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This commit is contained in:
2026-05-08 16:38:47 +10:00
parent 3eb5bb5de3
commit 4e2ac4a091
47 changed files with 113 additions and 100 deletions

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#include "OpenGLRenderPass.h"
#include "GlRenderConstants.h"
OpenGLRenderPass::OpenGLRenderPass(OpenGLRenderer& renderer) :
mRenderer(renderer)
{
}
void OpenGLRenderPass::Render(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams)
{
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
if (hasInputSource)
{
RenderDecodePass(inputFrameWidth, inputFrameHeight, captureTextureWidth, inputPixelFormat);
}
else
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
glViewport(0, 0, inputFrameWidth, inputFrameHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
std::vector<LayerProgram>& layerPrograms = mRenderer.LayerPrograms();
if (layerStates.empty() || layerPrograms.empty())
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
glBlitFramebuffer(0, 0, inputFrameWidth, inputFrameHeight, 0, 0, inputFrameWidth, inputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
}
else
{
GLuint sourceTexture = mRenderer.DecodedTexture();
GLuint sourceFrameBuffer = mRenderer.DecodeFramebuffer();
for (std::size_t index = 0; index < layerStates.size() && index < layerPrograms.size(); ++index)
{
const std::size_t remaining = layerStates.size() - index;
const bool writeToMain = (remaining % 2) == 1;
RenderShaderProgram(
sourceTexture,
writeToMain ? mRenderer.CompositeFramebuffer() : mRenderer.LayerTempFramebuffer(),
layerPrograms[index],
layerStates[index],
inputFrameWidth,
inputFrameHeight,
historyCap,
updateTextBinding,
updateGlobalParams);
if (layerStates[index].temporalHistorySource == TemporalHistorySource::PreLayerInput)
mRenderer.TemporalHistory().PushPreLayerFramebuffer(layerStates[index].layerId, sourceFrameBuffer, inputFrameWidth, inputFrameHeight);
sourceTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture();
sourceFrameBuffer = writeToMain ? mRenderer.CompositeFramebuffer() : mRenderer.LayerTempFramebuffer();
}
}
mRenderer.TemporalHistory().PushSourceFramebuffer(mRenderer.DecodeFramebuffer(), inputFrameWidth, inputFrameHeight);
}
void OpenGLRenderPass::RenderDecodePass(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, VideoIOPixelFormat inputPixelFormat)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
glViewport(0, 0, inputFrameWidth, inputFrameHeight);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0 + kPackedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(mRenderer.DecodeProgram());
const GLint packedResolutionLocation = glGetUniformLocation(mRenderer.DecodeProgram(), "uPackedVideoResolution");
const GLint decodedResolutionLocation = glGetUniformLocation(mRenderer.DecodeProgram(), "uDecodedVideoResolution");
const GLint inputPixelFormatLocation = glGetUniformLocation(mRenderer.DecodeProgram(), "uInputPixelFormat");
if (packedResolutionLocation >= 0)
glUniform2f(packedResolutionLocation, static_cast<float>(captureTextureWidth), static_cast<float>(inputFrameHeight));
if (decodedResolutionLocation >= 0)
glUniform2f(decodedResolutionLocation, static_cast<float>(inputFrameWidth), static_cast<float>(inputFrameHeight));
if (inputPixelFormatLocation >= 0)
glUniform1i(inputPixelFormatLocation, inputPixelFormat == VideoIOPixelFormat::V210 ? 1 : 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
void OpenGLRenderPass::RenderShaderProgram(
GLuint sourceTexture,
GLuint destinationFrameBuffer,
LayerProgram& layerProgram,
const RuntimeRenderState& state,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams)
{
for (LayerProgram::TextBinding& textBinding : layerProgram.textBindings)
{
std::string textError;
if (!updateTextBinding(state, textBinding, textError))
OutputDebugStringA((textError + "\n").c_str());
}
glBindFramebuffer(GL_FRAMEBUFFER, destinationFrameBuffer);
glViewport(0, 0, inputFrameWidth, inputFrameHeight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, sourceTexture);
mRenderer.TemporalHistory().BindSamplers(state, sourceTexture, historyCap);
BindLayerTextureAssets(layerProgram);
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(layerProgram.program);
updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
UnbindLayerTextureAssets(layerProgram, historyCap);
}
void OpenGLRenderPass::BindLayerTextureAssets(const LayerProgram& layerProgram)
{
const GLuint shaderTextureBase = layerProgram.shaderTextureBase != 0 ? layerProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
{
glActiveTexture(GL_TEXTURE0 + shaderTextureBase + static_cast<GLuint>(index));
glBindTexture(GL_TEXTURE_2D, layerProgram.textureBindings[index].texture);
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(layerProgram.textureBindings.size());
