render target pool
This commit is contained in:
@@ -67,6 +67,8 @@ set(APP_SOURCES
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"${APP_DIR}/gl/pipeline/RenderPassDescriptor.h"
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"${APP_DIR}/gl/pipeline/RenderPassDescriptor.h"
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"${APP_DIR}/gl/renderer/OpenGLRenderer.cpp"
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"${APP_DIR}/gl/renderer/OpenGLRenderer.cpp"
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"${APP_DIR}/gl/renderer/OpenGLRenderer.h"
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"${APP_DIR}/gl/renderer/OpenGLRenderer.h"
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"${APP_DIR}/gl/renderer/RenderTargetPool.cpp"
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"${APP_DIR}/gl/renderer/RenderTargetPool.h"
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"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.cpp"
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"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.cpp"
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"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.h"
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"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.h"
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"${APP_DIR}/gl/shader/OpenGLShaderPrograms.cpp"
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"${APP_DIR}/gl/shader/OpenGLShaderPrograms.cpp"
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@@ -181,6 +181,7 @@
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<ClCompile Include="gl\pipeline\OpenGLRenderPass.cpp" />
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<ClCompile Include="gl\pipeline\OpenGLRenderPass.cpp" />
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<ClCompile Include="gl\pipeline\OpenGLRenderPipeline.cpp" />
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<ClCompile Include="gl\pipeline\OpenGLRenderPipeline.cpp" />
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<ClCompile Include="gl\renderer\OpenGLRenderer.cpp" />
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<ClCompile Include="gl\renderer\OpenGLRenderer.cpp" />
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<ClCompile Include="gl\renderer\RenderTargetPool.cpp" />
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<ClCompile Include="gl\shader\OpenGLShaderPrograms.cpp" />
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<ClCompile Include="gl\shader\OpenGLShaderPrograms.cpp" />
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<ClCompile Include="gl\pipeline\PngScreenshotWriter.cpp" />
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<ClCompile Include="gl\pipeline\PngScreenshotWriter.cpp" />
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<ClCompile Include="gl\shader\ShaderBuildQueue.cpp" />
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<ClCompile Include="gl\shader\ShaderBuildQueue.cpp" />
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@@ -208,6 +209,7 @@
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<ClInclude Include="gl\pipeline\OpenGLRenderPipeline.h" />
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<ClInclude Include="gl\pipeline\OpenGLRenderPipeline.h" />
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<ClInclude Include="gl\pipeline\RenderPassDescriptor.h" />
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<ClInclude Include="gl\pipeline\RenderPassDescriptor.h" />
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<ClInclude Include="gl\renderer\OpenGLRenderer.h" />
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<ClInclude Include="gl\renderer\OpenGLRenderer.h" />
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<ClInclude Include="gl\renderer\RenderTargetPool.h" />
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<ClInclude Include="gl\shader\OpenGLShaderPrograms.h" />
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<ClInclude Include="gl\shader\OpenGLShaderPrograms.h" />
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<ClInclude Include="gl\pipeline\PngScreenshotWriter.h" />
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<ClInclude Include="gl\pipeline\PngScreenshotWriter.h" />
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<ClInclude Include="gl\shader\ShaderBuildQueue.h" />
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<ClInclude Include="gl\shader\ShaderBuildQueue.h" />
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@@ -36,6 +36,9 @@
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<ClCompile Include="gl\renderer\OpenGLRenderer.cpp">
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<ClCompile Include="gl\renderer\OpenGLRenderer.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="gl\renderer\RenderTargetPool.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="gl\shader\OpenGLShaderPrograms.cpp">
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<ClCompile Include="gl\shader\OpenGLShaderPrograms.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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@@ -98,6 +101,9 @@
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<ClInclude Include="gl\renderer\OpenGLRenderer.h">
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<ClInclude Include="gl\renderer\OpenGLRenderer.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="gl\renderer\RenderTargetPool.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="gl\shader\OpenGLShaderPrograms.h">
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<ClInclude Include="gl\shader\OpenGLShaderPrograms.h">
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<Filter>Header Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ClInclude>
