Hide renderer internals
This commit is contained in:
@@ -131,7 +131,7 @@ bool OpenGLComposite::InitDeckLink()
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}
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if (mDeckLink->inputFrameWidth != mDeckLink->outputFrameWidth || mDeckLink->inputFrameHeight != mDeckLink->outputFrameHeight)
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{
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mRenderer->mFastTransferExtensionAvailable = false;
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mRenderer->SetFastTransferAvailable(false);
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OutputDebugStringA("Input/output dimensions differ; using regular OpenGL transfer fallback instead of fast transfer.\n");
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}
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@@ -151,10 +151,10 @@ bool OpenGLComposite::InitDeckLink()
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else
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resizeWindow(mDeckLink->outputFrameWidth / 2, mDeckLink->outputFrameHeight / 2);
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if (mRenderer->mFastTransferExtensionAvailable)
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if (mRenderer->FastTransferAvailable())
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{
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// Initialize fast video frame transfers
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if (! VideoFrameTransfer::initialize(mDeckLink->inputFrameWidth, mDeckLink->inputFrameHeight, mRenderer->mCaptureTexture, mRenderer->mOutputTexture))
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if (! VideoFrameTransfer::initialize(mDeckLink->inputFrameWidth, mDeckLink->inputFrameHeight, mRenderer->CaptureTexture(), mRenderer->OutputTexture()))
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{
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MessageBox(NULL, _T("Cannot initialize video transfers."), _T("VideoFrameTransfer error."), MB_OK);
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goto error;
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@@ -307,10 +307,10 @@ void OpenGLComposite::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bo
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wglMakeCurrent( hGLDC, hGLRC ); // make OpenGL context current in this thread
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if (mRenderer->mFastTransferExtensionAvailable)
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if (mRenderer->FastTransferAvailable())
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{
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CComQIPtr<PinnedMemoryAllocator, &IID_PinnedMemoryAllocator> allocator(inputFrameBuffer);
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if (!allocator || !allocator->transferFrame(videoPixels, mRenderer->mCaptureTexture))
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if (!allocator || !allocator->transferFrame(videoPixels, mRenderer->CaptureTexture()))
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OutputDebugStringA("Capture: transferFrame() failed\n");
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allocator->waitForTransferComplete(videoPixels);
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@@ -318,9 +318,9 @@ void OpenGLComposite::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bo
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else
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{
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// Use a straightforward texture buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer->mUnpinnedTextureBuffer);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mRenderer->UnpinnedTextureBuffer());
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glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, videoPixels, GL_DYNAMIC_DRAW);
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glBindTexture(GL_TEXTURE_2D, mRenderer->mCaptureTexture);
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glBindTexture(GL_TEXTURE_2D, mRenderer->CaptureTexture());
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// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mDeckLink->inputFrameWidth / 2, mDeckLink->inputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
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@@ -353,16 +353,16 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
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// Draw the effect output to the off-screen framebuffer.
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const auto renderStartTime = std::chrono::steady_clock::now();
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if (mRenderer->mFastTransferExtensionAvailable)
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if (mRenderer->FastTransferAvailable())
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VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::GPUtoCPU);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer->mIdFrameBuf);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer->CompositeFramebuffer());
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renderEffect();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer->mIdFrameBuf);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer->mOutputFrameBuf);
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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, mDeckLink->inputFrameWidth, mDeckLink->inputFrameHeight, 0, 0, mDeckLink->outputFrameWidth, mDeckLink->outputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer->mOutputFrameBuf);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer->OutputFramebuffer());
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glFlush();
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if (mRenderer->mFastTransferExtensionAvailable)
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if (mRenderer->FastTransferAvailable())
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VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::GPUtoCPU);
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const auto renderEndTime = std::chrono::steady_clock::now();
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if (mRuntimeHost)
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@@ -393,13 +393,13 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
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void* pFrame;
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outputVideoFrameBuffer->GetBytes(&pFrame);
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if (mRenderer->mFastTransferExtensionAvailable)
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if (mRenderer->FastTransferAvailable())
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{
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// Finished with mRenderer->mCaptureTexture
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// Finished sampling the capture texture for this frame.