for (std::size_t index = 0; index < layerProgram.textBindings.size(); ++index)
{
glActiveTexture(GL_TEXTURE0 + textTextureBase + static_cast<GLuint>(index));
glBindTexture(GL_TEXTURE_2D, layerProgram.textBindings[index].texture);
}
glActiveTexture(GL_TEXTURE0);
}
void OpenGLRenderPass::UnbindLayerTextureAssets(const LayerProgram& layerProgram, unsigned historyCap)
{
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + index);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + historyCap + index);
glBindTexture(GL_TEXTURE_2D, 0);
}
const GLuint shaderTextureBase = layerProgram.shaderTextureBase != 0 ? layerProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
for (std::size_t index = 0; index < layerProgram.textureBindings.size() + layerProgram.textBindings.size(); ++index)
{
glActiveTexture(GL_TEXTURE0 + shaderTextureBase + static_cast<GLuint>(index));
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}

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#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include "VideoIOFormat.h"
#include <functional>
#include <string>
#include <vector>
class OpenGLRenderPass
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using TextBindingUpdater = std::function<bool(const RuntimeRenderState&, LayerProgram::TextBinding&, std::string&)>;
using GlobalParamsUpdater = std::function<bool(const RuntimeRenderState&, unsigned, unsigned)>;
explicit OpenGLRenderPass(OpenGLRenderer& renderer);
void Render(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams);
private:
void RenderDecodePass(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, VideoIOPixelFormat inputPixelFormat);
void RenderShaderProgram(
GLuint sourceTexture,
GLuint destinationFrameBuffer,
LayerProgram& layerProgram,
const RuntimeRenderState& state,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned historyCap,
const TextBindingUpdater& updateTextBinding,
const GlobalParamsUpdater& updateGlobalParams);
void BindLayerTextureAssets(const LayerProgram& layerProgram);
void UnbindLayerTextureAssets(const LayerProgram& layerProgram, unsigned historyCap);
OpenGLRenderer& mRenderer;
};

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

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#include "OpenGLVideoIOBridge.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include <chrono>
#include <gl/gl.h>
OpenGLVideoIOBridge::OpenGLVideoIOBridge(
VideoIODevice& videoIO,
OpenGLRenderer& renderer,
OpenGLRenderPipeline& renderPipeline,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc) :
mVideoIO(videoIO),
mRenderer(renderer),
mRenderPipeline(renderPipeline),
mRuntimeHost(runtimeHost),
mMutex(mutex),
mHdc(hdc),
mHglrc(hglrc)
{
}
void OpenGLVideoIOBridge::RecordFramePacing(VideoIOCompletionResult completionResult)
{
const auto now = std::chrono::steady_clock::now();
if (mLastPlayoutCompletionTime != std::chrono::steady_clock::time_point())
{
mCompletionIntervalMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(now - mLastPlayoutCompletionTime).count();
if (mSmoothedCompletionIntervalMilliseconds <= 0.0)
mSmoothedCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
else
mSmoothedCompletionIntervalMilliseconds = mSmoothedCompletionIntervalMilliseconds * 0.9 + mCompletionIntervalMilliseconds * 0.1;
if (mCompletionIntervalMilliseconds > mMaxCompletionIntervalMilliseconds)
mMaxCompletionIntervalMilliseconds = mCompletionIntervalMilliseconds;
}
mLastPlayoutCompletionTime = now;
if (completionResult == VideoIOCompletionResult::DisplayedLate)
++mLateFrameCount;
else if (completionResult == VideoIOCompletionResult::Dropped)
++mDroppedFrameCount;
else if (completionResult == VideoIOCompletionResult::Flushed)
++mFlushedFrameCount;
mRuntimeHost.TrySetFramePacingStats(
mCompletionIntervalMilliseconds,
mSmoothedCompletionIntervalMilliseconds,
mMaxCompletionIntervalMilliseconds,
mLateFrameCount,
mDroppedFrameCount,
mFlushedFrameCount);
}
void OpenGLVideoIOBridge::VideoFrameArrived(const VideoIOFrame& inputFrame)
{
const VideoIOState& state = mVideoIO.State();
mRuntimeHost.TrySetSignalStatus(!inputFrame.hasNoInputSource, state.inputFrameSize.width, state.inputFrameSize.height, state.inputDisplayModeName);
if (inputFrame.hasNoInputSource || inputFrame.bytes == nullptr)
return; // don't transfer texture when there's no input
const long textureSize = inputFrame.rowBytes * static_cast<long>(inputFrame.height);
EnterCriticalSection(&mMutex);
wglMakeCurrent(mHdc, mHglrc); // make OpenGL context current in this thread
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer.TextureUploadBuffer());
glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, inputFrame.bytes, GL_DYNAMIC_DRAW);
glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data.
