"\r
- "} \n"\r
- " \n"\r
- "vec4 get_rgba_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).bgra; \n"\r
- " case 2: //rgba, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"\r
- " case 3: //argb, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"\r
- " case 4: //abgr, \n"\r
- " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \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_rgba(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_rgba(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_rgba_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.bgra * gl_Color * gain); \n"\r
- "} \n"\r
- ;\r
-\r
- shader_.reset(new shader(vertex, fragment));\r
+ "vec3 get_blend_color(vec3 back, vec3 fore) \n"\r
+ "{ \n"\r
+ " switch(blend_mode) \n"\r
+ " { \n"\r
+ " case 0: return BlendNormal(back, fore); \n"\r
+ " case 1: return BlendLighten(back, fore); \n"\r
+ " case 2: return BlendDarken(back, fore); \n"\r
+ " case 3: return BlendMultiply(back, fore); \n"\r
+ " case 4: return BlendAverage(back, fore); \n"\r
+ " case 5: return BlendAdd(back, fore); \n"\r
+ " case 6: return BlendSubstract(back, fore); \n"\r
+ " case 7: return BlendDifference(back, fore); \n"\r
+ " case 8: return BlendNegation(back, fore); \n"\r
+ " case 9: return BlendExclusion(back, fore); \n"\r
+ " case 10: return BlendScreen(back, fore); \n"\r
+ " case 11: return BlendOverlay(back, fore); \n"\r
+ //" case 12: return BlendSoftLight(back, fore); \n"\r
+ " case 13: return BlendHardLight(back, fore); \n"\r
+ " case 14: return BlendColorDodge(back, fore); \n"\r
+ " case 15: return BlendColorBurn(back, fore); \n"\r
+ " case 16: return BlendLinearDodge(back, fore); \n"\r
+ " case 17: return BlendLinearBurn(back, fore); \n"\r
+ " case 18: return BlendLinearLight(back, fore); \n"\r
+ " case 19: return BlendVividLight(back, fore); \n"\r
+ " case 20: return BlendPinLight(back, fore); \n"\r
+ " case 21: return BlendHardMix(back, fore); \n"\r
+ " case 22: return BlendReflect(back, fore); \n"\r
+ " case 23: return BlendGlow(back, fore); \n"\r
+ " case 24: return BlendPhoenix(back, fore); \n"\r
+ " case 25: return BlendHue(back, fore); \n"\r
+ " case 26: return BlendSaturation(back, fore); \n"\r
+ " case 27: return BlendColor(back, fore); \n"\r
+ " case 28: return BlendLuminosity(back, fore); \n"\r
+ " } \n"\r
+ " return BlendNormal(back, fore); \n"\r
+ "} \n"\r
+ " \n" \r
+ "vec4 blend(vec4 fore) \n"\r
+ "{ \n"\r
+ " vec4 back = texture2D(background, gl_TexCoord[1].st); \n"\r
+ " fore.rgb = get_blend_color(back.rgb, fore.rgb); \n"\r
+ " return vec4(mix(back.bgr, fore.rgb, fore.a), back.a + fore.a); \n"\r
+ "} \n";\r
}\r
+ \r
+ std::string get_simple_blend_color_func()\r
+ {\r
+ return \r
+ \r
+ get_adjustement_glsl()\r
+ \r
+ +\r
+\r
+ "vec4 blend(vec4 fore) \n"\r
+ "{ \n"\r
+ " return fore; \n"\r
+ "} \n";\r
+ }\r
+\r
+ std::string get_vertex()\r
+ {\r
+ return \r
+\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
+\r
+ std::string get_fragment()\r
+ {\r
+ return\r
+\r
+ "#version 120 \n"\r
+ "uniform sampler2D background; \n"\r
+ "uniform sampler2D plane[4]; \n"\r
+ "uniform sampler2D local_key; \n"\r
+ "uniform sampler2D layer_key; \n"\r
+ " \n"\r
+ "uniform bool is_hd; \n"\r
+ "uniform bool has_local_key; \n"\r
+ "uniform bool has_layer_key; \n"\r
