mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-10 22:05:06 +00:00
gs-mipmapper: Early attempts at proper mipmap rendering
This class is an attempt at adding dynamic mipmapping support to OBS, which is lacking this feature. It is pretty much a hack until I figure out how to do it for both d3d11 and opengl and can make a PR for obs-studio to include this ability by default.
This commit is contained in:
parent
14b370a7a5
commit
bc63696306
3 changed files with 212 additions and 142 deletions
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@ -201,6 +201,7 @@ SET(PROJECT_DATA_EFFECTS
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"${PROJECT_SOURCE_DIR}/data/effects/displace.effect"
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"${PROJECT_SOURCE_DIR}/data/effects/displace.effect"
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"${PROJECT_SOURCE_DIR}/data/effects/color-conversion.effect"
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"${PROJECT_SOURCE_DIR}/data/effects/color-conversion.effect"
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"${PROJECT_SOURCE_DIR}/data/effects/mip-mapper.effect"
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"${PROJECT_SOURCE_DIR}/data/effects/mip-mapper.effect"
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"${PROJECT_SOURCE_DIR}/data/effects/mipgen.effect"
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)
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)
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SET(PROJECT_DATA_SHADERS
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SET(PROJECT_DATA_SHADERS
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# "${PROJECT_SOURCE_DIR}/data/shaders/name.effect"
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# "${PROJECT_SOURCE_DIR}/data/shaders/name.effect"
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@ -242,7 +243,8 @@ SET(PROJECT_PRIVATE
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"${PROJECT_SOURCE_DIR}/source/gs-indexbuffer.h"
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"${PROJECT_SOURCE_DIR}/source/gs-indexbuffer.h"
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"${PROJECT_SOURCE_DIR}/source/gs-indexbuffer.cpp"
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"${PROJECT_SOURCE_DIR}/source/gs-indexbuffer.cpp"
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"${PROJECT_SOURCE_DIR}/source/gs-limits.h"
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"${PROJECT_SOURCE_DIR}/source/gs-limits.h"
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# "${PROJECT_SOURCE_DIR}/source/gs-mipmapper.h"
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"${PROJECT_SOURCE_DIR}/source/gs-mipmapper.h"
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"${PROJECT_SOURCE_DIR}/source/gs-mipmapper.cpp"
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"${PROJECT_SOURCE_DIR}/source/gs-rendertarget.h"
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"${PROJECT_SOURCE_DIR}/source/gs-rendertarget.h"
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"${PROJECT_SOURCE_DIR}/source/gs-rendertarget.cpp"
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"${PROJECT_SOURCE_DIR}/source/gs-rendertarget.cpp"
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"${PROJECT_SOURCE_DIR}/source/gs-sampler.h"
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"${PROJECT_SOURCE_DIR}/source/gs-sampler.h"
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@ -263,7 +265,6 @@ SET(PROJECT_PRIVATE
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"${PROJECT_SOURCE_DIR}/source/util-math.cpp"
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"${PROJECT_SOURCE_DIR}/source/util-math.cpp"
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"${PROJECT_SOURCE_DIR}/source/util-memory.h"
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"${PROJECT_SOURCE_DIR}/source/util-memory.h"
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"${PROJECT_SOURCE_DIR}/source/util-memory.cpp"
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"${PROJECT_SOURCE_DIR}/source/util-memory.cpp"
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# "${PROJECT_SOURCE_DIR}/source/gs-mipmapper.cpp"
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)
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)
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Source_Group("Data Files\\Locale" FILES ${PROJECT_DATA_LOCALE})
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Source_Group("Data Files\\Locale" FILES ${PROJECT_DATA_LOCALE})
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@ -350,13 +351,13 @@ If (WIN32)
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NODRAWTEXT
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NODRAWTEXT
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NOGDI
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NOGDI
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NOKERNEL
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NOKERNEL
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NOUSER
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#NOUSER
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NONLS
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NONLS
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NOMB
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NOMB
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NOMEMMGR
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NOMEMMGR
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NOMETAFILE
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NOMETAFILE
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NOMINMAX
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NOMINMAX
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NOMSG
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#NOMSG
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NOOPENFILE
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NOOPENFILE
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NOSCROLL
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NOSCROLL
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NOSERVICE
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NOSERVICE
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@ -18,142 +18,200 @@
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*/
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*/
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#include "gs-mipmapper.h"
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#include "gs-mipmapper.h"
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extern "C" {
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extern "C" {
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#pragma warning (push)
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#pragma warning(push)
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#pragma warning (disable: 4201)
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#pragma warning(disable : 4201)
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#include "libobs/obs.h"
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#include <graphics/graphics.h>
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#include "libobs/graphics/graphics.h"
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#include <obs-module.h>
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#pragma warning (pop)
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#include <obs.h>
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#pragma warning(pop)
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#if defined(WIN32) || defined(WIN64)
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#include <windows.h>
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#endif
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}
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}
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#define MAX_LAYERS 16
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// Here be dragons!
