Splitting out rendering
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#include "OpenGLRenderPipeline.h"
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#include "OpenGLRenderer.h"
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#include "RuntimeHost.h"
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#include "VideoIOFormat.h"
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#include <chrono>
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#include <gl/gl.h>
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OpenGLRenderPipeline::OpenGLRenderPipeline(
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OpenGLRenderer& renderer,
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RuntimeHost& runtimeHost,
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RenderEffectCallback renderEffect,
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OutputReadyCallback outputReady,
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PaintCallback paint) :
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mRenderer(renderer),
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mRuntimeHost(runtimeHost),
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mRenderEffect(renderEffect),
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mOutputReady(outputReady),
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mPaint(paint)
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{
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}
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bool OpenGLRenderPipeline::RenderFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
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{
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const VideoIOState& state = context.videoState;
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const auto renderStartTime = std::chrono::steady_clock::now();
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
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mRenderEffect();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glBlitFramebuffer(0, 0, state.inputFrameSize.width, state.inputFrameSize.height, 0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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if (mOutputReady)
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mOutputReady();
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if (state.outputPixelFormat == VideoIOPixelFormat::V210)
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PackOutputForV210(state);
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glFlush();
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const auto renderEndTime = std::chrono::steady_clock::now();
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const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
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mRuntimeHost.TrySetPerformanceStats(state.frameBudgetMilliseconds, renderMilliseconds);
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mRuntimeHost.TryAdvanceFrame();
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ReadOutputFrame(state, outputFrame);
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if (mPaint)
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mPaint();
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return true;
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}
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void OpenGLRenderPipeline::PackOutputForV210(const VideoIOState& state)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
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glViewport(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, mRenderer.OutputTexture());
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(mRenderer.OutputPackProgram());
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const GLint outputResolutionLocation = glGetUniformLocation(mRenderer.OutputPackProgram(), "uOutputVideoResolution");
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const GLint activeWordsLocation = glGetUniformLocation(mRenderer.OutputPackProgram(), "uActiveV210Words");
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if (outputResolutionLocation >= 0)
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glUniform2f(outputResolutionLocation, static_cast<float>(state.outputFrameSize.width), static_cast<float>(state.outputFrameSize.height));
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if (activeWordsLocation >= 0)
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glUniform1f(activeWordsLocation, static_cast<float>(ActiveV210WordsForWidth(state.outputFrameSize.width)));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void OpenGLRenderPipeline::ReadOutputFrame(const VideoIOState& state, VideoIOOutputFrame& outputFrame)
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{
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glPixelStorei(GL_PACK_ALIGNMENT, 4);
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glPixelStorei(GL_PACK_ROW_LENGTH, 0);
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if (state.outputPixelFormat == VideoIOPixelFormat::V210)
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
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glReadPixels(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, outputFrame.bytes);
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}
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else
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
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glReadPixels(0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, outputFrame.bytes);
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}
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}
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