obs-StreamFX/source/gs-mipmapper.cpp

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/*
* Modern effects for a modern Streamer
* Copyright (C) 2017 Michael Fabian Dirks
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "gs-mipmapper.hpp"
#include "plugin.hpp"
// OBS
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable : 4201)
#endif
#include <graphics/graphics.h>
#include <obs-module.h>
#include <obs.h>
#ifdef _MSC_VER
#pragma warning(pop)
#endif
#if defined(WIN32) || defined(WIN64)
extern "C" {
#include <windows.h>
}
#endif
// Here be dragons!
// This is to add support for mipmap generation which is by default not possible with libobs.
// OBS hides a ton of possible things from us, which we'd have to simulate - or just hack around.
struct graphics_subsystem {
void* module;
gs_device_t* device;
// No other fields required.
};
#if defined(WIN32) || defined(WIN64)
#include <d3d11.h>
#include <dxgi.h>
#include <util/windows/ComPtr.hpp>
// Slaughtered copy of d3d11-subsystem.hpp gs_device. We only need up to device and context, the rest is "unknown" to us.
struct gs_d3d11_device {
ComPtr<IDXGIFactory1> factory;
ComPtr<IDXGIAdapter1> adapter;
ComPtr<ID3D11Device> device;
ComPtr<ID3D11DeviceContext> context;
// No other fields required.
};
#endif
gs::mipmapper::~mipmapper()
{
vertex_buffer.reset();
render_target.reset();
effect.reset();
}
gs::mipmapper::mipmapper()
{
vertex_buffer = std::make_unique<gs::vertex_buffer>(6, 1);
auto v0 = vertex_buffer->at(0);
v0.position->x = 0;
v0.position->y = 0;
v0.uv[0]->x = 0;
v0.uv[0]->y = 0;
auto v1 = vertex_buffer->at(1);
auto v4 = vertex_buffer->at(4);
v4.position->x = v1.position->x = 1.0;
v4.position->y = v1.position->y = 0;
v4.uv[0]->x = v1.uv[0]->x = 1.0;
v4.uv[0]->y = v1.uv[0]->y = 0;
auto v2 = vertex_buffer->at(2);
auto v3 = vertex_buffer->at(3);
v3.position->x = v2.position->x = 0;
v3.position->y = v2.position->y = 1.0;
v3.uv[0]->x = v2.uv[0]->x = 0;
v3.uv[0]->y = v2.uv[0]->y = 1.0;
auto v5 = vertex_buffer->at(5);
v5.position->x = 1.0;
v5.position->y = 1.0;
v5.uv[0]->x = 1.0;
v5.uv[0]->y = 1.0;
vertex_buffer->update();
char* effect_file = obs_module_file("effects/mipgen.effect");
effect = std::make_unique<gs::effect>(effect_file);
bfree(effect_file);
}
void gs::mipmapper::rebuild(std::shared_ptr<gs::texture> source, std::shared_ptr<gs::texture> target,
gs::mipmapper::generator generator = gs::mipmapper::generator::Linear,
float_t strength = 1.0)
{
// Here be dragons! You have been warned.
// Do nothing if there is no texture given.
if (!source) {
#ifdef _DEBUG
assert(!source);
#endif
return;
}
if (!target) {
#ifdef _DEBUG
assert(!target);
#endif
return;
}
// Ensure texture sizes match
if ((source->get_width() != target->get_width()) || (source->get_height() != target->get_height())) {
throw std::invalid_argument("source and target must have same size");
}
// Ensure texture types match
if ((source->get_type() != target->get_type())) {
throw std::invalid_argument("source and target must have same type");
}
// Ensure texture formats match
if ((source->get_color_format() != target->get_color_format())) {
throw std::invalid_argument("source and target must have same format");
}
obs_enter_graphics();
// Copy original texture
//gs_copy_texture(target->get_object(), source->get_object());
// Test if we actually need to recreate the render target for a different format or at all.
