2 Commits

Author SHA1 Message Date
4e2ac4a091 re organisation
All checks were successful
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2026-05-08 16:38:47 +10:00
3eb5bb5de3 Splitting out rendering 2026-05-08 16:33:55 +10:00
49 changed files with 271 additions and 179 deletions

View File

@@ -31,7 +31,7 @@ if(NOT EXISTS "${SLANG_LICENSE_FILE}")
endif()
set(APP_SOURCES
"${APP_DIR}/DeckLinkAPI_i.c"
"${APP_DIR}/videoio/decklink/DeckLinkAPI_i.c"
"${APP_DIR}/control/ControlServer.cpp"
"${APP_DIR}/control/ControlServer.h"
"${APP_DIR}/control/OscServer.cpp"
@@ -40,48 +40,51 @@ set(APP_SOURCES
"${APP_DIR}/control/RuntimeControlBridge.h"
"${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/DeckLinkVideoIOFormat.cpp"
"${APP_DIR}/decklink/DeckLinkVideoIOFormat.h"
"${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}/videoio/decklink/DeckLinkAPI_h.h"
"${APP_DIR}/videoio/decklink/DeckLinkDisplayMode.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkDisplayMode.h"
"${APP_DIR}/videoio/decklink/DeckLinkFrameTransfer.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkFrameTransfer.h"
"${APP_DIR}/videoio/decklink/DeckLinkSession.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkSession.h"
"${APP_DIR}/videoio/decklink/DeckLinkVideoIOFormat.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkVideoIOFormat.h"
"${APP_DIR}/gl/renderer/GLExtensions.cpp"
"${APP_DIR}/gl/renderer/GLExtensions.h"
"${APP_DIR}/gl/shader/GlobalParamsBuffer.cpp"
"${APP_DIR}/gl/shader/GlobalParamsBuffer.h"
"${APP_DIR}/gl/renderer/GlRenderConstants.h"
"${APP_DIR}/gl/renderer/GlScopedObjects.h"
"${APP_DIR}/gl/shader/GlShaderSources.cpp"
"${APP_DIR}/gl/shader/GlShaderSources.h"
"${APP_DIR}/gl/OpenGLComposite.cpp"
"${APP_DIR}/gl/OpenGLComposite.h"
"${APP_DIR}/gl/OpenGLCompositeRuntimeControls.cpp"
"${APP_DIR}/gl/OpenGLRenderPass.cpp"
"${APP_DIR}/gl/OpenGLRenderPass.h"
"${APP_DIR}/gl/OpenGLRenderer.cpp"
"${APP_DIR}/gl/OpenGLRenderer.h"
"${APP_DIR}/gl/OpenGLVideoIOBridge.cpp"
"${APP_DIR}/gl/OpenGLVideoIOBridge.h"
"${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"
"${APP_DIR}/gl/pipeline/OpenGLRenderPass.cpp"
"${APP_DIR}/gl/pipeline/OpenGLRenderPass.h"
"${APP_DIR}/gl/pipeline/OpenGLRenderPipeline.cpp"
"${APP_DIR}/gl/pipeline/OpenGLRenderPipeline.h"
"${APP_DIR}/gl/renderer/OpenGLRenderer.cpp"
"${APP_DIR}/gl/renderer/OpenGLRenderer.h"
"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.cpp"
"${APP_DIR}/gl/pipeline/OpenGLVideoIOBridge.h"
"${APP_DIR}/gl/shader/OpenGLShaderPrograms.cpp"
"${APP_DIR}/gl/shader/OpenGLShaderPrograms.h"
"${APP_DIR}/gl/pipeline/PngScreenshotWriter.cpp"
"${APP_DIR}/gl/pipeline/PngScreenshotWriter.h"
"${APP_DIR}/gl/shader/ShaderProgramCompiler.cpp"
"${APP_DIR}/gl/shader/ShaderProgramCompiler.h"
"${APP_DIR}/gl/shader/ShaderBuildQueue.cpp"
"${APP_DIR}/gl/shader/ShaderBuildQueue.h"
"${APP_DIR}/gl/shader/ShaderTextureBindings.cpp"
"${APP_DIR}/gl/shader/ShaderTextureBindings.h"
"${APP_DIR}/gl/shader/Std140Buffer.h"
"${APP_DIR}/gl/shader/TextRasterizer.cpp"
"${APP_DIR}/gl/shader/TextRasterizer.h"
"${APP_DIR}/gl/shader/TextureAssetLoader.cpp"
"${APP_DIR}/gl/shader/TextureAssetLoader.h"
"${APP_DIR}/gl/pipeline/TemporalHistoryBuffers.cpp"
"${APP_DIR}/gl/pipeline/TemporalHistoryBuffers.h"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.cpp"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.h"
"${APP_DIR}/LoopThroughWithOpenGLCompositing.rc"
@@ -116,12 +119,15 @@ add_executable(LoopThroughWithOpenGLCompositing WIN32 ${APP_SOURCES})
target_include_directories(LoopThroughWithOpenGLCompositing PRIVATE
"${APP_DIR}"
"${APP_DIR}/control"
"${APP_DIR}/decklink"
"${APP_DIR}/gl"
"${APP_DIR}/gl/pipeline"
"${APP_DIR}/gl/renderer"
"${APP_DIR}/gl/shader"
"${APP_DIR}/platform"
"${APP_DIR}/runtime"
"${APP_DIR}/shader"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
target_link_libraries(LoopThroughWithOpenGLCompositing PRIVATE
@@ -202,6 +208,7 @@ add_executable(Std140BufferTests
target_include_directories(Std140BufferTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/gl"
"${APP_DIR}/gl/shader"
)
if(MSVC)
@@ -250,15 +257,15 @@ endif()
add_test(NAME OscServerTests COMMAND OscServerTests)
add_executable(VideoIOFormatTests
"${APP_DIR}/decklink/DeckLinkVideoIOFormat.cpp"
"${APP_DIR}/videoio/decklink/DeckLinkVideoIOFormat.cpp"
"${APP_DIR}/videoio/VideoIOFormat.cpp"
"${CMAKE_CURRENT_SOURCE_DIR}/tests/VideoIOFormatTests.cpp"
)
target_include_directories(VideoIOFormatTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/decklink"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
if(MSVC)
@@ -274,8 +281,8 @@ add_executable(VideoPlayoutSchedulerTests
target_include_directories(VideoPlayoutSchedulerTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/decklink"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
if(MSVC)
@@ -291,8 +298,8 @@ add_executable(VideoIODeviceFakeTests
target_include_directories(VideoIODeviceFakeTests PRIVATE
"${APP_DIR}"
"${APP_DIR}/decklink"
"${APP_DIR}/videoio"
"${APP_DIR}/videoio/decklink"
)
if(MSVC)

