43 Commits

Author SHA1 Message Date
0831e18c2d Updated shader and fixed PNG output
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2026-05-08 15:52:58 +10:00
05d0bcbedd PNG writer
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2026-05-08 15:33:40 +10:00
6ea70d9497 shader adjustment
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2026-05-08 15:12:48 +10:00
bc536bd751 Control ui adjsutments
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2026-05-08 13:54:02 +10:00
7035cde8c8 added random seed
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2026-05-08 13:38:27 +10:00
5eff189bbf random float
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2026-05-08 13:35:15 +10:00
c9fed70a60 16bit processing
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2026-05-08 13:27:41 +10:00
fb9122ecdc Update README.md
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2026-05-07 06:54:59 +00:00
bff27c42a7 Update README.md
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2026-05-07 06:11:53 +00:00
cea435b609 shader tweak for LUT application
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2026-05-06 16:53:54 +10:00
f9ea2d6900 LUT interpolation
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2026-05-06 16:44:39 +10:00
96e7e66b0d Install step
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2026-05-06 14:51:19 +10:00
e5221b329f Added xyla shader
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2026-05-06 14:50:00 +10:00
70be7312b8 Timing and saftey pass
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2026-05-06 14:35:41 +10:00
b2f4d6677c Footer
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2026-05-06 14:15:57 +10:00
08e039aebe Shader compile thread seperation
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2026-05-06 14:11:18 +10:00
6502344d0a Added trigger
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2026-05-06 14:01:23 +10:00
e59677c212 Typography improvements
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2026-05-06 13:16:02 +10:00
3dc7af6fc0 control
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2026-05-06 13:03:35 +10:00
ef829bf3ef Added control interface
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2026-05-06 12:55:36 +10:00
ff1b7519a0 Added bad shader warning instead of hard fail
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2026-05-06 12:44:22 +10:00
414ef62479 Added clock time
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2026-05-06 12:38:23 +10:00
d2cf852eb2 Update ci.yml
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2026-05-06 12:15:34 +10:00
73e0af5d2e Update ci.yml
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2026-05-06 12:12:08 +10:00
99e8fb4681 Updated runner
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2026-05-06 12:11:51 +10:00
a58f8aaf43 Start up procedures
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2026-05-06 11:56:02 +10:00
515f58b848 Video format refactor
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2026-05-06 11:51:08 +10:00
02a8a64360 com updates
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2026-05-06 11:41:27 +10:00
a526887ff6 temporal manifest tests
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2026-05-06 11:34:53 +10:00
d2ac369fdc Pacing problems
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2026-05-06 11:31:48 +10:00
2317a80ce5 stutter fix
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2026-05-06 11:23:40 +10:00
3cb8d3cfad added tests
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2026-05-06 11:09:15 +10:00
8b9e2916df Shader ownership
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2026-05-06 11:03:16 +10:00
bbbc678c83 Simplify ownership/lifetime
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2026-05-06 10:57:59 +10:00
1b67777c4a Extract frame transfer callbacks
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2026-05-06 10:53:53 +10:00
5fd24b3f06 Hide renderer internals
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2026-05-06 10:48:50 +10:00
35f5a024fd Decklink helper
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2026-05-06 10:44:55 +10:00
6918306336 decklink separation
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2026-05-06 10:31:21 +10:00
8ec87685b8 Shader clean up
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2026-05-06 10:26:38 +10:00
8c8028dd1f Separate history
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2026-05-06 10:14:55 +10:00
9e480db31c Further refactor
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2026-05-06 09:31:44 +10:00
0bfffa6552 Refactor
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2026-05-06 09:28:46 +10:00
437199f3f0 Additional shaders
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2026-05-06 00:23:20 +10:00
127 changed files with 44076 additions and 4451 deletions

View File

@@ -12,15 +12,48 @@ on:
jobs:
native-windows:
name: Native Windows Build And Tests
runs-on: windows-latest
runs-on: windows-2022
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Verify Visual Studio ATL
shell: powershell
run: |
$atlHeaders = @(Get-ChildItem -Path "${env:ProgramFiles(x86)}\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC" -Filter atlbase.h -Recurse -ErrorAction SilentlyContinue)
if ($atlHeaders.Count -eq 0) {
Write-Error "Visual Studio Build Tools is missing ATL. Install the 'C++ ATL for latest v143 build tools (x86 & x64)' component, component ID Microsoft.VisualStudio.Component.VC.ATL, then restart the runner service."
exit 1
}
Write-Host "Found ATL header: $($atlHeaders[0].FullName)"
- name: Configure Debug
shell: powershell
run: cmake --preset vs2022-x64-debug
run: |
$slangRoot = "${{ vars.SLANG_ROOT }}"
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = $env:SLANG_ROOT
}
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = Join-Path $PWD "3rdParty\slang-2026.8-windows-x86_64"
}
$requiredFiles = @(
(Join-Path $slangRoot "bin\slangc.exe"),
(Join-Path $slangRoot "bin\slang-compiler.dll"),
(Join-Path $slangRoot "bin\slang-glslang.dll"),
(Join-Path $slangRoot "LICENSE")
)
$missingFiles = @($requiredFiles | Where-Object { -not (Test-Path -LiteralPath $_) })
if ($missingFiles.Count -gt 0) {
Write-Error "Missing native third-party dependencies. Set Gitea repository variable SLANG_ROOT, or pre-populate the repo-local 3rdParty folder on the Windows runner. Missing: $($missingFiles -join ', ')"
exit 1
}
Write-Host "Using SLANG_ROOT=$slangRoot"
cmake --preset vs2022-x64-debug -DSLANG_ROOT="$slangRoot"
- name: Build Debug
shell: powershell
@@ -32,7 +65,7 @@ jobs:
ui-ubuntu:
name: React UI Build
runs-on: nubuntu-latest
runs-on: ubuntu-latest
steps:
- name: Checkout
@@ -48,7 +81,7 @@ jobs:
package-windows:
name: Windows Release Package
runs-on: windows-latest
runs-on: windows-2022
needs:
- native-windows
- ui-ubuntu
@@ -57,6 +90,16 @@ jobs:
- name: Checkout
uses: actions/checkout@v4
- name: Verify Visual Studio ATL
shell: powershell
run: |
$atlHeaders = @(Get-ChildItem -Path "${env:ProgramFiles(x86)}\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC" -Filter atlbase.h -Recurse -ErrorAction SilentlyContinue)
if ($atlHeaders.Count -eq 0) {
Write-Error "Visual Studio Build Tools is missing ATL. Install the 'C++ ATL for latest v143 build tools (x86 & x64)' component, component ID Microsoft.VisualStudio.Component.VC.ATL, then restart the runner service."
exit 1
}
Write-Host "Found ATL header: $($atlHeaders[0].FullName)"
- name: Build UI
shell: powershell
working-directory: ui
@@ -66,7 +109,30 @@ jobs:
- name: Configure Release
shell: powershell
run: cmake --preset vs2022-x64-release
run: |
$slangRoot = "${{ vars.SLANG_ROOT }}"
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = $env:SLANG_ROOT
}
if ([string]::IsNullOrWhiteSpace($slangRoot)) {
$slangRoot = Join-Path $PWD "3rdParty\slang-2026.8-windows-x86_64"
}
$requiredFiles = @(
(Join-Path $slangRoot "bin\slangc.exe"),
(Join-Path $slangRoot "bin\slang-compiler.dll"),
(Join-Path $slangRoot "bin\slang-glslang.dll"),
(Join-Path $slangRoot "LICENSE")
)
$missingFiles = @($requiredFiles | Where-Object { -not (Test-Path -LiteralPath $_) })
if ($missingFiles.Count -gt 0) {
Write-Error "Missing native third-party dependencies. Set Gitea repository variable SLANG_ROOT, or pre-populate the repo-local 3rdParty folder on the Windows runner. Missing: $($missingFiles -join ', ')"
exit 1
}
Write-Host "Using SLANG_ROOT=$slangRoot"
cmake --preset vs2022-x64-release -DSLANG_ROOT="$slangRoot"
- name: Build Release
shell: powershell
@@ -81,7 +147,8 @@ jobs:
run: Compress-Archive -Path dist/VideoShader/* -DestinationPath dist/VideoShader.zip -Force
- name: Upload Runtime Package
uses: actions/upload-artifact@v4
# Gitea/GHES-compatible runners do not support the v4 artifact backend yet.
uses: actions/upload-artifact@v3
with:
name: VideoShader-windows-release
path: dist/VideoShader.zip

View File

@@ -7,17 +7,12 @@ set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(CMAKE_CXX_EXTENSIONS OFF)
set(APP_DIR "${CMAKE_CURRENT_SOURCE_DIR}/apps/LoopThroughWithOpenGLCompositing")
set(GPUDIRECT_DIR "${CMAKE_CURRENT_SOURCE_DIR}/3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect" CACHE PATH "Path to the NVIDIA_GPUDirect sample directory from the Blackmagic DeckLink SDK")
set(SLANG_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/3rdParty/slang-2026.8-windows-x86_64" CACHE PATH "Path to a Slang binary release containing bin/slangc.exe")
if(NOT EXISTS "${APP_DIR}/LoopThroughWithOpenGLCompositing.cpp")
message(FATAL_ERROR "Imported app sources were not found under ${APP_DIR}")
endif()
if(NOT EXISTS "${GPUDIRECT_DIR}/lib/x64/dvp.lib")
message(FATAL_ERROR "NVIDIA GPUDirect library not found under ${GPUDIRECT_DIR}")
endif()
set(SLANG_RUNTIME_FILES
"${SLANG_ROOT}/bin/slangc.exe"
"${SLANG_ROOT}/bin/slang-compiler.dll"
@@ -36,58 +31,102 @@ if(NOT EXISTS "${SLANG_LICENSE_FILE}")
endif()
set(APP_SOURCES
"${APP_DIR}/ControlServer.cpp"
"${APP_DIR}/ControlServer.h"
"${APP_DIR}/DeckLinkAPI_i.c"
"${APP_DIR}/GLExtensions.cpp"
"${APP_DIR}/GLExtensions.h"
"${APP_DIR}/control/ControlServer.cpp"
"${APP_DIR}/control/ControlServer.h"
"${APP_DIR}/control/OscServer.cpp"
"${APP_DIR}/control/OscServer.h"
"${APP_DIR}/control/RuntimeControlBridge.cpp"
"${APP_DIR}/control/RuntimeControlBridge.h"
"${APP_DIR}/control/RuntimeServices.cpp"
"${APP_DIR}/control/RuntimeServices.h"
"${APP_DIR}/decklink/DeckLinkDisplayMode.cpp"
"${APP_DIR}/decklink/DeckLinkDisplayMode.h"
"${APP_DIR}/decklink/DeckLinkFrameTransfer.cpp"
"${APP_DIR}/decklink/DeckLinkFrameTransfer.h"
"${APP_DIR}/decklink/DeckLinkSession.cpp"
"${APP_DIR}/decklink/DeckLinkSession.h"
"${APP_DIR}/decklink/VideoIOFormat.cpp"
"${APP_DIR}/decklink/VideoIOFormat.h"
"${APP_DIR}/gl/GLExtensions.cpp"
"${APP_DIR}/gl/GLExtensions.h"
"${APP_DIR}/gl/GlobalParamsBuffer.cpp"
"${APP_DIR}/gl/GlobalParamsBuffer.h"
"${APP_DIR}/gl/GlRenderConstants.h"
"${APP_DIR}/gl/GlScopedObjects.h"
"${APP_DIR}/gl/GlShaderSources.cpp"
"${APP_DIR}/gl/GlShaderSources.h"
"${APP_DIR}/gl/OpenGLComposite.cpp"
"${APP_DIR}/gl/OpenGLComposite.h"
"${APP_DIR}/gl/OpenGLCompositeRuntimeControls.cpp"
"${APP_DIR}/gl/OpenGLDeckLinkBridge.cpp"
"${APP_DIR}/gl/OpenGLDeckLinkBridge.h"
"${APP_DIR}/gl/OpenGLRenderPass.cpp"
"${APP_DIR}/gl/OpenGLRenderPass.h"
"${APP_DIR}/gl/OpenGLRenderer.cpp"
"${APP_DIR}/gl/OpenGLRenderer.h"
"${APP_DIR}/gl/OpenGLShaderPrograms.cpp"
"${APP_DIR}/gl/OpenGLShaderPrograms.h"
"${APP_DIR}/gl/PngScreenshotWriter.cpp"
"${APP_DIR}/gl/PngScreenshotWriter.h"
"${APP_DIR}/gl/ShaderProgramCompiler.cpp"
"${APP_DIR}/gl/ShaderProgramCompiler.h"
"${APP_DIR}/gl/ShaderBuildQueue.cpp"
"${APP_DIR}/gl/ShaderBuildQueue.h"
"${APP_DIR}/gl/ShaderTextureBindings.cpp"
"${APP_DIR}/gl/ShaderTextureBindings.h"
"${APP_DIR}/gl/Std140Buffer.h"
"${APP_DIR}/gl/TextRasterizer.cpp"
"${APP_DIR}/gl/TextRasterizer.h"
"${APP_DIR}/gl/TextureAssetLoader.cpp"
"${APP_DIR}/gl/TextureAssetLoader.h"
"${APP_DIR}/gl/TemporalHistoryBuffers.cpp"
"${APP_DIR}/gl/TemporalHistoryBuffers.h"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.cpp"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.h"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.rc"
"${APP_DIR}/NativeHandles.h"
"${APP_DIR}/NativeSockets.h"
"${APP_DIR}/OpenGLComposite.cpp"
"${APP_DIR}/OpenGLComposite.h"
"${APP_DIR}/OscServer.cpp"
"${APP_DIR}/OscServer.h"
"${APP_DIR}/platform/NativeHandles.h"
"${APP_DIR}/platform/NativeSockets.h"
"${APP_DIR}/resource.h"
"${APP_DIR}/RuntimeHost.cpp"
"${APP_DIR}/RuntimeHost.h"
"${APP_DIR}/RuntimeJson.cpp"
"${APP_DIR}/RuntimeJson.h"
"${APP_DIR}/RuntimeParameterUtils.cpp"
"${APP_DIR}/RuntimeParameterUtils.h"
"${APP_DIR}/ShaderCompiler.cpp"
"${APP_DIR}/ShaderCompiler.h"
"${APP_DIR}/ShaderPackageRegistry.cpp"
"${APP_DIR}/ShaderPackageRegistry.h"
"${APP_DIR}/ShaderTypes.h"
"${APP_DIR}/runtime/RuntimeHost.cpp"
"${APP_DIR}/runtime/RuntimeHost.h"
"${APP_DIR}/runtime/RuntimeClock.cpp"
"${APP_DIR}/runtime/RuntimeClock.h"
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/runtime/RuntimeJson.h"
"${APP_DIR}/runtime/RuntimeParameterUtils.cpp"
"${APP_DIR}/runtime/RuntimeParameterUtils.h"
"${APP_DIR}/shader/ShaderCompiler.cpp"
"${APP_DIR}/shader/ShaderCompiler.h"
"${APP_DIR}/shader/ShaderPackageRegistry.cpp"
"${APP_DIR}/shader/ShaderPackageRegistry.h"
"${APP_DIR}/shader/ShaderTypes.h"
"${APP_DIR}/stdafx.cpp"
"${APP_DIR}/stdafx.h"
"${APP_DIR}/targetver.h"
"${APP_DIR}/VideoFrameTransfer.cpp"
"${APP_DIR}/VideoFrameTransfer.h"
)
add_executable(LoopThroughWithOpenGLCompositing WIN32 ${APP_SOURCES})
target_include_directories(LoopThroughWithOpenGLCompositing PRIVATE
"${APP_DIR}"
"${GPUDIRECT_DIR}/include"
)
target_link_directories(LoopThroughWithOpenGLCompositing PRIVATE
"${GPUDIRECT_DIR}/lib/x64"
"${APP_DIR}/control"
"${APP_DIR}/decklink"
"${APP_DIR}/gl"
"${APP_DIR}/platform"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
)
target_link_libraries(LoopThroughWithOpenGLCompositing PRIVATE
dvp.lib
opengl32
glu32
Ws2_32
Crypt32
Advapi32
Gdiplus
Ole32
Windowscodecs
)
target_compile_definitions(LoopThroughWithOpenGLCompositing PRIVATE
@@ -100,12 +139,13 @@ if(MSVC)
endif()
add_executable(RuntimeJsonTests
"${APP_DIR}/RuntimeJson.cpp"
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RuntimeJsonTests.cpp"
)
target_include_directories(RuntimeJsonTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
)
if(MSVC)
@@ -115,14 +155,32 @@ endif()
enable_testing()
add_test(NAME RuntimeJsonTests COMMAND RuntimeJsonTests)
add_executable(RuntimeClockTests
"${APP_DIR}/runtime/RuntimeClock.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RuntimeClockTests.cpp"
)
target_include_directories(RuntimeClockTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
)
if(MSVC)
target_compile_options(RuntimeClockTests PRIVATE /W3)
endif()
add_test(NAME RuntimeClockTests COMMAND RuntimeClockTests)
add_executable(RuntimeParameterUtilsTests
"${APP_DIR}/RuntimeJson.cpp"
"${APP_DIR}/RuntimeParameterUtils.cpp"
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/runtime/RuntimeParameterUtils.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/RuntimeParameterUtilsTests.cpp"
)
target_include_directories(RuntimeParameterUtilsTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
)
if(MSVC)
@@ -131,14 +189,31 @@ endif()
add_test(NAME RuntimeParameterUtilsTests COMMAND RuntimeParameterUtilsTests)
add_executable(Std140BufferTests
"${CMAKE_CURRENT_SOURCE_DIR}/tests/Std140BufferTests.cpp"
)
target_include_directories(Std140BufferTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/gl"
)
if(MSVC)
target_compile_options(Std140BufferTests PRIVATE /W3)
endif()
add_test(NAME Std140BufferTests COMMAND Std140BufferTests)
add_executable(ShaderPackageRegistryTests
"${APP_DIR}/RuntimeJson.cpp"
"${APP_DIR}/ShaderPackageRegistry.cpp"
"${APP_DIR}/runtime/RuntimeJson.cpp"
"${APP_DIR}/shader/ShaderPackageRegistry.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/ShaderPackageRegistryTests.cpp"
)
target_include_directories(ShaderPackageRegistryTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
)
if(MSVC)
@@ -148,12 +223,14 @@ endif()
add_test(NAME ShaderPackageRegistryTests COMMAND ShaderPackageRegistryTests)
add_executable(OscServerTests
"${APP_DIR}/OscServer.cpp"
"${APP_DIR}/control/OscServer.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/OscServerTests.cpp"
)
target_include_directories(OscServerTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/control"
"${APP_DIR}/platform"
)
target_link_libraries(OscServerTests PRIVATE
@@ -166,20 +243,26 @@ endif()
add_test(NAME OscServerTests COMMAND OscServerTests)
add_custom_command(TARGET LoopThroughWithOpenGLCompositing POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${GPUDIRECT_DIR}/bin/x64/dvp.dll"
"$<TARGET_FILE_DIR:LoopThroughWithOpenGLCompositing>/dvp.dll"
add_executable(VideoIOFormatTests
"${APP_DIR}/decklink/VideoIOFormat.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/VideoIOFormatTests.cpp"
)
target_include_directories(VideoIOFormatTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/decklink"
)
if(MSVC)
target_compile_options(VideoIOFormatTests PRIVATE /W3)
endif()
add_test(NAME VideoIOFormatTests COMMAND VideoIOFormatTests)
install(TARGETS LoopThroughWithOpenGLCompositing
RUNTIME DESTINATION "."
)
install(FILES "${GPUDIRECT_DIR}/bin/x64/dvp.dll"
DESTINATION "."
)
install(FILES ${SLANG_RUNTIME_FILES}
DESTINATION "3rdParty/slang/bin"
)
@@ -189,6 +272,10 @@ install(FILES "${SLANG_LICENSE_FILE}"
RENAME "SLANG_LICENSE.txt"
)
install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/SHADER_CONTRACT.md"
DESTINATION "."
)
install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/config/"
DESTINATION "config"
)

View File

@@ -20,23 +20,9 @@ The app loads shader packages from `shaders/`, compiles Slang to GLSL at runtime
- Windows with Visual Studio 2022 C++ tooling.
- CMake 3.24 or newer.
- Node.js and npm for the control UI.
- Blackmagic DeckLink SDK 16.0 with the NVIDIA GPUDirect sample files available locally.
- Blackmagic Desktop Video drivers and a DeckLink device.
- Slang binary release with `slangc.exe`, `slang-compiler.dll`, `slang-glslang.dll`, and `LICENSE`.
The Blackmagic/GPUDirect SDK should not be committed to this repository. `CMakeLists.txt` exposes `GPUDIRECT_DIR` as a cache path so local machines and CI runners can point at their installed SDK location.
Default expected SDK path:
```text
3rdParty/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect
```
Override example:
```powershell
cmake --preset vs2022-x64-debug -DGPUDIRECT_DIR="D:/SDKs/Blackmagic DeckLink SDK 16.0/Win/Samples/NVIDIA_GPUDirect"
```
Default expected Slang path:
```text
@@ -87,7 +73,6 @@ The package folder will contain:
```text
dist/VideoShader/
LoopThroughWithOpenGLCompositing.exe
dvp.dll
config/
shaders/
3rdParty/slang/bin/
@@ -125,7 +110,7 @@ Current native test coverage includes:
- JSON parsing and serialization.
- Parameter normalization and preset filename safety.
- Shader manifest parsing and package registry scanning.
- Shader manifest parsing, temporal manifest validation, and package registry scanning.
## Runtime Configuration
@@ -185,6 +170,12 @@ http://127.0.0.1:<serverPort>/docs
Use those docs to inspect the `/api/state`, layer control, stack preset, and reload endpoints. Live state updates are also sent over the `/ws` WebSocket.
The control UI also has a Screenshot button. It queues a capture of the final output render target and writes a PNG under:
```text
runtime/screenshots/
```
## OSC Control
The native host also listens for local OSC parameter control on the configured `oscPort`:
@@ -224,22 +215,37 @@ Only `runtime/templates/` and `runtime/README.md` are tracked.
The Gitea workflow expects two act runners:
- `windows-latest`: builds the native app and runs native tests.
- `windows-2022`: builds the native app and runs native tests.
- `ubuntu-latest`: installs UI dependencies and runs the Vite build.
If your Windows runner stores the Blackmagic SDK outside the repo, configure `GPUDIRECT_DIR` in the runner environment or adjust the workflow configure command to pass `-DGPUDIRECT_DIR=...`.
The Windows jobs validate native third-party dependencies before configuring CMake. Because `3rdParty/` is ignored, configure this path on the runner or in a Gitea repository variable:
- `SLANG_ROOT`: path to the Slang binary release folder containing `bin/slangc.exe`.
## Still todo
Audio
improve text rendering
genlock
Logs
anamorphic desqueeze
solid color layer
refactor, cleanup of source files
display URL (Maybe clicakable) for control in the windows app (Not on the output)
Sound shader as seperate .slang in shader package?
runtime date time UTC and offset from PCs internal clock
Add a value control to the color wheels
![alt text](image.png)
The Windows runner also needs the Visual Studio ATL component installed. In Visual Studio Build Tools 2022, add `C++ ATL for latest v143 build tools (x86 & x64)`, component ID `Microsoft.VisualStudio.Component.VC.ATL`.
Example runner paths:
```text
D:\SDKs\slang-2026.8-windows-x86_64
```
If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default under `3rdParty/`.
## Still Todo
- Audio.
- Genlock.
- Find a better UI library for react.
- Logs.
- Continue source cleanup/refactoring. Pass 2 done
- Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt)
- Add WebView2
- move to MSDF, typography rasterisation
- better shader search UI, pass 1
- More comprehensive greenscreen shader
- linear compositing?
- compute shaders or a small 1x1 or nx1 RGBA16f render target for abritary data store
- allow shaders to read other shaders data store based on name? or output over OSC
- Mipmappong for shader declared textures
- unwrap a fish eyelens and mirror it and map it to equirectangulr for environmnet map purposes

View File

@@ -57,6 +57,31 @@ float4 shadeVideo(ShaderContext context)
With `autoReload` enabled in `config/runtime-host.json`, edits to shader source, manifests, and declared texture assets are picked up automatically.
## Guidance For Shaders
When generating a new shader package, prefer matching the existing runtime contract over copying code verbatim from Shadertoy, GLSL sandbox sites, or WebGL demos.
Important rules:
- Generate a complete package: `shaders/<id>/shader.json` and `shaders/<id>/shader.slang`.
- Use `float4 shadeVideo(ShaderContext context)` unless the manifest explicitly sets a different `entryPoint`.
- Do not create `mainImage`, `main`, `fragColor`, `iResolution`, `iTime`, `iChannel0`, or a fragment shader attribute layout. The runtime wrapper provides the real fragment entry point.
- Replace Shadertoy `fragCoord` with `context.uv * context.outputResolution`.
- Replace `iResolution.xy` with `context.outputResolution`.
- Replace `iTime` with `context.time`.
- Replace `iFrame` with `context.frameCount`.
- Replace source-video `iChannel0` sampling with `sampleVideo(uv)` or `context.sourceColor`.
- Use Slang/HLSL names and syntax: `float2`, `float3`, `float4`, `float2x2`, `lerp`, `frac`, `saturate`, and `mul(matrix, vector)`.
- Do not use GLSL-only types/functions such as `vec2`, `vec3`, `vec4`, `mat2`, `mix`, `fract`, `mod`, `texture`, or `mainImage`.
- Keep parameter IDs, texture IDs, font IDs, and function entry points as valid shader identifiers: letters, numbers, and underscores only, starting with a letter or underscore.
- Add only controls that are actually used by the shader.
- Prefer a small number of clear controls with conservative defaults.
- Keep shaders deterministic unless randomness is an explicit feature. For stable process-level variation, use `context.startupRandom`; for per-pixel pseudo-randomness, hash from `uv`, pixel coordinates, `frameCount`, or trigger values.
- If adapting third-party code, include attribution and source URL in the manifest description when the license allows adaptation.
- If the source license is unclear or incompatible, do not add the shader package.
Before finishing, compile-check the shader through the runtime wrapper or launch the app and verify the shader appears without an error in the selector.
## Manifest Fields
`shader.json` is the runtime-facing description of the shader.
@@ -122,6 +147,9 @@ struct ShaderContext
float2 inputResolution;
float2 outputResolution;
float time;
float utcTimeSeconds;
float utcOffsetSeconds;
float startupRandom;
float frameCount;
float mixAmount;
float bypass;
@@ -137,12 +165,22 @@ Fields:
- `inputResolution`: decoded input video resolution in pixels.
- `outputResolution`: shader render resolution in pixels. The current pipeline renders the shader stack at input resolution, then scales the final frame to the configured DeckLink output mode.
- `time`: elapsed runtime time in seconds.
- `utcTimeSeconds`: current UTC time of day from the host PC clock, expressed as seconds since UTC midnight.
- `utcOffsetSeconds`: host PC local UTC offset in seconds. Add this to `utcTimeSeconds` and wrap to `0..86400` to get local time of day.
- `startupRandom`: random `0..1` value generated once when the host process starts. It stays constant for the lifetime of the app and changes on the next launch.
- `frameCount`: incrementing frame counter.
- `mixAmount`: runtime mix amount.
- `bypass`: `1.0` when the layer is bypassed, otherwise `0.0`.
- `sourceHistoryLength`: number of usable source-history frames currently available.
- `temporalHistoryLength`: number of usable temporal frames currently available for this layer.
Color/precision notes:
- `context.sourceColor`, `sampleVideo()`, and temporal history samples are display-referred Rec.709-like RGB, not linear-light RGB.
- The host prefers 10-bit DeckLink YUV capture and output when the card/mode supports it, with automatic 8-bit fallback.
- Internal decoded, layer, composite, output, and temporal render targets are 16-bit floating point, so gradients and LUT work have more headroom than the packed DeckLink byte formats.
- Do not add extra Rec.709 or linear conversions unless the shader intentionally documents that behavior.
## Helper Functions
The wrapper provides:
@@ -183,6 +221,7 @@ Supported types:
| `bool` | `bool` | `true` or `false` |
| `enum` | `int` | selected option index |
| `text` | generated texture/helper | string |
| `trigger` | `int <id>`, `float <id>Time` | pulse/count |
Float example:
@@ -310,6 +349,26 @@ float4 premultipliedText = drawTitleText(textUv, float4(1.0, 1.0, 1.0, 1.0));
Text is currently limited to printable ASCII. `maxLength` defaults to `64` and is clamped to `1..256`. The optional `font` field references a packaged font declared in `fonts`; if no font is specified, the runtime uses its fallback sans-serif renderer.
Trigger example:
```json
{
"id": "flash",
"label": "Flash",
"type": "trigger"
}
```
A trigger appears as a button in the control UI. Pressing it increments the shader-visible integer `flash` and records the runtime time in `flashTime`:
```slang
float age = context.time - flashTime;
float intensity = flash > 0 ? exp(-age * 5.0) : 0.0;
color.rgb += intensity;
```
Triggers are useful for one-shot shader reactions such as flashes, ripples, cuts, or randomized looks. They do not execute arbitrary CPU code; they only update uniforms consumed by the shader.
Parameter validation:
- Float values are clamped to `min`/`max` if provided.
@@ -317,6 +376,7 @@ Parameter validation:
- `color` must have exactly 4 numbers.
- Enum defaults must match one of the declared option values.
- Text defaults must be strings. Non-printable characters are dropped and values are clamped to `maxLength`.
- Trigger values are incremented by the host when triggered. The shader sees the trigger count and last trigger time.
- Non-finite numeric values are rejected.
## Texture Assets
@@ -434,6 +494,19 @@ See `shaders/temporal-ghost-trail/` and `shaders/temporal-low-fps/` for examples
- Use `context.inputResolution` when sampling source video by input pixel size.
- `sourceColor` and `sampleVideo` return RGBA values in normalized `0..1` range.
- Prefer `saturate(color)` or explicit `clamp` before returning if your math can overshoot.
- For generated calibration charts, test patterns, gradients, and exposure ramps, state whether patch values are linear-light, display-referred gamma encoded, Rec.709 encoded, or intentionally artistic.
- For one-stop exposure patches, each patch should normally be `baseLevel * 2^patchIndex` before any display/tone encoding.
- For Rec.709 OETF encoding, use:
```slang
float rec709Oetf(float linearLevel)
{
float value = saturate(linearLevel);
if (value < 0.018)
return 4.5 * value;
return 1.099 * pow(value, 0.45) - 0.099;
}
```
Pixel-size example:
@@ -442,6 +515,28 @@ float2 pixel = 1.0 / max(context.outputResolution, float2(1.0));
float4 right = sampleVideo(context.uv + float2(pixel.x, 0.0));
```
## Animation And Timing Notes
- `context.time` is elapsed runtime time in seconds and is the default animation source for generative shaders.
- `context.frameCount` increments once per rendered output frame and is useful when an effect must be frame-locked.
- Avoid expensive CPU-like timing logic in the shader; animation should usually be a simple function of `context.time`, `context.frameCount`, trigger uniforms, or parameters.
- If a shader appears to judder only while animated, first test whether freezing its time removes the issue. That usually separates animation cadence issues from rendering or transfer issues.
- Do not add custom timer uniforms to the wrapper. Use the fields already in `ShaderContext`.
## Performance Notes
The app has to meet a fixed video frame cadence, so avoid shader code that only looks good in unconstrained browser demos.
Guidelines:
- Keep loops bounded with compile-time constants where possible.
- Avoid very high per-pixel raymarch counts by default. If a heavy loop is needed, expose a quality/steps control with a safe default.
- Prefer early exits only when they are simple; highly divergent branches can be expensive across a full frame.
- Avoid repeated texture sampling in large loops unless the effect really needs it.
- Use `context.outputResolution` carefully. A 1080p frame is over 2 million fragments; a tiny extra loop can become expensive.
- The UI render time may measure CPU command submission rather than true GPU execution time, so visual frame issues can still be GPU-related even when reported render time is small.
- Do not write debug files, allocate resources, or assume CPU-side work can happen from `shader.slang`. Shader code is GPU-only.