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// This is to add support for mipmap generation which is by default not possible with libobs.
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// OBS hides a ton of possible things from us, which we'd have to simulate - or just hack around.
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struct graphics_subsystem {
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void* module;
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gs_device_t* device;
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// No other fields required.
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};
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GS::MipMapper::MipMapper() : m_rt(GS_RGBA, GS_ZS_NONE), m_vb(65535) {
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#if defined(WIN32) || defined(WIN64)
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// Sub layers start here now.
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#include <d3d11.h>
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float_t size = 0.5, offset = 0.0;
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#include <dxgi.h>
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for (size_t layer = 0; layer < MAX_LAYERS; layer++) {
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#include <util/windows/ComPtr.hpp>
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// Large Block
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if (layer == 0) {
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{
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GS::Vertex& v = m_vb.at(layer * 12);
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vec3_set(&v.position, offset, offset, 0);
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vec4_set(&v.uv[0], 0, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 1);
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vec3_set(&v.position, offset + size, offset, 0);
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vec4_set(&v.uv[0], 1, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 2);
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vec3_set(&v.position, offset + size, offset + size, 0);
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vec4_set(&v.uv[0], 1, 1, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 3);
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vec3_set(&v.position, offset, offset + size, 0);
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vec4_set(&v.uv[0], 0, 1, 0, 0);
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}
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} else {
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{
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GS::Vertex& v = m_vb.at(layer * 12);
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vec3_set(&v.position, offset, offset, 0);
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vec4_set(&v.uv[0], offset - size * 2, offset - size * 2, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 1);
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vec3_set(&v.position, offset + size, offset, 0);
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vec4_set(&v.uv[0], offset, offset - size * 2, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 2);
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vec3_set(&v.position, offset + size, offset + size, 0);
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vec4_set(&v.uv[0], offset, offset, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 3);
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vec3_set(&v.position, offset, offset + size, 0);
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vec4_set(&v.uv[0], offset - size * 2, offset, 0, 0);
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}
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}
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if (layer != 0) {
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// Slaughtered copy of d3d11-subsystem.hpp gs_device. We only need up to device and context, the rest is "unknown" to us.
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// Horizontal Slice
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struct gs_d3d11_device {
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{
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ComPtr<IDXGIFactory1> factory;
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GS::Vertex& v = m_vb.at(layer * 12 + 4);
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ComPtr<IDXGIAdapter1> adapter;
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vec3_set(&v.position, 0, offset, 0);
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ComPtr<ID3D11Device> device;
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vec4_set(&v.uv[0], 0, offset - size, 0, 0);
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ComPtr<ID3D11DeviceContext> context;
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}
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// No other fields required.