View File

@@ -15,6 +15,14 @@ The app loads shader packages from `shaders/`, compiles Slang to GLSL at runtime
- `tests/`: focused native tests for pure runtime logic.
- `.gitea/workflows/ci.yml`: Gitea Actions CI for Windows native tests and Ubuntu UI build.
Native app internals are grouped by boundary:
- `videoio/`: backend-neutral video I/O contracts, formats, and playout timing.
- `videoio/decklink/`: DeckLink-specific device adapter, callbacks, and SDK bindings.
- `gl/renderer/`: low-level OpenGL resources and extension helpers.
- `gl/pipeline/`: frame pipeline, render passes, video I/O bridge, preview/readback, and screenshots.
- `gl/shader/`: shader compilation, texture/text assets, UBO packing, and shader program ownership.
## Requirements
- Windows with Visual Studio 2022 C++ tooling.
@@ -238,7 +246,7 @@ If `SLANG_ROOT` is not set, the workflow falls back to the repo-local default un
- Genlock.
- Find a better UI library for react.
- Logs.
- Continue source cleanup/refactoring. Pass 2 done
- Continue source cleanup/refactoring. Pass 3 done
- Support a separate sound shader `.slang` file in shader packages. (https://www.shadertoy.com/view/XsBXWt)
- Add WebView2
- move to MSDF, typography rasterisation

