]> git.sesse.net Git - casparcg/blobdiff - core/mixer/image/image_kernel.cpp
2.0. video_format: Renamed video_mode to field_mode. image_mixer: Refactored field...
[casparcg] / core / mixer / image / image_kernel.cpp
index e3017120d5c5c950a645faba4c965a87966efd1c..b4505d06510c49225bb9dcba647166d7b6676607 100644 (file)
 #include "../../stdafx.h"\r
 \r
 #include "image_kernel.h"\r
+\r
+#include "image_shader.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 <unordered_map>\r
@@ -51,192 +58,12 @@ GLubyte lower_pattern[] = {
 \r
 struct image_kernel::implementation : boost::noncopyable\r
 {      \r
-       std::unique_ptr<shader> shader_;\r
-\r
-       std::string vertex_;\r
-       std::string fragment_;\r
-       \r
-       implementation()\r
-       {\r
-               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
-               fragment_ =\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
-                       get_blend_glsl()\r
-                       \r
-                       +\r
-\r
-                       "vec3 get_blend_color(vec3 back, vec3 fore)                                                                                     \n"\r
-                       "{                                                                                                                                                                      \n"\r
-                       "       switch(blend_mode)                                                                                                                              \n"\r
-                       "       {                                                                                                                                                               \n"\r
-                       "       case  0: return BlendNormal(back, fore);                                                                                \n"\r
-                       "       case  1: return BlendLighten(back, fore);                                                                               \n"\r
-                       "       case  2: return BlendDarken(back, fore);                                                                                \n"\r
-                       "       case  3: return BlendMultiply(back, fore);                                                                              \n"\r
-                       "       case  4: return BlendAverage(back, fore);                                                                               \n"\r
-                       "       case  5: return BlendAdd(back, fore);                                                                                   \n"\r
-                       "       case  6: return BlendSubstract(back, fore);                                                                             \n"\r
-                       "       case  7: return BlendDifference(back, fore);                                                                    \n"\r
-                       "       case  8: return BlendNegation(back, fore);                                                                              \n"\r
-                       "       case  9: return BlendExclusion(back, fore);                                                                             \n"\r
-                       "       case 10: return BlendScreen(back, fore);                                                                                \n"\r
-                       "       case 11: return BlendOverlay(back, fore);                                                                               \n"\r
-                       //"     case 12: return BlendSoftLight(back, fore);                                                                             \n"\r
-                       "       case 13: return BlendHardLight(back, fore);                                                                             \n"\r
-                       "       case 14: return BlendColorDodge(back, fore);                                                                    \n"\r
-                       "       case 15: return BlendColorBurn(back, fore);                                                                             \n"\r
-                       "       case 16: return BlendLinearDodge(back, fore);                                                                   \n"\r
-                       "       case 17: return BlendLinearBurn(back, fore);                                                                    \n"\r
-                       "       case 18: return BlendLinearLight(back, fore);                                                                   \n"\r
-                       "       case 19: return BlendVividLight(back, fore);                                                                    \n"\r
-                       "       case 20: return BlendPinLight(back, fore);                                                                              \n"\r
-                       "       case 21: return BlendHardMix(back, fore);                                                                               \n"\r
-                       "       case 22: return BlendReflect(back, fore);                                                                               \n"\r
-                       "       case 23: return BlendGlow(back, fore);                                                                                  \n"\r