if (inputFrame.pixelFormat == VideoIOPixelFormat::V210)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.captureTextureWidth, state.inputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.captureTextureWidth, state.inputFrameSize.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
}
void OpenGLVideoIOBridge::PlayoutFrameCompleted(const VideoIOCompletion& completion)
{
RecordFramePacing(completion.result);
EnterCriticalSection(&mMutex);
VideoIOOutputFrame outputFrame;
if (!mVideoIO.BeginOutputFrame(outputFrame))
{
LeaveCriticalSection(&mMutex);
return;
}
const VideoIOState& state = mVideoIO.State();
RenderPipelineFrameContext frameContext;
frameContext.videoState = state;
frameContext.completion = completion;
// make GL context current in this thread
wglMakeCurrent(mHdc, mHglrc);
mRenderPipeline.RenderFrame(frameContext, outputFrame);
mVideoIO.EndOutputFrame(outputFrame);
mVideoIO.AccountForCompletionResult(completion.result);
// Schedule the next frame for playout
mVideoIO.ScheduleOutputFrame(outputFrame);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
}

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#pragma once
#include "OpenGLRenderPipeline.h"
#include <windows.h>
#include <chrono>
#include <cstdint>
class RuntimeHost;
class OpenGLVideoIOBridge
{
public:
OpenGLVideoIOBridge(
VideoIODevice& videoIO,
OpenGLRenderer& renderer,
OpenGLRenderPipeline& renderPipeline,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc);
void VideoFrameArrived(const VideoIOFrame& inputFrame);
void PlayoutFrameCompleted(const VideoIOCompletion& completion);
private:
void RecordFramePacing(VideoIOCompletionResult completionResult);
VideoIODevice& mVideoIO;
OpenGLRenderer& mRenderer;
OpenGLRenderPipeline& mRenderPipeline;
RuntimeHost& mRuntimeHost;
CRITICAL_SECTION& mMutex;
HDC mHdc;
HGLRC mHglrc;
std::chrono::steady_clock::time_point mLastPlayoutCompletionTime;
double mCompletionIntervalMilliseconds = 0.0;
double mSmoothedCompletionIntervalMilliseconds = 0.0;
double mMaxCompletionIntervalMilliseconds = 0.0;
uint64_t mLateFrameCount = 0;
uint64_t mDroppedFrameCount = 0;
uint64_t mFlushedFrameCount = 0;
};

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#include "PngScreenshotWriter.h"
#include <windows.h>
#include <wincodec.h>
#include <atlbase.h>
#include <sstream>
#include <thread>
namespace
{
std::string HResultToString(HRESULT hr)
{
std::ostringstream stream;
stream << "HRESULT 0x" << std::hex << static_cast<unsigned long>(hr);
return stream.str();
}
bool WritePngFile(
const std::filesystem::path& outputPath,
unsigned width,
unsigned height,
const std::vector<unsigned char>& bgraPixels,
std::string& error)
{
if (width == 0 || height == 0 || bgraPixels.size() < static_cast<std::size_t>(width) * height * 4)
{
error = "Invalid screenshot dimensions or pixel buffer.";
return false;
}
HRESULT initializeResult = CoInitializeEx(nullptr, COINIT_MULTITHREADED);
const bool shouldUninitialize = SUCCEEDED(initializeResult);
if (FAILED(initializeResult) && initializeResult != RPC_E_CHANGED_MODE)
{
error = "CoInitializeEx failed: " + HResultToString(initializeResult);
return false;
}
CComPtr<IWICImagingFactory> factory;
HRESULT result = CoCreateInstance(
CLSID_WICImagingFactory,
nullptr,
CLSCTX_INPROC_SERVER,
IID_PPV_ARGS(&factory));
if (FAILED(result))
{
error = "Could not create WIC imaging factory: " + HResultToString(result);
if (shouldUninitialize)
CoUninitialize();
return false;
}
CComPtr<IWICStream> stream;
result = factory->CreateStream(&stream);
if (SUCCEEDED(result))
result = stream->InitializeFromFilename(outputPath.wstring().c_str(), GENERIC_WRITE);
if (FAILED(result))
{
error = "Could not open screenshot output file: " + HResultToString(result);
if (shouldUninitialize)
CoUninitialize();
return false;
}
CComPtr<IWICBitmapEncoder> encoder;
result = factory->CreateEncoder(GUID_ContainerFormatPng, nullptr, &encoder);