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
@@ -89,7 +89,7 @@
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>.;control;decklink;gl;videoio;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;gl;gl\pipeline;gl\renderer;gl\shader;videoio;videoio\decklink;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
@@ -111,7 +111,7 @@
</Midl>
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>.;control;decklink;gl;videoio;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;gl;gl\pipeline;gl\renderer;gl\shader;videoio;videoio\decklink;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
@@ -131,7 +131,7 @@
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>.;control;decklink;gl;videoio;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;gl;gl\pipeline;gl\renderer;gl\shader;videoio;videoio\decklink;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
@@ -156,7 +156,7 @@
<ClCompile>
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>.;control;decklink;gl;videoio;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>.;control;gl;gl\pipeline;gl\renderer;gl\shader;videoio;videoio\decklink;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreadedDLL</RuntimeLibrary>
<FunctionLevelLinking>true</FunctionLevelLinking>
@@ -175,47 +175,49 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="gl\GLExtensions.cpp" />
<ClCompile Include="gl\renderer\GLExtensions.cpp" />
<ClCompile Include="LoopThroughWithOpenGLCompositing.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="gl\OpenGLVideoIOBridge.cpp" />
<ClCompile Include="gl\pipeline\OpenGLRenderPass.cpp" />
<ClCompile Include="gl\pipeline\OpenGLRenderPipeline.cpp" />
<ClCompile Include="gl\renderer\OpenGLRenderer.cpp" />
<ClCompile Include="gl\shader\OpenGLShaderPrograms.cpp" />
<ClCompile Include="gl\pipeline\PngScreenshotWriter.cpp" />
<ClCompile Include="gl\shader\ShaderBuildQueue.cpp" />
<ClCompile Include="gl\pipeline\TemporalHistoryBuffers.cpp" />
<ClCompile Include="gl\pipeline\OpenGLVideoIOBridge.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="DeckLinkAPI_i.c" />
<ClCompile Include="videoio\decklink\DeckLinkAPI_i.c" />
<ClCompile Include="control\RuntimeServices.cpp" />
<ClCompile Include="decklink\DeckLinkSession.cpp" />
<ClCompile Include="decklink\DeckLinkVideoIOFormat.cpp" />
<ClCompile Include="videoio\decklink\DeckLinkSession.cpp" />
<ClCompile Include="videoio\decklink\DeckLinkVideoIOFormat.cpp" />
<ClCompile Include="runtime\RuntimeClock.cpp" />
<ClCompile Include="videoio\VideoIOFormat.cpp" />
<ClCompile Include="videoio\VideoPlayoutScheduler.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="gl\GLExtensions.h" />
<ClInclude Include="gl\renderer\GLExtensions.h" />
<ClInclude Include="LoopThroughWithOpenGLCompositing.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="gl\OpenGLVideoIOBridge.h" />
<ClInclude Include="gl\pipeline\OpenGLRenderPass.h" />
<ClInclude Include="gl\pipeline\OpenGLRenderPipeline.h" />
<ClInclude Include="gl\renderer\OpenGLRenderer.h" />
<ClInclude Include="gl\shader\OpenGLShaderPrograms.h" />
<ClInclude Include="gl\pipeline\PngScreenshotWriter.h" />
<ClInclude Include="gl\shader\ShaderBuildQueue.h" />
<ClInclude Include="gl\pipeline\TemporalHistoryBuffers.h" />
<ClInclude Include="gl\pipeline\OpenGLVideoIOBridge.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="stdafx.h" />
<ClInclude Include="targetver.h" />
<ClInclude Include="control\RuntimeServices.h" />
<ClInclude Include="decklink\DeckLinkSession.h" />
<ClInclude Include="decklink\DeckLinkVideoIOFormat.h" />
<ClInclude Include="videoio\decklink\DeckLinkSession.h" />
<ClInclude Include="videoio\decklink\DeckLinkVideoIOFormat.h" />
<ClInclude Include="runtime\RuntimeClock.h" />
<ClInclude Include="videoio\VideoIOFormat.h" />
<ClInclude Include="videoio\VideoIOTypes.h" />