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@@ -12,15 +12,6 @@ namespace
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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}
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}
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void ConfigureDisplayFrameTexture(unsigned width, unsigned height)
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
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}
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}
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}
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bool OpenGLRenderer::InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, unsigned outputFrameWidth, unsigned outputFrameHeight, unsigned outputPackTextureWidth, std::string& error)
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bool OpenGLRenderer::InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, unsigned outputFrameWidth, unsigned outputFrameHeight, unsigned outputPackTextureWidth, std::string& error)
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@@ -35,80 +26,32 @@ bool OpenGLRenderer::InitializeResources(unsigned inputFrameWidth, unsigned inpu
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ConfigureByteFrameTexture(captureTextureWidth, inputFrameHeight);
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ConfigureByteFrameTexture(captureTextureWidth, inputFrameHeight);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenTextures(1, &mDecodedTexture);
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glBindTexture(GL_TEXTURE_2D, mDecodedTexture);
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ConfigureDisplayFrameTexture(inputFrameWidth, inputFrameHeight);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenTextures(1, &mLayerTempTexture);
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glBindTexture(GL_TEXTURE_2D, mLayerTempTexture);
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ConfigureDisplayFrameTexture(inputFrameWidth, inputFrameHeight);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffers(1, &mDecodeFrameBuf);
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glGenFramebuffers(1, &mLayerTempFrameBuf);
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glGenFramebuffers(1, &mIdFrameBuf);
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glGenFramebuffers(1, &mOutputFrameBuf);
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glGenFramebuffers(1, &mOutputPackFrameBuf);
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glGenRenderbuffers(1, &mIdColorBuf);
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glGenRenderbuffers(1, &mIdColorBuf);
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glGenRenderbuffers(1, &mIdDepthBuf);
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glGenRenderbuffers(1, &mIdDepthBuf);
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glGenVertexArrays(1, &mFullscreenVAO);
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glGenVertexArrays(1, &mFullscreenVAO);
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glGenBuffers(1, &mGlobalParamsUBO);
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glGenBuffers(1, &mGlobalParamsUBO);
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glBindFramebuffer(GL_FRAMEBUFFER, mDecodeFrameBuf);
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if (!mRenderTargets.Create(RenderTargetId::Decoded, inputFrameWidth, inputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "decode", error))
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDecodedTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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error = "Cannot initialize decode framebuffer.";
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return false;
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return false;
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}
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if (!mRenderTargets.Create(RenderTargetId::LayerTemp, inputFrameWidth, inputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "layer", error))
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return false;
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glBindFramebuffer(GL_FRAMEBUFFER, mLayerTempFrameBuf);
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if (!mRenderTargets.Create(RenderTargetId::Composite, inputFrameWidth, inputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "composite", error))
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mLayerTempTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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error = "Cannot initialize layer framebuffer.";
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return false;
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, mIdFrameBuf);
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glGenTextures(1, &mFBOTexture);
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glBindTexture(GL_TEXTURE_2D, mFBOTexture);
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ConfigureDisplayFrameTexture(inputFrameWidth, inputFrameHeight);
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glBindFramebuffer(GL_FRAMEBUFFER, CompositeFramebuffer());
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glBindRenderbuffer(GL_RENDERBUFFER, mIdDepthBuf);
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glBindRenderbuffer(GL_RENDERBUFFER, mIdDepthBuf);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, inputFrameWidth, inputFrameHeight);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, inputFrameWidth, inputFrameHeight);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, mIdDepthBuf);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, mIdDepthBuf);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBOTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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{