if (SUCCEEDED(result))
result = encoder->Initialize(stream, WICBitmapEncoderNoCache);
if (FAILED(result))
{
error = "Could not initialize PNG encoder: " + HResultToString(result);
if (shouldUninitialize)
CoUninitialize();
return false;
}
CComPtr<IWICBitmapFrameEncode> frame;
CComPtr<IPropertyBag2> propertyBag;
result = encoder->CreateNewFrame(&frame, &propertyBag);
if (SUCCEEDED(result))
result = frame->Initialize(propertyBag);
if (SUCCEEDED(result))
result = frame->SetSize(width, height);
WICPixelFormatGUID pixelFormat = GUID_WICPixelFormat32bppBGRA;
if (SUCCEEDED(result))
result = frame->SetPixelFormat(&pixelFormat);
if (SUCCEEDED(result) && pixelFormat != GUID_WICPixelFormat32bppBGRA)
{
error = "PNG encoder did not accept BGRA pixel format.";
result = E_FAIL;
}
const UINT stride = width * 4;
const UINT imageSize = stride * height;
if (SUCCEEDED(result))
result = frame->WritePixels(height, stride, imageSize, const_cast<BYTE*>(bgraPixels.data()));
if (SUCCEEDED(result))
result = frame->Commit();
if (SUCCEEDED(result))
result = encoder->Commit();
if (shouldUninitialize)
CoUninitialize();
if (FAILED(result))
{
error = "Could not write screenshot PNG: " + HResultToString(result);
std::error_code ignored;
std::filesystem::remove(outputPath, ignored);
return false;
}
return true;
}
}
void WritePngFileAsync(
const std::filesystem::path& outputPath,
unsigned width,
unsigned height,
std::vector<unsigned char> rgbaPixels)
{
std::thread(
[outputPath, width, height, pixels = std::move(rgbaPixels)]() mutable
{
for (std::size_t index = 0; index + 3 < pixels.size(); index += 4)
std::swap(pixels[index], pixels[index + 2]);
std::string error;
if (!WritePngFile(outputPath, width, height, pixels, error))
OutputDebugStringA(("Screenshot write failed: " + error + "\n").c_str());
else
OutputDebugStringA(("Screenshot written: " + outputPath.string() + "\n").c_str());
}).detach();
}

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#pragma once
#include <filesystem>
#include <string>
#include <vector>
void WritePngFileAsync(
const std::filesystem::path& outputPath,
unsigned width,
unsigned height,
std::vector<unsigned char> rgbaPixels);

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#include "TemporalHistoryBuffers.h"
#include "GlRenderConstants.h"
#include "ShaderTypes.h"
#include <algorithm>
#include <sstream>
#include <set>
bool TemporalHistoryBuffers::ValidateTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, std::string& error) const
{
unsigned requiredUnits = kSourceHistoryTextureUnitBase;
for (const RuntimeRenderState& state : layerStates)
{
unsigned textTextureCount = 0;
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
if (definition.type == ShaderParameterType::Text)
++textTextureCount;
}
const unsigned totalShaderTextures = static_cast<unsigned>(state.textureAssets.size()) + textTextureCount;
const unsigned layerRequiredUnits = kSourceHistoryTextureUnitBase + (state.isTemporal ? historyCap + historyCap : 0u) + totalShaderTextures;
if (layerRequiredUnits > requiredUnits)
requiredUnits = layerRequiredUnits;
}
GLint maxTextureUnits = 0;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
const unsigned availableUnits = maxTextureUnits > 0 ? static_cast<unsigned>(maxTextureUnits) : 0u;
if (requiredUnits > availableUnits)
{
std::ostringstream message;
message << "The current history and shader texture asset configuration requires " << requiredUnits
<< " fragment texture units, but only " << maxTextureUnits << " are available.";
error = message.str();
return false;
}
return true;
}
bool TemporalHistoryBuffers::EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, unsigned frameWidth, unsigned frameHeight, std::string& error)
{
const bool sourceHistoryNeeded = std::any_of(layerStates.begin(), layerStates.end(),
[](const RuntimeRenderState& state) { return state.isTemporal && state.effectiveTemporalHistoryLength > 0; });