## Reload And Generated Files
When a shader compiles, the runtime writes generated files under `runtime/shader_cache/`:

View File

@@ -46,6 +46,10 @@
#include "resource.h"
#include "OpenGLComposite.h"
#include <algorithm>
#include <shellapi.h>
#include <string>
#ifndef WGL_CONTEXT_MAJOR_VERSION_ARB
#define WGL_CONTEXT_MAJOR_VERSION_ARB 0x2091
#endif
@@ -65,6 +69,169 @@
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
typedef HGLRC (WINAPI* PFNWGLCREATECONTEXTATTRIBSARBPROC)(HDC hdc, HGLRC hShareContext, const int* attribList);
namespace
{
const int kStatusPanelWidth = 680;
const int kStatusPanelHeight = 92;
const int kStatusPadding = 8;
const int kStatusLabelWidth = 58;
const int kStatusButtonWidth = 86;
const int kStatusRowHeight = 24;
const int kStatusGap = 6;
const UINT kCreateStatusStripMessage = WM_APP + 1;
enum StatusControlId
{
kControlUrlEditId = 2001,
kDocsUrlEditId = 2002,
kOscAddressEditId = 2003,
kOpenControlButtonId = 2004,
kOpenDocsButtonId = 2005
};
struct StatusStripControls
{
HWND panel = NULL;
HWND controlLabel = NULL;
HWND controlUrl = NULL;
HWND openControl = NULL;
HWND docsLabel = NULL;
HWND docsUrl = NULL;
HWND openDocs = NULL;
HWND oscLabel = NULL;
HWND oscAddress = NULL;
};
bool StatusStripCreated(const StatusStripControls& controls)
{
return controls.panel != NULL;
}
HWND CreateStatusChild(HWND parent, const char* className, const char* text, DWORD style, DWORD exStyle, int controlId)
{
return CreateWindowExA(
exStyle,
className,
text,
WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS | style,
0,
0,
0,
0,
parent,
reinterpret_cast<HMENU>(static_cast<INT_PTR>(controlId)),
reinterpret_cast<HINSTANCE>(GetWindowLongPtr(parent, GWLP_HINSTANCE)),
NULL);
}
void CreateStatusStrip(HWND hWnd, StatusStripControls& controls)
{
controls.panel = CreateStatusChild(hWnd, "STATIC", "", SS_LEFT, WS_EX_CLIENTEDGE, 0);
controls.controlLabel = CreateStatusChild(hWnd, "STATIC", "Control", SS_LEFT, 0, 0);
controls.controlUrl = CreateStatusChild(hWnd, "EDIT", "", ES_AUTOHSCROLL | ES_READONLY | WS_TABSTOP, WS_EX_CLIENTEDGE, kControlUrlEditId);
controls.openControl = CreateStatusChild(hWnd, "BUTTON", "Open", BS_PUSHBUTTON | WS_TABSTOP, 0, kOpenControlButtonId);
controls.docsLabel = CreateStatusChild(hWnd, "STATIC", "Docs", SS_LEFT, 0, 0);
controls.docsUrl = CreateStatusChild(hWnd, "EDIT", "", ES_AUTOHSCROLL | ES_READONLY | WS_TABSTOP, WS_EX_CLIENTEDGE, kDocsUrlEditId);
controls.openDocs = CreateStatusChild(hWnd, "BUTTON", "Open", BS_PUSHBUTTON | WS_TABSTOP, 0, kOpenDocsButtonId);
controls.oscLabel = CreateStatusChild(hWnd, "STATIC", "OSC", SS_LEFT, 0, 0);
controls.oscAddress = CreateStatusChild(hWnd, "EDIT", "", ES_AUTOHSCROLL | ES_READONLY | WS_TABSTOP, WS_EX_CLIENTEDGE, kOscAddressEditId);
HFONT guiFont = reinterpret_cast<HFONT>(GetStockObject(DEFAULT_GUI_FONT));
HWND children[] = {
controls.controlLabel,
controls.controlUrl,
controls.openControl,
controls.docsLabel,
controls.docsUrl,
controls.openDocs,
controls.oscLabel,
controls.oscAddress
};
for (HWND child : children)
{
if (child)
SendMessage(child, WM_SETFONT, reinterpret_cast<WPARAM>(guiFont), TRUE);
}
SetWindowTextA(controls.controlUrl, "Starting control server...");
SetWindowTextA(controls.docsUrl, "Starting API docs...");
SetWindowTextA(controls.oscAddress, "Starting OSC listener...");
}
void RaiseStatusControls(const StatusStripControls& controls)
{
if (!StatusStripCreated(controls))
return;
SetWindowPos(controls.panel, HWND_BOTTOM, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
HWND interactiveControls[] = {
controls.controlLabel,
controls.controlUrl,
controls.openControl,
controls.docsLabel,
controls.docsUrl,
controls.openDocs,
controls.oscLabel,
controls.oscAddress
};
for (HWND control : interactiveControls)
{
if (control)
SetWindowPos(control, HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_NOACTIVATE);
}
}
void LayoutStatusStrip(HWND hWnd, const StatusStripControls& controls)
{
RECT clientRect = {};
if (!GetClientRect(hWnd, &clientRect) || !controls.panel)
return;
const int clientWidth = static_cast<int>(clientRect.right - clientRect.left);
const int clientHeight = static_cast<int>(clientRect.bottom - clientRect.top);
const int panelWidth = std::max(280, std::min(kStatusPanelWidth, clientWidth - (kStatusPadding * 2)));
const int panelHeight = kStatusPanelHeight;
const int panelLeft = kStatusPadding;
const int panelTop = std::max(kStatusPadding, clientHeight - panelHeight - kStatusPadding);
MoveWindow(controls.panel, panelLeft, panelTop, panelWidth, panelHeight, TRUE);
const int rowX = panelLeft + kStatusPadding;
const int editX = rowX + kStatusLabelWidth + kStatusGap;
const int buttonX = panelLeft + panelWidth - kStatusPadding - kStatusButtonWidth;
const int editWidth = std::max(80, buttonX - editX - kStatusGap);
const int oscWidth = std::max(80, panelLeft + panelWidth - editX - kStatusPadding);
const int row1 = panelTop + kStatusPadding;
const int row2 = row1 + kStatusRowHeight + kStatusGap;
const int row3 = row2 + kStatusRowHeight + kStatusGap;
MoveWindow(controls.controlLabel, rowX, row1 + 3, kStatusLabelWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.controlUrl, editX, row1, editWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.openControl, buttonX, row1, kStatusButtonWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.docsLabel, rowX, row2 + 3, kStatusLabelWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.docsUrl, editX, row2, editWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.openDocs, buttonX, row2, kStatusButtonWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.oscLabel, rowX, row3 + 3, kStatusLabelWidth, kStatusRowHeight, TRUE);
MoveWindow(controls.oscAddress, editX, row3, oscWidth, kStatusRowHeight, TRUE);
RaiseStatusControls(controls);
}
void UpdateStatusStrip(const StatusStripControls& controls, const OpenGLComposite& composite)
{
if (!StatusStripCreated(controls))
return;
SetWindowTextA(controls.controlUrl, composite.GetControlUrl().c_str());
SetWindowTextA(controls.docsUrl, composite.GetDocsUrl().c_str());
SetWindowTextA(controls.oscAddress, composite.GetOscAddress().c_str());
}
void OpenUrl(const char* url)
{
ShellExecuteA(NULL, "open", url, NULL, NULL, SW_SHOWNORMAL);
}
}
void ShowUnhandledExceptionMessage(const char* prefix)
{
try
@@ -203,6 +370,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
static HDC hDC = NULL; // Private GDI Device context
static OpenGLComposite* pOpenGLComposite = NULL;
static bool sInteractiveResize = false;
static StatusStripControls sStatusStrip;
switch (message)
{
@@ -251,7 +419,10 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
wglMakeCurrent( NULL, NULL );
if (pOpenGLComposite->Start())
{
PostMessage(hWnd, kCreateStatusStripMessage, 0, 0);
break; // success
}
MessageBoxA(NULL, "The OpenGL/DeckLink runtime initialized, but playout failed to start. See the previous DeckLink start message for the failing call.", "Startup failed", MB_OK | MB_ICONERROR);
}
else
@@ -273,6 +444,25 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
}
}
case kCreateStatusStripMessage:
if (pOpenGLComposite)
{
if (!StatusStripCreated(sStatusStrip))
CreateStatusStrip(hWnd, sStatusStrip);
UpdateStatusStrip(sStatusStrip, *pOpenGLComposite);
LayoutStatusStrip(hWnd, sStatusStrip);
RECT clientRect = {};
if (GetClientRect(hWnd, &clientRect))
{
pOpenGLComposite->resizeGL(
static_cast<WORD>(clientRect.right - clientRect.left),
static_cast<WORD>(clientRect.bottom - clientRect.top));
}
InvalidateRect(hWnd, NULL, FALSE);
}
break;
case WM_DESTROY:
try
{
@@ -305,7 +495,11 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
RECT clientRect = {};
if (GetClientRect(hWnd, &clientRect))
pOpenGLComposite->resizeGL(static_cast<WORD>(clientRect.right - clientRect.left), static_cast<WORD>(clientRect.bottom - clientRect.top));
{
pOpenGLComposite->resizeGL(
static_cast<WORD>(clientRect.right - clientRect.left),
static_cast<WORD>(clientRect.bottom - clientRect.top));
}
}
InvalidateRect(hWnd, NULL, FALSE);
break;
@@ -313,6 +507,8 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
case WM_SIZE:
try
{
if (StatusStripCreated(sStatusStrip))
LayoutStatusStrip(hWnd, sStatusStrip);
if (pOpenGLComposite)
pOpenGLComposite->resizeGL(LOWORD(lParam), HIWORD(lParam));
}
@@ -337,6 +533,7 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
wglMakeCurrent(hDC, hRC);
pOpenGLComposite->paintGL();
wglMakeCurrent( NULL, NULL );
RaiseStatusControls(sStatusStrip);
}
}
catch (...)
@@ -361,6 +558,28 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
}
break;
case WM_COMMAND:
switch (LOWORD(wParam))
{
case kOpenControlButtonId:
if (pOpenGLComposite)
{
std::string url = pOpenGLComposite->GetControlUrl();
OpenUrl(url.c_str());
}
break;
case kOpenDocsButtonId:
if (pOpenGLComposite)
{
std::string url = pOpenGLComposite->GetDocsUrl();
OpenUrl(url.c_str());
}
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
default:
return (DefWindowProc(hWnd, message, wParam, lParam));
}

View File

@@ -89,7 +89,7 @@
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;decklink;gl;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
@@ -99,15 +99,11 @@
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<Link>
<AdditionalDependencies>dvp.lib;opengl32.lib;Glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\lib\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;Glu32.lib;Windowscodecs.lib;Ole32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy /y "..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\bin\$(Platform)\dvp.dll" "$(TargetDir)"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Midl>
@@ -115,7 +111,7 @@
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;decklink;gl;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
@@ -125,21 +121,17 @@
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<Link>
<AdditionalDependencies>dvp.lib;opengl32.lib;Glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;Glu32.lib;Windowscodecs.lib;Ole32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<TargetMachine>MachineX64</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy /y "..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\bin\$(Platform)\dvp.dll" "$(TargetDir)"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;decklink;gl;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
@@ -149,18 +141,13 @@
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<Link>
<AdditionalDependencies>dvp.lib;opengl32.lib;Glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\lib\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;Glu32.lib;Windowscodecs.lib;Ole32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX86</TargetMachine>
</Link>
<PostBuildEvent>
<Message>Copy nececssary DLLs to target directory</Message>
<Command>copy /y "..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\bin\$(Platform)\dvp.dll" "$(TargetDir)"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Midl>
@@ -169,7 +156,7 @@
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;decklink;gl;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
@@ -179,39 +166,53 @@
<LanguageStandard>stdcpp17</LanguageStandard>
</ClCompile>
<Link>
<AdditionalDependencies>dvp.lib;opengl32.lib;Glu32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;Glu32.lib;Windowscodecs.lib;Ole32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<GenerateDebugInformation>true</GenerateDebugInformation>
<SubSystem>Windows</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<TargetMachine>MachineX64</TargetMachine>
</Link>
<PostBuildEvent>
<Command>copy /y "..\..\3rdParty\Blackmagic DeckLink SDK 16.0\Win\Samples\NVIDIA_GPUDirect\bin\$(Platform)\dvp.dll" "$(TargetDir)"</Command>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="GLExtensions.cpp" />
<ClCompile Include="gl\GLExtensions.cpp" />
<ClCompile Include="LoopThroughWithOpenGLCompositing.cpp" />
<ClCompile Include="OpenGLComposite.cpp" />
<ClCompile Include="gl\OpenGLComposite.cpp" />
<ClCompile Include="gl\OpenGLRenderPass.cpp" />
<ClCompile Include="gl\OpenGLRenderer.cpp" />
<ClCompile Include="gl\OpenGLShaderPrograms.cpp" />
<ClCompile Include="gl\PngScreenshotWriter.cpp" />
<ClCompile Include="gl\ShaderBuildQueue.cpp" />
<ClCompile Include="gl\TemporalHistoryBuffers.cpp" />
<ClCompile Include="stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="VideoFrameTransfer.cpp" />
<ClCompile Include="DeckLinkAPI_i.c" />
<ClCompile Include="control\RuntimeServices.cpp" />
<ClCompile Include="decklink\DeckLinkSession.cpp" />
<ClCompile Include="decklink\VideoIOFormat.cpp" />
<ClCompile Include="runtime\RuntimeClock.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="GLExtensions.h" />
<ClInclude Include="gl\GLExtensions.h" />
<ClInclude Include="LoopThroughWithOpenGLCompositing.h" />
<ClInclude Include="OpenGLComposite.h" />
<ClInclude Include="gl\OpenGLComposite.h" />
<ClInclude Include="gl\OpenGLRenderPass.h" />
<ClInclude Include="gl\OpenGLRenderer.h" />
<ClInclude Include="gl\OpenGLShaderPrograms.h" />
<ClInclude Include="gl\PngScreenshotWriter.h" />
<ClInclude Include="gl\ShaderBuildQueue.h" />
<ClInclude Include="gl\TemporalHistoryBuffers.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="stdafx.h" />
<ClInclude Include="targetver.h" />
<ClInclude Include="VideoFrameTransfer.h" />
<ClInclude Include="control\RuntimeServices.h" />
<ClInclude Include="decklink\DeckLinkSession.h" />
<ClInclude Include="decklink\VideoIOFormat.h" />
<ClInclude Include="runtime\RuntimeClock.h" />
</ItemGroup>
<ItemGroup>
<Image Include="LoopThroughWithOpenGLCompositing.ico" />

View File

@@ -18,33 +18,78 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="GLExtensions.cpp">
<ClCompile Include="gl\GLExtensions.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="LoopThroughWithOpenGLCompositing.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="OpenGLComposite.cpp">
<ClCompile Include="gl\OpenGLComposite.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLRenderPass.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLRenderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLShaderPrograms.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\PngScreenshotWriter.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\ShaderBuildQueue.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\TemporalHistoryBuffers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="stdafx.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="VideoFrameTransfer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="DeckLinkAPI_i.c">
<Filter>DeckLink API</Filter>
</ClCompile>
<ClCompile Include="control\RuntimeServices.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="decklink\DeckLinkSession.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="decklink\VideoIOFormat.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="runtime\RuntimeClock.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="GLExtensions.h">
<ClInclude Include="gl\GLExtensions.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="LoopThroughWithOpenGLCompositing.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="OpenGLComposite.h">
<ClInclude Include="gl\OpenGLComposite.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLRenderPass.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLRenderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLShaderPrograms.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\PngScreenshotWriter.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\ShaderBuildQueue.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\TemporalHistoryBuffers.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="resource.h">
@@ -56,7 +101,16 @@
<ClInclude Include="targetver.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="VideoFrameTransfer.h">
<ClInclude Include="control\RuntimeServices.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="decklink\DeckLinkSession.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="decklink\VideoIOFormat.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="runtime\RuntimeClock.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>

File diff suppressed because it is too large Load Diff

View File

@@ -1,375 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
#ifndef __OPENGL_COMPOSITE_H__
#define __OPENGL_COMPOSITE_H__
#include <windows.h>
#include <process.h>
#include <tchar.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <objbase.h>
#include <atlbase.h>
#include <comutil.h>
#include "DeckLinkAPI_h.h"
#include "VideoFrameTransfer.h"
#include "RuntimeHost.h"
#include <atomic>
#include <functional>
#include <map>
#include <memory>
#include <vector>
#include <deque>
class PlayoutDelegate;
class CaptureDelegate;
class PinnedMemoryAllocator;
class ControlServer;
class OscServer;
class OpenGLComposite
{
public:
OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC);
~OpenGLComposite();
bool InitDeckLink();
bool Start();
bool Stop();
bool ReloadShader();
std::string GetRuntimeStateJson() const;
bool AddLayer(const std::string& shaderId, std::string& error);
bool RemoveLayer(const std::string& layerId, std::string& error);
bool MoveLayer(const std::string& layerId, int direction, std::string& error);
bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
bool UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error);
bool UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
bool ResetLayerParameters(const std::string& layerId, std::string& error);
bool SaveStackPreset(const std::string& presetName, std::string& error);
bool LoadStackPreset(const std::string& presetName, std::string& error);
void resizeGL(WORD width, WORD height);
void paintGL();
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
private:
void resizeWindow(int width, int height);
bool CheckOpenGLExtensions();
CaptureDelegate* mCaptureDelegate;
PlayoutDelegate* mPlayoutDelegate;
HWND hGLWnd;
HDC hGLDC;
HGLRC hGLRC;
CRITICAL_SECTION pMutex;
// DeckLink
IDeckLinkInput* mDLInput;
IDeckLinkOutput* mDLOutput;
IDeckLinkKeyer* mDLKeyer;
std::deque<IDeckLinkMutableVideoFrame*> mDLOutputVideoFrameQueue;
PinnedMemoryAllocator* mPlayoutAllocator;
BMDTimeValue mFrameDuration;
BMDTimeScale mFrameTimescale;
unsigned mTotalPlayoutFrames;
unsigned mInputFrameWidth;
unsigned mInputFrameHeight;
unsigned mOutputFrameWidth;
unsigned mOutputFrameHeight;
std::string mInputDisplayModeName;
std::string mOutputDisplayModeName;
bool mHasNoInputSource;
std::string mDeckLinkOutputModelName;
bool mDeckLinkSupportsInternalKeying;
bool mDeckLinkSupportsExternalKeying;
bool mDeckLinkKeyerInterfaceAvailable;
bool mDeckLinkExternalKeyingActive;
std::string mDeckLinkStatusMessage;
// OpenGL data
bool mFastTransferExtensionAvailable;
GLuint mCaptureTexture;
GLuint mDecodedTexture;
GLuint mLayerTempTexture;
GLuint mFBOTexture;
GLuint mOutputTexture;
GLuint mUnpinnedTextureBuffer;
GLuint mDecodeFrameBuf;
GLuint mLayerTempFrameBuf;
GLuint mIdFrameBuf;
GLuint mOutputFrameBuf;
GLuint mIdColorBuf;
GLuint mIdDepthBuf;
GLuint mFullscreenVAO;
GLuint mGlobalParamsUBO;
GLuint mDecodeProgram;
GLuint mDecodeVertexShader;
GLuint mDecodeFragmentShader;
GLsizeiptr mGlobalParamsUBOSize;
int mViewWidth;
int mViewHeight;
std::unique_ptr<RuntimeHost> mRuntimeHost;
std::unique_ptr<ControlServer> mControlServer;
std::unique_ptr<OscServer> mOscServer;
struct LayerProgram
{
struct TextureBinding
{
std::string samplerName;
std::filesystem::path sourcePath;
GLuint texture = 0;
};
struct TextBinding
{
std::string parameterId;
std::string samplerName;
std::string fontId;
GLuint texture = 0;
std::string renderedText;
unsigned renderedWidth = 0;
unsigned renderedHeight = 0;
};
std::string layerId;
std::string shaderId;
GLuint shaderTextureBase = 0;
GLuint program = 0;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
std::vector<TextureBinding> textureBindings;
std::vector<TextBinding> textBindings;
};
std::vector<LayerProgram> mLayerPrograms;
struct HistorySlot
{
GLuint texture = 0;
GLuint framebuffer = 0;
};
struct HistoryRing
{
std::vector<HistorySlot> slots;
std::size_t nextWriteIndex = 0;
std::size_t filledCount = 0;
unsigned effectiveLength = 0;
TemporalHistorySource historySource = TemporalHistorySource::None;
};
HistoryRing mSourceHistoryRing;
std::map<std::string, HistoryRing> mPreLayerHistoryByLayerId;
bool mTemporalHistoryNeedsReset;
bool InitOpenGLState();
bool compileLayerPrograms(int errorMessageSize, char* errorMessage);
bool compileSingleLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool compileDecodeShader(int errorMessageSize, char* errorMessage);
void destroyLayerPrograms();
void destroySingleLayerProgram(LayerProgram& layerProgram);
void destroyDecodeShaderProgram();
void renderDecodePass();
void renderShaderProgram(GLuint sourceTexture, GLuint destinationFrameBuffer, LayerProgram& layerProgram, const RuntimeRenderState& state);
bool loadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
bool renderTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
void bindLayerTextureAssets(const LayerProgram& layerProgram);
void renderEffect();
bool PollRuntimeChanges();
void broadcastRuntimeState();
bool updateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
bool validateTemporalTextureUnitBudget(const std::vector<RuntimeRenderState>& layerStates, std::string& error) const;
bool ensureTemporalHistoryResources(const std::vector<RuntimeRenderState>& layerStates, std::string& error);
bool createHistoryRing(HistoryRing& ring, unsigned effectiveLength, TemporalHistorySource historySource, std::string& error);
void destroyHistoryRing(HistoryRing& ring);
void destroyTemporalHistoryResources();
void resetTemporalHistoryState();
void pushFramebufferToHistoryRing(GLuint sourceFramebuffer, HistoryRing& ring);
void bindHistorySamplers(const RuntimeRenderState& state, GLuint currentSourceTexture);
GLuint resolveHistoryTexture(const HistoryRing& ring, GLuint fallbackTexture, std::size_t framesAgo) const;
unsigned sourceHistoryAvailableCount() const;
unsigned temporalHistoryAvailableCountForLayer(const std::string& layerId) const;
};
////////////////////////////////////////////
// PinnedMemoryAllocator
////////////////////////////////////////////
class PinnedMemoryAllocator : public IDeckLinkVideoBufferAllocator
{
public:
PinnedMemoryAllocator(HDC hdc, HGLRC hglrc, VideoFrameTransfer::Direction direction, unsigned cacheSize, unsigned bufferSize);
virtual ~PinnedMemoryAllocator();
bool transferFrame(void* address, GLuint gpuTexture);
void waitForTransferComplete(void* address);
unsigned bufferSize() { return mBufferSize; }
// IUnknown methods
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID *ppv) override;
virtual ULONG STDMETHODCALLTYPE AddRef(void) override;
virtual ULONG STDMETHODCALLTYPE Release(void) override;
// IDeckLinkVideoBufferAllocator methods
virtual HRESULT STDMETHODCALLTYPE AllocateVideoBuffer (IDeckLinkVideoBuffer** allocatedBuffer) override;
private:
void unPinAddress(void* address);
private:
HDC mHGLDC;
HGLRC mHGLRC;
std::atomic<ULONG> mRefCount;
VideoFrameTransfer::Direction mDirection;
std::map<void*, VideoFrameTransfer*> mFrameTransfer;
unsigned mBufferSize;
std::vector<void*> mFrameCache;
unsigned mFrameCacheSize;
};
////////////////////////////////////////////
// InputAllocatorPool
////////////////////////////////////////////
class InputAllocatorPool : public IDeckLinkVideoBufferAllocatorProvider
{
public:
InputAllocatorPool(HDC hdc, HGLRC hglrc);
// IUnknown interface
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, void** ppv) override;
// IDeckLinkVideoBufferAllocatorProvider interface
HRESULT STDMETHODCALLTYPE GetVideoBufferAllocator(
/* [in] */ unsigned int bufferSize,
/* [in] */ unsigned int width,
/* [in] */ unsigned int height,
/* [in] */ unsigned int rowBytes,
/* [in] */ BMDPixelFormat pixelFormat,
/* [out] */ IDeckLinkVideoBufferAllocator **allocator) override;
private:
std::atomic<ULONG> mRefCount;
std::map<unsigned int, CComPtr<PinnedMemoryAllocator> > mAllocatorBySize;
HDC mHDC;
HGLRC mHGLRC;
};
////////////////////////////////////////////
// DeckLinkVideoBuffer
////////////////////////////////////////////
class DeckLinkVideoBuffer : public IDeckLinkVideoBuffer
{
public:
explicit DeckLinkVideoBuffer(std::shared_ptr<void>& buffer, PinnedMemoryAllocator* parent);
virtual ~DeckLinkVideoBuffer() = default;
// IUnknown interface
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) override;
virtual ULONG STDMETHODCALLTYPE AddRef(void) override;
virtual ULONG STDMETHODCALLTYPE Release(void) override;
// IDeckLinkVideoBuffer interface
virtual HRESULT STDMETHODCALLTYPE GetBytes(void** buffer) override;
virtual HRESULT STDMETHODCALLTYPE GetSize(uint64_t* size) override;
virtual HRESULT STDMETHODCALLTYPE StartAccess(BMDBufferAccessFlags flags) override;
virtual HRESULT STDMETHODCALLTYPE EndAccess(BMDBufferAccessFlags flags) override;
private:
CComPtr<PinnedMemoryAllocator> mParentAllocator; // Dual-purpose: allocator owns mem this points to, and to access transferFrame() via a QueryInterface
std::atomic<ULONG> mRefCount;
std::shared_ptr<void> mBuffer;
};
////////////////////////////////////////////
// Capture Delegate Class
////////////////////////////////////////////
class CaptureDelegate : public IDeckLinkInputCallback
{
OpenGLComposite* m_pOwner;
LONG mRefCount;
public:
CaptureDelegate (OpenGLComposite* pOwner);
// IUnknown needs only a dummy implementation
virtual HRESULT STDMETHODCALLTYPE QueryInterface (REFIID iid, LPVOID *ppv);
virtual ULONG STDMETHODCALLTYPE AddRef ();
virtual ULONG STDMETHODCALLTYPE Release ();
virtual HRESULT STDMETHODCALLTYPE VideoInputFrameArrived (IDeckLinkVideoInputFrame *videoFrame, IDeckLinkAudioInputPacket *audioPacket);
virtual HRESULT STDMETHODCALLTYPE VideoInputFormatChanged (BMDVideoInputFormatChangedEvents notificationEvents, IDeckLinkDisplayMode *newDisplayMode, BMDDetectedVideoInputFormatFlags detectedSignalFlags);
};
////////////////////////////////////////////
// Render Delegate Class
////////////////////////////////////////////
class PlayoutDelegate : public IDeckLinkVideoOutputCallback
{
OpenGLComposite* m_pOwner;
LONG mRefCount;
public:
PlayoutDelegate (OpenGLComposite* pOwner);
// IUnknown needs only a dummy implementation
virtual HRESULT STDMETHODCALLTYPE QueryInterface (REFIID iid, LPVOID *ppv);
virtual ULONG STDMETHODCALLTYPE AddRef ();
virtual ULONG STDMETHODCALLTYPE Release ();
virtual HRESULT STDMETHODCALLTYPE ScheduledFrameCompleted (IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
virtual HRESULT STDMETHODCALLTYPE ScheduledPlaybackHasStopped ();
};
#endif // __OPENGL_COMPOSITE_H__

View File

@@ -1,377 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
#include "VideoFrameTransfer.h"
#include "NativeHandles.h"
#define DVP_CHECK(cmd) { \
DVPStatus hr = (cmd); \
if (DVP_STATUS_OK != hr) { \
OutputDebugStringA( #cmd " failed\n" ); \
ExitProcess(hr); \
} \
}
// Initialise static members
bool VideoFrameTransfer::mInitialized = false;
bool VideoFrameTransfer::mUseDvp = false;
unsigned VideoFrameTransfer::mWidth = 0;
unsigned VideoFrameTransfer::mHeight = 0;
GLuint VideoFrameTransfer::mCaptureTexture = 0;
// NVIDIA specific static members
DVPBufferHandle VideoFrameTransfer::mDvpCaptureTextureHandle = 0;
DVPBufferHandle VideoFrameTransfer::mDvpPlaybackTextureHandle = 0;
uint32_t VideoFrameTransfer::mBufferAddrAlignment = 0;
uint32_t VideoFrameTransfer::mBufferGpuStrideAlignment = 0;
uint32_t VideoFrameTransfer::mSemaphoreAddrAlignment = 0;
uint32_t VideoFrameTransfer::mSemaphoreAllocSize = 0;
uint32_t VideoFrameTransfer::mSemaphorePayloadOffset = 0;
uint32_t VideoFrameTransfer::mSemaphorePayloadSize = 0;
bool VideoFrameTransfer::isNvidiaDvpAvailable()
{
// Look for supported graphics boards
const GLubyte* renderer = glGetString(GL_RENDERER);
if (renderer == NULL)
return false;
bool hasDvp = (strstr((char*)renderer, "Quadro") != NULL);
return hasDvp;
}
bool VideoFrameTransfer::isAMDPinnedMemoryAvailable()
{
// GL_AMD_pinned_memory presence indicates GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD buffer target is supported
const GLubyte* strExt = glGetString(GL_EXTENSIONS);
if (strExt == NULL)
{
// In a core profile context GL_EXTENSIONS is no longer queryable via glGetString().
// Treat this as "extension unavailable" for now; the fast-transfer path is optional.
return false;
}
bool hasAMDPinned = (strstr((char*)strExt, "GL_AMD_pinned_memory") != NULL);
return hasAMDPinned;
}
bool VideoFrameTransfer::checkFastMemoryTransferAvailable()
{
return (isNvidiaDvpAvailable() || isAMDPinnedMemoryAvailable());
}
bool VideoFrameTransfer::initialize(unsigned width, unsigned height, GLuint captureTexture, GLuint playbackTexture)
{
if (mInitialized)
return false;
bool hasDvp = isNvidiaDvpAvailable();
bool hasAMDPinned = isAMDPinnedMemoryAvailable();
if (!hasDvp && !hasAMDPinned)
return false;
mUseDvp = hasDvp;
mWidth = width;
mHeight = height;
mCaptureTexture = captureTexture;
if (! initializeMemoryLocking(mWidth * mHeight * 4)) // BGRA uses 4 bytes per pixel
return false;
if (mUseDvp)
{
// DVP initialisation
DVP_CHECK(dvpInitGLContext(DVP_DEVICE_FLAGS_SHARE_APP_CONTEXT));
DVP_CHECK(dvpGetRequiredConstantsGLCtx( &mBufferAddrAlignment, &mBufferGpuStrideAlignment,
&mSemaphoreAddrAlignment, &mSemaphoreAllocSize,
&mSemaphorePayloadOffset, &mSemaphorePayloadSize));
// Register textures with DVP
DVP_CHECK(dvpCreateGPUTextureGL(captureTexture, &mDvpCaptureTextureHandle));
DVP_CHECK(dvpCreateGPUTextureGL(playbackTexture, &mDvpPlaybackTextureHandle));
}
mInitialized = true;
return true;
}
bool VideoFrameTransfer::initializeMemoryLocking(unsigned memSize)
{
// Increase the process working set size to allow pinning of memory.
static SIZE_T dwMin = 0, dwMax = 0;
UniqueHandle processHandle(OpenProcess(PROCESS_QUERY_INFORMATION | PROCESS_SET_QUOTA, FALSE, GetCurrentProcessId()));
if (!processHandle.valid())
return false;
// Retrieve the working set size of the process.
if (!dwMin && !GetProcessWorkingSetSize(processHandle.get(), &dwMin, &dwMax))
return false;
// Allow for 80 frames to be locked
BOOL res = SetProcessWorkingSetSize(processHandle.get(), memSize * 80 + dwMin, memSize * 80 + (dwMax-dwMin));
if (!res)
return false;
return true;
}
// SyncInfo sets up a semaphore which is shared between the GPU and CPU and used to
// synchronise access to DVP buffers.
struct SyncInfo
{
SyncInfo(uint32_t semaphoreAllocSize, uint32_t semaphoreAddrAlignment);
~SyncInfo();
volatile uint32_t* mSem;
volatile uint32_t mReleaseValue;
volatile uint32_t mAcquireValue;
DVPSyncObjectHandle mDvpSync;
};
SyncInfo::SyncInfo(uint32_t semaphoreAllocSize, uint32_t semaphoreAddrAlignment)
{
mSem = (uint32_t*)_aligned_malloc(semaphoreAllocSize, semaphoreAddrAlignment);
// Initialise
mSem[0] = 0;
mReleaseValue = 0;
mAcquireValue = 0;
// Setup DVP sync object and import it
DVPSyncObjectDesc syncObjectDesc;
syncObjectDesc.externalClientWaitFunc = NULL;
syncObjectDesc.sem = (uint32_t*)mSem;
DVP_CHECK(dvpImportSyncObject(&syncObjectDesc, &mDvpSync));
}
SyncInfo::~SyncInfo()
{
DVP_CHECK(dvpFreeSyncObject(mDvpSync));
_aligned_free((void*)mSem);
}
VideoFrameTransfer::VideoFrameTransfer(unsigned long memSize, void* address, Direction direction) :
mBuffer(address),
mMemSize(memSize),
mDirection(direction),
mExtSync(NULL),
mGpuSync(NULL),
mDvpSysMemHandle(0),
mBufferHandle(0)
{
if (mUseDvp)
{
// Pin the memory
if (! VirtualLock(mBuffer, mMemSize))
throw std::runtime_error("Error pinning memory with VirtualLock");
// Create necessary sysmem and gpu sync objects
mExtSync = new SyncInfo(mSemaphoreAllocSize, mSemaphoreAddrAlignment);
mGpuSync = new SyncInfo(mSemaphoreAllocSize, mSemaphoreAddrAlignment);
// Register system memory buffers with DVP
DVPSysmemBufferDesc sysMemBuffersDesc;
sysMemBuffersDesc.width = mWidth;
sysMemBuffersDesc.height = mHeight;
sysMemBuffersDesc.stride = mWidth * 4;
sysMemBuffersDesc.format = DVP_BGRA;
sysMemBuffersDesc.type = DVP_UNSIGNED_BYTE;
sysMemBuffersDesc.size = mMemSize;
sysMemBuffersDesc.bufAddr = mBuffer;
if (mDirection == CPUtoGPU)
{
// A UYVY 4:2:2 frame is transferred to the GPU, rather than RGB 4:4:4, so width is halved
sysMemBuffersDesc.width /= 2;
sysMemBuffersDesc.stride /= 2;
}
DVP_CHECK(dvpCreateBuffer(&sysMemBuffersDesc, &mDvpSysMemHandle));
DVP_CHECK(dvpBindToGLCtx(mDvpSysMemHandle));
}
else
{
// Create an OpenGL buffer handle to use for pinned memory
GLuint bufferHandle;
glGenBuffers(1, &bufferHandle);
// Pin memory by binding buffer to special AMD target.