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error = "Cannot initialize framebuffer.";
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error = "Cannot initialize framebuffer.";
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return false;
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return false;
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}
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}
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glGenTextures(1, &mOutputTexture);
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if (!mRenderTargets.Create(RenderTargetId::Output, outputFrameWidth, outputFrameHeight, GL_RGBA16F, GL_RGBA, GL_FLOAT, "output", error))
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glBindTexture(GL_TEXTURE_2D, mOutputTexture);
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ConfigureDisplayFrameTexture(outputFrameWidth, outputFrameHeight);
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glBindFramebuffer(GL_FRAMEBUFFER, mOutputFrameBuf);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOutputTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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error = "Cannot initialize output framebuffer.";
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return false;
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return false;
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}
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if (!mRenderTargets.Create(RenderTargetId::OutputPack, outputPackTextureWidth, outputFrameHeight, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, "output pack", error))
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glGenTextures(1, &mOutputPackTexture);
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glBindTexture(GL_TEXTURE_2D, mOutputPackTexture);
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ConfigureByteFrameTexture(outputPackTextureWidth, outputFrameHeight);
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glBindFramebuffer(GL_FRAMEBUFFER, mOutputPackFrameBuf);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOutputPackTexture, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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{
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error = "Cannot initialize output pack framebuffer.";
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return false;
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return false;
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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@@ -169,7 +112,7 @@ void OpenGLRenderer::PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigne
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}
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}
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}
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}
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glBindFramebuffer(GL_READ_FRAMEBUFFER, mOutputFrameBuf);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, OutputFramebuffer());
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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glDisable(GL_SCISSOR_TEST);
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glDisable(GL_SCISSOR_TEST);
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glViewport(0, 0, mViewWidth, mViewHeight);
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glViewport(0, 0, mViewWidth, mViewHeight);
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@@ -186,50 +129,21 @@ void OpenGLRenderer::DestroyResources()
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glDeleteVertexArrays(1, &mFullscreenVAO);
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glDeleteVertexArrays(1, &mFullscreenVAO);
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if (mGlobalParamsUBO != 0)
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if (mGlobalParamsUBO != 0)
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glDeleteBuffers(1, &mGlobalParamsUBO);
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glDeleteBuffers(1, &mGlobalParamsUBO);
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if (mDecodeFrameBuf != 0)
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glDeleteFramebuffers(1, &mDecodeFrameBuf);
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if (mLayerTempFrameBuf != 0)
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glDeleteFramebuffers(1, &mLayerTempFrameBuf);
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if (mIdFrameBuf != 0)
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glDeleteFramebuffers(1, &mIdFrameBuf);
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if (mOutputFrameBuf != 0)
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glDeleteFramebuffers(1, &mOutputFrameBuf);
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if (mOutputPackFrameBuf != 0)
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glDeleteFramebuffers(1, &mOutputPackFrameBuf);
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if (mIdColorBuf != 0)
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if (mIdColorBuf != 0)
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glDeleteRenderbuffers(1, &mIdColorBuf);
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glDeleteRenderbuffers(1, &mIdColorBuf);
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if (mIdDepthBuf != 0)
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if (mIdDepthBuf != 0)
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glDeleteRenderbuffers(1, &mIdDepthBuf);