const unsigned sourceHistoryLength = sourceHistoryNeeded ? historyCap : 0;
if (sourceHistoryRing.effectiveLength != sourceHistoryLength)
{
if (!CreateRing(sourceHistoryRing, sourceHistoryLength, TemporalHistorySource::Source, frameWidth, frameHeight, error))
return false;
mNeedsReset = true;
}
std::set<std::string> requiredPreLayerIds;
for (const RuntimeRenderState& state : layerStates)
{
if (!state.isTemporal || state.temporalHistorySource != TemporalHistorySource::PreLayerInput)
continue;
requiredPreLayerIds.insert(state.layerId);
auto historyIt = preLayerHistoryByLayerId.find(state.layerId);
if (historyIt == preLayerHistoryByLayerId.end() || historyIt->second.effectiveLength != state.effectiveTemporalHistoryLength)
{
Ring replacement;
if (!CreateRing(replacement, state.effectiveTemporalHistoryLength, TemporalHistorySource::PreLayerInput, frameWidth, frameHeight, error))
return false;
preLayerHistoryByLayerId[state.layerId] = std::move(replacement);
mNeedsReset = true;
}
}
for (auto it = preLayerHistoryByLayerId.begin(); it != preLayerHistoryByLayerId.end();)
{
if (requiredPreLayerIds.find(it->first) == requiredPreLayerIds.end())
{
DestroyRing(it->second);
it = preLayerHistoryByLayerId.erase(it);
mNeedsReset = true;
}
else
{
++it;
}
}
if (mNeedsReset)
ResetState();
return true;
}
bool TemporalHistoryBuffers::CreateRing(Ring& ring, unsigned effectiveLength, TemporalHistorySource historySource, unsigned frameWidth, unsigned frameHeight, std::string& error)
{
DestroyRing(ring);
ring.effectiveLength = effectiveLength;
ring.historySource = historySource;
if (effectiveLength == 0)
return true;
ring.slots.resize(effectiveLength);
for (Slot& slot : ring.slots)
{
glGenTextures(1, &slot.texture);
glBindTexture(GL_TEXTURE_2D, slot.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, frameWidth, frameHeight, 0, GL_RGBA, GL_FLOAT, NULL);
glGenFramebuffers(1, &slot.framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, slot.framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, slot.texture, 0);
const GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
{
error = "Failed to initialize a temporal history framebuffer.";
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
DestroyRing(ring);
return false;
}
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void TemporalHistoryBuffers::DestroyRing(Ring& ring)
{
for (Slot& slot : ring.slots)
{
if (slot.framebuffer != 0)
glDeleteFramebuffers(1, &slot.framebuffer);
if (slot.texture != 0)
glDeleteTextures(1, &slot.texture);
slot.framebuffer = 0;
slot.texture = 0;
}
ring.slots.clear();
ring.nextWriteIndex = 0;
ring.filledCount = 0;
ring.effectiveLength = 0;
ring.historySource = TemporalHistorySource::None;
}
void TemporalHistoryBuffers::DestroyResources()
{
DestroyRing(sourceHistoryRing);
for (auto& historyEntry : preLayerHistoryByLayerId)
DestroyRing(historyEntry.second);
preLayerHistoryByLayerId.clear();
mNeedsReset = true;
}
void TemporalHistoryBuffers::ResetState()
{
sourceHistoryRing.nextWriteIndex = 0;
sourceHistoryRing.filledCount = 0;
for (auto& historyEntry : preLayerHistoryByLayerId)
{
historyEntry.second.nextWriteIndex = 0;
historyEntry.second.filledCount = 0;
}
mNeedsReset = false;
}
void TemporalHistoryBuffers::PushFramebuffer(GLuint sourceFramebuffer, Ring& ring, unsigned frameWidth, unsigned frameHeight)
{
if (ring.effectiveLength == 0 || ring.slots.empty())
return;
Slot& targetSlot = ring.slots[ring.nextWriteIndex];
glBindFramebuffer(GL_READ_FRAMEBUFFER, sourceFramebuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, targetSlot.framebuffer);
glBlitFramebuffer(0, 0, frameWidth, frameHeight, 0, 0, frameWidth, frameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
ring.nextWriteIndex = (ring.nextWriteIndex + 1) % ring.slots.size();
ring.filledCount = std::min<std::size_t>(ring.filledCount + 1, ring.slots.size());
}
void TemporalHistoryBuffers::PushSourceFramebuffer(GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight)
