Refactor
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apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.h
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240
apps/LoopThroughWithOpenGLCompositing/gl/OpenGLComposite.h
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/* -LICENSE-START-
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** Copyright (c) 2012 Blackmagic Design
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**
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** Permission is hereby granted, free of charge, to any person or organization
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** obtaining a copy of the software and accompanying documentation (the
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** "Software") to use, reproduce, display, distribute, sub-license, execute,
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** and transmit the Software, and to prepare derivative works of the Software,
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** and to permit third-parties to whom the Software is furnished to do so, in
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** accordance with:
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**
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** (1) if the Software is obtained from Blackmagic Design, the End User License
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** Agreement for the Software Development Kit ("EULA") available at
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** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
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**
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** (2) if the Software is obtained from any third party, such licensing terms
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** as notified by that third party,
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**
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** and all subject to the following:
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**
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** (3) the copyright notices in the Software and this entire statement,
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** including the above license grant, this restriction and the following
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** disclaimer, must be included in all copies of the Software, in whole or in
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** part, and all derivative works of the Software, unless such copies or
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** derivative works are solely in the form of machine-executable object code
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** generated by a source language processor.
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**
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** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
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** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
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** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
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** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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** DEALINGS IN THE SOFTWARE.
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**
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** A copy of the Software is available free of charge at
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** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
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**
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** -LICENSE-END-
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*/
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#ifndef __OPENGL_COMPOSITE_H__
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#define __OPENGL_COMPOSITE_H__
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#include <windows.h>
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#include <process.h>
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#include <tchar.h>
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#include <gl/gl.h>
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#include <gl/glu.h>
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#include <objbase.h>
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#include <atlbase.h>
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#include <comutil.h>
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#include "DeckLinkAPI_h.h"
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#include "GLExtensions.h"
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#include "RuntimeHost.h"
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#include <atomic>
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#include <functional>
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#include <map>
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#include <memory>
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#include <vector>
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#include <deque>
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class PlayoutDelegate;
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class CaptureDelegate;
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class PinnedMemoryAllocator;
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class ControlServer;
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class OscServer;
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class OpenGLComposite
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{
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public:
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OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC);
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~OpenGLComposite();
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bool InitDeckLink();
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bool Start();
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bool Stop();
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bool ReloadShader();
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std::string GetRuntimeStateJson() const;
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bool AddLayer(const std::string& shaderId, std::string& error);
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bool RemoveLayer(const std::string& layerId, std::string& error);
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bool MoveLayer(const std::string& layerId, int direction, std::string& error);
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bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
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bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
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bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
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bool UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error);
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bool UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
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bool ResetLayerParameters(const std::string& layerId, std::string& error);
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bool SaveStackPreset(const std::string& presetName, std::string& error);
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bool LoadStackPreset(const std::string& presetName, std::string& error);
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void resizeGL(WORD width, WORD height);
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void paintGL();
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void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
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void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
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private:
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void resizeWindow(int width, int height);
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bool CheckOpenGLExtensions();
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CaptureDelegate* mCaptureDelegate;
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PlayoutDelegate* mPlayoutDelegate;
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HWND hGLWnd;
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HDC hGLDC;
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HGLRC hGLRC;
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CRITICAL_SECTION pMutex;
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// DeckLink
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IDeckLinkInput* mDLInput;
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IDeckLinkOutput* mDLOutput;
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IDeckLinkKeyer* mDLKeyer;
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std::deque<IDeckLinkMutableVideoFrame*> mDLOutputVideoFrameQueue;
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PinnedMemoryAllocator* mPlayoutAllocator;
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BMDTimeValue mFrameDuration;
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BMDTimeScale mFrameTimescale;
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unsigned mTotalPlayoutFrames;
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unsigned mInputFrameWidth;
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unsigned mInputFrameHeight;