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glDeleteRenderbuffers(1, &mIdDepthBuf);
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if (mCaptureTexture != 0)
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if (mCaptureTexture != 0)
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glDeleteTextures(1, &mCaptureTexture);
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glDeleteTextures(1, &mCaptureTexture);
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if (mDecodedTexture != 0)
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glDeleteTextures(1, &mDecodedTexture);
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if (mLayerTempTexture != 0)
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glDeleteTextures(1, &mLayerTempTexture);
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if (mFBOTexture != 0)
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glDeleteTextures(1, &mFBOTexture);
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if (mOutputTexture != 0)
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glDeleteTextures(1, &mOutputTexture);
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if (mOutputPackTexture != 0)
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glDeleteTextures(1, &mOutputPackTexture);
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if (mTextureUploadBuffer != 0)
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if (mTextureUploadBuffer != 0)
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glDeleteBuffers(1, &mTextureUploadBuffer);
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glDeleteBuffers(1, &mTextureUploadBuffer);
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mRenderTargets.Destroy();
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mFullscreenVAO = 0;
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mFullscreenVAO = 0;
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mGlobalParamsUBO = 0;
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mGlobalParamsUBO = 0;
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mDecodeFrameBuf = 0;
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mLayerTempFrameBuf = 0;
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mIdFrameBuf = 0;
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mOutputFrameBuf = 0;
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mOutputPackFrameBuf = 0;
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mIdColorBuf = 0;
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mIdColorBuf = 0;
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mIdDepthBuf = 0;
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mIdDepthBuf = 0;
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mCaptureTexture = 0;
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mCaptureTexture = 0;
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mDecodedTexture = 0;
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mLayerTempTexture = 0;
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mFBOTexture = 0;
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mOutputTexture = 0;
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mOutputPackTexture = 0;
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mTextureUploadBuffer = 0;
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mTextureUploadBuffer = 0;
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mGlobalParamsUBOSize = 0;
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mGlobalParamsUBOSize = 0;
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@@ -1,6 +1,7 @@
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#pragma once
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#pragma once
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#include "GLExtensions.h"
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#include "GLExtensions.h"
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#include "RenderTargetPool.h"
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#include "ShaderTypes.h"
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#include "ShaderTypes.h"
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#include "TemporalHistoryBuffers.h"
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#include "TemporalHistoryBuffers.h"
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@@ -45,17 +46,17 @@ public:
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};
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};
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GLuint CaptureTexture() const { return mCaptureTexture; }
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GLuint CaptureTexture() const { return mCaptureTexture; }
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GLuint DecodedTexture() const { return mDecodedTexture; }
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GLuint DecodedTexture() const { return mRenderTargets.Texture(RenderTargetId::Decoded); }
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GLuint LayerTempTexture() const { return mLayerTempTexture; }
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GLuint LayerTempTexture() const { return mRenderTargets.Texture(RenderTargetId::LayerTemp); }
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GLuint CompositeTexture() const { return mFBOTexture; }
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GLuint CompositeTexture() const { return mRenderTargets.Texture(RenderTargetId::Composite); }
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GLuint OutputTexture() const { return mOutputTexture; }
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GLuint OutputTexture() const { return mRenderTargets.Texture(RenderTargetId::Output); }