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, bufferHandle);
// glBufferData() sets up the address so any OpenGL operation on this buffer will use system memory directly
// (assumes address is aligned to 4k boundary).
glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, mMemSize, address, GL_STREAM_DRAW);
GLenum result = glGetError();
if (result != GL_NO_ERROR)
{
throw std::runtime_error("Error pinning memory with glBufferData(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, ...)");
}
glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0); // Unbind buffer to target
mBufferHandle = bufferHandle;
}
}
VideoFrameTransfer::~VideoFrameTransfer()
{
if (mUseDvp)
{
DVP_CHECK(dvpUnbindFromGLCtx(mDvpSysMemHandle));
DVP_CHECK(dvpDestroyBuffer(mDvpSysMemHandle));
delete mExtSync;
delete mGpuSync;
VirtualUnlock(mBuffer, mMemSize);
}
else
{
// The buffer is un-pinned by the GPU when the buffer is deleted
glDeleteBuffers(1, &mBufferHandle);
}
}
bool VideoFrameTransfer::performFrameTransfer()
{
if (mUseDvp)
{
// NVIDIA DVP transfers
DVPStatus status;
mGpuSync->mReleaseValue++;
dvpBegin();
if (mDirection == CPUtoGPU)
{
// Copy from system memory to GPU texture
dvpMapBufferWaitDVP(mDvpCaptureTextureHandle);
status = dvpMemcpyLined( mDvpSysMemHandle, mExtSync->mDvpSync, mExtSync->mAcquireValue, DVP_TIMEOUT_IGNORED,
mDvpCaptureTextureHandle, mGpuSync->mDvpSync, mGpuSync->mReleaseValue, 0, mHeight);
dvpMapBufferEndDVP(mDvpCaptureTextureHandle);
}
else
{
// Copy from GPU texture to system memory
dvpMapBufferWaitDVP(mDvpPlaybackTextureHandle);
status = dvpMemcpyLined( mDvpPlaybackTextureHandle, mExtSync->mDvpSync, mExtSync->mReleaseValue, DVP_TIMEOUT_IGNORED,
mDvpSysMemHandle, mGpuSync->mDvpSync, mGpuSync->mReleaseValue, 0, mHeight);
dvpMapBufferEndDVP(mDvpPlaybackTextureHandle);
}
dvpEnd();
return (status == DVP_STATUS_OK);
}
else
{
// AMD pinned memory transfers
if (mDirection == CPUtoGPU)
{
glEnable(GL_TEXTURE_2D);
// Use a pinned buffer for the GL_PIXEL_UNPACK_BUFFER target
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, mBufferHandle);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
// NULL for last arg indicates use current GL_PIXEL_UNPACK_BUFFER target as texture data
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth/2, mHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// Ensure pinned texture has been transferred to GPU before we draw with it
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glClientWaitSync(fence, GL_SYNC_FLUSH_COMMANDS_BIT, 40 * 1000 * 1000); // timeout in nanosec
glDeleteSync(fence);
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDisable(GL_TEXTURE_2D);
}
else
{
// Use a PIXEL PACK BUFFER to read back pixels
glBindBuffer(GL_PIXEL_PACK_BUFFER, mBufferHandle);
glReadPixels(0, 0, mWidth, mHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
// Ensure GPU has processed all commands in the pipeline up to this point, before memory is read by the CPU
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glClientWaitSync(fence, GL_SYNC_FLUSH_COMMANDS_BIT, 40 * 1000 * 1000); // timeout in nanosec
glDeleteSync(fence);
}
return (glGetError() == GL_NO_ERROR);
}
}
void VideoFrameTransfer::waitForTransferComplete()
{
if (!mUseDvp)
return;
// Block until buffer has completely transferred between GPU and CPU buffer
dvpBegin();
dvpSyncObjClientWaitComplete(mGpuSync->mDvpSync, DVP_TIMEOUT_IGNORED);
dvpEnd();
}
void VideoFrameTransfer::beginTextureInUse(Direction direction)
{
if (!mUseDvp)
return;
if (direction == CPUtoGPU)
dvpMapBufferWaitAPI(mDvpCaptureTextureHandle);
else
dvpMapBufferWaitAPI(mDvpPlaybackTextureHandle);
}
void VideoFrameTransfer::endTextureInUse(Direction direction)
{
if (!mUseDvp)
return;
if (direction == CPUtoGPU)
dvpMapBufferEndAPI(mDvpCaptureTextureHandle);
else
dvpMapBufferEndAPI(mDvpPlaybackTextureHandle);
}

View File

@@ -1,109 +0,0 @@
/* -LICENSE-START-
** Copyright (c) 2012 Blackmagic Design
**
** Permission is hereby granted, free of charge, to any person or organization
** obtaining a copy of the software and accompanying documentation (the
** "Software") to use, reproduce, display, distribute, sub-license, execute,
** and transmit the Software, and to prepare derivative works of the Software,
** and to permit third-parties to whom the Software is furnished to do so, in
** accordance with:
**
** (1) if the Software is obtained from Blackmagic Design, the End User License
** Agreement for the Software Development Kit ("EULA") available at
** https://www.blackmagicdesign.com/EULA/DeckLinkSDK; or
**
** (2) if the Software is obtained from any third party, such licensing terms
** as notified by that third party,
**
** and all subject to the following:
**
** (3) the copyright notices in the Software and this entire statement,
** including the above license grant, this restriction and the following
** disclaimer, must be included in all copies of the Software, in whole or in
** part, and all derivative works of the Software, unless such copies or
** derivative works are solely in the form of machine-executable object code
** generated by a source language processor.
**
** (4) THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
** OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
** FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
** SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
** FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
** ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
** DEALINGS IN THE SOFTWARE.
**
** A copy of the Software is available free of charge at
** https://www.blackmagicdesign.com/desktopvideo_sdk under the EULA.
**
** -LICENSE-END-
*/
#ifndef __VIDEO_FRAME_TRANSFER_H__
#define __VIDEO_FRAME_TRANSFER_H__
#include "GLExtensions.h"
#include <stdexcept>
#include <map>
// NVIDIA GPU Direct For Video with OpenGL requires the following two headers.
// See the NVIDIA website to check if your graphics card is supported.
#include <DVPAPI.h>
#include <dvpapi_gl.h>
struct SyncInfo;
// Class for performing efficient frame memory transfers between the CPU and GPU,
// using NVIDIA and AMD extensions.
class VideoFrameTransfer
{
public:
enum Direction
{
CPUtoGPU,
GPUtoCPU
};
VideoFrameTransfer(unsigned long memSize, void* address, Direction direction);
~VideoFrameTransfer();
static bool checkFastMemoryTransferAvailable();
static bool initialize(unsigned width, unsigned height, GLuint captureTexture, GLuint playbackTexture);
static void beginTextureInUse(Direction direction);
static void endTextureInUse(Direction direction);
bool performFrameTransfer();
void waitForTransferComplete();
private:
static bool isNvidiaDvpAvailable();
static bool isAMDPinnedMemoryAvailable();
static bool initializeMemoryLocking(unsigned memSize);
void* mBuffer;
unsigned long mMemSize;
Direction mDirection;
static bool mInitialized;
static bool mUseDvp;
static unsigned mWidth;
static unsigned mHeight;
static GLuint mCaptureTexture;
// NVIDIA GPU Direct for Video support
SyncInfo* mExtSync;
SyncInfo* mGpuSync;
DVPBufferHandle mDvpSysMemHandle;
static DVPBufferHandle mDvpCaptureTextureHandle;
static DVPBufferHandle mDvpPlaybackTextureHandle;
static uint32_t mBufferAddrAlignment;
static uint32_t mBufferGpuStrideAlignment;
static uint32_t mSemaphoreAddrAlignment;
static uint32_t mSemaphoreAllocSize;
static uint32_t mSemaphorePayloadOffset;
static uint32_t mSemaphorePayloadSize;
// GPU buffer bound to the target GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD for pinned memory
GLuint mBufferHandle;
};
#endif

View File

@@ -433,6 +433,11 @@ bool ControlServer::InvokePostRoute(const std::string& path, const JsonValue& ro
{
return mCallbacks.reloadShader && mCallbacks.reloadShader(error);
}
},
{ "/api/screenshot", [this](const JsonValue&, std::string& error)
{
return mCallbacks.requestScreenshot && mCallbacks.requestScreenshot(error);
}
}
};

View File

@@ -32,6 +32,7 @@ public:
std::function<bool(const std::string&, std::string&)> saveStackPreset;
std::function<bool(const std::string&, std::string&)> loadStackPreset;
std::function<bool(std::string&)> reloadShader;
std::function<bool(std::string&)> requestScreenshot;
};
ControlServer();

View File

@@ -0,0 +1,51 @@
#include "RuntimeControlBridge.h"
#include "ControlServer.h"
#include "OpenGLComposite.h"
#include "OscServer.h"
#include "RuntimeHost.h"
bool StartRuntimeControlServices(
OpenGLComposite& composite,
RuntimeHost& runtimeHost,
ControlServer& controlServer,
OscServer& oscServer,
std::string& error)
{
ControlServer::Callbacks callbacks;
callbacks.getStateJson = [&composite]() { return composite.GetRuntimeStateJson(); };
callbacks.addLayer = [&composite](const std::string& shaderId, std::string& actionError) { return composite.AddLayer(shaderId, actionError); };
callbacks.removeLayer = [&composite](const std::string& layerId, std::string& actionError) { return composite.RemoveLayer(layerId, actionError); };
callbacks.moveLayer = [&composite](const std::string& layerId, int direction, std::string& actionError) { return composite.MoveLayer(layerId, direction, actionError); };
callbacks.moveLayerToIndex = [&composite](const std::string& layerId, std::size_t targetIndex, std::string& actionError) { return composite.MoveLayerToIndex(layerId, targetIndex, actionError); };
callbacks.setLayerBypass = [&composite](const std::string& layerId, bool bypassed, std::string& actionError) { return composite.SetLayerBypass(layerId, bypassed, actionError); };
callbacks.setLayerShader = [&composite](const std::string& layerId, const std::string& shaderId, std::string& actionError) { return composite.SetLayerShader(layerId, shaderId, actionError); };
callbacks.updateLayerParameter = [&composite](const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& actionError) {
return composite.UpdateLayerParameterJson(layerId, parameterId, valueJson, actionError);
};
callbacks.resetLayerParameters = [&composite](const std::string& layerId, std::string& actionError) { return composite.ResetLayerParameters(layerId, actionError); };
callbacks.saveStackPreset = [&composite](const std::string& presetName, std::string& actionError) { return composite.SaveStackPreset(presetName, actionError); };
callbacks.loadStackPreset = [&composite](const std::string& presetName, std::string& actionError) { return composite.LoadStackPreset(presetName, actionError); };
callbacks.requestScreenshot = [&composite](std::string& actionError) { return composite.RequestScreenshot(actionError); };
callbacks.reloadShader = [&composite](std::string& actionError) {
if (!composite.ReloadShader())
{
actionError = "Shader reload failed. See native app status for details.";
return false;
}
return true;
};
if (!controlServer.Start(runtimeHost.GetUiRoot(), runtimeHost.GetDocsRoot(), runtimeHost.GetServerPort(), callbacks, error))
return false;
runtimeHost.SetServerPort(controlServer.GetPort());
OscServer::Callbacks oscCallbacks;
oscCallbacks.updateParameter = [&composite](const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& actionError) {
return composite.UpdateLayerParameterByControlKeyJson(layerKey, parameterKey, valueJson, actionError);
};
if (runtimeHost.GetOscPort() > 0 && !oscServer.Start(runtimeHost.GetOscPort(), oscCallbacks, error))
return false;
return true;
}

View File

@@ -0,0 +1,15 @@
#pragma once
#include <string>
class ControlServer;
class OpenGLComposite;
class OscServer;
class RuntimeHost;
bool StartRuntimeControlServices(
OpenGLComposite& composite,
RuntimeHost& runtimeHost,
ControlServer& controlServer,
OscServer& oscServer,
std::string& error);

View File

@@ -0,0 +1,119 @@
#include "RuntimeServices.h"
#include "ControlServer.h"
#include "OscServer.h"
#include "RuntimeControlBridge.h"
#include "RuntimeHost.h"
#include <windows.h>
RuntimeServices::RuntimeServices() :
mControlServer(std::make_unique<ControlServer>()),
mOscServer(std::make_unique<OscServer>()),
mPollRunning(false),
mRegistryChanged(false),
mReloadRequested(false),
mPollFailed(false)
{
}
RuntimeServices::~RuntimeServices()
{
Stop();
}
bool RuntimeServices::Start(OpenGLComposite& composite, RuntimeHost& runtimeHost, std::string& error)
{
Stop();
if (!StartRuntimeControlServices(composite, runtimeHost, *mControlServer, *mOscServer, error))
{
Stop();
return false;
}
return true;
}
void RuntimeServices::BeginPolling(RuntimeHost& runtimeHost)
{
StartPolling(runtimeHost);
}
void RuntimeServices::Stop()
{
StopPolling();
if (mOscServer)
mOscServer->Stop();
if (mControlServer)
mControlServer->Stop();
}
void RuntimeServices::BroadcastState()
{
if (mControlServer)
mControlServer->BroadcastState();
}
RuntimePollEvents RuntimeServices::ConsumePollEvents()
{
RuntimePollEvents events;
events.registryChanged = mRegistryChanged.exchange(false);
events.reloadRequested = mReloadRequested.exchange(false);
events.failed = mPollFailed.exchange(false);
if (events.failed)
{
std::lock_guard<std::mutex> lock(mPollErrorMutex);
events.error = mPollError;
}
return events;
}
void RuntimeServices::StartPolling(RuntimeHost& runtimeHost)
{
if (mPollRunning.exchange(true))
return;
mPollThread = std::thread([this, &runtimeHost]() { PollLoop(runtimeHost); });
}
void RuntimeServices::StopPolling()
{
if (!mPollRunning.exchange(false))
return;
if (mPollThread.joinable())
mPollThread.join();
}
void RuntimeServices::PollLoop(RuntimeHost& runtimeHost)
{
while (mPollRunning)
{
bool registryChanged = false;
bool reloadRequested = false;
std::string runtimeError;
if (!runtimeHost.PollFileChanges(registryChanged, reloadRequested, runtimeError))
{
{
std::lock_guard<std::mutex> lock(mPollErrorMutex);
mPollError = runtimeError;
}
mPollFailed = true;
}
else
{
if (registryChanged)
mRegistryChanged = true;
if (reloadRequested)
mReloadRequested = true;
}
for (int i = 0; i < 25 && mPollRunning; ++i)
Sleep(10);
}
}

View File

@@ -0,0 +1,48 @@
#pragma once
#include <atomic>
#include <memory>
#include <mutex>
#include <string>
#include <thread>
class ControlServer;
class OpenGLComposite;
class OscServer;
class RuntimeHost;
struct RuntimePollEvents
{
bool registryChanged = false;
bool reloadRequested = false;
bool failed = false;
std::string error;
};
class RuntimeServices
{
public:
RuntimeServices();
~RuntimeServices();
bool Start(OpenGLComposite& composite, RuntimeHost& runtimeHost, std::string& error);
void BeginPolling(RuntimeHost& runtimeHost);
void Stop();
void BroadcastState();
RuntimePollEvents ConsumePollEvents();
private:
void StartPolling(RuntimeHost& runtimeHost);
void StopPolling();
void PollLoop(RuntimeHost& runtimeHost);
std::unique_ptr<ControlServer> mControlServer;
std::unique_ptr<OscServer> mOscServer;
std::thread mPollThread;
std::atomic<bool> mPollRunning;
std::atomic<bool> mRegistryChanged;
std::atomic<bool> mReloadRequested;
std::atomic<bool> mPollFailed;
std::mutex mPollErrorMutex;
std::string mPollError;
};

View File

@@ -0,0 +1,146 @@
#include "DeckLinkDisplayMode.h"
#include <cctype>
std::string NormalizeModeToken(const std::string& value)
{
std::string normalized;
for (unsigned char ch : value)
{
if (std::isalnum(ch))
normalized.push_back(static_cast<char>(std::tolower(ch)));
}
return normalized;
}
bool ResolveConfiguredDisplayMode(const std::string& videoFormat, const std::string& frameRate, BMDDisplayMode& displayMode, std::string& displayModeName)
{
VideoFormat videoMode;
if (!ResolveConfiguredVideoFormat(videoFormat, frameRate, videoMode))
return false;
displayMode = videoMode.displayMode;
displayModeName = videoMode.displayName;
return true;
}
bool ResolveConfiguredVideoFormat(const std::string& videoFormat, const std::string& frameRate, VideoFormat& videoMode)
{
const std::string formatToken = NormalizeModeToken(videoFormat);
const std::string frameToken = NormalizeModeToken(frameRate);
const std::string combinedToken = formatToken + frameToken;
struct ModeOption
{
const char* token;
BMDDisplayMode mode;
const char* displayName;
};
static const ModeOption options[] =
{
{ "720p50", bmdModeHD720p50, "720p50" },
{ "hd720p50", bmdModeHD720p50, "720p50" },
{ "720p5994", bmdModeHD720p5994, "720p59.94" },
{ "hd720p5994", bmdModeHD720p5994, "720p59.94" },
{ "720p60", bmdModeHD720p60, "720p60" },
{ "hd720p60", bmdModeHD720p60, "720p60" },
{ "1080i50", bmdModeHD1080i50, "1080i50" },
{ "hd1080i50", bmdModeHD1080i50, "1080i50" },
{ "1080i5994", bmdModeHD1080i5994, "1080i59.94" },
{ "hd1080i5994", bmdModeHD1080i5994, "1080i59.94" },
{ "1080i60", bmdModeHD1080i6000, "1080i60" },
{ "hd1080i60", bmdModeHD1080i6000, "1080i60" },
{ "1080p2398", bmdModeHD1080p2398, "1080p23.98" },
{ "hd1080p2398", bmdModeHD1080p2398, "1080p23.98" },
{ "1080p24", bmdModeHD1080p24, "1080p24" },
{ "hd1080p24", bmdModeHD1080p24, "1080p24" },
{ "1080p25", bmdModeHD1080p25, "1080p25" },
{ "hd1080p25", bmdModeHD1080p25, "1080p25" },
{ "1080p2997", bmdModeHD1080p2997, "1080p29.97" },
{ "hd1080p2997", bmdModeHD1080p2997, "1080p29.97" },
{ "1080p30", bmdModeHD1080p30, "1080p30" },
{ "hd1080p30", bmdModeHD1080p30, "1080p30" },
{ "1080p50", bmdModeHD1080p50, "1080p50" },
{ "hd1080p50", bmdModeHD1080p50, "1080p50" },
{ "1080p5994", bmdModeHD1080p5994, "1080p59.94" },
{ "hd1080p5994", bmdModeHD1080p5994, "1080p59.94" },
{ "1080p60", bmdModeHD1080p6000, "1080p60" },
{ "hd1080p60", bmdModeHD1080p6000, "1080p60" },
{ "2160p2398", bmdMode4K2160p2398, "2160p23.98" },
{ "4k2160p2398", bmdMode4K2160p2398, "2160p23.98" },
{ "2160p24", bmdMode4K2160p24, "2160p24" },
{ "4k2160p24", bmdMode4K2160p24, "2160p24" },
{ "2160p25", bmdMode4K2160p25, "2160p25" },
{ "4k2160p25", bmdMode4K2160p25, "2160p25" },
{ "2160p2997", bmdMode4K2160p2997, "2160p29.97" },
{ "4k2160p2997", bmdMode4K2160p2997, "2160p29.97" },
{ "2160p30", bmdMode4K2160p30, "2160p30" },
{ "4k2160p30", bmdMode4K2160p30, "2160p30" },
{ "2160p50", bmdMode4K2160p50, "2160p50" },
{ "4k2160p50", bmdMode4K2160p50, "2160p50" },
{ "2160p5994", bmdMode4K2160p5994, "2160p59.94" },
{ "4k2160p5994", bmdMode4K2160p5994, "2160p59.94" },
{ "2160p60", bmdMode4K2160p60, "2160p60" },
{ "4k2160p60", bmdMode4K2160p60, "2160p60" }
};
for (const ModeOption& option : options)
{
if (combinedToken == option.token || (frameToken.empty() && formatToken == option.token))
{
videoMode.displayMode = option.mode;
videoMode.displayName = option.displayName;
return true;
}
}
return false;
}
bool ResolveConfiguredVideoFormats(
const std::string& inputVideoFormat,
const std::string& inputFrameRate,
const std::string& outputVideoFormat,
const std::string& outputFrameRate,
VideoFormatSelection& videoModes,
std::string& error)
{
if (!ResolveConfiguredVideoFormat(inputVideoFormat, inputFrameRate, videoModes.input))
{
error = "Unsupported DeckLink inputVideoFormat/inputFrameRate in config/runtime-host.json: " +
inputVideoFormat + " / " + inputFrameRate;
return false;
}
if (!ResolveConfiguredVideoFormat(outputVideoFormat, outputFrameRate, videoModes.output))
{
error = "Unsupported DeckLink outputVideoFormat/outputFrameRate in config/runtime-host.json: " +
outputVideoFormat + " / " + outputFrameRate;
return false;
}
return true;
}
bool FindDeckLinkDisplayMode(IDeckLinkDisplayModeIterator* iterator, BMDDisplayMode targetMode, IDeckLinkDisplayMode** foundMode)
{
if (!iterator || !foundMode)
return false;
*foundMode = NULL;
IDeckLinkDisplayMode* candidate = NULL;
while (iterator->Next(&candidate) == S_OK)
{
if (candidate->GetDisplayMode() == targetMode)
{
*foundMode = candidate;
return true;
}
candidate->Release();
candidate = NULL;
}
return false;
}

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#pragma once
#include "DeckLinkAPI_h.h"
#include <string>
struct FrameSize
{
unsigned width = 0;
unsigned height = 0;
bool IsEmpty() const { return width == 0 || height == 0; }
};
inline bool operator==(const FrameSize& left, const FrameSize& right)
{
return left.width == right.width && left.height == right.height;
}
inline bool operator!=(const FrameSize& left, const FrameSize& right)
{
return !(left == right);
}
struct VideoFormat
{
BMDDisplayMode displayMode = bmdModeHD1080p5994;
std::string displayName = "1080p59.94";
};
struct VideoFormatSelection
{
VideoFormat input;
VideoFormat output;
};
std::string NormalizeModeToken(const std::string& value);
bool ResolveConfiguredDisplayMode(const std::string& videoFormat, const std::string& frameRate, BMDDisplayMode& displayMode, std::string& displayModeName);
bool ResolveConfiguredVideoFormat(const std::string& videoFormat, const std::string& frameRate, VideoFormat& videoMode);
bool ResolveConfiguredVideoFormats(
const std::string& inputVideoFormat,
const std::string& inputFrameRate,
const std::string& outputVideoFormat,
const std::string& outputFrameRate,
VideoFormatSelection& videoModes,
std::string& error);
bool FindDeckLinkDisplayMode(IDeckLinkDisplayModeIterator* iterator, BMDDisplayMode targetMode, IDeckLinkDisplayMode** foundMode);

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#include "DeckLinkFrameTransfer.h"
#include "OpenGLComposite.h"
////////////////////////////////////////////
// DeckLink Capture Delegate Class
////////////////////////////////////////////
CaptureDelegate::CaptureDelegate(OpenGLComposite* pOwner) :
m_pOwner(pOwner),
mRefCount(1)
{
}
HRESULT CaptureDelegate::QueryInterface(REFIID, LPVOID* ppv)
{
*ppv = NULL;
return E_NOINTERFACE;
}
ULONG CaptureDelegate::AddRef()
{
return InterlockedIncrement(&mRefCount);
}
ULONG CaptureDelegate::Release()
{
int newCount = InterlockedDecrement(&mRefCount);
if (newCount == 0)
delete this;
return newCount;
}
HRESULT CaptureDelegate::VideoInputFrameArrived(IDeckLinkVideoInputFrame* inputFrame, IDeckLinkAudioInputPacket*)
{
if (!inputFrame)
{
// It's possible to receive a NULL inputFrame, but a valid audioPacket. Ignore audio-only frame.
return S_OK;
}
bool hasNoInputSource = (inputFrame->GetFlags() & bmdFrameHasNoInputSource) == bmdFrameHasNoInputSource;
m_pOwner->VideoFrameArrived(inputFrame, hasNoInputSource);
return S_OK;
}
HRESULT CaptureDelegate::VideoInputFormatChanged(BMDVideoInputFormatChangedEvents, IDeckLinkDisplayMode*, BMDDetectedVideoInputFormatFlags)
{
return S_OK;
}
////////////////////////////////////////////
// DeckLink Playout Delegate Class
////////////////////////////////////////////
PlayoutDelegate::PlayoutDelegate(OpenGLComposite* pOwner) :
m_pOwner(pOwner),
mRefCount(1)
{
}
HRESULT PlayoutDelegate::QueryInterface(REFIID, LPVOID* ppv)
{
*ppv = NULL;
return E_NOINTERFACE;
}
ULONG PlayoutDelegate::AddRef()
{
return InterlockedIncrement(&mRefCount);
}
ULONG PlayoutDelegate::Release()
{
int newCount = InterlockedDecrement(&mRefCount);
if (newCount == 0)
delete this;
return newCount;
}
HRESULT PlayoutDelegate::ScheduledFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result)
{
switch (result)
{
case bmdOutputFrameDisplayedLate:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Frame Displayed Late\n");
break;
case bmdOutputFrameDropped:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Frame Dropped\n");
break;
case bmdOutputFrameCompleted:
case bmdOutputFrameFlushed:
// Don't log bmdOutputFrameFlushed result since it is expected when Stop() is called
break;
default:
OutputDebugStringA("ScheduledFrameCompleted() frame did not complete: Unknown error\n");
}
m_pOwner->PlayoutFrameCompleted(completedFrame, result);
return S_OK;
}
HRESULT PlayoutDelegate::ScheduledPlaybackHasStopped()
{
return S_OK;
}

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#pragma once
#include <windows.h>
#include <atomic>
#include "DeckLinkAPI_h.h"
class OpenGLComposite;
////////////////////////////////////////////
// Capture Delegate Class
////////////////////////////////////////////
class CaptureDelegate : public IDeckLinkInputCallback
{
OpenGLComposite* m_pOwner;
LONG mRefCount;
public:
CaptureDelegate(OpenGLComposite* pOwner);
// IUnknown needs only a dummy implementation
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID* ppv);
virtual ULONG STDMETHODCALLTYPE AddRef();
virtual ULONG STDMETHODCALLTYPE Release();
virtual HRESULT STDMETHODCALLTYPE VideoInputFrameArrived(IDeckLinkVideoInputFrame* videoFrame, IDeckLinkAudioInputPacket* audioPacket);
virtual HRESULT STDMETHODCALLTYPE VideoInputFormatChanged(BMDVideoInputFormatChangedEvents notificationEvents, IDeckLinkDisplayMode* newDisplayMode, BMDDetectedVideoInputFormatFlags detectedSignalFlags);
};
////////////////////////////////////////////
// Render Delegate Class
////////////////////////////////////////////
class PlayoutDelegate : public IDeckLinkVideoOutputCallback
{
OpenGLComposite* m_pOwner;
LONG mRefCount;
public:
PlayoutDelegate(OpenGLComposite* pOwner);
// IUnknown needs only a dummy implementation
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID iid, LPVOID* ppv);
virtual ULONG STDMETHODCALLTYPE AddRef();
virtual ULONG STDMETHODCALLTYPE Release();
virtual HRESULT STDMETHODCALLTYPE ScheduledFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
virtual HRESULT STDMETHODCALLTYPE ScheduledPlaybackHasStopped();
};

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#include "DeckLinkSession.h"
#include "GlRenderConstants.h"
#include <atlbase.h>
#include <cstdio>
#include <cstring>
#include <new>
#include <sstream>
#include <vector>
namespace
{
std::string BstrToUtf8(BSTR value)
{
if (value == nullptr)
return std::string();
const int requiredBytes = WideCharToMultiByte(CP_UTF8, 0, value, -1, NULL, 0, NULL, NULL);
if (requiredBytes <= 1)
return std::string();
std::vector<char> utf8Name(static_cast<std::size_t>(requiredBytes), '\0');
if (WideCharToMultiByte(CP_UTF8, 0, value, -1, utf8Name.data(), requiredBytes, NULL, NULL) <= 0)
return std::string();
return std::string(utf8Name.data());
}
bool InputSupportsFormat(IDeckLinkInput* input, BMDDisplayMode displayMode, BMDPixelFormat pixelFormat)
{
if (input == nullptr)
return false;
BOOL supported = FALSE;
BMDDisplayMode actualMode = bmdModeUnknown;
const HRESULT result = input->DoesSupportVideoMode(
bmdVideoConnectionUnspecified,
displayMode,
pixelFormat,
bmdNoVideoInputConversion,
bmdSupportedVideoModeDefault,
&actualMode,
&supported);
return result == S_OK && supported != FALSE;
}
bool OutputSupportsFormat(IDeckLinkOutput* output, BMDDisplayMode displayMode, BMDPixelFormat pixelFormat)
{
if (output == nullptr)
return false;
BOOL supported = FALSE;
BMDDisplayMode actualMode = bmdModeUnknown;
const HRESULT result = output->DoesSupportVideoMode(
bmdVideoConnectionUnspecified,
displayMode,
pixelFormat,
bmdNoVideoOutputConversion,
bmdSupportedVideoModeDefault,
&actualMode,
&supported);
return result == S_OK && supported != FALSE;
}
}
DeckLinkSession::~DeckLinkSession()
{
ReleaseResources();
}
void DeckLinkSession::ReleaseResources()
{
if (input != nullptr)
input->SetCallback(nullptr);
captureDelegate.Release();
input.Release();
if (output != nullptr)
output->SetScheduledFrameCompletionCallback(nullptr);
if (keyer != nullptr)
{
keyer->Disable();
externalKeyingActive = false;
}
keyer.Release();
playoutDelegate.Release();
outputVideoFrameQueue.clear();
output.Release();
}
bool DeckLinkSession::DiscoverDevicesAndModes(const VideoFormatSelection& videoModes, std::string& error)
{
CComPtr<IDeckLinkIterator> deckLinkIterator;
CComPtr<IDeckLinkDisplayMode> inputMode;
CComPtr<IDeckLinkDisplayMode> outputMode;
inputDisplayModeName = videoModes.input.displayName;
outputDisplayModeName = videoModes.output.displayName;
HRESULT result = CoCreateInstance(CLSID_CDeckLinkIterator, nullptr, CLSCTX_ALL, IID_IDeckLinkIterator, reinterpret_cast<void**>(&deckLinkIterator));
if (FAILED(result))
{
error = "Please install the Blackmagic DeckLink drivers to use the features of this application.";
return false;
}
CComPtr<IDeckLink> deckLink;
while (deckLinkIterator->Next(&deckLink) == S_OK)
{
int64_t duplexMode;
bool deviceSupportsInternalKeying = false;
bool deviceSupportsExternalKeying = false;
std::string modelName;
CComPtr<IDeckLinkProfileAttributes> deckLinkAttributes;
if (deckLink->QueryInterface(IID_IDeckLinkProfileAttributes, (void**)&deckLinkAttributes) != S_OK)
{
printf("Could not obtain the IDeckLinkProfileAttributes interface\n");
deckLink.Release();
continue;
}
result = deckLinkAttributes->GetInt(BMDDeckLinkDuplex, &duplexMode);
BOOL attributeFlag = FALSE;
if (deckLinkAttributes->GetFlag(BMDDeckLinkSupportsInternalKeying, &attributeFlag) == S_OK)
deviceSupportsInternalKeying = (attributeFlag != FALSE);
attributeFlag = FALSE;
if (deckLinkAttributes->GetFlag(BMDDeckLinkSupportsExternalKeying, &attributeFlag) == S_OK)
deviceSupportsExternalKeying = (attributeFlag != FALSE);
CComBSTR modelNameBstr;
if (deckLinkAttributes->GetString(BMDDeckLinkModelName, &modelNameBstr) == S_OK)
modelName = BstrToUtf8(modelNameBstr);
if (result != S_OK || duplexMode == bmdDuplexInactive)
{
deckLink.Release();
continue;
}
bool inputUsed = false;
if (!input && deckLink->QueryInterface(IID_IDeckLinkInput, (void**)&input) == S_OK)
inputUsed = true;
if (!output && (!inputUsed || (duplexMode == bmdDuplexFull)))
{
if (deckLink->QueryInterface(IID_IDeckLinkOutput, (void**)&output) != S_OK)
output.Release();
else
{
outputModelName = modelName;
supportsInternalKeying = deviceSupportsInternalKeying;
supportsExternalKeying = deviceSupportsExternalKeying;
}
}
deckLink.Release();
if (output && input)
break;
}
if (!output)
{
error = "Expected an Output DeckLink device";
ReleaseResources();
return false;
}
CComPtr<IDeckLinkDisplayModeIterator> inputDisplayModeIterator;
if (input && input->GetDisplayModeIterator(&inputDisplayModeIterator) != S_OK)
{
error = "Cannot get input Display Mode Iterator.";
ReleaseResources();
return false;
}
if (input && !FindDeckLinkDisplayMode(inputDisplayModeIterator, videoModes.input.displayMode, &inputMode))
{
error = "Cannot get specified input BMDDisplayMode for configured mode: " + videoModes.input.displayName;
ReleaseResources();
return false;
}
inputDisplayModeIterator.Release();
CComPtr<IDeckLinkDisplayModeIterator> outputDisplayModeIterator;
if (output->GetDisplayModeIterator(&outputDisplayModeIterator) != S_OK)
{
error = "Cannot get output Display Mode Iterator.";
ReleaseResources();
return false;
}
if (!FindDeckLinkDisplayMode(outputDisplayModeIterator, videoModes.output.displayMode, &outputMode))
{
error = "Cannot get specified output BMDDisplayMode for configured mode: " + videoModes.output.displayName;
ReleaseResources();
return false;
}
outputFrameSize = { static_cast<unsigned>(outputMode->GetWidth()), static_cast<unsigned>(outputMode->GetHeight()) };
inputFrameSize = inputMode
? FrameSize{ static_cast<unsigned>(inputMode->GetWidth()), static_cast<unsigned>(inputMode->GetHeight()) }
: outputFrameSize;
if (!input)
inputDisplayModeName = "No input - black frame";
outputMode->GetFrameRate(&frameDuration, &frameTimescale);
inputFrameRowBytes = inputFrameSize.width * 2u;
outputFrameRowBytes = outputFrameSize.width * 4u;
captureTextureWidth = inputFrameSize.width / 2u;
outputPackTextureWidth = outputFrameSize.width;
return true;
}
bool DeckLinkSession::SelectPreferredFormats(const VideoFormatSelection& videoModes, std::string& error)
{
if (!output)
{
error = "Expected an Output DeckLink device";
return false;
}
formatStatusMessage.clear();
const bool inputTenBitSupported = input != nullptr && InputSupportsFormat(input, videoModes.input.displayMode, bmdFormat10BitYUV);
inputPixelFormat = input != nullptr ? ChoosePreferredVideoIOFormat(inputTenBitSupported) : VideoIOPixelFormat::Uyvy8;
if (input != nullptr && !inputTenBitSupported)
formatStatusMessage += "DeckLink input does not report 10-bit YUV support for the configured mode; using 8-bit capture. ";
const bool outputTenBitSupported = OutputSupportsFormat(output, videoModes.output.displayMode, bmdFormat10BitYUV);
outputPixelFormat = ChoosePreferredVideoIOFormat(outputTenBitSupported);
if (!outputTenBitSupported)
formatStatusMessage += "DeckLink output does not report 10-bit YUV support for the configured mode; using 8-bit BGRA output. ";
int deckLinkOutputRowBytes = 0;
if (output->RowBytesForPixelFormat(OutputIsTenBit() ? bmdFormat10BitYUV : bmdFormat8BitBGRA, outputFrameSize.width, &deckLinkOutputRowBytes) != S_OK)
{
error = "DeckLink output setup failed while calculating output row bytes.";
return false;
}
outputFrameRowBytes = static_cast<unsigned>(deckLinkOutputRowBytes);
outputPackTextureWidth = OutputIsTenBit()
? PackedTextureWidthFromRowBytes(outputFrameRowBytes)
: outputFrameSize.width;
if (InputIsTenBit())
{