if ((!render_target) || (source->get_color_format() != render_target->get_color_format())) {
render_target = std::make_unique<gs::rendertarget>(source->get_color_format(), GS_ZS_NONE);
}
// Render
graphics_t* ctx = gs_get_context();
#if defined(WIN32) || defined(WIN64)
gs_d3d11_device* dev = reinterpret_cast<gs_d3d11_device*>(ctx->device);
#endif
int device_type = gs_get_device_type();
void* sobj = gs_texture_get_obj(source->get_object());
void* tobj = gs_texture_get_obj(target->get_object());
std::string technique = "Draw";
switch (generator) {
case generator::Point:
technique = "Point";
break;
case generator::Linear:
technique = "Linear";
break;
case generator::Sharpen:
technique = "Sharpen";
break;
case generator::Smoothen:
technique = "Smoothen";
break;
case generator::Bicubic:
technique = "Bicubic";
break;
case generator::Lanczos:
technique = "Lanczos";
break;
}
gs_load_vertexbuffer(vertex_buffer->update());
gs_load_indexbuffer(nullptr);
if (source->get_type() == gs::texture::type::Normal) {
size_t texture_width = source->get_width();
size_t texture_height = source->get_height();
float_t texel_width = 1.0 / texture_width;
float_t texel_height = 1.0 / texture_height;
size_t mip_levels = 1;
#if defined(WIN32) || defined(WIN64)
ID3D11Texture2D* target_t2 = nullptr;
ID3D11Texture2D* source_t2 = nullptr;
if (device_type == GS_DEVICE_DIRECT3D_11) {
// We definitely have a Direct3D11 resource.
D3D11_TEXTURE2D_DESC target_t2desc;
target_t2 = reinterpret_cast<ID3D11Texture2D*>(tobj);
source_t2 = reinterpret_cast<ID3D11Texture2D*>(sobj);
target_t2->GetDesc(&target_t2desc);
dev->context->CopySubresourceRegion(target_t2, 0, 0, 0, 0, source_t2, 0, nullptr);
mip_levels = target_t2desc.MipLevels;
}
#endif
if (device_type == GS_DEVICE_OPENGL) {
// This is an OpenGL resource.
}
// If we do not have any miplevels, just stop now.
if (mip_levels == 1) {
obs_leave_graphics();
return;
}
for (size_t mip = 1; mip < mip_levels; mip++) {
texture_width /= 2;
texture_height /= 2;
if (texture_width == 0) {
texture_width = 1;
}
if (texture_height == 0) {
texture_height = 1;
}
2018-11-07 14:24:25 +00:00
texel_width = 1.0 / texture_width;
texel_height = 1.0 / texture_height;
// Draw mipmap layer
try {
auto op = render_target->render(texture_width, texture_height);
gs_set_cull_mode(GS_NEITHER);
gs_reset_blend_state();
gs_blend_function_separate(gs_blend_type::GS_BLEND_ONE, gs_blend_type::GS_BLEND_ZERO,
gs_blend_type::GS_BLEND_ONE, gs_blend_type::GS_BLEND_ZERO);
gs_enable_depth_test(false);
gs_enable_stencil_test(false);
gs_enable_stencil_write(false);
gs_enable_color(true, true, true, true);
gs_ortho(0, 1, 0, 1, -1, 1);
vec4 black;
vec4_zero(&black);
gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH, &black, 0, 0);
effect->get_parameter("image").set_texture(target);
effect->get_parameter("level").set_int(mip - 1);
effect->get_parameter("imageTexel").set_float2(texel_width, texel_height);
effect->get_parameter("strength").set_float(strength);
while (gs_effect_loop(effect->get_object(), technique.c_str())) {
gs_draw(gs_draw_mode::GS_TRIS, 0, vertex_buffer->size());
}
} catch (...) {
P_LOG_ERROR("Failed to render mipmap layer.");
}
#if defined(WIN32) || defined(WIN64)
if (device_type == GS_DEVICE_DIRECT3D_11) {
// Copy
ID3D11Texture2D* rt =
reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(render_target->get_object()));
uint32_t level = D3D11CalcSubresource(mip, 0, mip_levels);
dev->context->CopySubresourceRegion(target_t2, level, 0, 0, 0, rt, 0, NULL);
}
#endif
}
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(nullptr);
obs_leave_graphics();
}