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GLuint OutputPackTexture() const { return mOutputPackTexture; }
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GLuint OutputPackTexture() const { return mRenderTargets.Texture(RenderTargetId::OutputPack); }
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GLuint TextureUploadBuffer() const { return mTextureUploadBuffer; }
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GLuint TextureUploadBuffer() const { return mTextureUploadBuffer; }
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GLuint DecodeFramebuffer() const { return mDecodeFrameBuf; }
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GLuint DecodeFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::Decoded); }
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GLuint LayerTempFramebuffer() const { return mLayerTempFrameBuf; }
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GLuint LayerTempFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::LayerTemp); }
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GLuint CompositeFramebuffer() const { return mIdFrameBuf; }
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GLuint CompositeFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::Composite); }
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GLuint OutputFramebuffer() const { return mOutputFrameBuf; }
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GLuint OutputFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::Output); }
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GLuint OutputPackFramebuffer() const { return mOutputPackFrameBuf; }
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GLuint OutputPackFramebuffer() const { return mRenderTargets.Framebuffer(RenderTargetId::OutputPack); }
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GLuint FullscreenVertexArray() const { return mFullscreenVAO; }
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GLuint FullscreenVertexArray() const { return mFullscreenVAO; }
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GLuint GlobalParamsUBO() const { return mGlobalParamsUBO; }
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GLuint GlobalParamsUBO() const { return mGlobalParamsUBO; }
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GLuint DecodeProgram() const { return mDecodeProgram; }
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GLuint DecodeProgram() const { return mDecodeProgram; }
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@@ -80,17 +81,7 @@ public:
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private:
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private:
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GLuint mCaptureTexture = 0;
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GLuint mCaptureTexture = 0;
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GLuint mDecodedTexture = 0;
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GLuint mLayerTempTexture = 0;
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GLuint mFBOTexture = 0;
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GLuint mOutputTexture = 0;
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GLuint mOutputPackTexture = 0;
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GLuint mTextureUploadBuffer = 0;
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GLuint mTextureUploadBuffer = 0;
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||||||
GLuint mDecodeFrameBuf = 0;
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||||||
GLuint mLayerTempFrameBuf = 0;
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GLuint mIdFrameBuf = 0;
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||||||
GLuint mOutputFrameBuf = 0;
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||||||
GLuint mOutputPackFrameBuf = 0;
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||||||
GLuint mIdColorBuf = 0;
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GLuint mIdColorBuf = 0;
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||||||
GLuint mIdDepthBuf = 0;
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GLuint mIdDepthBuf = 0;
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||||||
GLuint mFullscreenVAO = 0;
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GLuint mFullscreenVAO = 0;
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@@ -105,5 +96,6 @@ private:
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|||||||
int mViewWidth = 0;
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int mViewWidth = 0;
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||||||
int mViewHeight = 0;
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int mViewHeight = 0;
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||||||
std::vector<LayerProgram> mLayerPrograms;
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std::vector<LayerProgram> mLayerPrograms;
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||||||
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RenderTargetPool mRenderTargets;
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||||||
TemporalHistoryBuffers mTemporalHistory;
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TemporalHistoryBuffers mTemporalHistory;
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -0,0 +1,132 @@
|
|||||||
|
#include "RenderTargetPool.h"
|
||||||
|
|
||||||
|
#include <cstddef>
|
||||||
|
|
||||||
|
namespace
|
||||||
|
{
|
||||||
|
void ConfigureRenderTargetTexture(
|
||||||
|
unsigned width,
|
||||||
|
unsigned height,
|
||||||
|
GLenum internalFormat,
|
||||||
|
GLenum pixelFormat,
|
||||||
|
GLenum pixelType)
|
||||||
|
{
|
||||||
|
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, internalFormat, width, height, 0, pixelFormat, pixelType, NULL);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RenderTargetPool::Create(