View File

@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
@@ -18,7 +18,7 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="gl\GLExtensions.cpp">
<ClCompile Include="gl\renderer\GLExtensions.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="LoopThroughWithOpenGLCompositing.cpp">
@@ -27,40 +27,43 @@
<ClCompile Include="gl\OpenGLComposite.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLRenderPass.cpp">
<ClCompile Include="gl\pipeline\OpenGLRenderPass.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLRenderer.cpp">
<ClCompile Include="gl\pipeline\OpenGLRenderPipeline.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLShaderPrograms.cpp">
<ClCompile Include="gl\renderer\OpenGLRenderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\PngScreenshotWriter.cpp">
<ClCompile Include="gl\shader\OpenGLShaderPrograms.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\ShaderBuildQueue.cpp">
<ClCompile Include="gl\pipeline\PngScreenshotWriter.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\TemporalHistoryBuffers.cpp">
<ClCompile Include="gl\shader\ShaderBuildQueue.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\OpenGLVideoIOBridge.cpp">
<ClCompile Include="gl\pipeline\TemporalHistoryBuffers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="gl\pipeline\OpenGLVideoIOBridge.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="stdafx.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="DeckLinkAPI_i.c">
<ClCompile Include="videoio\decklink\DeckLinkAPI_i.c">
<Filter>DeckLink API</Filter>
</ClCompile>
<ClCompile Include="control\RuntimeServices.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="decklink\DeckLinkSession.cpp">
<ClCompile Include="videoio\decklink\DeckLinkSession.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="decklink\DeckLinkVideoIOFormat.cpp">
<ClCompile Include="videoio\decklink\DeckLinkVideoIOFormat.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="runtime\RuntimeClock.cpp">
@@ -74,7 +77,7 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="gl\GLExtensions.h">
<ClInclude Include="gl\renderer\GLExtensions.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="LoopThroughWithOpenGLCompositing.h">
@@ -83,25 +86,28 @@
<ClInclude Include="gl\OpenGLComposite.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLRenderPass.h">
<ClInclude Include="gl\pipeline\OpenGLRenderPass.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLRenderer.h">
<ClInclude Include="gl\pipeline\OpenGLRenderPipeline.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLShaderPrograms.h">
<ClInclude Include="gl\renderer\OpenGLRenderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\PngScreenshotWriter.h">
<ClInclude Include="gl\shader\OpenGLShaderPrograms.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\ShaderBuildQueue.h">
<ClInclude Include="gl\pipeline\PngScreenshotWriter.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\TemporalHistoryBuffers.h">
<ClInclude Include="gl\shader\ShaderBuildQueue.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\OpenGLVideoIOBridge.h">
<ClInclude Include="gl\pipeline\TemporalHistoryBuffers.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="gl\pipeline\OpenGLVideoIOBridge.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="resource.h">
@@ -116,10 +122,10 @@
<ClInclude Include="control\RuntimeServices.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="decklink\DeckLinkSession.h">
<ClInclude Include="videoio\decklink\DeckLinkSession.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="decklink\DeckLinkVideoIOFormat.h">
<ClInclude Include="videoio\decklink\DeckLinkVideoIOFormat.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="runtime\RuntimeClock.h">

View File

@@ -4,6 +4,7 @@
#include "GLExtensions.h"
#include "GlRenderConstants.h"
#include "OpenGLRenderPass.h"
#include "OpenGLRenderPipeline.h"
#include "OpenGLShaderPrograms.h"
#include "OpenGLVideoIOBridge.h"
#include "PngScreenshotWriter.h"
@@ -29,16 +30,20 @@ OpenGLComposite::OpenGLComposite(HWND hWnd, HDC hDC, HGLRC hRC) :
{
InitializeCriticalSection(&pMutex);
mRuntimeHost = std::make_unique<RuntimeHost>();
mVideoIOBridge = std::make_unique<OpenGLVideoIOBridge>(
*mVideoIO,
mRenderPipeline = std::make_unique<OpenGLRenderPipeline>(
*mRenderer,
*mRuntimeHost,
pMutex,
hGLDC,
hGLRC,
[this]() { renderEffect(); },
[this]() { ProcessScreenshotRequest(); },
[this]() { paintGL(); });
mVideoIOBridge = std::make_unique<OpenGLVideoIOBridge>(
*mVideoIO,
*mRenderer,
*mRenderPipeline,
*mRuntimeHost,
pMutex,
hGLDC,
hGLRC);
mRenderPass = std::make_unique<OpenGLRenderPass>(*mRenderer);
mShaderPrograms = std::make_unique<OpenGLShaderPrograms>(*mRenderer, *mRuntimeHost);
mShaderBuildQueue = std::make_unique<ShaderBuildQueue>(*mRuntimeHost);