+ "uniform int blend_mode; \n"\r
+ "uniform int alpha_mode; \n"\r
+ "uniform int pixel_format; \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
+\r
+ +\r
+ \r
+ (blend_modes_ ? get_blend_color_func() : get_simple_blend_color_func())\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
+ " \n"\r
+ "//http://slouken.blogspot.com/2011/02/mpeg-acceleration-with-glsl.html \n"\r
+ "vec4 ycbcra_to_rgba_sd(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " // YUV offset \n"\r
+ " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"\r
+ " \n"\r
+ " // RGB coefficients \n"\r
+ " const vec3 Rcoeff = vec3(1.164, 0.000, 1.596); \n"\r
+ " const vec3 Gcoeff = vec3(1.164, -0.391, -0.813); \n"\r
+ " const vec3 Bcoeff = vec3(1.164, 2.018, 0.000); \n"\r
+ " \n"\r
+ " vec3 yuv = vec3(y, cr, cb); \n"\r
+ " vec4 rgba; \n"\r
+ " \n"\r
+ " yuv += offset; \n"\r
+ " rgba.r = dot(yuv, Rcoeff); \n"\r
+ " rgba.g = dot(yuv, Gcoeff); \n"\r
+ " rgba.b = dot(yuv, Bcoeff); \n"\r
+ " rgba.a = a; \n"\r
+ " \n"\r
+ " return rgba; \n"\r
+ "} \n" \r
+ " \n"\r
+ "vec4 ycbcra_to_rgba_hd(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " // YUV offset \n"\r
+ " const vec3 offset = vec3(-0.0625, -0.5, -0.5); \n"\r
+ " \n"\r
+ " // RGB coefficients \n"\r
+ " const vec3 Rcoeff = vec3(1.164, 0.000, 1.793); \n"\r
+ " const vec3 Gcoeff = vec3(1.164, -0.213, -0.534); \n"\r
+ " const vec3 Bcoeff = vec3(1.164, 2.115, 0.000); \n"\r
+ " \n"\r
+ " vec3 yuv = vec3(y, cr, cb); \n"\r
+ " vec4 rgba; \n"\r
+ " \n"\r
+ " yuv += offset; \n"\r
+ " rgba.r = dot(yuv, Rcoeff); \n"\r
+ " rgba.g = dot(yuv, Gcoeff); \n"\r
+ " rgba.b = dot(yuv, Bcoeff); \n"\r
+ " rgba.a = a; \n"\r
+ " \n"\r
+ " return rgba; \n"\r
+ "} \n" \r
+ " \n" \r
+ "vec4 ycbcra_to_rgba(float y, float cb, float cr, float a) \n"\r
+ "{ \n"\r
+ " if(is_hd) \n"\r
+ " return ycbcra_to_rgba_hd(y, cb, cr, a); \n"\r
+ " else \n"\r
+ " return ycbcra_to_rgba_sd(y, cb, cr, a); \n"\r
+ "} \n"\r
+ " \n"\r
+ "vec4 get_rgba_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).bgra; \n"\r
+ " case 2: //rgba, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).rgba; \n"\r
+ " case 3: //argb, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).argb; \n"\r
+ " case 4: //abgr, \n"\r
+ " return texture2D(plane[0], gl_TexCoord[0].st).gbar; \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_rgba(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_rgba(y, cb, cr, a); \n"\r
+ " } \n"\r
+ " case 7: //luma \n"\r
+ " { \n"\r
+ " vec3 y3 = texture2D(plane[0], gl_TexCoord[0].st).rrr; \n"\r
+ " return vec4((y3-0.065)/0.859, 1.0); \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
+ " vec4 color = get_rgba_color(); \n"\r
+ " if(levels) \n"\r
+ " color.rgb = LevelsControl(color.rgb, min_input, max_input, gamma, min_output, max_output); \n"\r
+ " if(csb) \n"\r
+ " color.rgb = ContrastSaturationBrightness(color.rgb, brt, sat, con); \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
+ " color *= gl_Color; \n"\r
+ " color = blend(color); \n"\r
+ " gl_FragColor = color.bgra; \n"\r
+ "} \n";\r
+ }\r
+\r
+ void init_shader(ogl_device& ogl)\r
+ {\r
+ try\r
+ { \r
+ blend_modes_ = glTextureBarrierNV ? env::properties().get("configuration.mixers.blend-modes", false) : false;\r