int deckLinkInputRowBytes = 0;
if (output->RowBytesForPixelFormat(bmdFormat10BitYUV, inputFrameSize.width, &deckLinkInputRowBytes) == S_OK)
inputFrameRowBytes = static_cast<unsigned>(deckLinkInputRowBytes);
else
inputFrameRowBytes = MinimumV210RowBytes(inputFrameSize.width);
}
else
{
inputFrameRowBytes = inputFrameSize.width * 2u;
}
captureTextureWidth = InputIsTenBit()
? PackedTextureWidthFromRowBytes(inputFrameRowBytes)
: inputFrameSize.width / 2u;
std::ostringstream status;
status << "DeckLink formats: capture " << (input ? VideoIOPixelFormatName(inputPixelFormat) : "none")
<< ", output " << (OutputIsTenBit() ? "10-bit YUV v210" : "8-bit BGRA") << ".";
if (!formatStatusMessage.empty())
status << " " << formatStatusMessage;
formatStatusMessage = status.str();
return true;
}
bool DeckLinkSession::ConfigureInput(OpenGLComposite* owner, HDC hdc, HGLRC hglrc, const VideoFormat& inputVideoMode, std::string& error)
{
(void)hdc;
(void)hglrc;
if (!input)
{
hasNoInputSource = true;
inputDisplayModeName = "No input - black frame";
return true;
}
const BMDPixelFormat deckLinkInputPixelFormat = DeckLinkPixelFormatForVideoIO(inputPixelFormat);
if (input->EnableVideoInput(inputVideoMode.displayMode, deckLinkInputPixelFormat, bmdVideoInputFlagDefault) != S_OK)
{
if (inputPixelFormat == VideoIOPixelFormat::V210)
{
OutputDebugStringA("DeckLink 10-bit input could not be enabled; falling back to 8-bit capture.\n");
inputPixelFormat = VideoIOPixelFormat::Uyvy8;
inputFrameRowBytes = inputFrameSize.width * 2u;
captureTextureWidth = inputFrameSize.width / 2u;
if (input->EnableVideoInput(inputVideoMode.displayMode, bmdFormat8BitYUV, bmdVideoInputFlagDefault) == S_OK)
{
std::ostringstream status;
status << "DeckLink formats: capture " << VideoIOPixelFormatName(inputPixelFormat)
<< ", output " << (OutputIsTenBit() ? "10-bit YUV v210" : "8-bit BGRA")
<< ". DeckLink 10-bit input enable failed; using 8-bit capture.";
formatStatusMessage = status.str();
goto input_enabled;
}
}
OutputDebugStringA("DeckLink input could not be enabled; continuing in output-only black-frame mode.\n");
input.Release();
hasNoInputSource = true;
inputDisplayModeName = "No input - black frame";
return true;
}
input_enabled:
captureDelegate.Attach(new (std::nothrow) CaptureDelegate(owner));
if (captureDelegate == nullptr)
{
error = "DeckLink input setup failed while creating the capture callback.";
return false;
}
if (input->SetCallback(captureDelegate) != S_OK)
{
error = "DeckLink input setup failed while installing the capture callback.";
return false;
}
return true;
}
bool DeckLinkSession::ConfigureOutput(OpenGLComposite* owner, HDC hdc, HGLRC hglrc, const VideoFormat& outputVideoMode, bool externalKeyingEnabled, std::string& error)
{
(void)hdc;
(void)hglrc;
if (output->EnableVideoOutput(outputVideoMode.displayMode, bmdVideoOutputFlagDefault) != S_OK)
{
error = "DeckLink output setup failed while enabling video output.";
return false;
}
if (output->QueryInterface(IID_IDeckLinkKeyer, (void**)&keyer) == S_OK && keyer != NULL)
keyerInterfaceAvailable = true;
if (externalKeyingEnabled)
{
if (!supportsExternalKeying)
{
statusMessage = "External keying was requested, but the selected DeckLink output does not report external keying support.";
}
else if (!keyerInterfaceAvailable)
{
statusMessage = "External keying was requested, but the selected DeckLink output does not expose the IDeckLinkKeyer interface.";
}
else if (keyer->Enable(TRUE) != S_OK || keyer->SetLevel(255) != S_OK)
{
statusMessage = "External keying was requested, but enabling the DeckLink keyer failed.";
}
else
{
externalKeyingActive = true;
statusMessage = "External keying is active on the selected DeckLink output.";
}
}
else if (supportsExternalKeying)
{
statusMessage = "Selected DeckLink output supports external keying. Set enableExternalKeying to true in runtime-host.json to request it.";
}
for (int i = 0; i < 10; i++)
{
CComPtr<IDeckLinkMutableVideoFrame> outputFrame;
const BMDPixelFormat deckLinkOutputPixelFormat = OutputIsTenBit() ? bmdFormat10BitYUV : bmdFormat8BitBGRA;
if (output->CreateVideoFrame(outputFrameSize.width, outputFrameSize.height, outputFrameRowBytes, deckLinkOutputPixelFormat, bmdFrameFlagFlipVertical, &outputFrame) != S_OK)
{
error = "DeckLink output setup failed while creating an output video frame.";
return false;
}
outputVideoFrameQueue.push_back(outputFrame);
}
playoutDelegate.Attach(new (std::nothrow) PlayoutDelegate(owner));
if (playoutDelegate == nullptr)
{
error = "DeckLink output setup failed while creating the playout callback.";
return false;
}
if (output->SetScheduledFrameCompletionCallback(playoutDelegate) != S_OK)
{
error = "DeckLink output setup failed while installing the scheduled-frame callback.";
return false;
}
if (!formatStatusMessage.empty())
statusMessage = statusMessage.empty() ? formatStatusMessage : formatStatusMessage + " " + statusMessage;
return true;
}
double DeckLinkSession::FrameBudgetMilliseconds() const
{
return frameTimescale != 0
? (static_cast<double>(frameDuration) * 1000.0) / static_cast<double>(frameTimescale)
: 0.0;
}
IDeckLinkMutableVideoFrame* DeckLinkSession::RotateOutputFrame()
{
CComPtr<IDeckLinkMutableVideoFrame> outputVideoFrame = outputVideoFrameQueue.front();
outputVideoFrameQueue.push_back(outputVideoFrame);
outputVideoFrameQueue.pop_front();
return outputVideoFrame.p;
}
void DeckLinkSession::AccountForCompletionResult(BMDOutputFrameCompletionResult completionResult)
{
if (completionResult == bmdOutputFrameDisplayedLate || completionResult == bmdOutputFrameDropped)
totalPlayoutFrames += 2;
}
bool DeckLinkSession::ScheduleOutputFrame(IDeckLinkMutableVideoFrame* outputVideoFrame)
{
if (output->ScheduleVideoFrame(outputVideoFrame, (totalPlayoutFrames * frameDuration), frameDuration, frameTimescale) != S_OK)
return false;
totalPlayoutFrames++;
return true;
}
bool DeckLinkSession::Start()
{
totalPlayoutFrames = 0;
if (!output)
{
MessageBoxA(NULL, "Cannot start playout because no DeckLink output device is available.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
if (outputVideoFrameQueue.empty())
{
MessageBoxA(NULL, "Cannot start playout because the output frame queue is empty.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
for (unsigned i = 0; i < kPrerollFrameCount; i++)
{
CComPtr<IDeckLinkMutableVideoFrame> outputVideoFrame = outputVideoFrameQueue.front();
outputVideoFrameQueue.push_back(outputVideoFrame);
outputVideoFrameQueue.pop_front();
CComPtr<IDeckLinkVideoBuffer> outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
{
MessageBoxA(NULL, "Could not query the preroll output frame buffer.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
MessageBoxA(NULL, "Could not write to the preroll output frame buffer.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
void* pFrame;
outputVideoFrameBuffer->GetBytes((void**)&pFrame);
memset(pFrame, 0, outputVideoFrame->GetRowBytes() * outputFrameSize.height);
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
if (output->ScheduleVideoFrame(outputVideoFrame, (totalPlayoutFrames * frameDuration), frameDuration, frameTimescale) != S_OK)
{
MessageBoxA(NULL, "Could not schedule a preroll output frame.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
totalPlayoutFrames++;
}
if (input)
{
if (input->StartStreams() != S_OK)
{
MessageBoxA(NULL, "Could not start the DeckLink input stream.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
}
if (output->StartScheduledPlayback(0, frameTimescale, 1.0) != S_OK)
{
MessageBoxA(NULL, "Could not start DeckLink scheduled playback.", "DeckLink start failed", MB_OK | MB_ICONERROR);
return false;
}
return true;
}
bool DeckLinkSession::Stop()
{
if (keyer != nullptr)
{
keyer->Disable();
externalKeyingActive = false;
}
if (input)
{
input->StopStreams();
input->DisableVideoInput();
}
if (output)
{
output->StopScheduledPlayback(0, NULL, 0);
output->DisableVideoOutput();
}
return true;
}

View File

@@ -0,0 +1,88 @@
#pragma once
#include "DeckLinkAPI_h.h"
#include "DeckLinkDisplayMode.h"
#include "DeckLinkFrameTransfer.h"
#include "VideoIOFormat.h"
#include <atlbase.h>
#include <deque>
#include <string>
class OpenGLComposite;
class DeckLinkSession
{
public:
DeckLinkSession() = default;
~DeckLinkSession();
void ReleaseResources();
bool DiscoverDevicesAndModes(const VideoFormatSelection& videoModes, std::string& error);
bool SelectPreferredFormats(const VideoFormatSelection& videoModes, std::string& error);
bool ConfigureInput(OpenGLComposite* owner, HDC hdc, HGLRC hglrc, const VideoFormat& inputVideoMode, std::string& error);
bool ConfigureOutput(OpenGLComposite* owner, HDC hdc, HGLRC hglrc, const VideoFormat& outputVideoMode, bool externalKeyingEnabled, std::string& error);
bool Start();
bool Stop();
bool HasInputDevice() const { return input != nullptr; }
bool HasInputSource() const { return !hasNoInputSource; }
void SetInputSourceMissing(bool missing) { hasNoInputSource = missing; }
bool InputOutputDimensionsDiffer() const { return inputFrameSize != outputFrameSize; }
const FrameSize& InputFrameSize() const { return inputFrameSize; }
const FrameSize& OutputFrameSize() const { return outputFrameSize; }
unsigned InputFrameWidth() const { return inputFrameSize.width; }
unsigned InputFrameHeight() const { return inputFrameSize.height; }
unsigned OutputFrameWidth() const { return outputFrameSize.width; }
unsigned OutputFrameHeight() const { return outputFrameSize.height; }
VideoIOPixelFormat InputPixelFormat() const { return inputPixelFormat; }
VideoIOPixelFormat OutputPixelFormat() const { return outputPixelFormat; }
bool InputIsTenBit() const { return VideoIOPixelFormatIsTenBit(inputPixelFormat); }
bool OutputIsTenBit() const { return VideoIOPixelFormatIsTenBit(outputPixelFormat); }
unsigned InputFrameRowBytes() const { return inputFrameRowBytes; }
unsigned OutputFrameRowBytes() const { return outputFrameRowBytes; }
unsigned CaptureTextureWidth() const { return captureTextureWidth; }
unsigned OutputPackTextureWidth() const { return outputPackTextureWidth; }
const std::string& FormatStatusMessage() const { return formatStatusMessage; }
const std::string& InputDisplayModeName() const { return inputDisplayModeName; }
const std::string& OutputModelName() const { return outputModelName; }
bool SupportsInternalKeying() const { return supportsInternalKeying; }
bool SupportsExternalKeying() const { return supportsExternalKeying; }
bool KeyerInterfaceAvailable() const { return keyerInterfaceAvailable; }
bool ExternalKeyingActive() const { return externalKeyingActive; }
const std::string& StatusMessage() const { return statusMessage; }
void SetStatusMessage(const std::string& message) { statusMessage = message; }
double FrameBudgetMilliseconds() const;
IDeckLinkMutableVideoFrame* RotateOutputFrame();
void AccountForCompletionResult(BMDOutputFrameCompletionResult completionResult);
bool ScheduleOutputFrame(IDeckLinkMutableVideoFrame* outputVideoFrame);
private:
CComPtr<CaptureDelegate> captureDelegate;
CComPtr<PlayoutDelegate> playoutDelegate;
CComPtr<IDeckLinkInput> input;
CComPtr<IDeckLinkOutput> output;
CComPtr<IDeckLinkKeyer> keyer;
std::deque<CComPtr<IDeckLinkMutableVideoFrame>> outputVideoFrameQueue;
BMDTimeValue frameDuration = 0;
BMDTimeScale frameTimescale = 0;
unsigned totalPlayoutFrames = 0;
FrameSize inputFrameSize;
FrameSize outputFrameSize;
VideoIOPixelFormat inputPixelFormat = VideoIOPixelFormat::Uyvy8;
VideoIOPixelFormat outputPixelFormat = VideoIOPixelFormat::Uyvy8;
unsigned inputFrameRowBytes = 0;
unsigned outputFrameRowBytes = 0;
unsigned captureTextureWidth = 0;
unsigned outputPackTextureWidth = 0;
std::string inputDisplayModeName = "1080p59.94";
std::string outputDisplayModeName = "1080p59.94";
bool hasNoInputSource = true;
std::string outputModelName;
bool supportsInternalKeying = false;
bool supportsExternalKeying = false;
bool keyerInterfaceAvailable = false;
bool externalKeyingActive = false;
std::string statusMessage;
std::string formatStatusMessage;
};

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@@ -0,0 +1,139 @@
#include "VideoIOFormat.h"
#include <algorithm>
#include <cmath>
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
namespace
{
uint16_t Clamp10(int value, int minimum, int maximum)
{
return static_cast<uint16_t>(std::max(minimum, std::min(maximum, value)));
}
uint32_t MakeV210Word(uint16_t a, uint16_t b, uint16_t c)
{
return (static_cast<uint32_t>(a) & 0x3ffu)
| ((static_cast<uint32_t>(b) & 0x3ffu) << 10)
| ((static_cast<uint32_t>(c) & 0x3ffu) << 20);
}
void StoreWord(std::array<uint8_t, 16>& bytes, std::size_t wordIndex, uint32_t word)
{
const std::size_t offset = wordIndex * 4;
bytes[offset + 0] = static_cast<uint8_t>(word & 0xffu);
bytes[offset + 1] = static_cast<uint8_t>((word >> 8) & 0xffu);
bytes[offset + 2] = static_cast<uint8_t>((word >> 16) & 0xffu);
bytes[offset + 3] = static_cast<uint8_t>((word >> 24) & 0xffu);
}
uint32_t LoadWord(const std::array<uint8_t, 16>& bytes, std::size_t wordIndex)
{
const std::size_t offset = wordIndex * 4;
return static_cast<uint32_t>(bytes[offset + 0])
| (static_cast<uint32_t>(bytes[offset + 1]) << 8)
| (static_cast<uint32_t>(bytes[offset + 2]) << 16)
| (static_cast<uint32_t>(bytes[offset + 3]) << 24);
}
uint16_t Component(uint32_t word, unsigned index)
{
return static_cast<uint16_t>((word >> (index * 10)) & 0x3ffu);
}
}
const char* VideoIOPixelFormatName(VideoIOPixelFormat format)
{
return format == VideoIOPixelFormat::V210 ? "10-bit YUV v210" : "8-bit YUV UYVY";
}
bool VideoIOPixelFormatIsTenBit(VideoIOPixelFormat format)
{
return format == VideoIOPixelFormat::V210;
}
BMDPixelFormat DeckLinkPixelFormatForVideoIO(VideoIOPixelFormat format)
{
return format == VideoIOPixelFormat::V210 ? bmdFormat10BitYUV : bmdFormat8BitYUV;
}
VideoIOPixelFormat VideoIOPixelFormatFromDeckLink(BMDPixelFormat format)
{
return format == bmdFormat10BitYUV ? VideoIOPixelFormat::V210 : VideoIOPixelFormat::Uyvy8;
}
VideoIOPixelFormat ChoosePreferredVideoIOFormat(bool tenBitSupported)
{
return tenBitSupported ? VideoIOPixelFormat::V210 : VideoIOPixelFormat::Uyvy8;
}
unsigned PackedTextureWidthFromRowBytes(unsigned rowBytes)
{
return (rowBytes + 3u) / 4u;
}
unsigned MinimumV210RowBytes(unsigned frameWidth)
{
return ((frameWidth + 5u) / 6u) * 16u;
}
unsigned ActiveV210WordsForWidth(unsigned frameWidth)
{
return ((frameWidth + 5u) / 6u) * 4u;
}
V210CodeValues Rec709RgbToLegalV210(float red, float green, float blue)
{
red = std::max(0.0f, std::min(1.0f, red));
green = std::max(0.0f, std::min(1.0f, green));
blue = std::max(0.0f, std::min(1.0f, blue));
const float y = 0.2126f * red + 0.7152f * green + 0.0722f * blue;
const float cb = (blue - y) / 1.8556f + 0.5f;
const float cr = (red - y) / 1.5748f + 0.5f;
V210CodeValues values;
values.y = Clamp10(static_cast<int>(std::lround(64.0f + y * 876.0f)), 64, 940);
values.cb = Clamp10(static_cast<int>(std::lround(64.0f + cb * 896.0f)), 64, 960);
values.cr = Clamp10(static_cast<int>(std::lround(64.0f + cr * 896.0f)), 64, 960);
return values;
}
std::array<uint8_t, 16> PackV210Block(const V210SixPixelBlock& block)
{
std::array<uint8_t, 16> bytes = {};
StoreWord(bytes, 0, MakeV210Word(block.cb[0], block.y[0], block.cr[0]));
StoreWord(bytes, 1, MakeV210Word(block.y[1], block.cb[1], block.y[2]));
StoreWord(bytes, 2, MakeV210Word(block.cr[1], block.y[3], block.cb[2]));
StoreWord(bytes, 3, MakeV210Word(block.y[4], block.cr[2], block.y[5]));
return bytes;
}
V210SixPixelBlock UnpackV210Block(const std::array<uint8_t, 16>& bytes)
{
const uint32_t word0 = LoadWord(bytes, 0);
const uint32_t word1 = LoadWord(bytes, 1);
const uint32_t word2 = LoadWord(bytes, 2);
const uint32_t word3 = LoadWord(bytes, 3);
V210SixPixelBlock block;
block.cb[0] = Component(word0, 0);
block.y[0] = Component(word0, 1);
block.cr[0] = Component(word0, 2);
block.y[1] = Component(word1, 0);
block.cb[1] = Component(word1, 1);
block.y[2] = Component(word1, 2);
block.cr[1] = Component(word2, 0);
block.y[3] = Component(word2, 1);
block.cb[2] = Component(word2, 2);
block.y[4] = Component(word3, 0);
block.cr[2] = Component(word3, 1);
block.y[5] = Component(word3, 2);
return block;
}

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@@ -0,0 +1,38 @@
#pragma once
#include "DeckLinkAPI_h.h"
#include <array>
#include <cstdint>
enum class VideoIOPixelFormat
{
Uyvy8,
V210
};
struct V210CodeValues
{
uint16_t y = 64;
uint16_t cb = 512;
uint16_t cr = 512;
};
struct V210SixPixelBlock
{
std::array<uint16_t, 6> y = {};
std::array<uint16_t, 3> cb = {};
std::array<uint16_t, 3> cr = {};
};
const char* VideoIOPixelFormatName(VideoIOPixelFormat format);
bool VideoIOPixelFormatIsTenBit(VideoIOPixelFormat format);
BMDPixelFormat DeckLinkPixelFormatForVideoIO(VideoIOPixelFormat format);
VideoIOPixelFormat VideoIOPixelFormatFromDeckLink(BMDPixelFormat format);
VideoIOPixelFormat ChoosePreferredVideoIOFormat(bool tenBitSupported);
unsigned PackedTextureWidthFromRowBytes(unsigned rowBytes);
unsigned MinimumV210RowBytes(unsigned frameWidth);
unsigned ActiveV210WordsForWidth(unsigned frameWidth);
V210CodeValues Rec709RgbToLegalV210(float red, float green, float blue);
std::array<uint8_t, 16> PackV210Block(const V210SixPixelBlock& block);
V210SixPixelBlock UnpackV210Block(const std::array<uint8_t, 16>& bytes);

View File

@@ -60,13 +60,19 @@
#define GL_DYNAMIC_DRAW 0x88E8
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_RGBA8 0x8058
#define GL_RGBA16F 0x881A
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
#define GL_ARRAY_BUFFER 0x8892
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INVALID_INDEX 0xFFFFFFFFu
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_RENDERBUFFER_EXT 0x8D41
#define GL_FRAMEBUFFER_EXT 0x8D40
#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5

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@@ -0,0 +1,9 @@
#pragma once
#include <gl/gl.h>
constexpr GLuint kDecodedVideoTextureUnit = 1;
constexpr GLuint kSourceHistoryTextureUnitBase = 2;
constexpr GLuint kPackedVideoTextureUnit = 2;
constexpr GLuint kGlobalParamsBindingPoint = 0;
constexpr unsigned kPrerollFrameCount = 8;

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@@ -0,0 +1,57 @@
#pragma once
#include <gl/gl.h>
class ScopedGlShader
{
public:
explicit ScopedGlShader(GLuint shader = 0) : mShader(shader) {}
~ScopedGlShader() { reset(); }
ScopedGlShader(const ScopedGlShader&) = delete;
ScopedGlShader& operator=(const ScopedGlShader&) = delete;
GLuint get() const { return mShader; }
GLuint release()
{
GLuint shader = mShader;
mShader = 0;
return shader;
}
void reset(GLuint shader = 0)
{
if (mShader != 0)
glDeleteShader(mShader);
mShader = shader;
}
private:
GLuint mShader;
};
class ScopedGlProgram
{
public:
explicit ScopedGlProgram(GLuint program = 0) : mProgram(program) {}
~ScopedGlProgram() { reset(); }
ScopedGlProgram(const ScopedGlProgram&) = delete;
ScopedGlProgram& operator=(const ScopedGlProgram&) = delete;
GLuint get() const { return mProgram; }
GLuint release()
{
GLuint program = mProgram;
mProgram = 0;
return program;
}
void reset(GLuint program = 0)
{
if (mProgram != 0)
glDeleteProgram(mProgram);
mProgram = program;
}
private:
GLuint mProgram;
};

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@@ -0,0 +1,141 @@
#include "GlShaderSources.h"
const char* kFullscreenTriangleVertexShaderSource =
"#version 430 core\n"
"out vec2 vTexCoord;\n"
"void main()\n"
"{\n"
" vec2 positions[3] = vec2[3](vec2(-1.0, -1.0), vec2(3.0, -1.0), vec2(-1.0, 3.0));\n"
" vec2 texCoords[3] = vec2[3](vec2(0.0, 0.0), vec2(2.0, 0.0), vec2(0.0, 2.0));\n"
" gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);\n"
" vTexCoord = texCoords[gl_VertexID];\n"
"}\n";
const char* kDecodeFragmentShaderSource =
"#version 430 core\n"
"layout(binding = 2) uniform sampler2D uPackedVideoInput;\n"
"uniform vec2 uPackedVideoResolution;\n"
"uniform vec2 uDecodedVideoResolution;\n"
"uniform int uInputPixelFormat;\n"
"in vec2 vTexCoord;\n"
"layout(location = 0) out vec4 fragColor;\n"
"vec4 rec709YCbCr2rgba(float Y, float Cb, float Cr, float a)\n"
"{\n"
" Y = (Y * 256.0 - 16.0) / 219.0;\n"
" Cb = (Cb * 256.0 - 16.0) / 224.0 - 0.5;\n"
" Cr = (Cr * 256.0 - 16.0) / 224.0 - 0.5;\n"
" return vec4(Y + 1.5748 * Cr, Y - 0.1873 * Cb - 0.4681 * Cr, Y + 1.8556 * Cb, a);\n"
"}\n"
"vec4 rec709YCbCr10_2rgba(float Y, float Cb, float Cr, float a)\n"
"{\n"
" Y = (Y - 64.0) / 876.0;\n"
" Cb = (Cb - 64.0) / 896.0 - 0.5;\n"
" Cr = (Cr - 64.0) / 896.0 - 0.5;\n"
" return vec4(Y + 1.5748 * Cr, Y - 0.1873 * Cb - 0.4681 * Cr, Y + 1.8556 * Cb, a);\n"
"}\n"
"uint loadV210Word(ivec2 coord)\n"
"{\n"
" vec4 b = round(texelFetch(uPackedVideoInput, coord, 0) * 255.0);\n"
" return uint(b.r) | (uint(b.g) << 8) | (uint(b.b) << 16) | (uint(b.a) << 24);\n"
"}\n"
"float v210Component(uint word, int index)\n"
"{\n"
" return float((word >> uint(index * 10)) & 1023u);\n"
"}\n"
"vec4 decodeUyvy8(ivec2 outputCoord, ivec2 packedSize)\n"
"{\n"
" ivec2 packedCoord = ivec2(clamp(outputCoord.x / 2, 0, packedSize.x - 1), clamp(outputCoord.y, 0, packedSize.y - 1));\n"
" vec4 macroPixel = texelFetch(uPackedVideoInput, packedCoord, 0);\n"
" float ySample = (outputCoord.x & 1) != 0 ? macroPixel.a : macroPixel.g;\n"
" return rec709YCbCr2rgba(ySample, macroPixel.b, macroPixel.r, 1.0);\n"
"}\n"
"vec4 decodeV210(ivec2 outputCoord, ivec2 packedSize)\n"
"{\n"
" int group = outputCoord.x / 6;\n"
" int pixel = outputCoord.x - group * 6;\n"
" int wordBase = group * 4;\n"
" ivec2 rowBase = ivec2(wordBase, clamp(outputCoord.y, 0, packedSize.y - 1));\n"
" uint w0 = loadV210Word(ivec2(min(rowBase.x + 0, packedSize.x - 1), rowBase.y));\n"
" uint w1 = loadV210Word(ivec2(min(rowBase.x + 1, packedSize.x - 1), rowBase.y));\n"
" uint w2 = loadV210Word(ivec2(min(rowBase.x + 2, packedSize.x - 1), rowBase.y));\n"
" uint w3 = loadV210Word(ivec2(min(rowBase.x + 3, packedSize.x - 1), rowBase.y));\n"
" float y0 = v210Component(w0, 1);\n"
" float y1 = v210Component(w1, 0);\n"
" float y2 = v210Component(w1, 2);\n"
" float y3 = v210Component(w2, 1);\n"
" float y4 = v210Component(w3, 0);\n"
" float y5 = v210Component(w3, 2);\n"
" float cb0 = v210Component(w0, 0);\n"
" float cr0 = v210Component(w0, 2);\n"
" float cb2 = v210Component(w1, 1);\n"
" float cr2 = v210Component(w2, 0);\n"
" float cb4 = v210Component(w2, 2);\n"
" float cr4 = v210Component(w3, 1);\n"
" float ySample = pixel == 0 ? y0 : pixel == 1 ? y1 : pixel == 2 ? y2 : pixel == 3 ? y3 : pixel == 4 ? y4 : y5;\n"
" float cbSample = pixel < 2 ? cb0 : pixel < 4 ? cb2 : cb4;\n"
" float crSample = pixel < 2 ? cr0 : pixel < 4 ? cr2 : cr4;\n"
" return rec709YCbCr10_2rgba(ySample, cbSample, crSample, 1.0);\n"
"}\n"
"void main()\n"
"{\n"
" vec2 correctedUv = vec2(vTexCoord.x, 1.0 - vTexCoord.y);\n"
" ivec2 decodedSize = ivec2(max(uDecodedVideoResolution, vec2(1.0, 1.0)));\n"
" ivec2 outputCoord = clamp(ivec2(correctedUv * vec2(decodedSize)), ivec2(0, 0), decodedSize - ivec2(1, 1));\n"
" ivec2 packedSize = ivec2(max(uPackedVideoResolution, vec2(1.0, 1.0)));\n"
" fragColor = uInputPixelFormat == 1 ? decodeV210(outputCoord, packedSize) : decodeUyvy8(outputCoord, packedSize);\n"
"}\n";
const char* kOutputPackFragmentShaderSource =
"#version 430 core\n"
"layout(binding = 0) uniform sampler2D uOutputRgb;\n"
"uniform vec2 uOutputVideoResolution;\n"
"uniform float uActiveV210Words;\n"
"in vec2 vTexCoord;\n"
"layout(location = 0) out vec4 fragColor;\n"
"vec3 rgbAt(int x, int y)\n"
"{\n"
" ivec2 size = ivec2(max(uOutputVideoResolution, vec2(1.0, 1.0)));\n"
" return clamp(texelFetch(uOutputRgb, ivec2(clamp(x, 0, size.x - 1), clamp(y, 0, size.y - 1)), 0).rgb, vec3(0.0), vec3(1.0));\n"
"}\n"
"vec3 rgbToLegalYcbcr10(vec3 rgb)\n"
"{\n"
" float y = dot(rgb, vec3(0.2126, 0.7152, 0.0722));\n"
" float cb = (rgb.b - y) / 1.8556 + 0.5;\n"
" float cr = (rgb.r - y) / 1.5748 + 0.5;\n"
" return vec3(clamp(round(64.0 + y * 876.0), 64.0, 940.0), clamp(round(64.0 + cb * 896.0), 64.0, 960.0), clamp(round(64.0 + cr * 896.0), 64.0, 960.0));\n"
"}\n"
"uint makeWord(float a, float b, float c)\n"
"{\n"
" return (uint(a) & 1023u) | ((uint(b) & 1023u) << 10) | ((uint(c) & 1023u) << 20);\n"
"}\n"
"vec4 wordToBytes(uint word)\n"
"{\n"
" return vec4(float(word & 255u), float((word >> 8) & 255u), float((word >> 16) & 255u), float((word >> 24) & 255u)) / 255.0;\n"
"}\n"
"void main()\n"
"{\n"
" ivec2 outCoord = ivec2(gl_FragCoord.xy);\n"
" if (float(outCoord.x) >= uActiveV210Words)\n"
" {\n"
" fragColor = vec4(0.0);\n"
" return;\n"
" }\n"
" int group = outCoord.x / 4;\n"
" int wordIndex = outCoord.x - group * 4;\n"
" int pixelBase = group * 6;\n"
" int y = outCoord.y;\n"
" vec3 c0 = rgbToLegalYcbcr10(rgbAt(pixelBase + 0, y));\n"
" vec3 c1 = rgbToLegalYcbcr10(rgbAt(pixelBase + 1, y));\n"
" vec3 c2 = rgbToLegalYcbcr10(rgbAt(pixelBase + 2, y));\n"
" vec3 c3 = rgbToLegalYcbcr10(rgbAt(pixelBase + 3, y));\n"
" vec3 c4 = rgbToLegalYcbcr10(rgbAt(pixelBase + 4, y));\n"
" vec3 c5 = rgbToLegalYcbcr10(rgbAt(pixelBase + 5, y));\n"
" float cb0 = round((c0.y + c1.y) * 0.5);\n"
" float cr0 = round((c0.z + c1.z) * 0.5);\n"
" float cb2 = round((c2.y + c3.y) * 0.5);\n"
" float cr2 = round((c2.z + c3.z) * 0.5);\n"
" float cb4 = round((c4.y + c5.y) * 0.5);\n"
" float cr4 = round((c4.z + c5.z) * 0.5);\n"
" uint word = wordIndex == 0 ? makeWord(cb0, c0.x, cr0) : wordIndex == 1 ? makeWord(c1.x, cb2, c2.x) : wordIndex == 2 ? makeWord(cr2, c3.x, cb4) : makeWord(c4.x, cr4, c5.x);\n"
" fragColor = wordToBytes(word);\n"
"}\n";

View File

@@ -0,0 +1,5 @@
#pragma once
extern const char* kFullscreenTriangleVertexShaderSource;
extern const char* kDecodeFragmentShaderSource;
extern const char* kOutputPackFragmentShaderSource;

View File

@@ -0,0 +1,102 @@
#include "GlobalParamsBuffer.h"
#include "GlRenderConstants.h"
#include "Std140Buffer.h"
#include <vector>
GlobalParamsBuffer::GlobalParamsBuffer(OpenGLRenderer& renderer) :
mRenderer(renderer)
{
}
bool GlobalParamsBuffer::Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength)
{
std::vector<unsigned char> buffer;
buffer.reserve(512);
AppendStd140Float(buffer, static_cast<float>(state.timeSeconds));
AppendStd140Vec2(buffer, static_cast<float>(state.inputWidth), static_cast<float>(state.inputHeight));
AppendStd140Vec2(buffer, static_cast<float>(state.outputWidth), static_cast<float>(state.outputHeight));
AppendStd140Float(buffer, static_cast<float>(state.utcTimeSeconds));
AppendStd140Float(buffer, static_cast<float>(state.utcOffsetSeconds));
AppendStd140Float(buffer, static_cast<float>(state.startupRandom));
AppendStd140Float(buffer, static_cast<float>(state.frameCount));
AppendStd140Float(buffer, static_cast<float>(state.mixAmount));
AppendStd140Float(buffer, static_cast<float>(state.bypass));
const unsigned effectiveSourceHistoryLength = availableSourceHistoryLength < state.effectiveTemporalHistoryLength
? availableSourceHistoryLength
: state.effectiveTemporalHistoryLength;
const unsigned effectiveTemporalHistoryLength = (state.temporalHistorySource == TemporalHistorySource::PreLayerInput)
? (availableTemporalHistoryLength < state.effectiveTemporalHistoryLength ? availableTemporalHistoryLength : state.effectiveTemporalHistoryLength)
: 0u;
AppendStd140Int(buffer, static_cast<int>(effectiveSourceHistoryLength));
AppendStd140Int(buffer, static_cast<int>(effectiveTemporalHistoryLength));
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
auto valueIt = state.parameterValues.find(definition.id);
const ShaderParameterValue value = valueIt != state.parameterValues.end()
? valueIt->second
: ShaderParameterValue();
switch (definition.type)
{
case ShaderParameterType::Float:
AppendStd140Float(buffer, value.numberValues.empty() ? 0.0f : static_cast<float>(value.numberValues[0]));
break;
case ShaderParameterType::Vec2:
AppendStd140Vec2(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 0.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 0.0f);
break;
case ShaderParameterType::Color:
AppendStd140Vec4(buffer,
value.numberValues.size() > 0 ? static_cast<float>(value.numberValues[0]) : 1.0f,
value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : 1.0f,
value.numberValues.size() > 2 ? static_cast<float>(value.numberValues[2]) : 1.0f,
value.numberValues.size() > 3 ? static_cast<float>(value.numberValues[3]) : 1.0f);
break;
case ShaderParameterType::Boolean:
AppendStd140Int(buffer, value.booleanValue ? 1 : 0);
break;
case ShaderParameterType::Enum:
{
int selectedIndex = 0;
for (std::size_t optionIndex = 0; optionIndex < definition.enumOptions.size(); ++optionIndex)
{
if (definition.enumOptions[optionIndex].value == value.enumValue)
{
selectedIndex = static_cast<int>(optionIndex);
break;
}
}
AppendStd140Int(buffer, selectedIndex);
break;
}
case ShaderParameterType::Text:
break;
case ShaderParameterType::Trigger:
AppendStd140Int(buffer, value.numberValues.empty() ? 0 : static_cast<int>(value.numberValues[0]));
AppendStd140Float(buffer, value.numberValues.size() > 1 ? static_cast<float>(value.numberValues[1]) : -1000000.0f);
break;
}
}
buffer.resize(AlignStd140(buffer.size(), 16), 0);
glBindBuffer(GL_UNIFORM_BUFFER, mRenderer.GlobalParamsUBO());
if (mRenderer.GlobalParamsUBOSize() != static_cast<GLsizeiptr>(buffer.size()))
{
glBufferData(GL_UNIFORM_BUFFER, static_cast<GLsizeiptr>(buffer.size()), buffer.data(), GL_DYNAMIC_DRAW);
mRenderer.SetGlobalParamsUBOSize(static_cast<GLsizeiptr>(buffer.size()));
}
else
{
glBufferSubData(GL_UNIFORM_BUFFER, 0, static_cast<GLsizeiptr>(buffer.size()), buffer.data());
}
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mRenderer.GlobalParamsUBO());
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return true;
}

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@@ -0,0 +1,15 @@
#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
class GlobalParamsBuffer
{
public:
explicit GlobalParamsBuffer(OpenGLRenderer& renderer);
bool Update(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
private:
OpenGLRenderer& mRenderer;
};

View File

@@ -0,0 +1,479 @@
#include "DeckLinkDisplayMode.h"
#include "DeckLinkSession.h"
#include "OpenGLComposite.h"
#include "GLExtensions.h"
#include "GlRenderConstants.h"
#include "OpenGLDeckLinkBridge.h"
#include "OpenGLRenderPass.h"
#include "OpenGLShaderPrograms.h"
#include "PngScreenshotWriter.h"
#include "RuntimeServices.h"
#include "ShaderBuildQueue.h"
#include <algorithm>
#include <chrono>
#include <ctime>
#include <filesystem>
#include <iomanip>
#include <memory>
#include <sstream>
#include <string>
#include <vector>
OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
hGLWnd(hWnd), hGLDC(hDC), hGLRC(hRC),
mDeckLink(std::make_unique<DeckLinkSession>()),
mRenderer(std::make_unique<OpenGLRenderer>()),
mUseCommittedLayerStates(false),
mScreenshotRequested(false)
{
InitializeCriticalSection(&pMutex);
mRuntimeHost = std::make_unique<RuntimeHost>();
mDeckLinkBridge = std::make_unique<OpenGLDeckLinkBridge>(
*mDeckLink,
*mRenderer,
*mRuntimeHost,
pMutex,
hGLDC,
hGLRC,
[this]() { renderEffect(); },
[this]() { ProcessScreenshotRequest(); },
[this]() { paintGL(); });
mRenderPass = std::make_unique<OpenGLRenderPass>(*mRenderer);
mShaderPrograms = std::make_unique<OpenGLShaderPrograms>(*mRenderer, *mRuntimeHost);
mShaderBuildQueue = std::make_unique<ShaderBuildQueue>(*mRuntimeHost);
mRuntimeServices = std::make_unique<RuntimeServices>();
}
OpenGLComposite::~OpenGLComposite()
{
if (mRuntimeServices)
mRuntimeServices->Stop();
if (mShaderBuildQueue)
mShaderBuildQueue->Stop();
mDeckLink->ReleaseResources();
mRenderer->DestroyResources();
DeleteCriticalSection(&pMutex);
}
bool OpenGLComposite::InitDeckLink()
{
VideoFormatSelection videoModes;
std::string initFailureReason;
if (mRuntimeHost && mRuntimeHost->GetRepoRoot().empty())
{
std::string runtimeError;
if (!mRuntimeHost->Initialize(runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime host failed to initialize", MB_OK);
return false;
}
}
if (mRuntimeHost)
{
if (!ResolveConfiguredVideoFormats(
mRuntimeHost->GetInputVideoFormat(),
mRuntimeHost->GetInputFrameRate(),
mRuntimeHost->GetOutputVideoFormat(),
mRuntimeHost->GetOutputFrameRate(),
videoModes,
initFailureReason))
{
MessageBoxA(NULL, initFailureReason.c_str(), "DeckLink mode configuration error", MB_OK);
return false;
}
}
if (!mDeckLink->DiscoverDevicesAndModes(videoModes, initFailureReason))
{
const char* title = initFailureReason == "Please install the Blackmagic DeckLink drivers to use the features of this application."