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unsigned mOutputFrameWidth;
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unsigned mOutputFrameHeight;
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std::string mInputDisplayModeName;
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std::string mOutputDisplayModeName;
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bool mHasNoInputSource;
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std::string mDeckLinkOutputModelName;
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bool mDeckLinkSupportsInternalKeying;
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bool mDeckLinkSupportsExternalKeying;
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bool mDeckLinkKeyerInterfaceAvailable;
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bool mDeckLinkExternalKeyingActive;
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std::string mDeckLinkStatusMessage;
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// OpenGL data
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bool mFastTransferExtensionAvailable;
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GLuint mCaptureTexture;
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GLuint mDecodedTexture;
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GLuint mLayerTempTexture;
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GLuint mFBOTexture;
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GLuint mOutputTexture;
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GLuint mUnpinnedTextureBuffer;
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GLuint mDecodeFrameBuf;
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GLuint mLayerTempFrameBuf;
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GLuint mIdFrameBuf;
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GLuint mOutputFrameBuf;
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GLuint mIdColorBuf;
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GLuint mIdDepthBuf;
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GLuint mFullscreenVAO;
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GLuint mGlobalParamsUBO;
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GLuint mDecodeProgram;
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GLuint mDecodeVertexShader;
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GLuint mDecodeFragmentShader;
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GLsizeiptr mGlobalParamsUBOSize;
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int mViewWidth;
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int mViewHeight;
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std::unique_ptr<RuntimeHost> mRuntimeHost;
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std::unique_ptr<ControlServer> mControlServer;
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std::unique_ptr<OscServer> mOscServer;
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struct LayerProgram
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{
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struct TextureBinding
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{
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std::string samplerName;
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std::filesystem::path sourcePath;
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GLuint texture = 0;
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};
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struct TextBinding
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{
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std::string parameterId;
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std::string samplerName;
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std::string fontId;
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GLuint texture = 0;
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std::string renderedText;
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unsigned renderedWidth = 0;
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unsigned renderedHeight = 0;
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};
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std::string layerId;
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std::string shaderId;
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GLuint shaderTextureBase = 0;
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GLuint program = 0;
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GLuint vertexShader = 0;
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GLuint fragmentShader = 0;
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std::vector<TextureBinding> textureBindings;
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std::vector<TextBinding> textBindings;
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};
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std::vector<LayerProgram> mLayerPrograms;
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struct HistorySlot
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{
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GLuint texture = 0;
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GLuint framebuffer = 0;
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};
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struct HistoryRing
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{
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std::vector<HistorySlot> slots;
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std::size_t nextWriteIndex = 0;
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std::size_t filledCount = 0;
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unsigned effectiveLength = 0;
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TemporalHistorySource historySource = TemporalHistorySource::None;
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};
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HistoryRing mSourceHistoryRing;
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std::map<std::string, HistoryRing> mPreLayerHistoryByLayerId;
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bool mTemporalHistoryNeedsReset;
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bool InitOpenGLState();
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bool compileLayerPrograms(int errorMessageSize, char* errorMessage);
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bool compileSingleLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
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bool compileDecodeShader(int errorMessageSize, char* errorMessage);
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void destroyLayerPrograms();
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void destroySingleLayerProgram(LayerProgram& layerProgram);
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void destroyDecodeShaderProgram();
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void renderDecodePass();
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void renderShaderProgram(GLuint sourceTexture, GLuint destinationFrameBuffer, LayerProgram& layerProgram, const RuntimeRenderState& state);
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bool loadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
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bool renderTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
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void bindLayerTextureAssets(const LayerProgram& layerProgram);
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void renderEffect();
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bool PollRuntimeChanges();
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void broadcastRuntimeState();
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bool updateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
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bool validateTemporalTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, std::string& error) const;
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bool ensureTemporalHistoryResources(const std::vector<RuntimeRenderState>& layerStates, std::string& error);
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bool createHistoryRing(HistoryRing& ring, unsigned effectiveLength, TemporalHistorySource historySource, std::string& error);
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void destroyHistoryRing(HistoryRing& ring);
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void destroyTemporalHistoryResources();
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void resetTemporalHistoryState();
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void pushFramebufferToHistoryRing(GLuint sourceFramebuffer, HistoryRing& ring);
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void bindHistorySamplers(const RuntimeRenderState& state, GLuint currentSourceTexture);
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GLuint resolveHistoryTexture(const HistoryRing& ring, GLuint fallbackTexture, std::size_t framesAgo) const;
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unsigned sourceHistoryAvailableCount() const;
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unsigned temporalHistoryAvailableCountForLayer(const std::string& layerId) const;
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};
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#endif // __OPENGL_COMPOSITE_H__
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