Phase 4 step 2a
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@@ -4,6 +4,7 @@
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#include "OpenGLRenderPipeline.h"
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#include "OpenGLRenderer.h"
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#include "OpenGLShaderPrograms.h"
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#include "RenderCommandQueue.h"
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#include "RenderFrameState.h"
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#include "RenderFrameStateResolver.h"
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#include "HealthTelemetry.h"
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@@ -18,8 +19,6 @@
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#include <string>
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#include <vector>
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class ShaderBuildQueue;
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class RenderEngine
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{
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public:
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@@ -50,13 +49,6 @@ public:
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uint64_t generation = 0;
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};
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struct PreparedShaderBuildApplyResult
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{
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bool hadReadyBuild = false;
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bool applied = false;
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std::string errorMessage;
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};
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RenderEngine(
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RuntimeSnapshotProvider& runtimeSnapshotProvider,
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HealthTelemetry& healthTelemetry,
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@@ -79,7 +71,6 @@ public:
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unsigned outputPackTextureWidth,
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std::string& error);
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bool CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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bool ApplyPreparedShaderBuild(
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const PreparedShaderBuild& preparedBuild,
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unsigned inputFrameWidth,
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@@ -87,13 +78,7 @@ public:
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bool preserveFeedbackState,
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int errorMessageSize,
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char* errorMessage);
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PreparedShaderBuildApplyResult TryApplyReadyShaderBuild(
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ShaderBuildQueue& shaderBuildQueue,
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unsigned inputFrameWidth,
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unsigned inputFrameHeight,
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bool preserveFeedbackState);
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const std::vector<RuntimeRenderState>& CommittedLayerStates() const;
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void ResetTemporalHistoryState();
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void ResetShaderFeedbackState();
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void ApplyRuntimeCoordinatorRenderReset(RuntimeCoordinatorRenderResetScope resetScope);
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@@ -110,6 +95,10 @@ public:
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std::vector<OscOverlayCommitRequest>* commitRequests,
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RenderFrameState& frameState);
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void RenderPreparedFrame(const RenderFrameState& frameState);
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bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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private:
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bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
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void RenderLayerStack(
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bool hasInputSource,
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const std::vector<RuntimeRenderState>& layerStates,
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@@ -118,9 +107,10 @@ public:
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unsigned captureTextureWidth,
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VideoIOPixelFormat inputPixelFormat,
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unsigned historyCap);
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bool CaptureOutputFrameRgbaTopDown(unsigned width, unsigned height, std::vector<unsigned char>& topDownPixels);
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private:
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void ResetTemporalHistoryStateOnRenderThread();
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void ResetShaderFeedbackStateOnRenderThread();
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void ApplyRenderResetOnRenderThread(RenderCommandResetScope resetScope);
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void ProcessRenderResetCommandsOnRenderThread();
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bool PresentPreviewOnRenderThread(unsigned outputFrameWidth, unsigned outputFrameHeight);
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bool UploadInputFrameOnRenderThread(const VideoIOFrame& inputFrame, const VideoIOState& videoState);
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bool RenderOutputFrameOnRenderThread(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
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@@ -136,6 +126,7 @@ private:
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HGLRC mHglrc;
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std::chrono::steady_clock::time_point mLastPreviewPresentTime;
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RenderCommandQueue mRenderCommandQueue;
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RenderFrameStateResolver mFrameStateResolver;
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RuntimeLiveState mRuntimeLiveState;
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};
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