? "This application requires the DeckLink drivers installed."
: "DeckLink initialization failed";
MessageBoxA(NULL, initFailureReason.c_str(), title, MB_OK | MB_ICONERROR);
return false;
}
if (!mDeckLink->SelectPreferredFormats(videoModes, initFailureReason))
goto error;
if (! CheckOpenGLExtensions())
{
initFailureReason = "OpenGL extension checks failed.";
goto error;
}
if (! InitOpenGLState())
{
initFailureReason = "OpenGL state initialization failed.";
goto error;
}
PublishDeckLinkOutputStatus(mDeckLink->OutputModelName().empty()
? "DeckLink output device selected."
: ("Selected output device: " + mDeckLink->OutputModelName()));
// Resize window to match output video frame, but scale large formats down by half for viewing.
if (mDeckLink->OutputFrameWidth() < 1920)
resizeWindow(mDeckLink->OutputFrameWidth(), mDeckLink->OutputFrameHeight());
else
resizeWindow(mDeckLink->OutputFrameWidth() / 2, mDeckLink->OutputFrameHeight() / 2);
if (!mDeckLink->ConfigureInput(this, hGLDC, hGLRC, videoModes.input, initFailureReason))
{
goto error;
}
if (!mDeckLink->HasInputDevice() && mRuntimeHost)
{
mRuntimeHost->SetSignalStatus(false, mDeckLink->InputFrameWidth(), mDeckLink->InputFrameHeight(), mDeckLink->InputDisplayModeName());
}
if (!mDeckLink->ConfigureOutput(this, hGLDC, hGLRC, videoModes.output, mRuntimeHost && mRuntimeHost->ExternalKeyingEnabled(), initFailureReason))
{
goto error;
}
PublishDeckLinkOutputStatus(mDeckLink->StatusMessage());
return true;
error:
if (!initFailureReason.empty())
MessageBoxA(NULL, initFailureReason.c_str(), "DeckLink initialization failed", MB_OK | MB_ICONERROR);
mDeckLink->ReleaseResources();
return false;
}
void OpenGLComposite::paintGL()
{
if (!TryEnterCriticalSection(&pMutex))
{
ValidateRect(hGLWnd, NULL);
return;
}
mRenderer->PresentToWindow(hGLDC, mDeckLink->OutputFrameWidth(), mDeckLink->OutputFrameHeight());
ValidateRect(hGLWnd, NULL);
LeaveCriticalSection(&pMutex);
}
void OpenGLComposite::resizeGL(WORD width, WORD height)
{
// We don't set the project or model matrices here since the window data is copied directly from
// an off-screen FBO in paintGL(). Just save the width and height for use in paintGL().
mRenderer->ResizeView(width, height);
}
void OpenGLComposite::resizeWindow(int width, int height)
{
RECT r;
if (GetWindowRect(hGLWnd, &r))
{
SetWindowPos(hGLWnd, HWND_TOP, r.left, r.top, r.left + width, r.top + height, 0);
}
}
void OpenGLComposite::PublishDeckLinkOutputStatus(const std::string& statusMessage)
{
if (!mRuntimeHost)
return;
if (!statusMessage.empty())
mDeckLink->SetStatusMessage(statusMessage);
mRuntimeHost->SetDeckLinkOutputStatus(
mDeckLink->OutputModelName(),
mDeckLink->SupportsInternalKeying(),
mDeckLink->SupportsExternalKeying(),
mDeckLink->KeyerInterfaceAvailable(),
mRuntimeHost->ExternalKeyingEnabled(),
mDeckLink->ExternalKeyingActive(),
mDeckLink->StatusMessage());
}
bool OpenGLComposite::InitOpenGLState()
{
if (! ResolveGLExtensions())
return false;
std::string runtimeError;
if (mRuntimeHost->GetRepoRoot().empty() && !mRuntimeHost->Initialize(runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime host failed to initialize", MB_OK);
return false;
}
if (!mRuntimeServices->Start(*this, *mRuntimeHost, runtimeError))
{
MessageBoxA(NULL, runtimeError.c_str(), "Runtime control services failed to start", MB_OK);
return false;
}
// Prepare the runtime shader program generated from the active shader package.
char compilerErrorMessage[1024];
if (!mShaderPrograms->CompileDecodeShader(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL decode shader failed to load or compile", MB_OK);
return false;
}
if (!mShaderPrograms->CompileOutputPackShader(sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL output pack shader failed to load or compile", MB_OK);
return false;
}
if (!mShaderPrograms->CompileLayerPrograms(mDeckLink->InputFrameWidth(), mDeckLink->InputFrameHeight(), sizeof(compilerErrorMessage), compilerErrorMessage))
{
MessageBoxA(NULL, compilerErrorMessage, "OpenGL shader failed to load or compile", MB_OK);
return false;
}
mCachedLayerRenderStates = mShaderPrograms->CommittedLayerStates();
mUseCommittedLayerStates = false;
mShaderPrograms->ResetTemporalHistoryState();
std::string rendererError;
if (!mRenderer->InitializeResources(
mDeckLink->InputFrameWidth(),
mDeckLink->InputFrameHeight(),
mDeckLink->CaptureTextureWidth(),
mDeckLink->OutputFrameWidth(),
mDeckLink->OutputFrameHeight(),
mDeckLink->OutputPackTextureWidth(),
rendererError))
{
MessageBoxA(NULL, rendererError.c_str(), "OpenGL initialization error.", MB_OK);
return false;
}
broadcastRuntimeState();
mRuntimeServices->BeginPolling(*mRuntimeHost);
return true;
}
// DeckLink delegates still target OpenGLComposite; the bridge owns the per-frame work.
void OpenGLComposite::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mDeckLinkBridge->VideoFrameArrived(inputFrame, hasNoInputSource);
}
void OpenGLComposite::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
{
mDeckLinkBridge->PlayoutFrameCompleted(completedFrame, completionResult);
}
bool OpenGLComposite::Start()
{
return mDeckLink->Start();
}
bool OpenGLComposite::Stop()
{
if (mRuntimeServices)
mRuntimeServices->Stop();
const bool wasExternalKeyingActive = mDeckLink->ExternalKeyingActive();
mDeckLink->Stop();
if (wasExternalKeyingActive)
PublishDeckLinkOutputStatus("External keying has been disabled.");
return true;
}
bool OpenGLComposite::ReloadShader()
{
if (mRuntimeHost)
{
mRuntimeHost->SetCompileStatus(true, "Shader rebuild queued.");
mRuntimeHost->ClearReloadRequest();
}
RequestShaderBuild();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::RequestScreenshot(std::string& error)
{
(void)error;
mScreenshotRequested.store(true);
return true;
}
void OpenGLComposite::renderEffect()
{
ProcessRuntimePollResults();
const bool hasInputSource = mDeckLink->HasInputSource();
std::vector<RuntimeRenderState> layerStates;
if (mUseCommittedLayerStates)
{
layerStates = mShaderPrograms->CommittedLayerStates();
if (mRuntimeHost)
mRuntimeHost->RefreshDynamicRenderStateFields(layerStates);
}
else if (mRuntimeHost)
{
if (mRuntimeHost->TryGetLayerRenderStates(mDeckLink->InputFrameWidth(), mDeckLink->InputFrameHeight(), layerStates))
{
mCachedLayerRenderStates = layerStates;
}
else
{
layerStates = mCachedLayerRenderStates;
mRuntimeHost->RefreshDynamicRenderStateFields(layerStates);
}
}
const unsigned historyCap = mRuntimeHost ? mRuntimeHost->GetMaxTemporalHistoryFrames() : 0;
mRenderPass->Render(
hasInputSource,
layerStates,
mDeckLink->InputFrameWidth(),
mDeckLink->InputFrameHeight(),
mDeckLink->CaptureTextureWidth(),
mDeckLink->InputPixelFormat(),
historyCap,
[this](const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error) {
return mShaderPrograms->UpdateTextBindingTexture(state, textBinding, error);
},
[this](const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength) {
return mShaderPrograms->UpdateGlobalParamsBuffer(state, availableSourceHistoryLength, availableTemporalHistoryLength);
});
}
void OpenGLComposite::ProcessScreenshotRequest()
{
if (!mScreenshotRequested.exchange(false))
return;
const unsigned width = mDeckLink ? mDeckLink->OutputFrameWidth() : 0;
const unsigned height = mDeckLink ? mDeckLink->OutputFrameHeight() : 0;
if (width == 0 || height == 0)
return;
std::vector<unsigned char> bottomUpPixels(static_cast<std::size_t>(width) * height * 4);
std::vector<unsigned char> topDownPixels(bottomUpPixels.size());
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer->OutputFramebuffer());
glReadBuffer(GL_COLOR_ATTACHMENT0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, bottomUpPixels.data());
glPixelStorei(GL_PACK_ALIGNMENT, 4);
const std::size_t rowBytes = static_cast<std::size_t>(width) * 4;
for (unsigned y = 0; y < height; ++y)
{
const unsigned sourceY = height - 1 - y;
std::copy(
bottomUpPixels.begin() + static_cast<std::ptrdiff_t>(sourceY * rowBytes),
bottomUpPixels.begin() + static_cast<std::ptrdiff_t>((sourceY + 1) * rowBytes),
topDownPixels.begin() + static_cast<std::ptrdiff_t>(y * rowBytes));
}
try
{
const std::filesystem::path outputPath = BuildScreenshotPath();
std::filesystem::create_directories(outputPath.parent_path());
WritePngFileAsync(outputPath, width, height, std::move(topDownPixels));
}
catch (const std::exception& exception)
{
OutputDebugStringA((std::string("Screenshot request failed: ") + exception.what() + "\n").c_str());
}
}
std::filesystem::path OpenGLComposite::BuildScreenshotPath() const
{
const std::filesystem::path root = mRuntimeHost && !mRuntimeHost->GetRuntimeRoot().empty()
? mRuntimeHost->GetRuntimeRoot()
: std::filesystem::current_path();
const auto now = std::chrono::system_clock::now();
const auto milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()) % 1000;
const std::time_t nowTime = std::chrono::system_clock::to_time_t(now);
std::tm localTime = {};
localtime_s(&localTime, &nowTime);
std::ostringstream filename;
filename << "video-shader-toys-"
<< std::put_time(&localTime, "%Y%m%d-%H%M%S")
<< "-" << std::setw(3) << std::setfill('0') << milliseconds.count()
<< ".png";
return root / "screenshots" / filename.str();
}
bool OpenGLComposite::ProcessRuntimePollResults()
{
if (!mRuntimeHost || !mRuntimeServices)
return true;
const RuntimePollEvents events = mRuntimeServices->ConsumePollEvents();
if (events.failed)
{
mRuntimeHost->SetCompileStatus(false, events.error);
broadcastRuntimeState();
return false;
}
if (events.registryChanged)
broadcastRuntimeState();
if (!events.reloadRequested)
{
PreparedShaderBuild readyBuild;
if (!mShaderBuildQueue || !mShaderBuildQueue->TryConsumeReadyBuild(readyBuild))
return true;
char compilerErrorMessage[1024] = {};
if (!mShaderPrograms->CommitPreparedLayerPrograms(readyBuild, mDeckLink->InputFrameWidth(), mDeckLink->InputFrameHeight(), sizeof(compilerErrorMessage), compilerErrorMessage))
{
mRuntimeHost->SetCompileStatus(false, compilerErrorMessage);
mUseCommittedLayerStates = true;
broadcastRuntimeState();
return false;
}
mUseCommittedLayerStates = false;
mCachedLayerRenderStates = mShaderPrograms->CommittedLayerStates();
mShaderPrograms->ResetTemporalHistoryState();
broadcastRuntimeState();
return true;
}
mRuntimeHost->SetCompileStatus(true, "Shader rebuild queued.");
RequestShaderBuild();
broadcastRuntimeState();
return true;
}
void OpenGLComposite::RequestShaderBuild()
{
if (!mShaderBuildQueue || !mDeckLink)
return;
mUseCommittedLayerStates = true;
if (mRuntimeHost)
mRuntimeHost->ClearReloadRequest();
mShaderBuildQueue->RequestBuild(mDeckLink->InputFrameWidth(), mDeckLink->InputFrameHeight());
}
void OpenGLComposite::broadcastRuntimeState()
{
if (mRuntimeServices)
mRuntimeServices->BroadcastState();
}
void OpenGLComposite::resetTemporalHistoryState()
{
mShaderPrograms->ResetTemporalHistoryState();
}
bool OpenGLComposite::CheckOpenGLExtensions()
{
return true;
}
////////////////////////////////////////////

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@@ -0,0 +1,104 @@
#ifndef __OPENGL_COMPOSITE_H__
#define __OPENGL_COMPOSITE_H__
#include <windows.h>
#include <process.h>
#include <tchar.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <objbase.h>
#include <atlbase.h>
#include <comutil.h>
#include "DeckLinkAPI_h.h"
#include "GLExtensions.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include <functional>
#include <atomic>
#include <filesystem>
#include <map>
#include <memory>
#include <string>
#include <vector>
#include <deque>
class DeckLinkSession;
class OpenGLDeckLinkBridge;
class OpenGLRenderPass;
class OpenGLShaderPrograms;
class RuntimeServices;
class ShaderBuildQueue;
class OpenGLComposite
{
public:
OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC);
~OpenGLComposite();
bool InitDeckLink();
bool Start();
bool Stop();
bool ReloadShader();
std::string GetRuntimeStateJson() const;
bool AddLayer(const std::string& shaderId, std::string& error);
bool RemoveLayer(const std::string& layerId, std::string& error);
bool MoveLayer(const std::string& layerId, int direction, std::string& error);
bool MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error);
bool SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error);
bool SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error);
bool UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error);
bool UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error);
bool ResetLayerParameters(const std::string& layerId, std::string& error);
bool SaveStackPreset(const std::string& presetName, std::string& error);
bool LoadStackPreset(const std::string& presetName, std::string& error);
bool RequestScreenshot(std::string& error);
unsigned short GetControlServerPort() const;
unsigned short GetOscPort() const;
std::string GetControlUrl() const;
std::string GetDocsUrl() const;
std::string GetOscAddress() const;
void resizeGL(WORD width, WORD height);
void paintGL();
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult result);
private:
void resizeWindow(int width, int height);
bool CheckOpenGLExtensions();
void PublishDeckLinkOutputStatus(const std::string& statusMessage);
using LayerProgram = OpenGLRenderer::LayerProgram;
HWND hGLWnd;
HDC hGLDC;
HGLRC hGLRC;
CRITICAL_SECTION pMutex;
std::unique_ptr<DeckLinkSession> mDeckLink;
std::unique_ptr<OpenGLRenderer> mRenderer;
std::unique_ptr<RuntimeHost> mRuntimeHost;
std::unique_ptr<OpenGLDeckLinkBridge> mDeckLinkBridge;
std::unique_ptr<OpenGLRenderPass> mRenderPass;
std::unique_ptr<OpenGLShaderPrograms> mShaderPrograms;
std::unique_ptr<ShaderBuildQueue> mShaderBuildQueue;
std::unique_ptr<RuntimeServices> mRuntimeServices;
std::vector<RuntimeRenderState> mCachedLayerRenderStates;
std::atomic<bool> mUseCommittedLayerStates;
std::atomic<bool> mScreenshotRequested;
bool InitOpenGLState();
void renderEffect();
bool ProcessRuntimePollResults();
void RequestShaderBuild();
void ProcessScreenshotRequest();
std::filesystem::path BuildScreenshotPath() const;
void broadcastRuntimeState();
void resetTemporalHistoryState();
};
#endif // __OPENGL_COMPOSITE_H__

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@@ -0,0 +1,145 @@
#include "OpenGLComposite.h"
std::string OpenGLComposite::GetRuntimeStateJson() const
{
return mRuntimeHost ? mRuntimeHost->BuildStateJson() : "{}";
}
unsigned short OpenGLComposite::GetControlServerPort() const
{
return mRuntimeHost ? mRuntimeHost->GetServerPort() : 0;
}
unsigned short OpenGLComposite::GetOscPort() const
{
return mRuntimeHost ? mRuntimeHost->GetOscPort() : 0;
}
std::string OpenGLComposite::GetControlUrl() const
{
return "http://127.0.0.1:" + std::to_string(GetControlServerPort()) + "/";
}
std::string OpenGLComposite::GetDocsUrl() const
{
return "http://127.0.0.1:" + std::to_string(GetControlServerPort()) + "/docs";
}
std::string OpenGLComposite::GetOscAddress() const
{
return "udp://127.0.0.1:" + std::to_string(GetOscPort()) + " /VideoShaderToys/{Layer}/{Parameter}";
}
bool OpenGLComposite::AddLayer(const std::string& shaderId, std::string& error)
{
if (!mRuntimeHost->AddLayer(shaderId, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::RemoveLayer(const std::string& layerId, std::string& error)
{
if (!mRuntimeHost->RemoveLayer(layerId, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::MoveLayer(const std::string& layerId, int direction, std::string& error)
{
if (!mRuntimeHost->MoveLayer(layerId, direction, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex, std::string& error)
{
if (!mRuntimeHost->MoveLayerToIndex(layerId, targetIndex, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SetLayerBypass(const std::string& layerId, bool bypassed, std::string& error)
{
if (!mRuntimeHost->SetLayerBypass(layerId, bypassed, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SetLayerShader(const std::string& layerId, const std::string& shaderId, std::string& error)
{
if (!mRuntimeHost->SetLayerShader(layerId, shaderId, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::UpdateLayerParameterJson(const std::string& layerId, const std::string& parameterId, const std::string& valueJson, std::string& error)
{
JsonValue parsedValue;
if (!ParseJson(valueJson, parsedValue, error))
return false;
if (!mRuntimeHost->UpdateLayerParameter(layerId, parameterId, parsedValue, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::UpdateLayerParameterByControlKeyJson(const std::string& layerKey, const std::string& parameterKey, const std::string& valueJson, std::string& error)
{
JsonValue parsedValue;
if (!ParseJson(valueJson, parsedValue, error))
return false;
if (!mRuntimeHost->UpdateLayerParameterByControlKey(layerKey, parameterKey, parsedValue, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::ResetLayerParameters(const std::string& layerId, std::string& error)
{
if (!mRuntimeHost->ResetLayerParameters(layerId, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::SaveStackPreset(const std::string& presetName, std::string& error)
{
if (!mRuntimeHost->SaveStackPreset(presetName, error))
return false;
broadcastRuntimeState();
return true;
}
bool OpenGLComposite::LoadStackPreset(const std::string& presetName, std::string& error)
{
if (!mRuntimeHost->LoadStackPreset(presetName, error))
return false;
ReloadShader();
broadcastRuntimeState();
return true;
}

View File

@@ -0,0 +1,209 @@
#include "OpenGLDeckLinkBridge.h"
#include "DeckLinkSession.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include <chrono>
#include <gl/gl.h>
OpenGLDeckLinkBridge::OpenGLDeckLinkBridge(
DeckLinkSession& deckLink,
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint) :
mDeckLink(deckLink),
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mMutex(mutex),
mHdc(hdc),
mHglrc(hglrc),
mRenderEffect(renderEffect),
mOutputReady(outputReady),
mPaint(paint)
{
}
void OpenGLDeckLinkBridge::RecordFramePacing(BMDOutputFrameCompletionResult 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 == bmdOutputFrameDisplayedLate)
++mLateFrameCount;
else if (completionResult == bmdOutputFrameDropped)
++mDroppedFrameCount;
else if (completionResult == bmdOutputFrameFlushed)
++mFlushedFrameCount;
mRuntimeHost.TrySetFramePacingStats(
mCompletionIntervalMilliseconds,
mSmoothedCompletionIntervalMilliseconds,
mMaxCompletionIntervalMilliseconds,
mLateFrameCount,
mDroppedFrameCount,
mFlushedFrameCount);
}
void OpenGLDeckLinkBridge::VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource)
{
mDeckLink.SetInputSourceMissing(hasNoInputSource);
mRuntimeHost.TrySetSignalStatus(!hasNoInputSource, mDeckLink.InputFrameWidth(), mDeckLink.InputFrameHeight(), mDeckLink.InputDisplayModeName());
if (!mDeckLink.HasInputSource())
return; // don't transfer texture when there's no input
long textureSize = inputFrame->GetRowBytes() * inputFrame->GetHeight();
IDeckLinkVideoBuffer* inputFrameBuffer = NULL;
void* videoPixels;
if (inputFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&inputFrameBuffer) != S_OK)
return;
if (inputFrameBuffer->StartAccess(bmdBufferAccessRead) != S_OK)
{
inputFrameBuffer->Release();
return;
}
inputFrameBuffer->GetBytes(&videoPixels);
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, videoPixels, 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 (mDeckLink.InputPixelFormat() == VideoIOPixelFormat::V210)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mDeckLink.CaptureTextureWidth(), mDeckLink.InputFrameHeight(), GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mDeckLink.CaptureTextureWidth(), mDeckLink.InputFrameHeight(), 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);
inputFrameBuffer->EndAccess(bmdBufferAccessRead);
inputFrameBuffer->Release();
}
void OpenGLDeckLinkBridge::PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult)
{
(void)completedFrame;
RecordFramePacing(completionResult);
EnterCriticalSection(&mMutex);
// Get the first frame from the queue
IDeckLinkMutableVideoFrame* outputVideoFrame = mDeckLink.RotateOutputFrame();
// make GL context current in this thread
wglMakeCurrent(mHdc, mHglrc);
// Draw the effect output to the off-screen framebuffer.