View File

@@ -27,6 +27,7 @@
class VideoIODevice;
class OpenGLVideoIOBridge;
class OpenGLRenderPass;
class OpenGLRenderPipeline;
class OpenGLShaderPrograms;
class RuntimeServices;
class ShaderBuildQueue;
@@ -81,6 +82,7 @@ private:
std::unique_ptr<RuntimeHost> mRuntimeHost;
std::unique_ptr<OpenGLVideoIOBridge> mVideoIOBridge;
std::unique_ptr<OpenGLRenderPass> mRenderPass;
std::unique_ptr<OpenGLRenderPipeline> mRenderPipeline;
std::unique_ptr<OpenGLShaderPrograms> mShaderPrograms;
std::unique_ptr<ShaderBuildQueue> mShaderBuildQueue;
std::unique_ptr<RuntimeServices> mRuntimeServices;

View File

@@ -0,0 +1,92 @@
#include "OpenGLRenderPipeline.h"
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "VideoIOFormat.h"
#include <chrono>
#include <gl/gl.h>
OpenGLRenderPipeline::OpenGLRenderPipeline(
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint) :
mRenderer(renderer),
mRuntimeHost(runtimeHost),
mRenderEffect(renderEffect),
mOutputReady(outputReady),
mPaint(paint)
{
}
bool OpenGLRenderPipeline::RenderFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame)
{
const VideoIOState& state = context.videoState;
const auto renderStartTime = std::chrono::steady_clock::now();
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
mRenderEffect();
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.CompositeFramebuffer());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glBlitFramebuffer(0, 0, state.inputFrameSize.width, state.inputFrameSize.height, 0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
if (mOutputReady)
mOutputReady();
if (state.outputPixelFormat == VideoIOPixelFormat::V210)
PackOutputForV210(state);
glFlush();
const auto renderEndTime = std::chrono::steady_clock::now();
const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
mRuntimeHost.TrySetPerformanceStats(state.frameBudgetMilliseconds, renderMilliseconds);
mRuntimeHost.TryAdvanceFrame();
ReadOutputFrame(state, outputFrame);
if (mPaint)
mPaint();
return true;
}
void OpenGLRenderPipeline::PackOutputForV210(const VideoIOState& state)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glViewport(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mRenderer.OutputTexture());
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(mRenderer.OutputPackProgram());
const GLint outputResolutionLocation = glGetUniformLocation(mRenderer.OutputPackProgram(), "uOutputVideoResolution");
const GLint activeWordsLocation = glGetUniformLocation(mRenderer.OutputPackProgram(), "uActiveV210Words");
if (outputResolutionLocation >= 0)
glUniform2f(outputResolutionLocation, static_cast<float>(state.outputFrameSize.width), static_cast<float>(state.outputFrameSize.height));
if (activeWordsLocation >= 0)
glUniform1f(activeWordsLocation, static_cast<float>(ActiveV210WordsForWidth(state.outputFrameSize.width)));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void OpenGLRenderPipeline::ReadOutputFrame(const VideoIOState& state, VideoIOOutputFrame& outputFrame)
{
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
if (state.outputPixelFormat == VideoIOPixelFormat::V210)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glReadPixels(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, outputFrame.bytes);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadPixels(0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, outputFrame.bytes);
}
}

View File

@@ -0,0 +1,41 @@
#pragma once
#include "VideoIOTypes.h"
#include <functional>
class OpenGLRenderer;
class RuntimeHost;
struct RenderPipelineFrameContext
{
VideoIOState videoState;
VideoIOCompletion completion;
};
class OpenGLRenderPipeline
{
public:
using RenderEffectCallback = std::function<void()>;
using OutputReadyCallback = std::function<void()>;
using PaintCallback = std::function<void()>;
OpenGLRenderPipeline(
OpenGLRenderer& renderer,
RuntimeHost& runtimeHost,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint);
bool RenderFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
private:
void PackOutputForV210(const VideoIOState& state);
void ReadOutputFrame(const VideoIOState& state, VideoIOOutputFrame& outputFrame);
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
RenderEffectCallback mRenderEffect;
OutputReadyCallback mOutputReady;
PaintCallback mPaint;
};