|
||||||
|
RenderTargetId id,
|
||||||
|
unsigned width,
|
||||||
|
unsigned height,
|
||||||
|
GLenum internalFormat,
|
||||||
|
GLenum pixelFormat,
|
||||||
|
GLenum pixelType,
|
||||||
|
const char* errorPrefix,
|
||||||
|
std::string& error)
|
||||||
|
{
|
||||||
|
RenderTarget& target = mTargets[TargetIndex(id)];
|
||||||
|
if (target.texture != 0 || target.framebuffer != 0)
|
||||||
|
{
|
||||||
|
error = std::string(errorPrefix) + " render target was already initialized.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
glGenTextures(1, &target.texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, target.texture);
|
||||||
|
ConfigureRenderTargetTexture(width, height, internalFormat, pixelFormat, pixelType);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
glGenFramebuffers(1, &target.framebuffer);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, target.framebuffer);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
|
||||||
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||||
|
{
|
||||||
|
error = std::string("Cannot initialize ") + errorPrefix + " framebuffer.";
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
target.width = width;
|
||||||
|
target.height = height;
|
||||||
|
target.internalFormat = internalFormat;
|
||||||
|
target.pixelFormat = pixelFormat;
|
||||||
|
target.pixelType = pixelType;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool RenderTargetPool::ReserveTemporaryTargets(
|
||||||
|
std::size_t count,
|
||||||
|
unsigned width,
|
||||||
|
unsigned height,
|
||||||
|
GLenum internalFormat,
|
||||||
|
GLenum pixelFormat,
|
||||||
|
GLenum pixelType,
|
||||||
|
std::string& error)
|
||||||
|
{
|
||||||
|
if (!mTemporaryTargets.empty())
|
||||||
|
{
|
||||||
|
error = "Temporary render targets were already initialized.";
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
mTemporaryTargets.resize(count);
|
||||||
|
for (std::size_t index = 0; index < mTemporaryTargets.size(); ++index)
|
||||||
|
{
|
||||||
|
RenderTarget& target = mTemporaryTargets[index];
|
||||||
|
glGenTextures(1, &target.texture);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, target.texture);
|
||||||
|
ConfigureRenderTargetTexture(width, height, internalFormat, pixelFormat, pixelType);
|
||||||
|
glBindTexture(GL_TEXTURE_2D, 0);
|
||||||
|
|
||||||
|
glGenFramebuffers(1, &target.framebuffer);
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, target.framebuffer);
|
||||||
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
|
||||||
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||||
|
{
|
||||||
|
error = "Cannot initialize temporary render target.";
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
target.width = width;
|
||||||
|
target.height = height;
|
||||||
|
target.internalFormat = internalFormat;
|
||||||
|
target.pixelFormat = pixelFormat;
|
||||||
|
target.pixelType = pixelType;
|
||||||
|
}
|
||||||
|
|
||||||
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderTargetPool::Destroy()
|
||||||
|
{
|
||||||
|
for (RenderTarget& target : mTargets)
|
||||||
|
{
|
||||||
|
if (target.framebuffer != 0)
|
||||||
|
glDeleteFramebuffers(1, &target.framebuffer);
|
||||||
|
if (target.texture != 0)
|
||||||
|
glDeleteTextures(1, &target.texture);
|
||||||
|
target = RenderTarget();
|
||||||
|
}
|
||||||
|
|
||||||
|
for (RenderTarget& target : mTemporaryTargets)
|
||||||
|
{
|
||||||
|
if (target.framebuffer != 0)
|
||||||
|
glDeleteFramebuffers(1, &target.framebuffer);
|
||||||
|
if (target.texture != 0)
|
||||||
|
glDeleteTextures(1, &target.texture);
|
||||||
|
}
|
||||||
|
mTemporaryTargets.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
const RenderTarget& RenderTargetPool::Target(RenderTargetId id) const
|
||||||
|
{
|
||||||
|
return mTargets[TargetIndex(id)];
|
||||||
|
}
|
||||||
@@ -1,9 +1,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <gl/gl.h>
|
#include "GLExtensions.h"
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
#include <vector>
|
||||||
|
|
||||||
enum class RenderTargetId
|
enum class RenderTargetId
|
||||||
{
|
{
|
||||||
@@ -38,14 +39,25 @@ public:
|
|||||||
GLenum pixelType,
|
GLenum pixelType,
|
||||||
const char* errorPrefix,
|
const char* errorPrefix,
|
||||||
std::string& error);
|
std::string& error);
|
||||||
|
bool ReserveTemporaryTargets(
|
||||||
|
std::size_t count,
|
||||||
|
unsigned width,
|
||||||
|
unsigned height,
|
||||||
|
GLenum internalFormat,
|
||||||
|
GLenum pixelFormat,
|
||||||
|
GLenum pixelType,
|
||||||
|
std::string& error);
|
||||||
void Destroy();
|
void Destroy();
|
||||||
|
|
||||||
GLuint Texture(RenderTargetId id) const { return Target(id).texture; }
|
GLuint Texture(RenderTargetId id) const { return Target(id).texture; }
|
||||||
GLuint Framebuffer(RenderTargetId id) const { return Target(id).framebuffer; }
|
GLuint Framebuffer(RenderTargetId id) const { return Target(id).framebuffer; }
|
||||||
const RenderTarget& Target(RenderTargetId id) const;
|
const RenderTarget& Target(RenderTargetId id) const;
|
||||||
|
const RenderTarget& TemporaryTarget(std::size_t index) const { return mTemporaryTargets[index]; }
|
||||||
|
std::size_t TemporaryTargetCount() const { return mTemporaryTargets.size(); }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
static std::size_t TargetIndex(RenderTargetId id) { return static_cast<std::size_t>(id); }
|
static std::size_t TargetIndex(RenderTargetId id) { return static_cast<std::size_t>(id); }
|
||||||
|
|
||||||
std::array<RenderTarget, static_cast<std::size_t>(RenderTargetId::Count)> mTargets;
|
std::array<RenderTarget, static_cast<std::size_t>(RenderTargetId::Count)> mTargets;
|
||||||
|
std::vector<RenderTarget> mTemporaryTargets;
|
||||||
};
|
};
|
||||||
|
|||||||
Reference in New Issue
Block a user