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, mDeckLink.InputFrameWidth(), mDeckLink.InputFrameHeight(), 0, 0, mDeckLink.OutputFrameWidth(), mDeckLink.OutputFrameHeight(), GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
if (mOutputReady)
mOutputReady();
if (mDeckLink.OutputIsTenBit())
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glViewport(0, 0, mDeckLink.OutputPackTextureWidth(), mDeckLink.OutputFrameHeight());
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>(mDeckLink.OutputFrameWidth()), static_cast<float>(mDeckLink.OutputFrameHeight()));
if (activeWordsLocation >= 0)
glUniform1f(activeWordsLocation, static_cast<float>(ActiveV210WordsForWidth(mDeckLink.OutputFrameWidth())));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
glFlush();
const auto renderEndTime = std::chrono::steady_clock::now();
const double frameBudgetMilliseconds = mDeckLink.FrameBudgetMilliseconds();
const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
mRuntimeHost.TrySetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
mRuntimeHost.TryAdvanceFrame();
IDeckLinkVideoBuffer* outputVideoFrameBuffer;
if (outputVideoFrame->QueryInterface(IID_IDeckLinkVideoBuffer, (void**)&outputVideoFrameBuffer) != S_OK)
{
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return;
}
if (outputVideoFrameBuffer->StartAccess(bmdBufferAccessWrite) != S_OK)
{
outputVideoFrameBuffer->Release();
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
return;
}
void* pFrame;
outputVideoFrameBuffer->GetBytes(&pFrame);
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
if (mDeckLink.OutputIsTenBit())
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glReadPixels(0, 0, mDeckLink.OutputPackTextureWidth(), mDeckLink.OutputFrameHeight(), GL_RGBA, GL_UNSIGNED_BYTE, pFrame);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadPixels(0, 0, mDeckLink.OutputFrameWidth(), mDeckLink.OutputFrameHeight(), GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, pFrame);
}
mPaint();
outputVideoFrameBuffer->EndAccess(bmdBufferAccessWrite);
outputVideoFrameBuffer->Release();
mDeckLink.AccountForCompletionResult(completionResult);
// Schedule the next frame for playout
mDeckLink.ScheduleOutputFrame(outputVideoFrame);
wglMakeCurrent(NULL, NULL);
LeaveCriticalSection(&mMutex);
}

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#pragma once
#include "DeckLinkAPI_h.h"
#include <windows.h>
#include <chrono>
#include <functional>
#include <cstdint>
class DeckLinkSession;
class OpenGLRenderer;
class RuntimeHost;
class OpenGLDeckLinkBridge
{
public:
using RenderEffectCallback = std::function<void()>;
using OutputReadyCallback = std::function<void()>;
using PaintCallback = std::function<void()>;
OpenGLDeckLinkBridge(
DeckLinkSession& deckLink,
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint);
void VideoFrameArrived(IDeckLinkVideoInputFrame* inputFrame, bool hasNoInputSource);
void PlayoutFrameCompleted(IDeckLinkVideoFrame* completedFrame, BMDOutputFrameCompletionResult completionResult);
private:
void RecordFramePacing(BMDOutputFrameCompletionResult completionResult);
DeckLinkSession& mDeckLink;
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
CRITICAL_SECTION& mMutex;
HDC mHdc;
HGLRC mHglrc;
RenderEffectCallback mRenderEffect;
OutputReadyCallback mOutputReady;
PaintCallback mPaint;
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 "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 "OpenGLRenderer.h"
#include "GlRenderConstants.h"
namespace
{
void ConfigureByteFrameTexture(unsigned width, unsigned height)
{
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_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
void ConfigureDisplayFrameTexture(unsigned width, unsigned height)
{
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, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
}
}
bool OpenGLRenderer::InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, unsigned outputFrameWidth, unsigned outputFrameHeight, unsigned outputPackTextureWidth, std::string& error)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glDisable(GL_DEPTH_TEST);
glGenBuffers(1, &mTextureUploadBuffer);
glGenTextures(1, &mCaptureTexture);
glBindTexture(GL_TEXTURE_2D, mCaptureTexture);
ConfigureByteFrameTexture(captureTextureWidth, inputFrameHeight);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &mDecodedTexture);
glBindTexture(GL_TEXTURE_2D, mDecodedTexture);
ConfigureDisplayFrameTexture(inputFrameWidth, inputFrameHeight);
glBindTexture(GL_TEXTURE_2D, 0);
glGenTextures(1, &mLayerTempTexture);
glBindTexture(GL_TEXTURE_2D, mLayerTempTexture);
ConfigureDisplayFrameTexture(inputFrameWidth, inputFrameHeight);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &mDecodeFrameBuf);
glGenFramebuffers(1, &mLayerTempFrameBuf);
glGenFramebuffers(1, &mIdFrameBuf);
glGenFramebuffers(1, &mOutputFrameBuf);
glGenFramebuffers(1, &mOutputPackFrameBuf);
glGenRenderbuffers(1, &mIdColorBuf);
glGenRenderbuffers(1, &mIdDepthBuf);
glGenVertexArrays(1, &mFullscreenVAO);
glGenBuffers(1, &mGlobalParamsUBO);
glBindFramebuffer(GL_FRAMEBUFFER, mDecodeFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mDecodedTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize decode framebuffer.";
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mLayerTempFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mLayerTempTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize layer framebuffer.";
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, mIdFrameBuf);
glGenTextures(1, &mFBOTexture);
glBindTexture(GL_TEXTURE_2D, mFBOTexture);
ConfigureDisplayFrameTexture(inputFrameWidth, inputFrameHeight);
glBindRenderbuffer(GL_RENDERBUFFER, mIdDepthBuf);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, inputFrameWidth, inputFrameHeight);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER, mIdDepthBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFBOTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize framebuffer.";
return false;
}
glGenTextures(1, &mOutputTexture);
glBindTexture(GL_TEXTURE_2D, mOutputTexture);
ConfigureDisplayFrameTexture(outputFrameWidth, outputFrameHeight);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOutputTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize output framebuffer.";
return false;
}
glGenTextures(1, &mOutputPackTexture);
glBindTexture(GL_TEXTURE_2D, mOutputPackTexture);
ConfigureByteFrameTexture(outputPackTextureWidth, outputFrameHeight);
glBindFramebuffer(GL_FRAMEBUFFER, mOutputPackFrameBuf);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mOutputPackTexture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
error = "Cannot initialize output pack framebuffer.";
return false;
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindVertexArray(mFullscreenVAO);
glBindVertexArray(0);
glBindBuffer(GL_UNIFORM_BUFFER, mGlobalParamsUBO);
glBufferData(GL_UNIFORM_BUFFER, 1024, NULL, GL_DYNAMIC_DRAW);
glBindBufferBase(GL_UNIFORM_BUFFER, kGlobalParamsBindingPoint, mGlobalParamsUBO);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
return true;
}
void OpenGLRenderer::SetDecodeShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader)
{
mDecodeProgram = program;
mDecodeVertexShader = vertexShader;
mDecodeFragmentShader = fragmentShader;
}
void OpenGLRenderer::SetOutputPackShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader)
{
mOutputPackProgram = program;
mOutputPackVertexShader = vertexShader;
mOutputPackFragmentShader = fragmentShader;
}
void OpenGLRenderer::ResizeView(int width, int height)
{
mViewWidth = width;
mViewHeight = height;
}
void OpenGLRenderer::PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigned outputFrameHeight)
{
int destWidth = mViewWidth;
int destHeight = mViewHeight;
int destX = 0;
int destY = 0;
if (outputFrameWidth > 0 && outputFrameHeight > 0 && mViewWidth > 0 && mViewHeight > 0)
{
const double frameAspect = static_cast<double>(outputFrameWidth) / static_cast<double>(outputFrameHeight);
const double viewAspect = static_cast<double>(mViewWidth) / static_cast<double>(mViewHeight);
if (viewAspect > frameAspect)
{
destHeight = mViewHeight;
destWidth = static_cast<int>(destHeight * frameAspect + 0.5);
destX = (mViewWidth - destWidth) / 2;
}
else
{
destWidth = mViewWidth;
destHeight = static_cast<int>(destWidth / frameAspect + 0.5);
destY = (mViewHeight - destHeight) / 2;
}
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, mOutputFrameBuf);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDisable(GL_SCISSOR_TEST);
glViewport(0, 0, mViewWidth, mViewHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBlitFramebuffer(0, 0, outputFrameWidth, outputFrameHeight, destX, destY, destX + destWidth, destY + destHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
SwapBuffers(hdc);
}
void OpenGLRenderer::DestroyResources()
{
if (mFullscreenVAO != 0)
glDeleteVertexArrays(1, &mFullscreenVAO);
if (mGlobalParamsUBO != 0)
glDeleteBuffers(1, &mGlobalParamsUBO);
if (mDecodeFrameBuf != 0)
glDeleteFramebuffers(1, &mDecodeFrameBuf);
if (mLayerTempFrameBuf != 0)
glDeleteFramebuffers(1, &mLayerTempFrameBuf);
if (mIdFrameBuf != 0)
glDeleteFramebuffers(1, &mIdFrameBuf);
if (mOutputFrameBuf != 0)
glDeleteFramebuffers(1, &mOutputFrameBuf);
if (mOutputPackFrameBuf != 0)
glDeleteFramebuffers(1, &mOutputPackFrameBuf);
if (mIdColorBuf != 0)
glDeleteRenderbuffers(1, &mIdColorBuf);
if (mIdDepthBuf != 0)
glDeleteRenderbuffers(1, &mIdDepthBuf);
if (mCaptureTexture != 0)
glDeleteTextures(1, &mCaptureTexture);
if (mDecodedTexture != 0)
glDeleteTextures(1, &mDecodedTexture);
if (mLayerTempTexture != 0)
glDeleteTextures(1, &mLayerTempTexture);
if (mFBOTexture != 0)
glDeleteTextures(1, &mFBOTexture);
if (mOutputTexture != 0)
glDeleteTextures(1, &mOutputTexture);
if (mOutputPackTexture != 0)
glDeleteTextures(1, &mOutputPackTexture);
if (mTextureUploadBuffer != 0)
glDeleteBuffers(1, &mTextureUploadBuffer);
mFullscreenVAO = 0;
mGlobalParamsUBO = 0;
mDecodeFrameBuf = 0;
mLayerTempFrameBuf = 0;
mIdFrameBuf = 0;
mOutputFrameBuf = 0;
mOutputPackFrameBuf = 0;
mIdColorBuf = 0;
mIdDepthBuf = 0;
mCaptureTexture = 0;
mDecodedTexture = 0;
mLayerTempTexture = 0;
mFBOTexture = 0;
mOutputTexture = 0;
mOutputPackTexture = 0;
mTextureUploadBuffer = 0;
mGlobalParamsUBOSize = 0;
mTemporalHistory.DestroyResources();
DestroyLayerPrograms();
DestroyDecodeShaderProgram();
DestroyOutputPackShaderProgram();
}
void OpenGLRenderer::DestroySingleLayerProgram(LayerProgram& layerProgram)
{
for (LayerProgram::TextureBinding& binding : layerProgram.textureBindings)
{
if (binding.texture != 0)
{
glDeleteTextures(1, &binding.texture);
binding.texture = 0;
}
}
layerProgram.textureBindings.clear();
for (LayerProgram::TextBinding& binding : layerProgram.textBindings)
{
if (binding.texture != 0)
{
glDeleteTextures(1, &binding.texture);
binding.texture = 0;
}
}
layerProgram.textBindings.clear();
if (layerProgram.program != 0)
{
glDeleteProgram(layerProgram.program);
layerProgram.program = 0;
}
if (layerProgram.fragmentShader != 0)
{
glDeleteShader(layerProgram.fragmentShader);
layerProgram.fragmentShader = 0;
}
if (layerProgram.vertexShader != 0)
{
glDeleteShader(layerProgram.vertexShader);
layerProgram.vertexShader = 0;
}
}
void OpenGLRenderer::DestroyLayerPrograms()
{
for (LayerProgram& layerProgram : mLayerPrograms)
DestroySingleLayerProgram(layerProgram);
mLayerPrograms.clear();
}
void OpenGLRenderer::DestroyDecodeShaderProgram()
{
if (mDecodeProgram != 0)
{
glDeleteProgram(mDecodeProgram);
mDecodeProgram = 0;
}
if (mDecodeFragmentShader != 0)
{
glDeleteShader(mDecodeFragmentShader);
mDecodeFragmentShader = 0;
}
if (mDecodeVertexShader != 0)
{
glDeleteShader(mDecodeVertexShader);
mDecodeVertexShader = 0;
}
}
void OpenGLRenderer::DestroyOutputPackShaderProgram()
{
if (mOutputPackProgram != 0)
{
glDeleteProgram(mOutputPackProgram);
mOutputPackProgram = 0;
}
if (mOutputPackFragmentShader != 0)
{
glDeleteShader(mOutputPackFragmentShader);
mOutputPackFragmentShader = 0;
}
if (mOutputPackVertexShader != 0)
{
glDeleteShader(mOutputPackVertexShader);
mOutputPackVertexShader = 0;
}
}

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#pragma once
#include "GLExtensions.h"
#include "ShaderTypes.h"
#include "TemporalHistoryBuffers.h"
#include <windows.h>
#include <filesystem>
#include <gl/gl.h>
#include <string>
#include <vector>
class OpenGLRenderer
{
public:
struct LayerProgram
{
struct TextureBinding
{
std::string samplerName;
std::filesystem::path sourcePath;
GLuint texture = 0;
};
struct TextBinding
{
std::string parameterId;
std::string samplerName;
std::string fontId;
GLuint texture = 0;
std::string renderedText;
unsigned renderedWidth = 0;
unsigned renderedHeight = 0;
};
std::string layerId;
std::string shaderId;
GLuint shaderTextureBase = 0;
GLuint program = 0;
GLuint vertexShader = 0;
GLuint fragmentShader = 0;
std::vector<TextureBinding> textureBindings;
std::vector<TextBinding> textBindings;
};
GLuint CaptureTexture() const { return mCaptureTexture; }
GLuint DecodedTexture() const { return mDecodedTexture; }
GLuint LayerTempTexture() const { return mLayerTempTexture; }
GLuint CompositeTexture() const { return mFBOTexture; }
GLuint OutputTexture() const { return mOutputTexture; }
GLuint OutputPackTexture() const { return mOutputPackTexture; }
GLuint TextureUploadBuffer() const { return mTextureUploadBuffer; }
GLuint DecodeFramebuffer() const { return mDecodeFrameBuf; }
GLuint LayerTempFramebuffer() const { return mLayerTempFrameBuf; }
GLuint CompositeFramebuffer() const { return mIdFrameBuf; }
GLuint OutputFramebuffer() const { return mOutputFrameBuf; }
GLuint OutputPackFramebuffer() const { return mOutputPackFrameBuf; }
GLuint FullscreenVertexArray() const { return mFullscreenVAO; }
GLuint GlobalParamsUBO() const { return mGlobalParamsUBO; }
GLuint DecodeProgram() const { return mDecodeProgram; }
GLuint OutputPackProgram() const { return mOutputPackProgram; }
GLsizeiptr GlobalParamsUBOSize() const { return mGlobalParamsUBOSize; }
void SetGlobalParamsUBOSize(GLsizeiptr size) { mGlobalParamsUBOSize = size; }
void ReplaceLayerPrograms(std::vector<LayerProgram>& newPrograms) { mLayerPrograms.swap(newPrograms); }
std::vector<LayerProgram>& LayerPrograms() { return mLayerPrograms; }
const std::vector<LayerProgram>& LayerPrograms() const { return mLayerPrograms; }
TemporalHistoryBuffers& TemporalHistory() { return mTemporalHistory; }
const TemporalHistoryBuffers& TemporalHistory() const { return mTemporalHistory; }
void SetDecodeShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader);
void SetOutputPackShaderProgram(GLuint program, GLuint vertexShader, GLuint fragmentShader);
bool InitializeResources(unsigned inputFrameWidth, unsigned inputFrameHeight, unsigned captureTextureWidth, unsigned outputFrameWidth, unsigned outputFrameHeight, unsigned outputPackTextureWidth, std::string& error);
void ResizeView(int width, int height);
void PresentToWindow(HDC hdc, unsigned outputFrameWidth, unsigned outputFrameHeight);
void DestroyResources();
void DestroySingleLayerProgram(LayerProgram& layerProgram);
void DestroyLayerPrograms();
void DestroyDecodeShaderProgram();
void DestroyOutputPackShaderProgram();
private:
GLuint mCaptureTexture = 0;
GLuint mDecodedTexture = 0;
GLuint mLayerTempTexture = 0;
GLuint mFBOTexture = 0;
GLuint mOutputTexture = 0;
GLuint mOutputPackTexture = 0;
GLuint mTextureUploadBuffer = 0;
GLuint mDecodeFrameBuf = 0;
GLuint mLayerTempFrameBuf = 0;
GLuint mIdFrameBuf = 0;
GLuint mOutputFrameBuf = 0;
GLuint mOutputPackFrameBuf = 0;
GLuint mIdColorBuf = 0;
GLuint mIdDepthBuf = 0;
GLuint mFullscreenVAO = 0;
GLuint mGlobalParamsUBO = 0;
GLuint mDecodeProgram = 0;
GLuint mDecodeVertexShader = 0;
GLuint mDecodeFragmentShader = 0;
GLuint mOutputPackProgram = 0;
GLuint mOutputPackVertexShader = 0;
GLuint mOutputPackFragmentShader = 0;
GLsizeiptr mGlobalParamsUBOSize = 0;
int mViewWidth = 0;
int mViewHeight = 0;
std::vector<LayerProgram> mLayerPrograms;
TemporalHistoryBuffers mTemporalHistory;
};

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#include "OpenGLShaderPrograms.h"
#include <cstring>
#include <string>
#include <vector>
namespace
{
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
}
OpenGLShaderPrograms::OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mGlobalParamsBuffer(renderer),
mCompiler(renderer, runtimeHost, mTextureBindings)
{
}
bool OpenGLShaderPrograms::CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
const std::vector<RuntimeRenderState> layerStates = mRuntimeHost.GetLayerRenderStates(inputFrameWidth, inputFrameHeight);
std::string temporalError;
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(layerStates, historyCap, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!mRenderer.TemporalHistory().EnsureResources(layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(layerStates.size());
for (const RuntimeRenderState& state : layerStates)
{
LayerProgram layerProgram;
if (!mCompiler.CompileLayerProgram(state, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
DestroyLayerPrograms();
mRenderer.ReplaceLayerPrograms(newPrograms);
mCommittedLayerStates = layerStates;
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost.ClearReloadRequest();
return true;
}
bool OpenGLShaderPrograms::CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage)
{
if (!preparedBuild.succeeded)
{
CopyErrorMessage(preparedBuild.message, errorMessageSize, errorMessage);
return false;
}
std::string temporalError;
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
if (!mRenderer.TemporalHistory().ValidateTextureUnitBudget(preparedBuild.layerStates, historyCap, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
if (!mRenderer.TemporalHistory().EnsureResources(preparedBuild.layerStates, historyCap, inputFrameWidth, inputFrameHeight, temporalError))
{
CopyErrorMessage(temporalError, errorMessageSize, errorMessage);
return false;
}
std::vector<LayerProgram> newPrograms;
newPrograms.reserve(preparedBuild.layers.size());
for (const PreparedLayerShader& preparedLayer : preparedBuild.layers)
{
LayerProgram layerProgram;
if (!mCompiler.CompilePreparedLayerProgram(preparedLayer.state, preparedLayer.fragmentShaderSource, layerProgram, errorMessageSize, errorMessage))
{
for (LayerProgram& program : newPrograms)
DestroySingleLayerProgram(program);
return false;
}
newPrograms.push_back(layerProgram);
}
DestroyLayerPrograms();
mRenderer.ReplaceLayerPrograms(newPrograms);
mCommittedLayerStates = preparedBuild.layerStates;
mRuntimeHost.SetCompileStatus(true, "Shader layers compiled successfully.");
mRuntimeHost.ClearReloadRequest();
return true;
}
bool OpenGLShaderPrograms::CompileDecodeShader(int errorMessageSize, char* errorMessage)
{
return mCompiler.CompileDecodeShader(errorMessageSize, errorMessage);
}
bool OpenGLShaderPrograms::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
{
return mCompiler.CompileOutputPackShader(errorMessageSize, errorMessage);
}
void OpenGLShaderPrograms::DestroySingleLayerProgram(LayerProgram& layerProgram)
{
mRenderer.DestroySingleLayerProgram(layerProgram);
}
void OpenGLShaderPrograms::DestroyLayerPrograms()
{
mRenderer.DestroyLayerPrograms();
}
void OpenGLShaderPrograms::DestroyDecodeShaderProgram()
{
mRenderer.DestroyDecodeShaderProgram();
}
void OpenGLShaderPrograms::ResetTemporalHistoryState()
{
mRenderer.TemporalHistory().ResetState();
}
bool OpenGLShaderPrograms::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
{
return mTextureBindings.UpdateTextBindingTexture(state, textBinding, error);
}
bool OpenGLShaderPrograms::UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength)
{
return mGlobalParamsBuffer.Update(state, availableSourceHistoryLength, availableTemporalHistoryLength);
}

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#pragma once
#include "GlobalParamsBuffer.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "ShaderBuildQueue.h"
#include "ShaderTypes.h"
#include "ShaderProgramCompiler.h"
#include "ShaderTextureBindings.h"
#include <string>
class OpenGLShaderPrograms
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
OpenGLShaderPrograms(OpenGLRenderer& renderer, RuntimeHost& runtimeHost);
bool CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
void DestroyLayerPrograms();
void DestroySingleLayerProgram(LayerProgram& layerProgram);
void DestroyDecodeShaderProgram();
void ResetTemporalHistoryState();
const std::vector<RuntimeRenderState>& CommittedLayerStates() const { return mCommittedLayerStates; }
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
bool UpdateGlobalParamsBuffer(const RuntimeRenderState& state, unsigned availableSourceHistoryLength, unsigned availableTemporalHistoryLength);
private:
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
ShaderTextureBindings mTextureBindings;
GlobalParamsBuffer mGlobalParamsBuffer;
ShaderProgramCompiler mCompiler;
std::vector<RuntimeRenderState> mCommittedLayerStates;
};

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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 "ShaderBuildQueue.h"
#include "RuntimeHost.h"
#include <chrono>
#include <utility>
namespace
{
constexpr auto kShaderBuildDebounce = std::chrono::milliseconds(400);
}
ShaderBuildQueue::ShaderBuildQueue(RuntimeHost& runtimeHost) :
mRuntimeHost(runtimeHost),
mWorkerThread([this]() { WorkerLoop(); })
{
}
ShaderBuildQueue::~ShaderBuildQueue()
{
Stop();
}
void ShaderBuildQueue::RequestBuild(unsigned outputWidth, unsigned outputHeight)
{
{
std::lock_guard<std::mutex> lock(mMutex);
mHasRequest = true;
++mRequestedGeneration;
mRequestedOutputWidth = outputWidth;
mRequestedOutputHeight = outputHeight;
mHasReadyBuild = false;
}
mCondition.notify_one();
}
bool ShaderBuildQueue::TryConsumeReadyBuild(PreparedShaderBuild& build)
{
std::lock_guard<std::mutex> lock(mMutex);
if (!mHasReadyBuild)
return false;
build = std::move(mReadyBuild);
mReadyBuild = PreparedShaderBuild();
mHasReadyBuild = false;
return true;
}
void ShaderBuildQueue::Stop()
{
{
std::lock_guard<std::mutex> lock(mMutex);
if (mStopping)
return;
mStopping = true;
}
mCondition.notify_one();
if (mWorkerThread.joinable())
mWorkerThread.join();
}
void ShaderBuildQueue::WorkerLoop()
{
for (;;)
{
uint64_t generation = 0;
unsigned outputWidth = 0;
unsigned outputHeight = 0;
{
std::unique_lock<std::mutex> lock(mMutex);
mCondition.wait(lock, [this]() { return mStopping || mHasRequest; });
if (mStopping)
return;
generation = mRequestedGeneration;
outputWidth = mRequestedOutputWidth;
outputHeight = mRequestedOutputHeight;
mHasRequest = false;
}
for (;;)
{
std::unique_lock<std::mutex> lock(mMutex);
if (mCondition.wait_for(lock, kShaderBuildDebounce, [this, generation]() {
return mStopping || (mHasRequest && mRequestedGeneration != generation);
}))
{
if (mStopping)
return;
generation = mRequestedGeneration;
outputWidth = mRequestedOutputWidth;
outputHeight = mRequestedOutputHeight;
mHasRequest = false;
continue;
}
break;
}
PreparedShaderBuild build = Build(generation, outputWidth, outputHeight);
std::lock_guard<std::mutex> lock(mMutex);
if (mStopping)
return;
if (generation != mRequestedGeneration)
continue;
mReadyBuild = std::move(build);
mHasReadyBuild = true;
}
}
PreparedShaderBuild ShaderBuildQueue::Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight)
{
PreparedShaderBuild build;
build.generation = generation;
build.layerStates = mRuntimeHost.GetLayerRenderStates(outputWidth, outputHeight);
build.layers.reserve(build.layerStates.size());
for (const RuntimeRenderState& state : build.layerStates)
{
PreparedLayerShader layer;
layer.state = state;
if (!mRuntimeHost.BuildLayerFragmentShaderSource(state.layerId, layer.fragmentShaderSource, build.message))
{
build.succeeded = false;
return build;
}
build.layers.push_back(std::move(layer));
}
build.succeeded = true;
build.message = "Shader layers prepared successfully.";
return build;
}

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#pragma once
#include "ShaderTypes.h"
#include <condition_variable>
#include <cstdint>
#include <mutex>
#include <string>
#include <thread>
#include <vector>
class RuntimeHost;
struct PreparedLayerShader
{
RuntimeRenderState state;
std::string fragmentShaderSource;
};
struct PreparedShaderBuild
{
uint64_t generation = 0;
bool succeeded = false;
std::string message;
std::vector<RuntimeRenderState> layerStates;
std::vector<PreparedLayerShader> layers;
};
class ShaderBuildQueue
{
public:
explicit ShaderBuildQueue(RuntimeHost& runtimeHost);
~ShaderBuildQueue();
ShaderBuildQueue(const ShaderBuildQueue&) = delete;
ShaderBuildQueue& operator=(const ShaderBuildQueue&) = delete;
void RequestBuild(unsigned outputWidth, unsigned outputHeight);
bool TryConsumeReadyBuild(PreparedShaderBuild& build);
void Stop();
private:
void WorkerLoop();
PreparedShaderBuild Build(uint64_t generation, unsigned outputWidth, unsigned outputHeight);
RuntimeHost& mRuntimeHost;
std::thread mWorkerThread;
std::mutex mMutex;
std::condition_variable mCondition;
bool mStopping = false;
bool mHasRequest = false;
uint64_t mRequestedGeneration = 0;
unsigned mRequestedOutputWidth = 0;
unsigned mRequestedOutputHeight = 0;
bool mHasReadyBuild = false;
PreparedShaderBuild mReadyBuild;
};

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#include "ShaderProgramCompiler.h"
#include "GlRenderConstants.h"
#include "GlScopedObjects.h"
#include "GlShaderSources.h"
#include <cstring>
#include <vector>
namespace
{
void CopyErrorMessage(const std::string& message, int errorMessageSize, char* errorMessage)
{
if (!errorMessage || errorMessageSize <= 0)
return;
strncpy_s(errorMessage, errorMessageSize, message.c_str(), _TRUNCATE);
}
}
ShaderProgramCompiler::ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mTextureBindings(textureBindings)
{
}
bool ShaderProgramCompiler::CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
std::string fragmentShaderSource;
std::string loadError;
if (!mRuntimeHost.BuildLayerFragmentShaderSource(state.layerId, fragmentShaderSource, loadError))
{
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
return false;
}
return CompilePreparedLayerProgram(state, fragmentShaderSource, layerProgram, errorMessageSize, errorMessage);
}
bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
std::string loadError;
std::vector<LayerProgram::TextureBinding> textureBindings;
const char* vertexSource = kFullscreenTriangleVertexShaderSource;
const char* fragmentSource = fragmentShaderSource.c_str();
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
for (const ShaderTextureAsset& textureAsset : state.textureAssets)
{
LayerProgram::TextureBinding textureBinding;
textureBinding.samplerName = textureAsset.id;
textureBinding.sourcePath = textureAsset.path;
if (!mTextureBindings.LoadTextureAsset(textureAsset, textureBinding.texture, loadError))
{
for (LayerProgram::TextureBinding& loadedTexture : textureBindings)
{
if (loadedTexture.texture != 0)
glDeleteTextures(1, &loadedTexture.texture);
}
CopyErrorMessage(loadError, errorMessageSize, errorMessage);
return false;
}
textureBindings.push_back(textureBinding);
}
std::vector<LayerProgram::TextBinding> textBindings;
mTextureBindings.CreateTextBindings(state, textBindings);
const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
if (globalParamsIndex != GL_INVALID_INDEX)
glUniformBlockBinding(newProgram.get(), globalParamsIndex, kGlobalParamsBindingPoint);
const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
const GLuint shaderTextureBase = state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
glUseProgram(newProgram.get());
const GLint videoInputLocation = glGetUniformLocation(newProgram.get(), "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
for (unsigned index = 0; index < historyCap; ++index)
{
const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
const GLint sourceSamplerLocation = glGetUniformLocation(newProgram.get(), sourceSamplerName.c_str());
if (sourceSamplerLocation >= 0)
glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
const GLint temporalSamplerLocation = glGetUniformLocation(newProgram.get(), temporalSamplerName.c_str());
if (temporalSamplerLocation >= 0)
glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
}
for (std::size_t index = 0; index < textureBindings.size(); ++index)
{
const GLint textureSamplerLocation = mTextureBindings.FindSamplerUniformLocation(newProgram.get(), textureBindings[index].samplerName);
if (textureSamplerLocation >= 0)
glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(textureBindings.size());
for (std::size_t index = 0; index < textBindings.size(); ++index)
{
const GLint textSamplerLocation = mTextureBindings.FindSamplerUniformLocation(newProgram.get(), textBindings[index].samplerName);
if (textSamplerLocation >= 0)
glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
}
glUseProgram(0);
layerProgram.layerId = state.layerId;
layerProgram.shaderId = state.shaderId;
layerProgram.shaderTextureBase = shaderTextureBase;
layerProgram.program = newProgram.release();
layerProgram.vertexShader = newVertexShader.release();
layerProgram.fragmentShader = newFragmentShader.release();
layerProgram.textureBindings.swap(textureBindings);
layerProgram.textBindings.swap(textBindings);
return true;
}
bool ShaderProgramCompiler::CompileDecodeShader(int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
const char* vertexSource = kFullscreenTriangleVertexShaderSource;
const char* fragmentSource = kDecodeFragmentShaderSource;
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
mRenderer.DestroyDecodeShaderProgram();
mRenderer.SetDecodeShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
return true;
}
bool ShaderProgramCompiler::CompileOutputPackShader(int errorMessageSize, char* errorMessage)
{
GLsizei errorBufferSize = 0;
GLint compileResult = GL_FALSE;
GLint linkResult = GL_FALSE;
const char* vertexSource = kFullscreenTriangleVertexShaderSource;
const char* fragmentSource = kOutputPackFragmentShaderSource;
ScopedGlShader newVertexShader(glCreateShader(GL_VERTEX_SHADER));
glShaderSource(newVertexShader.get(), 1, (const GLchar**)&vertexSource, NULL);
glCompileShader(newVertexShader.get());
glGetShaderiv(newVertexShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newVertexShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlShader newFragmentShader(glCreateShader(GL_FRAGMENT_SHADER));
glShaderSource(newFragmentShader.get(), 1, (const GLchar**)&fragmentSource, NULL);
glCompileShader(newFragmentShader.get());
glGetShaderiv(newFragmentShader.get(), GL_COMPILE_STATUS, &compileResult);
if (compileResult == GL_FALSE)
{
glGetShaderInfoLog(newFragmentShader.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
ScopedGlProgram newProgram(glCreateProgram());
glAttachShader(newProgram.get(), newVertexShader.get());
glAttachShader(newProgram.get(), newFragmentShader.get());
glLinkProgram(newProgram.get());
glGetProgramiv(newProgram.get(), GL_LINK_STATUS, &linkResult);
if (linkResult == GL_FALSE)
{
glGetProgramInfoLog(newProgram.get(), errorMessageSize, &errorBufferSize, errorMessage);
return false;
}
glUseProgram(newProgram.get());
const GLint outputSamplerLocation = glGetUniformLocation(newProgram.get(), "uOutputRgb");
if (outputSamplerLocation >= 0)
glUniform1i(outputSamplerLocation, 0);
glUseProgram(0);
mRenderer.DestroyOutputPackShaderProgram();
mRenderer.SetOutputPackShaderProgram(newProgram.release(), newVertexShader.release(), newFragmentShader.release());
return true;
}

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#pragma once
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "ShaderTextureBindings.h"
#include <string>
class ShaderProgramCompiler
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
private:
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
ShaderTextureBindings& mTextureBindings;
};

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#include "ShaderTextureBindings.h"
#include "GlRenderConstants.h"
#include "TextRasterizer.h"
#include "TextureAssetLoader.h"
#include <algorithm>
#include <filesystem>
namespace
{
std::string TextValueForBinding(const RuntimeRenderState& state, const std::string& parameterId)
{
auto valueIt = state.parameterValues.find(parameterId);
return valueIt == state.parameterValues.end() ? std::string() : valueIt->second.textValue;
}
const ShaderFontAsset* FindFontAssetForParameter(const RuntimeRenderState& state, const ShaderParameterDefinition& definition)
{
if (!definition.fontId.empty())
{
for (const ShaderFontAsset& fontAsset : state.fontAssets)
{
if (fontAsset.id == definition.fontId)
return &fontAsset;
}
}
return state.fontAssets.empty() ? nullptr : &state.fontAssets.front();
}
}
bool ShaderTextureBindings::LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
return ::LoadTextureAsset(textureAsset, textureId, error);
}
void ShaderTextureBindings::CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings)
{
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
if (definition.type != ShaderParameterType::Text)
continue;
LayerProgram::TextBinding textBinding;
textBinding.parameterId = definition.id;
textBinding.samplerName = definition.id + "Texture";
textBinding.fontId = definition.fontId;
glGenTextures(1, &textBinding.texture);
glBindTexture(GL_TEXTURE_2D, textBinding.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);
std::vector<unsigned char> empty(static_cast<std::size_t>(kTextTextureWidth) * kTextTextureHeight * 4, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTextTextureWidth, kTextTextureHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, empty.data());
glBindTexture(GL_TEXTURE_2D, 0);
textBindings.push_back(textBinding);
}
}
bool ShaderTextureBindings::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
{
const std::string text = TextValueForBinding(state, textBinding.parameterId);
if (text == textBinding.renderedText && textBinding.renderedWidth == kTextTextureWidth && textBinding.renderedHeight == kTextTextureHeight)
return true;
auto definitionIt = std::find_if(state.parameterDefinitions.begin(), state.parameterDefinitions.end(),
[&textBinding](const ShaderParameterDefinition& definition) { return definition.id == textBinding.parameterId; });
if (definitionIt == state.parameterDefinitions.end())
return true;
const ShaderFontAsset* fontAsset = FindFontAssetForParameter(state, *definitionIt);
std::filesystem::path fontPath;
if (fontAsset)
fontPath = fontAsset->path;
std::vector<unsigned char> sdf;
if (!RasterizeTextSdf(text, fontPath, sdf, error))
return false;
GLint previousActiveTexture = 0;
GLint previousUnpackBuffer = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &previousActiveTexture);
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &previousUnpackBuffer);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, textBinding.texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextTextureWidth, kTextTextureHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, sdf.data());
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, static_cast<GLuint>(previousUnpackBuffer));
glActiveTexture(static_cast<GLenum>(previousActiveTexture));
textBinding.renderedText = text;
textBinding.renderedWidth = kTextTextureWidth;
textBinding.renderedHeight = kTextTextureHeight;
return true;
}
GLint ShaderTextureBindings::FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const
{
GLint location = glGetUniformLocation(program, samplerName.c_str());
if (location >= 0)
return location;
return glGetUniformLocation(program, (samplerName + "_0").c_str());
}

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#pragma once
#include "OpenGLRenderer.h"
#include "ShaderTypes.h"
#include <string>
#include <vector>
class ShaderTextureBindings
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);
void CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings);
bool UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error);
GLint FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const;
};

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#pragma once
#include <cstddef>
#include <cstring>
#include <vector>
inline std::size_t AlignStd140(std::size_t offset, std::size_t alignment)
{
const std::size_t mask = alignment - 1;
return (offset + mask) & ~mask;
}
template <typename TValue>
inline void AppendStd140Value(std::vector<unsigned char>& buffer, std::size_t alignment, const TValue& value)
{
const std::size_t offset = AlignStd140(buffer.size(), alignment);
if (buffer.size() < offset + sizeof(TValue))
buffer.resize(offset + sizeof(TValue), 0);
std::memcpy(buffer.data() + offset, &value, sizeof(TValue));
}
inline void AppendStd140Float(std::vector<unsigned char>& buffer, float value)
{
AppendStd140Value(buffer, 4, value);
}
inline void AppendStd140Int(std::vector<unsigned char>& buffer, int value)
{
AppendStd140Value(buffer, 4, value);
}
inline void AppendStd140Vec2(std::vector<unsigned char>& buffer, float x, float y)
{
const std::size_t offset = AlignStd140(buffer.size(), 8);
if (buffer.size() < offset + sizeof(float) * 2)
buffer.resize(offset + sizeof(float) * 2, 0);
float values[2] = { x, y };
std::memcpy(buffer.data() + offset, values, sizeof(values));
}
inline void AppendStd140Vec4(std::vector<unsigned char>& buffer, float x, float y, float z, float w)
{
const std::size_t offset = AlignStd140(buffer.size(), 16);
if (buffer.size() < offset + sizeof(float) * 4)
buffer.resize(offset + sizeof(float) * 4, 0);
float values[4] = { x, y, z, w };
std::memcpy(buffer.data() + offset, values, sizeof(values));
}

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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;
};

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#include "TextRasterizer.h"
#include <windows.h>
#include <algorithm>
#include <cmath>
#include <cstring>
#include <gdiplus.h>
#include <memory>
namespace
{
constexpr int kTextSdfSpread = 20;
constexpr float kTextFontPixelSize = 144.0f;
constexpr float kTextLayoutPadding = 48.0f;
constexpr float kSdfInfinity = 1.0e20f;
class GdiplusSession
{
public:
GdiplusSession()
{
Gdiplus::GdiplusStartupInput startupInput;
mStarted = Gdiplus::GdiplusStartup(&mToken, &startupInput, NULL) == Gdiplus::Ok;
}
~GdiplusSession()
{
if (mStarted)
Gdiplus::GdiplusShutdown(mToken);
}
GdiplusSession(const GdiplusSession&) = delete;
GdiplusSession& operator=(const GdiplusSession&) = delete;
bool started() const { return mStarted; }
private:
ULONG_PTR mToken = 0;
bool mStarted = false;
};
std::wstring Utf8ToWide(const std::string& text)
{
if (text.empty())
return std::wstring();
const int required = MultiByteToWideChar(CP_UTF8, 0, text.c_str(), -1, NULL, 0);
if (required <= 1)
return std::wstring();
std::wstring wide(static_cast<std::size_t>(required - 1), L'\0');
MultiByteToWideChar(CP_UTF8, 0, text.c_str(), -1, wide.data(), required);
return wide;
}
void DistanceTransform1D(const std::vector<float>& input, std::vector<float>& output, unsigned count)
{
std::vector<unsigned> locations(count, 0);
std::vector<float> boundaries(static_cast<std::size_t>(count) + 1, 0.0f);
unsigned segment = 0;
locations[0] = 0;
boundaries[0] = -kSdfInfinity;
boundaries[1] = kSdfInfinity;
for (unsigned q = 1; q < count; ++q)
{
float intersection = 0.0f;
for (;;)
{
const unsigned location = locations[segment];
intersection =
((input[q] + static_cast<float>(q * q)) - (input[location] + static_cast<float>(location * location))) /
(2.0f * static_cast<float>(q) - 2.0f * static_cast<float>(location));
if (intersection > boundaries[segment] || segment == 0)
break;
--segment;
}
++segment;
locations[segment] = q;
boundaries[segment] = intersection;
boundaries[segment + 1] = kSdfInfinity;
}
segment = 0;
for (unsigned q = 0; q < count; ++q)
{
while (boundaries[segment + 1] < static_cast<float>(q))
++segment;
const unsigned location = locations[segment];
const float delta = static_cast<float>(q) - static_cast<float>(location);
output[q] = delta * delta + input[location];
}
}
std::vector<float> DistanceTransform2D(const std::vector<unsigned char>& targetMask, unsigned width, unsigned height)
{
std::vector<float> rowInput(width, 0.0f);
std::vector<float> rowOutput(width, 0.0f);
std::vector<float> columnInput(height, 0.0f);
std::vector<float> columnOutput(height, 0.0f);
std::vector<float> rowDistance(static_cast<std::size_t>(width) * height, 0.0f);
std::vector<float> distance(static_cast<std::size_t>(width) * height, 0.0f);
for (unsigned y = 0; y < height; ++y)
{
for (unsigned x = 0; x < width; ++x)
rowInput[x] = targetMask[static_cast<std::size_t>(y) * width + x] ? 0.0f : kSdfInfinity;
DistanceTransform1D(rowInput, rowOutput, width);
for (unsigned x = 0; x < width; ++x)
rowDistance[static_cast<std::size_t>(y) * width + x] = rowOutput[x];
}
for (unsigned x = 0; x < width; ++x)
{
for (unsigned y = 0; y < height; ++y)
columnInput[y] = rowDistance[static_cast<std::size_t>(y) * width + x];
DistanceTransform1D(columnInput, columnOutput, height);
for (unsigned y = 0; y < height; ++y)
distance[static_cast<std::size_t>(y) * width + x] = columnOutput[y];
}
return distance;
}
std::vector<unsigned char> BuildTextSdfTexture(const std::vector<unsigned char>& alpha, unsigned width, unsigned height)
{
std::vector<unsigned char> insideMask(static_cast<std::size_t>(width) * height, 0);
std::vector<unsigned char> outsideMask(static_cast<std::size_t>(width) * height, 0);
for (std::size_t index = 0; index < alpha.size(); ++index)
{
const bool inside = alpha[index] > 127;
insideMask[index] = inside ? 1 : 0;
outsideMask[index] = inside ? 0 : 1;
}
const std::vector<float> distanceToInside = DistanceTransform2D(insideMask, width, height);
const std::vector<float> distanceToOutside = DistanceTransform2D(outsideMask, width, height);
std::vector<unsigned char> sdf(static_cast<std::size_t>(width) * height * 4, 0);
for (unsigned y = 0; y < height; ++y)
{
const unsigned flippedY = height - 1 - y;
for (unsigned x = 0; x < width; ++x)
{
const std::size_t source = static_cast<std::size_t>(y) * width + x;
const float signedDistance = std::sqrt(distanceToOutside[source]) - std::sqrt(distanceToInside[source]);
const float normalized = std::clamp(
0.5f + signedDistance / static_cast<float>(kTextSdfSpread * 2),
0.0f,
1.0f);
const unsigned char value = static_cast<unsigned char>(normalized * 255.0f + 0.5f);
const std::size_t out = (static_cast<std::size_t>(flippedY) * width + x) * 4;
sdf[out + 0] = value;
sdf[out + 1] = value;
sdf[out + 2] = value;
sdf[out + 3] = value;
}
}
return sdf;
}
}
bool RasterizeTextSdf(const std::string& text, const std::filesystem::path& fontPath, std::vector<unsigned char>& sdf, std::string& error)
{
GdiplusSession gdiplus;
if (!gdiplus.started())
{
error = "Could not start GDI+ for text rendering.";
return false;
}
Gdiplus::PrivateFontCollection fontCollection;
Gdiplus::FontFamily fallbackFamily(L"Arial");
Gdiplus::FontFamily* fontFamily = &fallbackFamily;
std::unique_ptr<Gdiplus::FontFamily[]> families;
const std::wstring wideFontPath = fontPath.empty() ? std::wstring() : fontPath.wstring();
if (!wideFontPath.empty())
{
if (fontCollection.AddFontFile(wideFontPath.c_str()) != Gdiplus::Ok)
{
error = "Could not load packaged font file for text rendering: " + fontPath.string();
return false;
}
const INT familyCount = fontCollection.GetFamilyCount();
if (familyCount <= 0)
{
error = "Packaged font did not contain a usable font family: " + fontPath.string();
return false;
}
families.reset(new Gdiplus::FontFamily[familyCount]);
INT found = 0;
if (fontCollection.GetFamilies(familyCount, families.get(), &found) != Gdiplus::Ok || found <= 0)
{
error = "Could not read the packaged font family: " + fontPath.string();
return false;
}
fontFamily = &families[0];
}
Gdiplus::Bitmap bitmap(kTextTextureWidth, kTextTextureHeight, PixelFormat32bppARGB);
Gdiplus::Graphics graphics(&bitmap);
graphics.SetCompositingMode(Gdiplus::CompositingModeSourceCopy);
graphics.Clear(Gdiplus::Color(255, 0, 0, 0));
graphics.SetCompositingMode(Gdiplus::CompositingModeSourceOver);
graphics.SetTextRenderingHint(Gdiplus::TextRenderingHintAntiAlias);
graphics.SetSmoothingMode(Gdiplus::SmoothingModeHighQuality);
Gdiplus::Font font(fontFamily, kTextFontPixelSize, Gdiplus::FontStyleRegular, Gdiplus::UnitPixel);
Gdiplus::SolidBrush brush(Gdiplus::Color(255, 255, 255, 255));
Gdiplus::StringFormat format;
format.SetAlignment(Gdiplus::StringAlignmentNear);
format.SetLineAlignment(Gdiplus::StringAlignmentCenter);
format.SetFormatFlags(Gdiplus::StringFormatFlagsNoWrap | Gdiplus::StringFormatFlagsMeasureTrailingSpaces);
const Gdiplus::RectF layout(
kTextLayoutPadding,
0.0f,
static_cast<Gdiplus::REAL>(kTextTextureWidth) - (kTextLayoutPadding * 2.0f),
static_cast<Gdiplus::REAL>(kTextTextureHeight));
const std::wstring wideText = Utf8ToWide(text);
graphics.DrawString(wideText.c_str(), -1, &font, layout, &format, &brush);
std::vector<unsigned char> alpha(static_cast<std::size_t>(kTextTextureWidth) * kTextTextureHeight, 0);
for (unsigned y = 0; y < kTextTextureHeight; ++y)
{
for (unsigned x = 0; x < kTextTextureWidth; ++x)
{
Gdiplus::Color pixel;
bitmap.GetPixel(x, y, &pixel);
BYTE luminance = pixel.GetRed();
if (pixel.GetGreen() > luminance)
luminance = pixel.GetGreen();
if (pixel.GetBlue() > luminance)
luminance = pixel.GetBlue();
alpha[static_cast<std::size_t>(y) * kTextTextureWidth + x] = static_cast<unsigned char>(luminance);
}
}
sdf = BuildTextSdfTexture(alpha, kTextTextureWidth, kTextTextureHeight);
return true;
}

View File

@@ -0,0 +1,10 @@
#pragma once
#include <filesystem>
#include <string>
#include <vector>
constexpr unsigned kTextTextureWidth = 4096;
constexpr unsigned kTextTextureHeight = 512;
bool RasterizeTextSdf(const std::string& text, const std::filesystem::path& fontPath, std::vector<unsigned char>& sdf, std::string& error);

View File

@@ -0,0 +1,222 @@
#include "TextureAssetLoader.h"
#include <windows.h>
#include <wincodec.h>
#include <atlbase.h>
#include <algorithm>
#include <cctype>
#include <cstring>
#include <fstream>
#include <sstream>
#include <string>
#include <vector>
#ifndef GL_RGBA32F
#define GL_RGBA32F 0x8814
#endif
namespace
{
std::string LowercaseExtension(const std::filesystem::path& path)
{
std::string extension = path.extension().string();
std::transform(extension.begin(), extension.end(), extension.begin(),
[](unsigned char value) { return static_cast<char>(std::tolower(value)); });
return extension;
}
bool LoadCubeTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
std::ifstream file(textureAsset.path);
if (!file)
{
error = "Could not open shader LUT asset: " + textureAsset.path.string();
return false;
}
unsigned lutSize = 0;
std::vector<float> values;
std::string line;
while (std::getline(file, line))
{
const std::size_t commentStart = line.find('#');
if (commentStart != std::string::npos)
line.resize(commentStart);
std::istringstream stream(line);
std::string firstToken;
if (!(stream >> firstToken))
continue;
if (firstToken == "TITLE" || firstToken == "DOMAIN_MIN" || firstToken == "DOMAIN_MAX")
continue;
if (firstToken == "LUT_3D_SIZE")
{
stream >> lutSize;
continue;
}
if (firstToken == "LUT_1D_SIZE")
{
error = "Only 3D .cube LUT assets are supported: " + textureAsset.path.string();
return false;
}
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
try
{
red = std::stof(firstToken);
}
catch (...)