+ shader_.reset(new shader(get_vertex(), get_fragment()));\r
+ }\r
+ catch(...)\r
+ {\r
+ CASPAR_LOG_CURRENT_EXCEPTION();\r
+ CASPAR_LOG(warning) << "Failed to compile shader. Trying to compile without blend-modes.";\r
+ \r
+ blend_modes_ = false;\r
+ shader_.reset(new shader(get_vertex(), get_fragment()));\r
+ }\r
+ \r
+ ogl.enable(GL_TEXTURE_2D);\r
+\r
+ if(!blend_modes_)\r
+ {\r
+ ogl.enable(GL_BLEND);\r
+ GL(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE));\r
+ CASPAR_LOG(info) << L"[shader] Blend-modes are disabled.";\r
+ }\r
+ }\r
+ \r
+ void draw(ogl_device& ogl,\r
+ render_item&& item,\r
const safe_ptr<device_buffer>& background,\r
const std::shared_ptr<device_buffer>& local_key, \r
const std::shared_ptr<device_buffer>& layer_key)\r
{\r
- GL(glEnable(GL_TEXTURE_2D));\r
+ static const double epsilon = 0.001;\r
+\r
+ CASPAR_ASSERT(item.pix_desc.planes.size() == item.textures.size());\r
+\r
+ if(item.textures.empty())\r
+ return;\r
+\r
+ if(item.transform.get_opacity() < epsilon)\r
+ return;\r
+\r
+ if(!shader_)\r
+ init_shader(ogl);\r
\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
+ if(item.mode == core::video_mode::progressive) \r
+ ogl.disable(GL_POLYGON_STIPPLE); \r
+ else \r
+ {\r
+ ogl.enable(GL_POLYGON_STIPPLE);\r
+\r
+ if(item.mode == core::video_mode::upper)\r
+ ogl.stipple_pattern(upper_pattern);\r
+ else if(item.mode == core::video_mode::lower)\r
+ ogl.stipple_pattern(lower_pattern);\r
}\r
- else if(transform.get_mode() == core::video_mode::lower)\r
- GL(glClear(GL_DEPTH_BUFFER_BIT)); \r
\r
// Bind textures\r
\r
- for(size_t n = 0; n < planes.size(); ++n)\r
- planes[n]->bind(n);\r
+ for(size_t n = 0; n < item.textures.size(); ++n)\r
+ item.textures[n]->bind(n);\r
\r
if(local_key)\r
local_key->bind(4);\r
\r
if(layer_key)\r
layer_key->bind(5);\r
-\r
- background->bind(6);\r
-\r
+ \r
// Setup shader\r
\r
- shader_->use(); \r
+ ogl.use(*shader_);\r
\r
shader_->set("plane[0]", 0);\r
shader_->set("plane[1]", 1);\r
shader_->set("plane[3]", 3);\r
shader_->set("local_key", 4);\r
shader_->set("layer_key", 5);\r
- shader_->set("background", 6);\r
- shader_->set("gain", transform.get_gain());\r
- shader_->set("is_hd", pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
+ shader_->set("is_hd", item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
shader_->set("has_local_key", local_key ? 1 : 0);\r
shader_->set("has_layer_key", layer_key ? 1 : 0);\r
- shader_->set("blend_mode", transform.get_blend_mode());\r
- shader_->set("alpha_mode", transform.get_alpha_mode());\r
- shader_->set("interlace_mode", transform.get_mode());\r
- shader_->set("pixel_format", pix_desc.pix_fmt); \r
-\r
- auto levels = transform.get_levels();\r
-\r
- if(levels.min_input > 0.001 ||\r
- levels.max_input < 0.999 ||\r
- levels.min_output > 0.001 ||\r
- levels.max_output < 0.999 ||\r
- std::abs(levels.gamma - 1.0) > 0.001)\r
+ shader_->set("pixel_format", item.pix_desc.pix_fmt); \r
+ \r
+ // Setup blend_func\r
+ \r
+ if(blend_modes_)\r
+ {\r
+ background->bind(6);\r
+\r
+ shader_->set("background", 6);\r
+ shader_->set("blend_mode", item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
+ shader_->set("alpha_mode", item.transform.get_alpha_mode());\r
+ }\r
+\r
+ auto levels = item.transform.get_levels();\r
+\r
+ if(levels.min_input > epsilon ||\r