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if (!mDeckLink->hasNoInputSource)
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VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
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if (! mDeckLink->playoutAllocator->transferFrame(pFrame, mRenderer->mOutputTexture))
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if (! mDeckLink->playoutAllocator->transferFrame(pFrame, mRenderer->OutputTexture()))
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OutputDebugStringA("Playback: transferFrame() failed\n");
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paintGL();
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@@ -409,7 +409,7 @@ void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame,
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}
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else
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer->mOutputFrameBuf);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer->OutputFramebuffer());
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glReadPixels(0, 0, mDeckLink->outputFrameWidth, mDeckLink->outputFrameHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
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paintGL();
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}
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@@ -551,9 +551,9 @@ void OpenGLComposite::resetTemporalHistoryState()
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bool OpenGLComposite::CheckOpenGLExtensions()
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{
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mRenderer->mFastTransferExtensionAvailable = VideoFrameTransfer::checkFastMemoryTransferAvailable();
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mRenderer->SetFastTransferAvailable(VideoFrameTransfer::checkFastMemoryTransferAvailable());
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if (!mRenderer->mFastTransferExtensionAvailable)
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if (!mRenderer->FastTransferAvailable())
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OutputDebugStringA("Fast memory transfer extension not available, using regular OpenGL transfer fallback instead\n");
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return true;
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@@ -17,9 +17,9 @@ void OpenGLRenderPass::Render(
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const TextBindingUpdater& updateTextBinding,
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const GlobalParamsUpdater& updateGlobalParams)
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{
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if (hasInputSource && mRenderer.mFastTransferExtensionAvailable)
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if (hasInputSource && mRenderer.FastTransferAvailable())
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{
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// Signal that we're about to draw using mCaptureTexture onto mFBOTexture.
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// Signal that the capture texture is about to be sampled into the composite framebuffer.
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VideoFrameTransfer::beginTextureInUse(VideoFrameTransfer::CPUtoGPU);
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}
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@@ -31,31 +31,32 @@ void OpenGLRenderPass::Render(
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}
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else
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.mDecodeFrameBuf);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
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glViewport(0, 0, inputFrameWidth, inputFrameHeight);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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if (layerStates.empty() || mRenderer.mLayerPrograms.empty())
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std::vector<LayerProgram>& layerPrograms = mRenderer.LayerPrograms();
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if (layerStates.empty() || layerPrograms.empty())
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.mDecodeFrameBuf);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.mIdFrameBuf);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
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glBlitFramebuffer(0, 0, inputFrameWidth, inputFrameHeight, 0, 0, inputFrameWidth, inputFrameHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.mIdFrameBuf);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
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}
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else
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{
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GLuint sourceTexture = mRenderer.mDecodedTexture;
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GLuint sourceFrameBuffer = mRenderer.mDecodeFrameBuf;
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for (std::size_t index = 0; index < layerStates.size() && index < mRenderer.mLayerPrograms.size(); ++index)
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GLuint sourceTexture = mRenderer.DecodedTexture();
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GLuint sourceFrameBuffer = mRenderer.DecodeFramebuffer();
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for (std::size_t index = 0; index < layerStates.size() && index < layerPrograms.size(); ++index)
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{
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const std::size_t remaining = layerStates.size() - index;
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const bool writeToMain = (remaining % 2) == 1;
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RenderShaderProgram(
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sourceTexture,
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writeToMain ? mRenderer.mIdFrameBuf : mRenderer.mLayerTempFrameBuf,
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mRenderer.mLayerPrograms[index],
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writeToMain ? mRenderer.CompositeFramebuffer() : mRenderer.LayerTempFramebuffer(),
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layerPrograms[index],
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layerStates[index],
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inputFrameWidth,
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inputFrameHeight,
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@@ -63,30 +64,30 @@ void OpenGLRenderPass::Render(
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updateTextBinding,
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updateGlobalParams);
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if (layerStates[index].temporalHistorySource == TemporalHistorySource::PreLayerInput)
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mRenderer.mTemporalHistory.PushPreLayerFramebuffer(layerStates[index].layerId, sourceFrameBuffer, inputFrameWidth, inputFrameHeight);
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sourceTexture = writeToMain ? mRenderer.mFBOTexture : mRenderer.mLayerTempTexture;
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sourceFrameBuffer = writeToMain ? mRenderer.mIdFrameBuf : mRenderer.mLayerTempFrameBuf;
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mRenderer.TemporalHistory().PushPreLayerFramebuffer(layerStates[index].layerId, sourceFrameBuffer, inputFrameWidth, inputFrameHeight);
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sourceTexture = writeToMain ? mRenderer.CompositeTexture() : mRenderer.LayerTempTexture();
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sourceFrameBuffer = writeToMain ? mRenderer.CompositeFramebuffer() : mRenderer.LayerTempFramebuffer();
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}