View File

@@ -9,22 +9,18 @@
OpenGLVideoIOBridge::OpenGLVideoIOBridge(
VideoIODevice& videoIO,
OpenGLRenderer& renderer,
OpenGLRenderPipeline& renderPipeline,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint) :
HGLRC hglrc) :
mVideoIO(videoIO),
mRenderer(renderer),
mRenderPipeline(renderPipeline),
mRuntimeHost(runtimeHost),
mMutex(mutex),
mHdc(hdc),
mHglrc(hglrc),
mRenderEffect(renderEffect),
mOutputReady(outputReady),
mPaint(paint)
mHglrc(hglrc)
{
}
@@ -113,58 +109,7 @@ void OpenGLVideoIOBridge::PlayoutFrameCompleted(const VideoIOCompletion& complet
// 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, state.inputFrameSize.width, state.inputFrameSize.height, 0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputFramebuffer());
if (mOutputReady)
mOutputReady();
if (state.outputPixelFormat == VideoIOPixelFormat::V210)
{
glBindFramebuffer(GL_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glViewport(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mRenderer.OutputTexture());
glBindVertexArray(mRenderer.FullscreenVertexArray());
glUseProgram(mRenderer.OutputPackProgram());
const GLint outputResolutionLocation = glGetUniformLocation(mRenderer.OutputPackProgram(), "uOutputVideoResolution");
const GLint activeWordsLocation = glGetUniformLocation(mRenderer.OutputPackProgram(), "uActiveV210Words");
if (outputResolutionLocation >= 0)
glUniform2f(outputResolutionLocation, static_cast<float>(state.outputFrameSize.width), static_cast<float>(state.outputFrameSize.height));
if (activeWordsLocation >= 0)
glUniform1f(activeWordsLocation, static_cast<float>(ActiveV210WordsForWidth(state.outputFrameSize.width)));
glDrawArrays(GL_TRIANGLES, 0, 3);
glUseProgram(0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
glFlush();
const auto renderEndTime = std::chrono::steady_clock::now();
const double frameBudgetMilliseconds = state.frameBudgetMilliseconds;
const double renderMilliseconds = std::chrono::duration_cast<std::chrono::duration<double, std::milli>>(renderEndTime - renderStartTime).count();
mRuntimeHost.TrySetPerformanceStats(frameBudgetMilliseconds, renderMilliseconds);
mRuntimeHost.TryAdvanceFrame();
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
if (state.outputPixelFormat == VideoIOPixelFormat::V210)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputPackFramebuffer());
glReadPixels(0, 0, state.outputPackTextureWidth, state.outputFrameSize.height, GL_RGBA, GL_UNSIGNED_BYTE, outputFrame.bytes);
}
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, mRenderer.OutputFramebuffer());
glReadPixels(0, 0, state.outputFrameSize.width, state.outputFrameSize.height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, outputFrame.bytes);
}
mPaint();
mRenderPipeline.RenderFrame(frameContext, outputFrame);
mVideoIO.EndOutputFrame(outputFrame);

View File

@@ -1,39 +1,25 @@
#pragma once
#include "VideoIOTypes.h"
#include "OpenGLRenderPipeline.h"
#include <windows.h>
#include <chrono>
#include <functional>
#include <cstdint>
class OpenGLRenderer;
class RuntimeHost;
struct RenderPipelineFrameContext
{
VideoIOState videoState;
VideoIOCompletion completion;
};
class OpenGLVideoIOBridge
{
public:
using RenderEffectCallback = std::function<void()>;
using OutputReadyCallback = std::function<void()>;
using PaintCallback = std::function<void()>;
OpenGLVideoIOBridge(
VideoIODevice& videoIO,
OpenGLRenderer& renderer,
OpenGLRenderPipeline& renderPipeline,
RuntimeHost& runtimeHost,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
OutputReadyCallback outputReady,
PaintCallback paint);
HGLRC hglrc);
void VideoFrameArrived(const VideoIOFrame& inputFrame);
void PlayoutFrameCompleted(const VideoIOCompletion& completion);
@@ -43,13 +29,11 @@ private:
VideoIODevice& mVideoIO;
OpenGLRenderer& mRenderer;
OpenGLRenderPipeline& mRenderPipeline;
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;