-                       "       case 24: return BlendPhoenix(back, fore);                                                                               \n"\r
-                       "       case 25: return BlendHue(back, fore);                                                                                   \n"\r
-                       "       case 26: return BlendSaturation(back, fore);                                                                    \n"\r
-                       "       case 27: return BlendColor(back, fore);                                                                                 \n"\r
-                       "       case 28: return BlendLuminosity(back, fore);                                                                    \n"\r
-                       "       }                                                                                                                                                               \n"\r
-                       "                                                                                                                                                                       \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
-                       "       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);                                                              \n"\r
-                       "}                                                                                                                                                                      \n";\r
-       }\r
-\r
-       \r
-       void draw(const render_item&                                                    item,\r
-                         const safe_ptr<device_buffer>&                                background,\r
+       std::shared_ptr<shader> shader_;\r
+       bool                                    blend_modes_;\r
+                                                       \r
+       void draw(ogl_device&                                                                   ogl,\r
+                         render_item&&                                                                 item,\r
+                         device_buffer&                                                                background,\r
                          const std::shared_ptr<device_buffer>&                 local_key,                        \r
                          const std::shared_ptr<device_buffer>&                 layer_key)\r
        {\r
@@ -249,57 +76,70 @@ struct image_kernel::implementation : boost::noncopyable
 \r
                if(item.transform.get_opacity() < epsilon)\r
                        return;\r
-\r
-               if(!shader_)\r
-               {\r
-                       shader_.reset(new shader(vertex_, fragment_));\r
-                       GL(glEnable(GL_TEXTURE_2D));\r
-                       GL(glEnable(GL_SCISSOR_TEST));\r
-               }\r
-                                       \r
-               if(item.mode == core::video_mode::upper)\r
-               {\r
-                       GL(glEnable(GL_POLYGON_STIPPLE));\r
-                       glPolygonStipple(upper_pattern);\r
-               }\r
-               else if(item.mode == core::video_mode::lower)\r
+               \r
+               if(!std::all_of(item.textures.begin(), item.textures.end(), std::mem_fn(&device_buffer::ready)))\r
                {\r
-                       GL(glEnable(GL_POLYGON_STIPPLE));\r
-                       glPolygonStipple(lower_pattern);\r
-               }\r
-               else\r
-                       GL(glDisable(GL_POLYGON_STIPPLE));\r
-\r
+                       CASPAR_LOG(warning) << L"[image_mixer] Performance warning. Host to device transfer not complete, GPU will be stalled";\r
+                       ogl.yield(); // Try to give it some more time.\r
+               }               \r
+               \r
                // Bind textures\r
 \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
+                       local_key->bind(texture_id::local_key);\r
                \r
                if(layer_key)\r
-                       layer_key->bind(5);\r
-\r
-               background->bind(6);\r
-\r
+                       layer_key->bind(texture_id::layer_key);\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("is_hd",                   item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
-               shader_->set("has_local_key",   local_key ? 1 : 0);\r
-               shader_->set("has_layer_key",   layer_key ? 1 : 0);\r
-               shader_->set("blend_mode",              item.transform.get_is_key() ? core::image_transform::blend_mode::normal : item.transform.get_blend_mode());\r
-               shader_->set("alpha_mode",              item.transform.get_alpha_mode());\r
+               if(!shader_)\r
+                       shader_ = get_image_shader(ogl, blend_modes_);\r
+                                               \r
+               ogl.use(*shader_);\r
+\r
+               shader_->set("plane[0]",                texture_id::plane0);\r
+               shader_->set("plane[1]",                texture_id::plane1);\r
+               shader_->set("plane[2]",                texture_id::plane2);\r
+               shader_->set("plane[3]",                texture_id::plane3);\r
+               shader_->set("local_key",               texture_id::local_key);\r