+ levels.max_input < 1.0-epsilon ||\r
+ levels.min_output > epsilon ||\r
+ levels.max_output < 1.0-epsilon ||\r
+ std::abs(levels.gamma - 1.0) > epsilon)\r
{\r
shader_->set("levels", true); \r
shader_->set("min_input", levels.min_input); \r
else\r
shader_->set("levels", false); \r
\r
- if(std::abs(transform.get_brightness() - 1.0) > 0.001 ||\r
- std::abs(transform.get_saturation() - 1.0) > 0.001 ||\r
- std::abs(transform.get_contrast() - 1.0) > 0.001)\r
+ if(std::abs(item.transform.get_brightness() - 1.0) > epsilon ||\r
+ std::abs(item.transform.get_saturation() - 1.0) > epsilon ||\r
+ std::abs(item.transform.get_contrast() - 1.0) > epsilon)\r
{\r
shader_->set("csb", true); \r
\r
- shader_->set("brt", transform.get_brightness()); \r
- shader_->set("sat", transform.get_saturation());\r
- shader_->set("con", transform.get_contrast());\r
+ shader_->set("brt", item.transform.get_brightness()); \r
+ shader_->set("sat", item.transform.get_saturation());\r
+ shader_->set("con", item.transform.get_contrast());\r
}\r
else\r
shader_->set("csb", false); \r
\r
// Setup drawing area\r
+ \r
+ ogl.viewport(0, 0, background->width(), background->height());\r
\r
- GL(glColor4d(1.0, 1.0, 1.0, transform.get_opacity()));\r
- GL(glViewport(0, 0, width, height));\r
+ GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\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
+ auto m_p = item.transform.get_clip_translation();\r
+ auto m_s = item.transform.get_clip_scale();\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
+ bool scissor = m_p[0] > std::numeric_limits<double>::epsilon() || m_p[1] > std::numeric_limits<double>::epsilon() &&\r
+ m_s[0] < 1.0 - std::numeric_limits<double>::epsilon() || m_s[1] < 1.0 - std::numeric_limits<double>::epsilon();\r
+\r
+ if(scissor)\r
+ {\r
+ double w = static_cast<double>(background->width());\r
+ double h = static_cast<double>(background->height());\r
+ \r
+ ogl.enable(GL_SCISSOR_TEST);\r
+ ogl.scissor(static_cast<size_t>(m_p[0]*w), static_cast<size_t>(m_p[1]*h), static_cast<size_t>(m_s[0]*w), static_cast<size_t>(m_s[1]*h));\r
+ }\r
+\r
+ auto f_p = item.transform.get_fill_translation();\r
+ auto f_s = item.transform.get_fill_scale();\r
\r
// Draw\r
\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
+ 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
\r
- GL(glDisable(GL_SCISSOR_TEST)); \r
- GL(glDisable(GL_DEPTH_TEST)); \r
+ ogl.disable(GL_SCISSOR_TEST); \r
+ \r
+ item.textures.clear();\r
+ ogl.yield(); // Return resources to pool as early as possible.\r
+\r
+ if(!blend_modes_)\r
+ glTextureBarrierNV(); // This allows us to use framebuffer both as source and target while blending.\r
}\r
};\r
\r
image_kernel::image_kernel() : impl_(new implementation()){}\r
+void image_kernel::draw(ogl_device& ogl, render_item&& item, const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
+{\r
+ impl_->draw(ogl, std::move(item), background, local_key, layer_key);\r
+}\r
\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
+bool operator==(const render_item& lhs, const render_item& rhs)\r
{\r
- impl_->draw(width, height, pix_desc, transform, planes, background, local_key, layer_key);\r
+ return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
}\r
\r
}}
\ No newline at end of file