#include <string>
#include "glsl_manager.h"
#include <movit/init.h>
+#include <movit/util.h>
#include <movit/effect_chain.h>
#include "mlt_movit_input.h"
#include "mlt_flip_effect.h"
return effect;
}
-void GlslManager::render( mlt_service service, void* chain, GLuint fbo, int width, int height )
+void GlslManager::render_fbo( mlt_service service, void* chain, GLuint fbo, int width, int height )
{
EffectChain* effect_chain = (EffectChain*) chain;
mlt_properties properties = MLT_SERVICE_PROPERTIES( service );
effect_chain->render_to_fbo( fbo, width, height );
}
+int GlslManager::render_frame_texture(mlt_service service, mlt_frame frame, int width, int height, uint8_t **image)
+{
+ EffectChain* chain = get_chain( service );
+ if (!chain) return 1;
+ glsl_fbo fbo = get_fbo( width, height );
+ if (!fbo) return 1;
+ glsl_texture texture = get_texture( width, height, GL_RGBA );
+ if (!texture) {
+ release_fbo( fbo );
+ return 1;
+ }
+
+ glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
+ check_error();
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
+ check_error();
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ check_error();
+
+ render_fbo( service, chain, fbo->fbo, width, height );
+
+ glFinish();
+ check_error();
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ check_error();
+ release_fbo( fbo );
+
+ *image = (uint8_t*) &texture->texture;
+ mlt_frame_set_image( frame, *image, 0, NULL );
+ mlt_properties_set_data( MLT_FRAME_PROPERTIES(frame), "movit.convert.texture", texture, 0,
+ (mlt_destructor) GlslManager::release_texture, NULL );
+
+ return 0;
+}
+
+int GlslManager::render_frame_rgba(mlt_service service, mlt_frame frame, int width, int height, uint8_t **image)
+{
+ EffectChain* chain = get_chain( service );
+ if (!chain) return 1;
+ glsl_fbo fbo = get_fbo( width, height );
+ if (!fbo) return 1;
+ glsl_texture texture = get_texture( width, height, GL_RGBA );
+ if (!texture) {
+ release_fbo( fbo );
+ return 1;
+ }
+
+ // Use a PBO to hold the data we read back with glReadPixels().
+ // (Intel/DRI goes into a slow path if we don't read to PBO.)
+ int img_size = width * height * 4;
+ glsl_pbo pbo = get_pbo( img_size );
+ if (!pbo) {
+ release_fbo( fbo );
+ release_texture(texture);
+ return 1;
+ }
+
+ // Set the FBO
+ check_error();
+ glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
+ check_error();
+ glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
+ check_error();
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ check_error();
+
+ render_fbo( service, chain, fbo->fbo, width, height );
+
+ // Read FBO into PBO
+ glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo );
+ check_error();
+ glBufferData( GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ );
+ check_error();
+ glReadPixels( 0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0) );
+ check_error();
+
+ // Copy from PBO
+ uint8_t* buf = (uint8_t*) glMapBuffer( GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY );
+ check_error();
+ *image = (uint8_t*) mlt_pool_alloc( img_size );
+ mlt_frame_set_image( frame, *image, img_size, mlt_pool_release );
+ memcpy( *image, buf, img_size );
+
+ // Convert BGRA to RGBA
+ register uint8_t *p = *image;
+ register int n = width * height + 1;
+ while ( --n ) {
+ uint8_t b = p[0];
+ *p = p[2]; p += 2;
+ *p = b; p += 2;
+ }
+
+ // Release PBO and FBO
+ glUnmapBuffer( GL_PIXEL_PACK_BUFFER_ARB );
+ check_error();
+ glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, 0 );
+ check_error();
+ glBindFramebuffer( GL_FRAMEBUFFER, 0 );
+ check_error();
+ glBindTexture( GL_TEXTURE_2D, 0 );
+ check_error();
+ mlt_properties_set_data( MLT_FRAME_PROPERTIES(frame), "movit.convert.texture", texture, 0,
+ (mlt_destructor) GlslManager::release_texture, NULL);
+ release_fbo( fbo );
+
+ return 0;
+}
+
void GlslManager::lock_service( mlt_frame frame )
{
Mlt::Producer producer( mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) ) );