+               shader_->set("layer_key",               texture_id::layer_key);\r
+               shader_->set("is_hd",                   item.pix_desc.planes.at(0).height > 700 ? 1 : 0);\r
+               shader_->set("has_local_key",   local_key);\r
+               shader_->set("has_layer_key",   layer_key);\r
                shader_->set("pixel_format",    item.pix_desc.pix_fmt); \r
+               shader_->set("opacity",                 item.transform.get_is_key() ? 1.0 : item.transform.get_opacity());      \r
+               \r
+               // Setup blend_func\r
+               \r
+               if(item.transform.get_is_key())\r
+                       item.blend_mode = blend_mode::normal;\r
+\r
+               if(blend_modes_)\r
+               {\r
+                       background.bind(6);\r
+\r
+                       shader_->set("background",      texture_id::background);\r
+                       shader_->set("blend_mode",      item.blend_mode);\r
+               }\r
+               else\r
+               {\r
+                       switch(item.blend_mode)\r
+                       {\r
+                       case blend_mode::replace:                       \r
+                               ogl.blend_func_separate(GL_ONE, GL_ZERO, GL_ONE, GL_ONE);\r
+                               break;\r
+                       case blend_mode::normal:\r
+                       default:\r
+                               ogl.blend_func_separate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);\r
+                               break;\r
+                       }\r
+               }\r
+\r
+               // Setup image-adjustements\r
 \r
                auto levels = item.transform.get_levels();\r
 \r
@@ -332,21 +172,46 @@ struct image_kernel::implementation : boost::noncopyable
                else\r
                        shader_->set("csb",     false); \r
                \r
-               // Setup drawing area\r
+               // Setup interlacing\r
 \r
-               GL(glColor4d(item.transform.get_gain(), item.transform.get_gain(), item.transform.get_gain(), item.transform.get_opacity()));\r
-               GL(glViewport(0, 0, background->width(), background->height()));\r
-                                               \r
+               if(item.transform.get_field_mode() == core::field_mode::progressive)                    \r
+                       ogl.disable(GL_POLYGON_STIPPLE);                        \r
+               else                    \r
+               {\r
+                       ogl.enable(GL_POLYGON_STIPPLE);\r
+\r
+                       if(item.transform.get_field_mode() == core::field_mode::upper)\r
+                               ogl.stipple_pattern(upper_pattern);\r
+                       else if(item.transform.get_field_mode() == core::field_mode::lower)\r
+                               ogl.stipple_pattern(lower_pattern);\r
+               }\r
+\r
+               // Setup drawing area\r
+               \r
+               ogl.viewport(0, 0, background.width(), background.height());\r
+                                                               \r
                auto m_p = item.transform.get_clip_translation();\r
                auto m_s = item.transform.get_clip_scale();\r
-               double w = static_cast<double>(background->width());\r
-               double h = static_cast<double>(background->height());\r
 \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
+               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
+               // Set render target\r
+               \r
+               ogl.attach(background);\r
+               \r
                // Draw\r
 \r
                glBegin(GL_QUADS);\r
@@ -355,18 +220,36 @@ struct image_kernel::implementation : boost::noncopyable
                        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
+               // Cleanup\r
+\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
+               {\r
+                       // http://www.opengl.org/registry/specs/NV/texture_barrier.txt\r
+                       // This allows us to use framebuffer (background) both as source and target while blending.\r
+                       glTextureBarrierNV(); \r
+               }\r
        }\r
 };\r
 \r
 image_kernel::image_kernel() : impl_(new implementation()){}\r
-void image_kernel::draw(const render_item& item, const safe_ptr<device_buffer>& background, const std::shared_ptr<device_buffer>& local_key, const std::shared_ptr<device_buffer>& layer_key)\r
+void image_kernel::draw(ogl_device& ogl, \r
+                                               render_item&& item, \r
+                                               device_buffer& background,\r
+                                               const std::shared_ptr<device_buffer>& local_key, \r
+                                               const std::shared_ptr<device_buffer>& layer_key)\r
 {\r
-       impl_->draw(item, background, local_key, layer_key);\r
+       impl_->draw(ogl, std::move(item), background, local_key, layer_key);\r
 }\r
 \r
 bool operator==(const render_item& lhs, const render_item& rhs)\r
 {\r
-       return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag && lhs.mode == rhs.mode;\r
+       return lhs.textures == rhs.textures && lhs.transform == rhs.transform && lhs.tag == rhs.tag;\r
 }\r
 \r
 }}
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