{
error = "Unsupported .cube directive in shader LUT asset: " + firstToken;
return false;
}
if (!(stream >> green >> blue))
{
error = "Malformed RGB entry in shader LUT asset: " + textureAsset.path.string();
return false;
}
values.push_back(red);
values.push_back(green);
values.push_back(blue);
values.push_back(1.0f);
}
if (lutSize == 0)
{
error = "Shader LUT asset is missing LUT_3D_SIZE: " + textureAsset.path.string();
return false;
}
const std::size_t expectedFloats = static_cast<std::size_t>(lutSize) * lutSize * lutSize * 4;
if (values.size() != expectedFloats)
{
error = "Shader LUT asset entry count does not match LUT_3D_SIZE: " + textureAsset.path.string();
return false;
}
const GLsizei atlasWidth = static_cast<GLsizei>(lutSize * lutSize);
const GLsizei atlasHeight = static_cast<GLsizei>(lutSize);
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, atlasWidth, atlasHeight, 0, GL_RGBA, GL_FLOAT, values.data());
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
}
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
textureId = 0;
if (LowercaseExtension(textureAsset.path) == ".cube")
return LoadCubeTextureAsset(textureAsset, textureId, error);
HRESULT comInitResult = CoInitializeEx(NULL, COINIT_MULTITHREADED);
const bool shouldUninitializeCom = (comInitResult == S_OK || comInitResult == S_FALSE);
if (FAILED(comInitResult) && comInitResult != RPC_E_CHANGED_MODE)
{
error = "Could not initialize COM to load shader texture assets.";
return false;
}
CComPtr<IWICImagingFactory> imagingFactory;
HRESULT result = CoCreateInstance(CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&imagingFactory));
if (FAILED(result) || !imagingFactory)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not create a WIC imaging factory to load shader texture assets.";
return false;
}
CComPtr<IWICBitmapDecoder> bitmapDecoder;
result = imagingFactory->CreateDecoderFromFilename(textureAsset.path.wstring().c_str(), NULL, GENERIC_READ, WICDecodeMetadataCacheOnLoad, &bitmapDecoder);
if (FAILED(result) || !bitmapDecoder)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not open shader texture asset: " + textureAsset.path.string();
return false;
}
CComPtr<IWICBitmapFrameDecode> bitmapFrame;
result = bitmapDecoder->GetFrame(0, &bitmapFrame);
if (FAILED(result) || !bitmapFrame)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not decode the first frame of shader texture asset: " + textureAsset.path.string();
return false;
}
CComPtr<IWICFormatConverter> formatConverter;
result = imagingFactory->CreateFormatConverter(&formatConverter);
if (FAILED(result) || !formatConverter)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not create a WIC format converter for shader texture asset: " + textureAsset.path.string();
return false;
}
result = formatConverter->Initialize(bitmapFrame, GUID_WICPixelFormat32bppBGRA, WICBitmapDitherTypeNone, NULL, 0.0, WICBitmapPaletteTypeCustom);
if (FAILED(result))
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not convert shader texture asset to BGRA: " + textureAsset.path.string();
return false;
}
UINT width = 0;
UINT height = 0;
result = formatConverter->GetSize(&width, &height);
if (FAILED(result) || width == 0 || height == 0)
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Shader texture asset has an invalid size: " + textureAsset.path.string();
return false;
}
const UINT stride = width * 4;
std::vector<unsigned char> pixels(static_cast<std::size_t>(stride) * static_cast<std::size_t>(height));
result = formatConverter->CopyPixels(NULL, stride, static_cast<UINT>(pixels.size()), pixels.data());
if (FAILED(result))
{
if (shouldUninitializeCom)
CoUninitialize();
error = "Could not read shader texture pixels: " + textureAsset.path.string();
return false;
}
std::vector<unsigned char> flippedPixels(pixels.size());
for (UINT row = 0; row < height; ++row)
{
const std::size_t srcOffset = static_cast<std::size_t>(row) * stride;
const std::size_t dstOffset = static_cast<std::size_t>(height - 1 - row) * stride;
std::memcpy(flippedPixels.data() + dstOffset, pixels.data() + srcOffset, stride);
}
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
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_RGBA8, static_cast<GLsizei>(width), static_cast<GLsizei>(height), 0, GL_BGRA, GL_UNSIGNED_BYTE, flippedPixels.data());
glBindTexture(GL_TEXTURE_2D, 0);
if (shouldUninitializeCom)
CoUninitialize();
return true;
}

View File

@@ -0,0 +1,11 @@
#pragma once
#include "GLExtensions.h"
#include "ShaderTypes.h"
#include <windows.h>
#include <gl/gl.h>
#include <string>
bool LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error);

View File

@@ -0,0 +1,45 @@
#include "RuntimeClock.h"
#include <chrono>
namespace
{
bool ToUtcTime(std::time_t time, std::tm& utcTime)
{
return gmtime_s(&utcTime, &time) == 0;
}
bool ToLocalTime(std::time_t time, std::tm& localTime)
{
return localtime_s(&localTime, &time) == 0;
}
}
RuntimeClockSnapshot GetRuntimeClockSnapshot()
{
return MakeRuntimeClockSnapshot(std::chrono::system_clock::to_time_t(std::chrono::system_clock::now()));
}
RuntimeClockSnapshot MakeRuntimeClockSnapshot(std::time_t now)
{
RuntimeClockSnapshot snapshot;
std::tm utcTime = {};
if (!ToUtcTime(now, utcTime))
return snapshot;
snapshot.utcTimeSeconds =
static_cast<double>(utcTime.tm_hour * 3600 + utcTime.tm_min * 60 + utcTime.tm_sec);
std::tm localTime = {};
if (!ToLocalTime(now, localTime))
return snapshot;
utcTime.tm_isdst = localTime.tm_isdst;
const std::time_t localAsTime = std::mktime(&localTime);
const std::time_t utcAsLocalTime = std::mktime(&utcTime);
if (localAsTime != static_cast<std::time_t>(-1) && utcAsLocalTime != static_cast<std::time_t>(-1))
snapshot.utcOffsetSeconds = std::difftime(localAsTime, utcAsLocalTime);
return snapshot;
}

View File

@@ -0,0 +1,12 @@
#pragma once
#include <ctime>
struct RuntimeClockSnapshot
{
double utcTimeSeconds = 0.0;
double utcOffsetSeconds = 0.0;
};
RuntimeClockSnapshot GetRuntimeClockSnapshot();
RuntimeClockSnapshot MakeRuntimeClockSnapshot(std::time_t now);

View File

@@ -1,5 +1,7 @@
#include "stdafx.h"
#include "RuntimeHost.h"
#include "RuntimeClock.h"
#include "RuntimeParameterUtils.h"
#include "ShaderCompiler.h"
#include "ShaderPackageRegistry.h"
@@ -7,6 +9,7 @@
#include <algorithm>
#include <cmath>
#include <fstream>
#include <random>
#include <set>
#include <sstream>
@@ -53,6 +56,13 @@ bool MatchesControlKey(const std::string& candidate, const std::string& key)
return candidate == key || SimplifyControlKey(candidate) == SimplifyControlKey(key);
}
double GenerateStartupRandom()
{
std::random_device randomDevice;
std::uniform_real_distribution<double> distribution(0.0, 1.0);
return distribution(randomDevice);
}
bool TryParseLayerIdNumber(const std::string& layerId, uint64_t& number)
{
const std::string prefix = "layer-";
@@ -134,6 +144,7 @@ std::string ShaderParameterTypeToString(ShaderParameterType type)
case ShaderParameterType::Boolean: return "bool";
case ShaderParameterType::Enum: return "enum";
case ShaderParameterType::Text: return "text";
case ShaderParameterType::Trigger: return "trigger";
}
return "unknown";
}
@@ -185,6 +196,11 @@ bool ParseShaderParameterType(const std::string& typeName, ShaderParameterType&
type = ShaderParameterType::Text;
return true;
}
if (typeName == "trigger")
{
type = ShaderParameterType::Trigger;
return true;
}
return false;
}
@@ -680,6 +696,13 @@ RuntimeHost::RuntimeHost()
mFrameBudgetMilliseconds(0.0),
mRenderMilliseconds(0.0),
mSmoothedRenderMilliseconds(0.0),
mCompletionIntervalMilliseconds(0.0),
mSmoothedCompletionIntervalMilliseconds(0.0),
mMaxCompletionIntervalMilliseconds(0.0),
mStartupRandom(GenerateStartupRandom()),
mLateFrameCount(0),
mDroppedFrameCount(0),
mFlushedFrameCount(0),
mServerPort(8080),
mAutoReloadEnabled(true),
mStartTime(std::chrono::steady_clock::now()),
@@ -1003,6 +1026,15 @@ bool RuntimeHost::UpdateLayerParameter(const std::string& layerId, const std::st
return false;
}
if (parameterIt->type == ShaderParameterType::Trigger)
{
ShaderParameterValue& value = layer->parameterValues[parameterId];
const double previousCount = value.numberValues.empty() ? 0.0 : value.numberValues[0];
const double triggerTime = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
value.numberValues = { previousCount + 1.0, triggerTime };
return true;
}
ShaderParameterValue normalized;
if (!NormalizeAndValidateValue(*parameterIt, newValue, normalized, error))
return false;
@@ -1049,6 +1081,15 @@ bool RuntimeHost::UpdateLayerParameterByControlKey(const std::string& layerKey,
return false;
}
if (parameterIt->type == ShaderParameterType::Trigger)
{
ShaderParameterValue& value = matchedLayer->parameterValues[parameterIt->id];
const double previousCount = value.numberValues.empty() ? 0.0 : value.numberValues[0];
const double triggerTime = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
value.numberValues = { previousCount + 1.0, triggerTime };
return true;
}
ShaderParameterValue normalized;
if (!NormalizeAndValidateValue(*parameterIt, newValue, normalized, error))
return false;
@@ -1149,6 +1190,21 @@ void RuntimeHost::SetCompileStatus(bool succeeded, const std::string& message)
void RuntimeHost::SetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName)
{
std::lock_guard<std::mutex> lock(mMutex);
SetSignalStatusLocked(hasSignal, width, height, modeName);
}
bool RuntimeHost::TrySetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName)
{
std::unique_lock<std::mutex> lock(mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
SetSignalStatusLocked(hasSignal, width, height, modeName);
return true;
}
void RuntimeHost::SetSignalStatusLocked(bool hasSignal, unsigned width, unsigned height, const std::string& modeName)
{
mHasSignal = hasSignal;
mSignalWidth = width;
mSignalHeight = height;
@@ -1171,6 +1227,21 @@ void RuntimeHost::SetDeckLinkOutputStatus(const std::string& modelName, bool sup
void RuntimeHost::SetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds)
{
std::lock_guard<std::mutex> lock(mMutex);
SetPerformanceStatsLocked(frameBudgetMilliseconds, renderMilliseconds);
}
bool RuntimeHost::TrySetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds)
{
std::unique_lock<std::mutex> lock(mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
SetPerformanceStatsLocked(frameBudgetMilliseconds, renderMilliseconds);
return true;
}
void RuntimeHost::SetPerformanceStatsLocked(double frameBudgetMilliseconds, double renderMilliseconds)
{
mFrameBudgetMilliseconds = std::max(frameBudgetMilliseconds, 0.0);
mRenderMilliseconds = std::max(renderMilliseconds, 0.0);
if (mSmoothedRenderMilliseconds <= 0.0)
@@ -1179,12 +1250,48 @@ void RuntimeHost::SetPerformanceStats(double frameBudgetMilliseconds, double ren
mSmoothedRenderMilliseconds = mSmoothedRenderMilliseconds * 0.9 + mRenderMilliseconds * 0.1;
}
void RuntimeHost::AdvanceFrame()
void RuntimeHost::SetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount)
{
std::lock_guard<std::mutex> lock(mMutex);
SetFramePacingStatsLocked(completionIntervalMilliseconds, smoothedCompletionIntervalMilliseconds,
maxCompletionIntervalMilliseconds, lateFrameCount, droppedFrameCount, flushedFrameCount);
}
bool RuntimeHost::TrySetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount)
{
std::unique_lock<std::mutex> lock(mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
SetFramePacingStatsLocked(completionIntervalMilliseconds, smoothedCompletionIntervalMilliseconds,
maxCompletionIntervalMilliseconds, lateFrameCount, droppedFrameCount, flushedFrameCount);
return true;
}
void RuntimeHost::SetFramePacingStatsLocked(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount)
{
mCompletionIntervalMilliseconds = std::max(completionIntervalMilliseconds, 0.0);
mSmoothedCompletionIntervalMilliseconds = std::max(smoothedCompletionIntervalMilliseconds, 0.0);
mMaxCompletionIntervalMilliseconds = std::max(maxCompletionIntervalMilliseconds, 0.0);
mLateFrameCount = lateFrameCount;
mDroppedFrameCount = droppedFrameCount;
mFlushedFrameCount = flushedFrameCount;
}
void RuntimeHost::AdvanceFrame()
{
++mFrameCounter;
}
bool RuntimeHost::TryAdvanceFrame()
{
++mFrameCounter;
return true;
}
bool RuntimeHost::BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error)
{
try
@@ -1227,7 +1334,39 @@ std::vector<RuntimeRenderState> RuntimeHost::GetLayerRenderStates(unsigned outpu
{
std::lock_guard<std::mutex> lock(mMutex);
std::vector<RuntimeRenderState> states;
BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
return states;
}
bool RuntimeHost::TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
{
std::unique_lock<std::mutex> lock(mMutex, std::try_to_lock);
if (!lock.owns_lock())
return false;
states.clear();
BuildLayerRenderStatesLocked(outputWidth, outputHeight, states);
return true;
}
void RuntimeHost::RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const
{
const RuntimeClockSnapshot clock = GetRuntimeClockSnapshot();
const double timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
const double frameCount = static_cast<double>(mFrameCounter.load(std::memory_order_relaxed));
for (RuntimeRenderState& state : states)
{
state.timeSeconds = timeSeconds;
state.utcTimeSeconds = clock.utcTimeSeconds;
state.utcOffsetSeconds = clock.utcOffsetSeconds;
state.startupRandom = mStartupRandom;
state.frameCount = frameCount;
}
}
void RuntimeHost::BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const
{
for (const LayerPersistentState& layer : mPersistentState.layers)
{
auto shaderIt = mPackagesById.find(layer.shaderId);
@@ -1237,8 +1376,6 @@ std::vector<RuntimeRenderState> RuntimeHost::GetLayerRenderStates(unsigned outpu
RuntimeRenderState state;
state.layerId = layer.id;
state.shaderId = layer.shaderId;
state.timeSeconds = std::chrono::duration_cast<std::chrono::duration<double>>(std::chrono::steady_clock::now() - mStartTime).count();
state.frameCount = static_cast<double>(mFrameCounter);
state.mixAmount = 1.0;
state.bypass = layer.bypass ? 1.0 : 0.0;
state.inputWidth = mSignalWidth;
@@ -1265,7 +1402,7 @@ std::vector<RuntimeRenderState> RuntimeHost::GetLayerRenderStates(unsigned outpu
states.push_back(state);
}
return states;
RefreshDynamicRenderStateFields(states);
}
std::string RuntimeHost::BuildStateJson() const
@@ -1506,12 +1643,14 @@ bool RuntimeHost::ScanShaderPackages(std::string& error)
{
std::map<std::string, ShaderPackage> packagesById;
std::vector<std::string> packageOrder;
std::vector<ShaderPackageStatus> packageStatuses;
ShaderPackageRegistry registry(mConfig.maxTemporalHistoryFrames);
if (!registry.Scan(mShaderRoot, packagesById, packageOrder, error))
if (!registry.Scan(mShaderRoot, packagesById, packageOrder, packageStatuses, error))
return false;
mPackagesById.swap(packagesById);
mPackageOrder.swap(packageOrder);
mPackageStatuses.swap(packageStatuses);
for (auto it = mPersistentState.layers.begin(); it != mPersistentState.layers.end();)
{
@@ -1616,6 +1755,12 @@ void RuntimeHost::EnsureLayerDefaultsLocked(LayerPersistentState& layerState, co
}
break;
}
case ShaderParameterType::Trigger:
if (valueIt->second.numberValues.empty())
valueJson = JsonValue(0.0);
else
valueJson = JsonValue(std::max(0.0, std::floor(valueIt->second.numberValues.front())));
break;
}
if (!shouldNormalize)
@@ -1749,21 +1894,28 @@ JsonValue RuntimeHost::BuildStateValue() const
performance.set("renderMs", JsonValue(mRenderMilliseconds));
performance.set("smoothedRenderMs", JsonValue(mSmoothedRenderMilliseconds));
performance.set("budgetUsedPercent", JsonValue(mFrameBudgetMilliseconds > 0.0 ? (mSmoothedRenderMilliseconds / mFrameBudgetMilliseconds) * 100.0 : 0.0));
performance.set("completionIntervalMs", JsonValue(mCompletionIntervalMilliseconds));
performance.set("smoothedCompletionIntervalMs", JsonValue(mSmoothedCompletionIntervalMilliseconds));
performance.set("maxCompletionIntervalMs", JsonValue(mMaxCompletionIntervalMilliseconds));
performance.set("lateFrameCount", JsonValue(static_cast<double>(mLateFrameCount)));
performance.set("droppedFrameCount", JsonValue(static_cast<double>(mDroppedFrameCount)));
performance.set("flushedFrameCount", JsonValue(static_cast<double>(mFlushedFrameCount)));
root.set("performance", performance);
JsonValue shaderLibrary = JsonValue::MakeArray();
for (const std::string& shaderId : mPackageOrder)
for (const ShaderPackageStatus& status : mPackageStatuses)
{
auto shaderIt = mPackagesById.find(shaderId);
if (shaderIt == mPackagesById.end())
continue;
JsonValue shader = JsonValue::MakeObject();
shader.set("id", JsonValue(shaderIt->second.id));
shader.set("name", JsonValue(shaderIt->second.displayName));
shader.set("description", JsonValue(shaderIt->second.description));
shader.set("category", JsonValue(shaderIt->second.category));
if (shaderIt->second.temporal.enabled)
shader.set("id", JsonValue(status.id));
shader.set("name", JsonValue(status.displayName));
shader.set("description", JsonValue(status.description));
shader.set("category", JsonValue(status.category));
shader.set("available", JsonValue(status.available));
if (!status.available)
shader.set("error", JsonValue(status.error));
auto shaderIt = mPackagesById.find(status.id);
if (status.available && shaderIt != mPackagesById.end() && shaderIt->second.temporal.enabled)
{
JsonValue temporal = JsonValue::MakeObject();
temporal.set("enabled", JsonValue(true));
@@ -1998,6 +2150,8 @@ JsonValue RuntimeHost::SerializeParameterValue(const ShaderParameterDefinition&
return JsonValue(value.enumValue);
case ShaderParameterType::Text:
return JsonValue(value.textValue);
case ShaderParameterType::Trigger:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
case ShaderParameterType::Float:
return JsonValue(value.numberValues.empty() ? 0.0 : value.numberValues.front());
case ShaderParameterType::Vec2:

View File

@@ -3,6 +3,7 @@
#include "RuntimeJson.h"
#include "ShaderTypes.h"
#include <atomic>
#include <chrono>
#include <filesystem>
#include <map>
@@ -35,13 +36,22 @@ public:
void SetCompileStatus(bool succeeded, const std::string& message);
void SetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
bool TrySetSignalStatus(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
void SetDeckLinkOutputStatus(const std::string& modelName, bool supportsInternalKeying, bool supportsExternalKeying,
bool keyerInterfaceAvailable, bool externalKeyingRequested, bool externalKeyingActive, const std::string& statusMessage);
void SetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
bool TrySetPerformanceStats(double frameBudgetMilliseconds, double renderMilliseconds);
void SetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
bool TrySetFramePacingStats(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
void AdvanceFrame();
bool TryAdvanceFrame();
bool BuildLayerFragmentShaderSource(const std::string& layerId, std::string& fragmentShaderSource, std::string& error);
std::vector<RuntimeRenderState> GetLayerRenderStates(unsigned outputWidth, unsigned outputHeight) const;
bool TryGetLayerRenderStates(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
void RefreshDynamicRenderStateFields(std::vector<RuntimeRenderState>& states) const;
std::string BuildStateJson() const;
const std::filesystem::path& GetRepoRoot() const { return mRepoRoot; }
@@ -109,6 +119,7 @@ private:
std::string ReadTextFile(const std::filesystem::path& path, std::string& error) const;
bool WriteTextFile(const std::filesystem::path& path, const std::string& contents, std::string& error) const;
bool ResolvePaths(std::string& error);
void BuildLayerRenderStatesLocked(unsigned outputWidth, unsigned outputHeight, std::vector<RuntimeRenderState>& states) const;
JsonValue BuildStateValue() const;
JsonValue SerializeLayerStackLocked() const;
bool DeserializeLayerStackLocked(const JsonValue& layersValue, std::vector<LayerPersistentState>& layers, std::string& error);
@@ -120,6 +131,10 @@ private:
LayerPersistentState* FindLayerById(const std::string& layerId);
const LayerPersistentState* FindLayerById(const std::string& layerId) const;
std::string GenerateLayerId();
void SetSignalStatusLocked(bool hasSignal, unsigned width, unsigned height, const std::string& modeName);
void SetPerformanceStatsLocked(double frameBudgetMilliseconds, double renderMilliseconds);
void SetFramePacingStatsLocked(double completionIntervalMilliseconds, double smoothedCompletionIntervalMilliseconds,
double maxCompletionIntervalMilliseconds, uint64_t lateFrameCount, uint64_t droppedFrameCount, uint64_t flushedFrameCount);
private:
mutable std::mutex mMutex;
@@ -138,6 +153,7 @@ private:
std::filesystem::path mPatchedGlslPath;
std::map<std::string, ShaderPackage> mPackagesById;
std::vector<std::string> mPackageOrder;
std::vector<ShaderPackageStatus> mPackageStatuses;
bool mReloadRequested;
bool mCompileSucceeded;
std::string mCompileMessage;
@@ -148,11 +164,18 @@ private:
double mFrameBudgetMilliseconds;
double mRenderMilliseconds;
double mSmoothedRenderMilliseconds;
double mCompletionIntervalMilliseconds;
double mSmoothedCompletionIntervalMilliseconds;
double mMaxCompletionIntervalMilliseconds;
double mStartupRandom;
uint64_t mLateFrameCount;
uint64_t mDroppedFrameCount;
uint64_t mFlushedFrameCount;
DeckLinkOutputStatus mDeckLinkOutputStatus;
unsigned short mServerPort;
bool mAutoReloadEnabled;
std::chrono::steady_clock::time_point mStartTime;
std::chrono::steady_clock::time_point mLastScanTime;
uint64_t mFrameCounter;
std::atomic<uint64_t> mFrameCounter;
uint64_t mNextLayerId;
};

View File

@@ -100,6 +100,9 @@ ShaderParameterValue DefaultValueForDefinition(const ShaderParameterDefinition&
case ShaderParameterType::Text:
value.textValue = NormalizeTextValue(definition.defaultTextValue, definition.maxLength);
break;
case ShaderParameterType::Trigger:
value.numberValues = { 0.0, -1000000.0 };
break;
}
return value;
}
@@ -190,6 +193,14 @@ bool NormalizeAndValidateParameterValue(const ShaderParameterDefinition& definit
}
normalizedValue.textValue = NormalizeTextValue(value.asString(), definition.maxLength);
return true;
case ShaderParameterType::Trigger:
if (!value.isNumber() && !value.isBoolean())
{
error = "Expected numeric or boolean value for trigger parameter '" + definition.id + "'.";
return false;
}
normalizedValue.numberValues = { value.isNumber() ? std::max(0.0, std::floor(value.asNumber())) : 0.0, -1000000.0 };
return true;
}
return false;

View File

@@ -32,6 +32,7 @@ std::string SlangCBufferTypeForParameter(ShaderParameterType type)
case ShaderParameterType::Boolean: return "bool";
case ShaderParameterType::Enum: return "int";
case ShaderParameterType::Text: return "";
case ShaderParameterType::Trigger: return "int";
}
return "float";
}
@@ -52,6 +53,12 @@ std::string BuildParameterUniforms(const std::vector<ShaderParameterDefinition>&
{
if (definition.type == ShaderParameterType::Text)
continue;
if (definition.type == ShaderParameterType::Trigger)
{
source << "\tint " << definition.id << ";\n";
source << "\tfloat " << definition.id << "Time;\n";
continue;
}
source << "\t" << SlangCBufferTypeForParameter(definition.type) << " " << definition.id << ";\n";
}
return source.str();

View File

@@ -72,6 +72,11 @@ bool ParseShaderParameterType(const std::string& typeName, ShaderParameterType&
type = ShaderParameterType::Text;
return true;
}
if (typeName == "trigger")
{
type = ShaderParameterType::Trigger;
return true;
}
return false;
}
@@ -554,6 +559,36 @@ bool ParseParameterDefinitions(const JsonValue& manifestJson, ShaderPackage& sha
return true;
}
std::string UniqueUnavailableShaderId(const std::filesystem::path& manifestPath, const std::string& parsedId)
{
const std::string fallbackId = manifestPath.parent_path().filename().string();
const std::string baseId = parsedId.empty() ? fallbackId : parsedId;
return baseId + "@invalid:" + fallbackId;
}
ShaderPackageStatus BuildUnavailableStatus(const std::filesystem::path& manifestPath, const ShaderPackage& partialPackage, const std::string& packageError)
{
ShaderPackageStatus status;
status.id = UniqueUnavailableShaderId(manifestPath, partialPackage.id);
status.displayName = !partialPackage.displayName.empty() ? partialPackage.displayName : manifestPath.parent_path().filename().string();
status.description = partialPackage.description;
status.category = !partialPackage.category.empty() ? partialPackage.category : "Unavailable";
status.available = false;
status.error = packageError;
return status;
}
ShaderPackageStatus BuildAvailableStatus(const ShaderPackage& shaderPackage)
{
ShaderPackageStatus status;
status.id = shaderPackage.id;
status.displayName = shaderPackage.displayName;
status.description = shaderPackage.description;
status.category = shaderPackage.category;
status.available = true;
return status;
}
}
ShaderPackageRegistry::ShaderPackageRegistry(unsigned maxTemporalHistoryFrames)
@@ -561,10 +596,16 @@ ShaderPackageRegistry::ShaderPackageRegistry(unsigned maxTemporalHistoryFrames)
{
}
bool ShaderPackageRegistry::Scan(const std::filesystem::path& shaderRoot, std::map<std::string, ShaderPackage>& packagesById, std::vector<std::string>& packageOrder, std::string& error) const
bool ShaderPackageRegistry::Scan(
const std::filesystem::path& shaderRoot,
std::map<std::string, ShaderPackage>& packagesById,
std::vector<std::string>& packageOrder,
std::vector<ShaderPackageStatus>& packageStatuses,
std::string& error) const
{
packagesById.clear();
packageOrder.clear();
packageStatuses.clear();
if (!std::filesystem::exists(shaderRoot))
{
@@ -583,19 +624,27 @@ bool ShaderPackageRegistry::Scan(const std::filesystem::path& shaderRoot, std::m
ShaderPackage shaderPackage;
if (!ParseManifest(manifestPath, shaderPackage, error))
return false;
{
packageStatuses.push_back(BuildUnavailableStatus(manifestPath, shaderPackage, error));
error.clear();
continue;
}
if (packagesById.find(shaderPackage.id) != packagesById.end())
{
error = "Duplicate shader id found: " + shaderPackage.id;
return false;
packageStatuses.push_back(BuildUnavailableStatus(manifestPath, shaderPackage, "Duplicate shader id found: " + shaderPackage.id));
continue;
}
packageOrder.push_back(shaderPackage.id);
packageStatuses.push_back(BuildAvailableStatus(shaderPackage));
packagesById[shaderPackage.id] = shaderPackage;
}
std::sort(packageOrder.begin(), packageOrder.end());
std::sort(packageStatuses.begin(), packageStatuses.end(), [](const ShaderPackageStatus& left, const ShaderPackageStatus& right) {
return left.displayName < right.displayName;
});
return true;
}

View File

@@ -12,7 +12,12 @@ class ShaderPackageRegistry
public:
explicit ShaderPackageRegistry(unsigned maxTemporalHistoryFrames);
bool Scan(const std::filesystem::path& shaderRoot, std::map<std::string, ShaderPackage>& packagesById, std::vector<std::string>& packageOrder, std::string& error) const;
bool Scan(
const std::filesystem::path& shaderRoot,
std::map<std::string, ShaderPackage>& packagesById,
std::vector<std::string>& packageOrder,
std::vector<ShaderPackageStatus>& packageStatuses,
std::string& error) const;
bool ParseManifest(const std::filesystem::path& manifestPath, ShaderPackage& shaderPackage, std::string& error) const;
private:

View File

@@ -12,7 +12,8 @@ enum class ShaderParameterType
Color,
Boolean,
Enum,
Text
Text,
Trigger
};
struct ShaderParameterOption
@@ -93,6 +94,16 @@ struct ShaderPackage
std::filesystem::file_time_type manifestWriteTime;
};
struct ShaderPackageStatus
{
std::string id;
std::string displayName;
std::string description;
std::string category;
bool available = false;
std::string error;
};
struct RuntimeRenderState
{
std::string layerId;
@@ -102,6 +113,9 @@ struct RuntimeRenderState
std::vector<ShaderTextureAsset> textureAssets;
std::vector<ShaderFontAsset> fontAssets;
double timeSeconds = 0.0;
double utcTimeSeconds = 0.0;
double utcOffsetSeconds = 0.0;
double startupRandom = 0.0;
double frameCount = 0.0;
double mixAmount = 1.0;
double bypass = 0.0;

View File

@@ -70,6 +70,12 @@ Examples:
Values are validated with the same shader parameter rules used by the REST API. Invalid values or unknown addresses are ignored and reported to the native debug output.
