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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/RenderEngine.h
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2026-05-10 23:31:45 +10:00

73 lines
2.4 KiB
C++

#pragma once
#include "OpenGLRenderPass.h"
#include "OpenGLRenderPipeline.h"
#include "OpenGLRenderer.h"
#include "OpenGLShaderPrograms.h"
#include "RuntimeHost.h"
#include "RuntimeSnapshotProvider.h"
#include <windows.h>
#include <functional>
#include <string>
#include <vector>
class RenderEngine
{
public:
using RenderEffectCallback = std::function<void()>;
using ScreenshotCallback = std::function<void()>;
using PreviewPaintCallback = std::function<void()>;
RenderEngine(
RuntimeHost& runtimeHost,
RuntimeSnapshotProvider& runtimeSnapshotProvider,
CRITICAL_SECTION& mutex,
HDC hdc,
HGLRC hglrc,
RenderEffectCallback renderEffect,
ScreenshotCallback screenshotReady,
PreviewPaintCallback previewPaint);
~RenderEngine();
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
bool InitializeResources(
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
unsigned outputFrameWidth,
unsigned outputFrameHeight,
unsigned outputPackTextureWidth,
std::string& error);
bool CompileLayerPrograms(unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
bool CommitPreparedLayerPrograms(const PreparedShaderBuild& preparedBuild, unsigned inputFrameWidth, unsigned inputFrameHeight, int errorMessageSize, char* errorMessage);
const std::vector<RuntimeRenderState>& CommittedLayerStates() const;
void ResetTemporalHistoryState();
void ResetShaderFeedbackState();
void ResizeView(int width, int height);
bool TryPresentToWindow(unsigned outputFrameWidth, unsigned outputFrameHeight);
bool TryUploadInputFrame(const VideoIOFrame& inputFrame, const VideoIOState& videoState);
bool RenderOutputFrame(const RenderPipelineFrameContext& context, VideoIOOutputFrame& outputFrame);
void RenderLayerStack(
bool hasInputSource,
const std::vector<RuntimeRenderState>& layerStates,
unsigned inputFrameWidth,
unsigned inputFrameHeight,
unsigned captureTextureWidth,
VideoIOPixelFormat inputPixelFormat,
unsigned historyCap);
bool ReadOutputFrameRgba(unsigned width, unsigned height, std::vector<unsigned char>& bottomUpPixels);
private:
OpenGLRenderer mRenderer;
OpenGLRenderPass mRenderPass;
OpenGLRenderPipeline mRenderPipeline;
OpenGLShaderPrograms mShaderPrograms;
CRITICAL_SECTION& mMutex;
HDC mHdc;
HGLRC mHglrc;
};