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}
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mRenderer.mTemporalHistory.PushSourceFramebuffer(mRenderer.mDecodeFrameBuf, inputFrameWidth, inputFrameHeight);
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mRenderer.TemporalHistory().PushSourceFramebuffer(mRenderer.DecodeFramebuffer(), inputFrameWidth, inputFrameHeight);
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if (hasInputSource && mRenderer.mFastTransferExtensionAvailable)
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if (hasInputSource && mRenderer.FastTransferAvailable())
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VideoFrameTransfer::endTextureInUse(VideoFrameTransfer::CPUtoGPU);
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}
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void OpenGLRenderPass::RenderDecodePass(unsigned inputFrameWidth, unsigned inputFrameHeight)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.mDecodeFrameBuf);
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glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.DecodeFramebuffer());
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glViewport(0, 0, inputFrameWidth, inputFrameHeight);
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glClear(GL_COLOR_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0 + kPackedVideoTextureUnit);
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glBindTexture(GL_TEXTURE_2D, mRenderer.mCaptureTexture);
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glBindVertexArray(mRenderer.mFullscreenVAO);
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glUseProgram(mRenderer.mDecodeProgram);
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glBindTexture(GL_TEXTURE_2D, mRenderer.CaptureTexture());
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(mRenderer.DecodeProgram());
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const GLint packedResolutionLocation = glGetUniformLocation(mRenderer.mDecodeProgram, "uPackedVideoResolution");
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const GLint decodedResolutionLocation = glGetUniformLocation(mRenderer.mDecodeProgram, "uDecodedVideoResolution");
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const GLint packedResolutionLocation = glGetUniformLocation(mRenderer.DecodeProgram(), "uPackedVideoResolution");
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const GLint decodedResolutionLocation = glGetUniformLocation(mRenderer.DecodeProgram(), "uDecodedVideoResolution");
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if (packedResolutionLocation >= 0)
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glUniform2f(packedResolutionLocation, static_cast<float>(inputFrameWidth / 2), static_cast<float>(inputFrameHeight));
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if (decodedResolutionLocation >= 0)
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@@ -123,11 +124,11 @@ void OpenGLRenderPass::RenderShaderProgram(
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
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glBindTexture(GL_TEXTURE_2D, sourceTexture);
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mRenderer.mTemporalHistory.BindSamplers(state, sourceTexture, historyCap);
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mRenderer.TemporalHistory().BindSamplers(state, sourceTexture, historyCap);
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BindLayerTextureAssets(layerProgram);
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glBindVertexArray(mRenderer.mFullscreenVAO);
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(layerProgram.program);
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updateGlobalParams(state, mRenderer.mTemporalHistory.SourceAvailableCount(), mRenderer.mTemporalHistory.AvailableCountForLayer(state.layerId));
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updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
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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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@@ -102,6 +102,13 @@ bool OpenGLRenderer::InitializeResources(unsigned inputFrameWidth, unsigned inpu
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return true;
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}
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void OpenGLRenderer::SetDecodeShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader)
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{
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mDecodeProgram = program;
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mDecodeVertexShader = vertexShader;
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mDecodeFragmentShader = fragmentShader;
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}
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void OpenGLRenderer::ResizeView(int width, int height)
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{
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mViewWidth = width;
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@@ -44,6 +44,38 @@ public:
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std::vector<TextBinding> textBindings;
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};
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bool FastTransferAvailable() const { return mFastTransferExtensionAvailable; }
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void SetFastTransferAvailable(bool available) { mFastTransferExtensionAvailable = available; }
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GLuint CaptureTexture() const { return mCaptureTexture; }
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GLuint DecodedTexture() const { return mDecodedTexture; }
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GLuint LayerTempTexture() const { return mLayerTempTexture; }
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GLuint CompositeTexture() const { return mFBOTexture; }
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GLuint OutputTexture() const { return mOutputTexture; }
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GLuint UnpinnedTextureBuffer() const { return mUnpinnedTextureBuffer; }
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GLuint DecodeFramebuffer() const { return mDecodeFrameBuf; }
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GLuint LayerTempFramebuffer() const { return mLayerTempFrameBuf; }
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GLuint CompositeFramebuffer() const { return mIdFrameBuf; }
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GLuint OutputFramebuffer() const { return mOutputFrameBuf; }
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GLuint FullscreenVertexArray() const { return mFullscreenVAO; }
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GLuint GlobalParamsUBO() const { return mGlobalParamsUBO; }
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GLuint DecodeProgram() const { return mDecodeProgram; }
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GLsizeiptr GlobalParamsUBOSize() const { return mGlobalParamsUBOSize; }
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void SetGlobalParamsUBOSize(GLsizeiptr size) { mGlobalParamsUBOSize = size; }
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void ReplaceLayerPrograms(std::vector<LayerProgram>& newPrograms) { mLayerPrograms.swap(newPrograms); }
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std::vector<LayerProgram>& LayerPrograms() { return mLayerPrograms; }
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const std::vector<LayerProgram>& LayerPrograms() const { return mLayerPrograms; }
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TemporalHistoryBuffers& TemporalHistory() { return mTemporalHistory; }
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const TemporalHistoryBuffers& TemporalHistory() const { return mTemporalHistory; }