For `trigger` parameters, the OSC value is treated as a pulse. A simple integer or boolean message is enough:
```text
/VideoShaderToys/trigger-flash/flash 1
```
## Open Stage Control
For simple scalar controls, set the widget address and target directly:

View File

@@ -214,6 +214,24 @@ paths:
$ref: "#/components/responses/ActionOk"
"400":
$ref: "#/components/responses/ActionError"
/api/screenshot:
post:
tags: [Runtime]
summary: Queue a PNG screenshot of the final output render target
description: Captures the next completed output render target and writes it under `runtime/screenshots/`.
operationId: queueScreenshot
requestBody:
required: false
content:
application/json:
schema:
type: object
additionalProperties: false
responses:
"200":
$ref: "#/components/responses/ActionOk"
"400":
$ref: "#/components/responses/ActionError"
components:
responses:
ActionOk:
@@ -474,7 +492,7 @@ components:
type: string
type:
type: string
enum: [float, vec2, color, bool, enum]
enum: [float, vec2, color, bool, enum, text, trigger]
min:
type: array
items:

BIN
image.png

Binary file not shown.

Before

Width:  |  Height:  |  Size: 48 KiB

View File

@@ -11,6 +11,9 @@ struct ShaderContext
float2 inputResolution;
float2 outputResolution;
float time;
float utcTimeSeconds;
float utcOffsetSeconds;
float startupRandom;
float frameCount;
float mixAmount;
float bypass;
@@ -23,6 +26,9 @@ cbuffer GlobalParams
float gTime;
float2 gInputResolution;
float2 gOutputResolution;
float gUtcTimeSeconds;
float gUtcOffsetSeconds;
float gStartupRandom;
float gFrameCount;
float gMixAmount;
float gBypass;
@@ -80,6 +86,9 @@ float4 fragmentMain(FragmentInput input) : SV_Target
context.inputResolution = gInputResolution;
context.outputResolution = gOutputResolution;
context.time = gTime;
context.utcTimeSeconds = gUtcTimeSeconds;
context.utcOffsetSeconds = gUtcOffsetSeconds;
context.startupRandom = gStartupRandom;
context.frameCount = gFrameCount;
context.mixAmount = gMixAmount;
context.bypass = gBypass;

View File

@@ -0,0 +1,46 @@
{
"id": "anamorphic-desqueeze",
"name": "Anamorphic Desqueeze",
"description": "Desqueezes anamorphic footage by 1.3x, 1.33x, 1.5x, or 2x with fit or fill framing.",
"category": "Transform",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "desqueezeFactor",
"label": "Desqueeze",
"type": "enum",
"default": "x1_33",
"options": [
{ "value": "x1_3", "label": "1.3x" },
{ "value": "x1_33", "label": "1.33x" },
{ "value": "x1_5", "label": "1.5x" },
{ "value": "x2_0", "label": "2x" }
]
},
{
"id": "framing",
"label": "Framing",
"type": "enum",
"default": "fit",
"options": [
{ "value": "fit", "label": "Fit" },
{ "value": "fill", "label": "Fill" }
]
},
{
"id": "pan",
"label": "Pan",
"type": "vec2",
"default": [0.0, 0.0],
"min": [-1.0, -1.0],
"max": [1.0, 1.0],
"step": [0.001, 0.001]
},
{
"id": "outsideColor",
"label": "Outside Color",
"type": "color",
"default": [0.0, 0.0, 0.0, 1.0]
}
]
}

View File

@@ -0,0 +1,32 @@
float selectedDesqueezeFactor()
{
if (desqueezeFactor == 0)
return 1.3;
if (desqueezeFactor == 1)
return 1.3333333;
if (desqueezeFactor == 2)
return 1.5;
return 2.0;
}
float4 shadeVideo(ShaderContext context)
{
float factor = selectedDesqueezeFactor();
float2 centered = context.uv - 0.5;
if (framing == 0)
{
centered.y *= factor;
}
else
{
centered.x /= factor;
}
float2 sourceUv = centered + 0.5 - pan;
bool inside = sourceUv.x >= 0.0 && sourceUv.x <= 1.0 && sourceUv.y >= 0.0 && sourceUv.y <= 1.0;
if (!inside)
return outsideColor;
return sampleVideo(sourceUv);
}

View File

@@ -41,15 +41,6 @@
"max": 3.0,
"step": 0.01
},
{
"id": "pixelFilter",
"label": "Pixel Filter",
"type": "float",
"default": 745.0,
"min": 120.0,
"max": 1600.0,
"step": 1.0
},
{
"id": "contrast",
"label": "Contrast",

View File

@@ -1,23 +1,22 @@
float4 balatroSwirl(float2 screenSize, float2 screenCoords, float time)
float4 balatroSwirl(float2 screenSize, float2 screenCoords, float time, float seed)
{
const float pi = 3.14159265359;
float safePixelFilter = max(pixelFilter, 1.0);
float safeScreenLength = max(length(screenSize), 1.0);
float pixelSize = safeScreenLength / safePixelFilter;
float2 uv = (floor(screenCoords * (1.0 / pixelSize)) * pixelSize - 0.5 * screenSize) / safeScreenLength - offset;
float2 seedOffset = float2(sin(seed * 6.2831853), cos(seed * 6.2831853)) * 0.035;
float2 uv = (screenCoords - 0.5 * screenSize) / safeScreenLength - offset - seedOffset;
float uvLength = length(uv);
float speed = spinRotation * spinEase * 0.2;
if (isRotate)
speed = time * speed;
speed += 302.2;
speed += 302.2 + seed * 6.2831853;
float newPixelAngle = atan2(uv.y, uv.x) + speed - spinEase * 20.0 * (spinAmount * uvLength + (1.0 - spinAmount));
float2 mid = (screenSize / safeScreenLength) * 0.5;
uv = float2(uvLength * cos(newPixelAngle) + mid.x, uvLength * sin(newPixelAngle) + mid.y) - mid;
uv *= 30.0;
speed = time * spinSpeed;
speed = (time + seed * 17.0) * spinSpeed;
float2 uv2 = float2(uv.x + uv.y, uv.x + uv.y);
for (int i = 0; i < 5; ++i)
@@ -44,6 +43,6 @@ float4 balatroSwirl(float2 screenSize, float2 screenCoords, float time)
float4 shadeVideo(ShaderContext context)
{
float2 screenSize = max(context.outputResolution, float2(1.0, 1.0));
float4 swirl = balatroSwirl(screenSize, context.uv * screenSize, context.time);
float4 swirl = balatroSwirl(screenSize, context.uv * screenSize, context.time, context.startupRandom);
return saturate(lerp(swirl, context.sourceColor, sourceMix));
}

View File

@@ -0,0 +1,15 @@
{
"id": "broken-shader-example",
"name": "Broken Shader Example",
"description": "Intentionally invalid shader package used to verify that bad shaders appear as errors without blocking the app.",
"category": "Diagnostics",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "badToggle",
"label": "Bad Toggle",
"type": "boolean",
"default": true
}
]
}

View File

@@ -0,0 +1,4 @@
float4 shadeVideo(ShaderContext context)
{
return context.sourceColor;
}

View File

@@ -7,12 +7,14 @@ float4 shadeVideo(ShaderContext context)
{
float2 blocks = max(blockCount, float2(1.0, 1.0));
float2 blockId = floor(context.uv * blocks);
float n = hash21(blockId + floor(context.time * 8.0));
float seed = context.startupRandom * 4096.0;
float frameSeed = floor(context.time * 8.0);
float n = hash21(blockId + float2(frameSeed + seed, frameSeed + seed * 0.17));
float historyFrame = floor(lerp(1.0, 7.0, n));
float rowNoise = hash21(float2(floor(context.uv.y * blocks.y), floor(context.time * 5.0)));
float rowNoise = hash21(float2(floor(context.uv.y * blocks.y) + seed * 0.37, floor(context.time * 5.0) + seed * 0.13));
float tear = (rowNoise * 2.0 - 1.0) * tearAmount * amount * 0.08;
float2 offset = float2(tear, (hash21(blockId + 19.0) * 2.0 - 1.0) * amount * 0.025);
float2 offset = float2(tear, (hash21(blockId + float2(19.0 + seed, 19.0 + seed * 0.31)) * 2.0 - 1.0) * amount * 0.025);
float2 moshedUv = clamp(context.uv + offset, 0.0, 1.0);
float4 previous = sampleTemporalHistory(int(historyFrame), moshedUv);

View File

@@ -29,7 +29,8 @@ float4 shadeVideo(ShaderContext context)
float2 velocityPx = float2(
max(20.0, bounceSpeed * minDimension * 1.00),
max(24.0, bounceSpeed * minDimension * 0.77));
float2 motionPx = context.time * velocityPx;
float seed = context.startupRandom;
float2 motionPx = (float2(context.time, context.time) + float2(seed * 32.7, seed * 40.3)) * velocityPx;
float2 centerPx = minCenterPx + float2(
pingPong(motionPx.x, travelPx.x),
pingPong(motionPx.y, travelPx.y));
@@ -38,7 +39,7 @@ float4 shadeVideo(ShaderContext context)
int yHits = int(floor(motionPx.y / max(travelPx.y, 1.0)));
int totalHits = max(0, xHits + yHits);
float hue = frac(0.09 + float(totalHits) * 0.173);
float hue = frac(0.09 + seed * 0.71 + float(totalHits) * 0.173);
float3 badgeColor = hsvToRgb(float3(hue, 0.86, 1.0));
float3 glowColor = hsvToRgb(float3(frac(hue + 0.06), 0.72, 1.0));

View File

@@ -20,14 +20,15 @@ float4 shadeVideo(ShaderContext context)
float2 resolution = max(context.outputResolution, float2(1.0, 1.0));
float2 fragCoord = context.uv * resolution;
float2 p = fragCoord / resolution.y - offset;
float time = context.time * speed;
float seed = context.startupRandom;
float time = context.time * speed + seed * 41.0;
float3 color = float3(0.0, 0.0, 0.0);
float d = depth;
for (int i = 0; i <= 5; ++i)
{
float3 rayPosition = float3(0.0, 0.0, 5.0) + normalize(float3(p, -1.0)) * d;
float3 rayPosition = float3(seed * 0.7 - 0.35, 0.23 - seed * 0.46, 5.0) + normalize(float3(p, -1.0)) * d;
float rz = etherMap(rayPosition, time);
float f = clamp((rz - etherMap(rayPosition + float3(0.1, 0.1, 0.1), time)) * 0.5, -0.1, 1.0);
float3 light = baseColor.rgb + energyColor.rgb * 5.0 * f;

View File

@@ -0,0 +1,99 @@
{
"id": "fisheye-equirectangular-mirror",
"name": "Fisheye Equirectangular Mirror",
"description": "Unwraps a single width-filled 16:9 fisheye lens into a 360x180 equirectangular map by mirroring the rear hemisphere into the same fisheye source.",
"category": "Projection",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "lensFovDegrees",
"label": "Lens FOV",
"type": "float",
"default": 190.0,
"min": 1.0,
"max": 220.0,
"step": 0.1
},
{
"id": "center",
"label": "Optical Center",
"type": "vec2",
"default": [0.5, 0.5],
"min": [0.0, 0.0],
"max": [1.0, 1.0],
"step": [0.001, 0.001]
},
{
"id": "radius",
"label": "Fisheye Radius",
"type": "vec2",
"default": [0.5, 0.8889],
"min": [0.001, 0.001],
"max": [2.0, 2.0],
"step": [0.001, 0.001]
},
{
"id": "yawDegrees",
"label": "Yaw",
"type": "float",
"default": 0.0,
"min": -180.0,
"max": 180.0,
"step": 0.1
},
{
"id": "pitchDegrees",
"label": "Pitch",
"type": "float",
"default": 0.0,
"min": -120.0,
"max": 120.0,
"step": 0.1
},
{
"id": "rollDegrees",
"label": "Roll",
"type": "float",
"default": 0.0,
"min": -180.0,
"max": 180.0,
"step": 0.1
},
{
"id": "fisheyeModel",
"label": "Fisheye Model",
"type": "enum",
"default": "equidistant",
"options": [
{ "value": "equidistant", "label": "Equidistant" },
{ "value": "equisolid", "label": "Equisolid" },
{ "value": "stereographic", "label": "Stereographic" },
{ "value": "orthographic", "label": "Orthographic" }
]
},
{
"id": "edgeFill",
"label": "Edge Fill",
"type": "float",
"default": 0.06,
"min": 0.0,
"max": 0.3,
"step": 0.001
},
{
"id": "edgeBlur",
"label": "Edge Blur",
"type": "float",
"default": 0.018,
"min": 0.0,
"max": 0.12,
"step": 0.001
},
{
"id": "outsideColor",
"label": "Outside Color",
"type": "color",
"default": [0.0, 0.0, 0.0, 1.0]
}
]
}

View File

@@ -0,0 +1,127 @@
static const float PI = 3.14159265358979323846;
static const float TWO_PI = 6.28318530717958647692;
float radiansFromDegrees(float degrees)
{
return degrees * (PI / 180.0);
}
float3 rotateX(float3 ray, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(ray.x, c * ray.y - s * ray.z, s * ray.y + c * ray.z);
}
float3 rotateY(float3 ray, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(c * ray.x + s * ray.z, ray.y, -s * ray.x + c * ray.z);
}
float3 rotateZ(float3 ray, float angle)
{
float s = sin(angle);
float c = cos(angle);
return float3(c * ray.x - s * ray.y, s * ray.x + c * ray.y, ray.z);
}
float normalizedFisheyeRadius(float theta, float halfFov)
{
float safeHalfFov = max(halfFov, 0.0001);
if (fisheyeModel == 1)
{
return sin(theta * 0.5) / max(sin(safeHalfFov * 0.5), 0.0001);
}
else if (fisheyeModel == 2)
{
return tan(theta * 0.5) / max(tan(safeHalfFov * 0.5), 0.0001);
}
else if (fisheyeModel == 3)
{
return sin(theta) / max(sin(safeHalfFov), 0.0001);
}
return theta / safeHalfFov;
}
float3 equirectangularRay(float2 uv)
{
float longitude = (uv.x - 0.5) * TWO_PI;
float latitude = (0.5 - uv.y) * PI;
float latitudeCos = cos(latitude);
return normalize(float3(
sin(longitude) * latitudeCos,
sin(latitude),
cos(longitude) * latitudeCos
));
}
float sourceUvOutsideDistance(float2 uv)
{
float2 lower = max(-uv, float2(0.0, 0.0));
float2 upper = max(uv - 1.0, float2(0.0, 0.0));
return max(max(lower.x, lower.y), max(upper.x, upper.y));
}
float4 sampleEdgeFilledVideo(float2 sourceUv, ShaderContext context)
{
float outsideDistance = sourceUvOutsideDistance(sourceUv);
if (outsideDistance <= 0.0)
return sampleVideo(sourceUv);
float fillDistance = max(edgeFill, 0.0);
if (outsideDistance > fillDistance)
return outsideColor;
float2 clampedUv = saturate(sourceUv);
float2 inward = clampedUv - sourceUv;
float inwardLength = max(length(inward), 0.000001);
inward /= inwardLength;
float blurDistance = max(edgeBlur, 0.0);
float4 color = sampleVideo(clampedUv) * 0.32;
color += sampleVideo(saturate(clampedUv + inward * blurDistance * 0.35)) * 0.26;
color += sampleVideo(saturate(clampedUv + inward * blurDistance * 0.75)) * 0.20;
color += sampleVideo(saturate(clampedUv + inward * blurDistance * 1.20)) * 0.14;
color += sampleVideo(saturate(clampedUv + inward * blurDistance * 1.75)) * 0.08;
float edgeFade = smoothstep(fillDistance * 0.78, fillDistance, outsideDistance);
return lerp(color, outsideColor, edgeFade);
}
float4 shadeVideo(ShaderContext context)
{
float3 ray = equirectangularRay(context.uv);
ray = rotateZ(ray, radiansFromDegrees(rollDegrees));
ray = rotateX(ray, radiansFromDegrees(-pitchDegrees));
ray = rotateY(ray, radiansFromDegrees(yawDegrees));
// Mirror the rear hemisphere into the front-facing fisheye image so one
// circular lens source fills both halves of the equirectangular output.
ray.z = abs(ray.z);
ray = normalize(ray);
float halfFov = radiansFromDegrees(clamp(lensFovDegrees, 1.0, 220.0) * 0.5);
float theta = acos(clamp(ray.z, -1.0, 1.0));
if (theta > halfFov)
return outsideColor;
float phi = atan2(ray.y, ray.x);
float fisheyeRadius = normalizedFisheyeRadius(theta, halfFov);
float2 sourceUv = float2(
center.x + cos(phi) * fisheyeRadius * radius.x,
center.y - sin(phi) * fisheyeRadius * radius.y
);
float2 guard = 0.5 / max(context.inputResolution, float2(1.0, 1.0));
if (edgeFill <= 0.0 && (sourceUv.x < -guard.x || sourceUv.x > 1.0 + guard.x || sourceUv.y < -guard.y || sourceUv.y > 1.0 + guard.y))
return outsideColor;
return sampleEdgeFilledVideo(sourceUv, context);
}

View File

@@ -0,0 +1,54 @@
{
"id": "happy-accident",
"name": "Happy Accident",
"description": "Raymarched generative line field. CC0 original 'Clearly a bug' adapted from https://www.shadertoy.com/view/33cGDj.",
"category": "Generative",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "speed",
"label": "Speed",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 4.0,
"step": 0.01
},
{
"id": "scale",
"label": "Scale",
"type": "float",
"default": 1.0,
"min": 0.25,
"max": 3.0,
"step": 0.01
},
{
"id": "raySteps",
"label": "Ray Steps",
"type": "float",
"default": 77.0,
"min": 8.0,
"max": 77.0,
"step": 1.0
},
{
"id": "intensity",
"label": "Intensity",
"type": "float",
"default": 1.0,
"min": 0.1,
"max": 4.0,
"step": 0.01
},
{
"id": "sourceMix",
"label": "Source Mix",
"type": "float",
"default": 0.0,
"min": 0.0,
"max": 1.0,
"step": 0.01
}
]
}

View File

@@ -0,0 +1,63 @@
float happyNoise(float2 p)
{
return frac(dot(p, sin(p))) - 0.5;
}
float2x2 rotateAroundZ(float angle)
{
float c = cos(angle);
float s = sin(angle);
return float2x2(c, s, -s, c);
}
float2x2 happyAccidentMatrix(float3 originalPosition, float timeCos)
{
return float2x2(
cos(originalPosition.x),
sin(originalPosition.y),
-sin(originalPosition.z),
timeCos);
}
float4 shadeVideo(ShaderContext context)
{
float2 resolution = max(context.outputResolution, float2(1.0, 1.0));
float2 fragCoord = context.uv * resolution;
float2 normalizedCoord = (fragCoord - 0.5 * resolution) / resolution.y / max(scale, 0.001);
float seed = context.startupRandom;
float time = context.time * speed + seed * 53.0;
float timeCos = cos(0.1 * time);
float3 direction = normalize(float3(normalizedCoord, 1.0));
float3 origin = float3(seed * 0.4 - 0.2, 0.2 - seed * 0.4, time);
float edgeAmount = saturate(length(normalizedCoord) * 0.55);
float z = happyNoise(fragCoord + seed * resolution.yx) * lerp(0.22, 0.08, edgeAmount);
float distanceToSurface = 0.0;
float4 accumulated = float4(0.0, 0.0, 0.0, 0.0);
float clampedSteps = clamp(raySteps, 1.0, 77.0);
for (int i = 0; i < 77; ++i)
{
if (float(i) >= clampedSteps)
break;
z += 0.6 * distanceToSurface;
float3 position = origin + z * direction;
float3 originalPosition = position;
position.xy = mul(rotateAroundZ(2.0 + originalPosition.z), position.xy);
position.xy = mul(happyAccidentMatrix(originalPosition, timeCos), position.xy);
float colorSeed = 0.5 * originalPosition.z + length(position - originalPosition);
float4 palette = 1.0 + sin(colorSeed + float4(0.0, 4.0, 3.0, 6.0));
palette /= 0.55 + 1.55 * dot(originalPosition.xy, originalPosition.xy);
position = abs(frac(position) - 0.5);
distanceToSurface = abs(min(length(position.xy) - 0.125, min(position.x, position.y) + 0.001)) + 0.001;
accumulated += palette.w * palette / distanceToSurface;
}
float4 color = float4(tanh((accumulated.rgb * intensity) / 20000.0), 1.0);
return saturate(lerp(color, context.sourceColor, sourceMix));
}

View File

@@ -0,0 +1,57 @@
{
"id": "lut-apply",
"name": "3D LUT Apply",
"description": "Applies the packaged 33-point .cube LUT to the incoming video using tetrahedral interpolation and optional output dithering.",
"category": "Color",
"entryPoint": "shadeVideo",
"textures": [
{
"id": "lutTexture",
"path": "test-lut.cube"
}
],
"parameters": [
{
"id": "lutStrength",
"label": "LUT Strength",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 1.0,
"step": 0.01
},
{
"id": "preExposure",
"label": "Pre Exposure",
"type": "float",
"default": 0.0,
"min": -4.0,
"max": 4.0,
"step": 0.01
},
{
"id": "postContrast",
"label": "Post Contrast",
"type": "float",
"default": 1.0,
"min": 0.0,
"max": 2.0,
"step": 0.01
},
{
"id": "ditherAmount",
"label": "Output Dither",
"type": "float",
"default": 0.5,
"min": 0.0,
"max": 1.0,
"step": 0.01
},
{
"id": "clampInput",
"label": "Clamp Input",
"type": "bool",
"default": true
}
]
}

View File

@@ -0,0 +1,77 @@
static const float LUT_SIZE = 33.0;
static const float LUT_LAST_INDEX = 32.0;
float3 sampleLutCell(float3 index)
{
float r = floor(index.r + 0.5);
float g = floor(index.g + 0.5);
float b = floor(index.b + 0.5);
float atlasWidth = LUT_SIZE * LUT_SIZE;
float2 lutUv;
lutUv.x = (r + b * LUT_SIZE + 0.5) / atlasWidth;
lutUv.y = (g + 0.5) / LUT_SIZE;
return lutTexture.Sample(lutUv).rgb;
}
float3 applyLut33(float3 color)
{
float3 lutCoord = saturate(color) * LUT_LAST_INDEX;
float3 baseIndex = floor(lutCoord);
float3 nextIndex = min(baseIndex + 1.0, LUT_LAST_INDEX);
float3 blend = lutCoord - baseIndex;
float3 c000 = sampleLutCell(float3(baseIndex.r, baseIndex.g, baseIndex.b));
float3 c100 = sampleLutCell(float3(nextIndex.r, baseIndex.g, baseIndex.b));
float3 c010 = sampleLutCell(float3(baseIndex.r, nextIndex.g, baseIndex.b));
float3 c110 = sampleLutCell(float3(nextIndex.r, nextIndex.g, baseIndex.b));
float3 c001 = sampleLutCell(float3(baseIndex.r, baseIndex.g, nextIndex.b));
float3 c101 = sampleLutCell(float3(nextIndex.r, baseIndex.g, nextIndex.b));
float3 c011 = sampleLutCell(float3(baseIndex.r, nextIndex.g, nextIndex.b));
float3 c111 = sampleLutCell(float3(nextIndex.r, nextIndex.g, nextIndex.b));
if (blend.r > blend.g)
{
if (blend.g > blend.b)
return c000 + blend.r * (c100 - c000) + blend.g * (c110 - c100) + blend.b * (c111 - c110);
if (blend.r > blend.b)
return c000 + blend.r * (c100 - c000) + blend.b * (c101 - c100) + blend.g * (c111 - c101);
return c000 + blend.b * (c001 - c000) + blend.r * (c101 - c001) + blend.g * (c111 - c101);
}
if (blend.b > blend.g)
return c000 + blend.b * (c001 - c000) + blend.g * (c011 - c001) + blend.r * (c111 - c011);
if (blend.b > blend.r)
return c000 + blend.g * (c010 - c000) + blend.b * (c011 - c010) + blend.r * (c111 - c011);
return c000 + blend.g * (c010 - c000) + blend.r * (c110 - c010) + blend.b * (c111 - c110);
}
float hash12(float2 value)
{
float3 p = frac(float3(value.xyx) * 0.1031);
p += dot(p, p.yzx + 33.33);
return frac((p.x + p.y) * p.z);
}
float3 outputDither(float2 pixel)
{
float r = hash12(pixel + float2(17.0, 31.0)) - hash12(pixel + float2(83.0, 47.0));
float g = hash12(pixel + float2(29.0, 71.0)) - hash12(pixel + float2(53.0, 19.0));
float b = hash12(pixel + float2(61.0, 11.0)) - hash12(pixel + float2(7.0, 97.0));
return float3(r, g, b) / 255.0;
}
float4 shadeVideo(ShaderContext context)
{
float4 source = context.sourceColor;
float3 inputColor = source.rgb * pow(2.0, preExposure);
if (clampInput)
inputColor = saturate(inputColor);
float3 lutColor = applyLut33(inputColor);
float3 graded = lerp(inputColor, lutColor, lutStrength);
graded = (graded - 0.5) * postContrast + 0.5;
graded += outputDither(context.uv * context.outputResolution) * ditherAmount;
return float4(saturate(graded), source.a);
}

File diff suppressed because it is too large Load Diff

View File

@@ -14,13 +14,14 @@ float4 shadeVideo(ShaderContext context)
float safeScale = max(scale, 0.001);
float safeRingRadius = max(ringRadius, 0.001);
float safeTightness = max(tightness, 0.001);
float time = context.time * speed;
float seed = context.startupRandom;
float time = context.time * speed + seed * 37.0;
float2 p = (fragCoord + fragCoord - resolution) / resolution.y / safeScale;
p -= center;
p -= center + float2(sin(seed * 6.2831853), cos(seed * 6.2831853)) * 0.035;
float iterator = 0.2;
float2 diagonal = float2(-1.0, 1.0);
float2 diagonal = normalize(float2(-1.0 + seed * 0.5, 1.0 - seed * 0.35));
float2 blackholeCenter = p - iterator * diagonal;
float gravity = iterator * strength / max(dot(blackholeCenter, blackholeCenter), 0.0001);
float2 skew = diagonal / (0.1 + gravity);

View File

@@ -0,0 +1,8 @@
{
"id": "smpte-color-bars",
"name": "SMPTE Color Bars",
"description": "Generates a procedural SMPTE RP 219-style 16:9 color bar test pattern matching the common Wikimedia 1920x1080 reference layout.",
"category": "Calibration",
"entryPoint": "shadeVideo",
"parameters": []
}

View File

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float3 hexColor(float r, float g, float b)
{
return float3(r, g, b) / 255.0;
}
float3 smpteTop(float x)
{
if (x < 240.0)
return hexColor(102.0, 102.0, 102.0);
if (x < 445.0)
return hexColor(191.0, 191.0, 191.0);
if (x < 651.0)
return hexColor(191.0, 191.0, 0.0);
if (x < 857.0)
return hexColor(0.0, 191.0, 191.0);
if (x < 1063.0)
return hexColor(0.0, 191.0, 0.0);
if (x < 1269.0)
return hexColor(191.0, 0.0, 191.0);
if (x < 1475.0)
return hexColor(191.0, 0.0, 0.0);
if (x < 1680.0)
return hexColor(0.0, 0.0, 191.0);
return hexColor(102.0, 102.0, 102.0);
}
float3 smpteMiddleA(float x)
{
if (x < 240.0)
return hexColor(0.0, 255.0, 255.0);
if (x < 445.0)
return hexColor(0.0, 63.0, 105.0);
if (x < 1680.0)
return hexColor(191.0, 191.0, 191.0);
return hexColor(0.0, 0.0, 255.0);
}
float3 smpteMiddleB(float x)
{
if (x < 240.0)
return hexColor(255.0, 255.0, 0.0);
if (x < 445.0)
return hexColor(65.0, 0.0, 119.0);
if (x < 1475.0)
{
float ramp = saturate((x - 445.0) / (1475.0 - 445.0));
return float3(ramp, ramp, ramp);
}
if (x < 1680.0)
return float3(1.0, 1.0, 1.0);
return hexColor(255.0, 0.0, 0.0);
}
float3 smpteBottom(float x)
{
if (x < 240.0)
return hexColor(38.0, 38.0, 38.0);
if (x < 549.0)
return float3(0.0, 0.0, 0.0);
if (x < 960.0)
return float3(1.0, 1.0, 1.0);
if (x < 1268.0)
return float3(0.0, 0.0, 0.0);
if (x < 1337.0)
return hexColor(5.0, 5.0, 5.0);
if (x < 1405.0)
return float3(0.0, 0.0, 0.0);
if (x < 1474.0)
return hexColor(10.0, 10.0, 10.0);
if (x < 1680.0)
return float3(0.0, 0.0, 0.0);
return hexColor(38.0, 38.0, 38.0);
}
float4 shadeVideo(ShaderContext context)
{
float2 uv = saturate(context.uv);
float2 pixel = float2(uv.x, 1.0 - uv.y) * float2(1920.0, 1080.0);
if (pixel.y < 630.0)
return float4(smpteTop(pixel.x), 1.0);
if (pixel.y < 720.0)
return float4(smpteMiddleA(pixel.x), 1.0);
if (pixel.y < 810.0)
return float4(smpteMiddleB(pixel.x), 1.0);
return float4(smpteBottom(pixel.x), 1.0);
}

View File

@@ -0,0 +1,15 @@
{
"id": "solid-color",
"name": "Solid Color",
"description": "Fills the frame with a single user-selected color.",
"category": "Color",
"entryPoint": "shadeVideo",
"parameters": [
{
"id": "fillColor",
"label": "Fill",
"type": "color",
"default": [1.0, 1.0, 1.0, 1.0]
}
]
}

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