{
PushFramebuffer(sourceFramebuffer, sourceHistoryRing, frameWidth, frameHeight);
}
void TemporalHistoryBuffers::PushPreLayerFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight)
{
auto historyIt = preLayerHistoryByLayerId.find(layerId);
if (historyIt != preLayerHistoryByLayerId.end())
PushFramebuffer(sourceFramebuffer, historyIt->second, frameWidth, frameHeight);
}
void TemporalHistoryBuffers::BindSamplers(const RuntimeRenderState& state, GLuint currentSourceTexture, unsigned historyCap)
{
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + index);
glBindTexture(GL_TEXTURE_2D, ResolveTexture(sourceHistoryRing, currentSourceTexture, index));
}
const GLuint temporalBase = kSourceHistoryTextureUnitBase + historyCap;
const Ring* temporalRing = nullptr;
auto it = preLayerHistoryByLayerId.find(state.layerId);
if (it != preLayerHistoryByLayerId.end())
temporalRing = &it->second;
for (unsigned index = 0; index < historyCap; ++index)
{
glActiveTexture(GL_TEXTURE0 + temporalBase + index);
glBindTexture(GL_TEXTURE_2D, temporalRing ? ResolveTexture(*temporalRing, currentSourceTexture, index) : currentSourceTexture);
}
glActiveTexture(GL_TEXTURE0);
}
GLuint TemporalHistoryBuffers::ResolveTexture(const Ring& ring, GLuint fallbackTexture, std::size_t framesAgo) const
{
if (ring.filledCount == 0 || ring.slots.empty())
return fallbackTexture;
const std::size_t clampedOffset = std::min<std::size_t>(framesAgo, ring.filledCount - 1);
const std::size_t newestIndex = (ring.nextWriteIndex + ring.slots.size() - 1) % ring.slots.size();
const std::size_t slotIndex = (newestIndex + ring.slots.size() - clampedOffset) % ring.slots.size();
return ring.slots[slotIndex].texture != 0 ? ring.slots[slotIndex].texture : fallbackTexture;
}
unsigned TemporalHistoryBuffers::SourceAvailableCount() const
{
return static_cast<unsigned>(sourceHistoryRing.filledCount);
}
unsigned TemporalHistoryBuffers::AvailableCountForLayer(const std::string& layerId) const
{
auto it = preLayerHistoryByLayerId.find(layerId);
if (it == preLayerHistoryByLayerId.end())
return 0;
return static_cast<unsigned>(it->second.filledCount);
}

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#pragma once
#include "GLExtensions.h"
#include "ShaderTypes.h"
#include <windows.h>
#include <gl/gl.h>
#include <map>
#include <string>
#include <vector>
struct RuntimeRenderState;
class TemporalHistoryBuffers
{
public:
struct Slot
{
GLuint texture = 0;
GLuint framebuffer = 0;
};
struct Ring
{
std::vector<Slot> slots;
std::size_t nextWriteIndex = 0;
std::size_t filledCount = 0;
unsigned effectiveLength = 0;
TemporalHistorySource historySource = TemporalHistorySource::None;
};
bool ValidateTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, std::string& error) const;
bool EnsureResources(const std::vector<RuntimeRenderState>& layerStates, unsigned historyCap, unsigned frameWidth, unsigned frameHeight, std::string& error);
bool CreateRing(Ring& ring, unsigned effectiveLength, TemporalHistorySource historySource, unsigned frameWidth, unsigned frameHeight, std::string& error);
void DestroyRing(Ring& ring);
void DestroyResources();
void ResetState();
void PushFramebuffer(GLuint sourceFramebuffer, Ring& ring, unsigned frameWidth, unsigned frameHeight);
void PushSourceFramebuffer(GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
void PushPreLayerFramebuffer(const std::string& layerId, GLuint sourceFramebuffer, unsigned frameWidth, unsigned frameHeight);
void BindSamplers(const RuntimeRenderState& state, GLuint currentSourceTexture, unsigned historyCap);
GLuint ResolveTexture(const Ring& ring, GLuint fallbackTexture, std::size_t framesAgo) const;
unsigned SourceAvailableCount() const;
unsigned AvailableCountForLayer(const std::string& layerId) const;
private:
Ring sourceHistoryRing;
std::map<std::string, Ring> preLayerHistoryByLayerId;
bool mNeedsReset = true;
};