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void SetDecodeShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader);
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bool InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned outputFrameWidth, unsigned outputFrameHeight, std::string& error);
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void ResizeView(int width, int height);
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void PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigned outputFrameHeight);
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void DestroyResources();
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void DestroySingleLayerProgram(LayerProgram& layerProgram);
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void DestroyLayerPrograms();
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void DestroyDecodeShaderProgram();
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private:
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bool mFastTransferExtensionAvailable = false;
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GLuint mCaptureTexture = 0;
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GLuint mDecodedTexture = 0;
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@@ -67,12 +99,4 @@ public:
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int mViewHeight = 0;
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std::vector<LayerProgram> mLayerPrograms;
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TemporalHistoryBuffers mTemporalHistory;
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bool InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned outputFrameWidth, unsigned outputFrameHeight, std::string& error);
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void ResizeView(int width, int height);
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void PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigned outputFrameHeight);
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void DestroyResources();
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void DestroySingleLayerProgram(LayerProgram& layerProgram);
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void DestroyLayerPrograms();
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void DestroyDecodeShaderProgram();
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};
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@@ -62,12 +62,12 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
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const std::vector<RuntimeRenderState> layerStates = mRuntimeHost.GetLayerRenderStates(inputFrameWidth, inputFrameHeight);
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std::string temporalError;
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const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
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if (!mRenderer.mTemporalHistory.ValidateTextureUnitBudget(layerStates, historyCap, temporalError))
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if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(layerStates, historyCap, temporalError))
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{
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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}
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if (!mRenderer.mTemporalHistory.EnsureResources(layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
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if (!mRenderer.TemporalHistory().EnsureResources(layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
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{
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CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
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return false;
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@@ -89,7 +89,7 @@ bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsign
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}
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DestroyLayerPrograms();
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mRenderer.mLayerPrograms.swap(newPrograms);
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mRenderer.ReplaceLayerPrograms(newPrograms);
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mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
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mRuntimeHost.ClearReloadRequest();
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@@ -273,9 +273,7 @@ bool OpenGLShaderPrograms::CompileDecodeShader(int errorMessageSize, char* error
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}
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DestroyDecodeShaderProgram();
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mRenderer.mDecodeProgram = newProgram.release();
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mRenderer.mDecodeVertexShader = newVertexShader.release();
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mRenderer.mDecodeFragmentShader = newFragmentShader.release();
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mRenderer.SetDecodeShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
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return true;
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}
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@@ -296,7 +294,7 @@ void OpenGLShaderPrograms::DestroyDecodeShaderProgram()
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void OpenGLShaderPrograms::ResetTemporalHistoryState()
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{
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mRenderer.mTemporalHistory.ResetState();
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mRenderer.TemporalHistory().ResetState();
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}
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bool OpenGLShaderPrograms::LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
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@@ -410,17 +408,17 @@ bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& st
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buffer.resize(AlignStd140(buffer.size(), 16), 0);
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glBindBuffer(GL_UNIFORM_BUFFER, mRenderer.mGlobalParamsUBO);
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if (mRenderer.mGlobalParamsUBOSize != static_cast<GLsizeiptr>(buffer.size()))
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glBindBuffer(GL_UNIFORM_BUFFER, mRenderer.GlobalParamsUBO());
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if (mRenderer.GlobalParamsUBOSize() != static_cast<GLsizeiptr>(buffer.size()))
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{
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glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(buffer.size()), buffer.data(), GL_DYNAMIC_DRAW);
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mRenderer.mGlobalParamsUBOSize = static_cast<GLsizeiptr>(buffer.size());
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mRenderer.SetGlobalParamsUBOSize(static_cast<GLsizeiptr>(buffer.size()));
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}
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else
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{
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glBufferSubData(GL_UNIFORM_BUFFER, 0, static_cast<GLsizeiptr>(buffer.size()), buffer.data());
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}
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glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mRenderer.mGlobalParamsUBO);
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glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mRenderer.GlobalParamsUBO());
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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return true;
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