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{
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};
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GS::Vertex& v = m_vb.at(layer * 12 + 5);
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#endif
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vec3_set(&v.position, size, offset, 0);
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vec4_set(&v.uv[0], .5, offset - size, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 6);
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vec3_set(&v.position, size, offset + size, 0);
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vec4_set(&v.uv[0], .5, offset, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 7);
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vec3_set(&v.position, 0, offset + size, 0);
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vec4_set(&v.uv[0], 0, offset, 0, 0);
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}
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// Vertical Slice
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gs::mipmapper::~mipmapper()
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{
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 8);
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vertexBuffer.reset();
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vec3_set(&v.position, offset, 0, 0);
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renderTarget.reset();
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vec4_set(&v.uv[0], offset - size, 0, 0, 0);
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effect.reset();
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}
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 9);
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vec3_set(&v.position, offset + size, 0, 0);
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vec4_set(&v.uv[0], offset, 0, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 10);
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vec3_set(&v.position, offset + size, size, 0);
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vec4_set(&v.uv[0], offset, 0.5, 0, 0);
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}
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{
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GS::Vertex& v = m_vb.at(layer * 12 + 11);
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vec3_set(&v.position, offset, size, 0);
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vec4_set(&v.uv[0], offset - size, 0.5, 0, 0);
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}
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}
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offset += size;
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gs::mipmapper::mipmapper()
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size /= 2.0;
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{
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vertexBuffer = std::make_unique<gs::vertex_buffer>(6, 1);
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auto v0 = vertexBuffer->at(0);
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v0.position->x = 0;
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v0.position->y = 0;
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v0.uv[0]->x = 0;
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v0.uv[0]->y = 0;
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auto v1 = vertexBuffer->at(1);
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auto v4 = vertexBuffer->at(4);
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v4.position->x = v1.position->x = 1.0;
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v4.position->y = v1.position->y = 0;
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v4.uv[0]->x = v1.uv[0]->x = 1.0;
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v4.uv[0]->y = v1.uv[0]->y = 0;
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auto v2 = vertexBuffer->at(2);
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auto v3 = vertexBuffer->at(3);
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v3.position->x = v2.position->x = 0;
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v3.position->y = v2.position->y = 1.0;
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v3.uv[0]->x = v2.uv[0]->x = 0;
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v3.uv[0]->y = v2.uv[0]->y = 1.0;
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auto v5 = vertexBuffer->at(5);
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v5.position->x = 1.0;
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v5.position->y = 1.0;
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v5.uv[0]->x = 1.0;
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v5.uv[0]->y = 1.0;
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vertexBuffer->update();
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char* effect_file = obs_module_file("effects/mipgen.effect");
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effect = std::make_unique<gs::effect>(effect_file);
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bfree(effect_file);
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}
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void gs::mipmapper::rebuild(std::shared_ptr<gs::texture> texture,
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gs::mipmapper::generator generator = gs::mipmapper::generator::Bilinear,
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float_t strength = 1.0)
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{
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// Here be dragons! You have been warned.
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// Do nothing if there is no texture given.
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if (!texture) {
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#ifdef _DEBUG
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assert(!texture);
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#endif
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return;
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}
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}
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}
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GS::MipMapper::~MipMapper() {}
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obs_enter_graphics();
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gs_texture_t* GS::MipMapper::Render(gs_texture_t* intex) {
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// Test if we actually need to recreate the render target for a different format.
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// Get Texture Size
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bool recreate = false;
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uint32_t width = gs_texture_get_width(intex),
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if (renderTarget) {
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height = gs_texture_get_height(intex);
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recreate = (texture->get_color_format() != renderTarget->get_color_format());
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} else {
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recreate = true;
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}
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// Calculate total mipmap layers.
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// Re-create the render target if necessary.
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uint32_t layers = 1, size = height;
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if (recreate) {
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if (width > height) size = width;
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renderTarget = std::make_unique<gs::rendertarget>(texture->get_color_format(), GS_ZS_NONE);
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layers = static_cast<uint32_t>(ceil(log(double_t(size)) / log(2.0)));
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}
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size = (uint32_t)pow(2, layers);
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// Render
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// Render
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m_buf = GS::Texture(size, size, GS_RGBA, 1, nullptr, GS_DYNAMIC);
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graphics_t* ctx = gs_get_context();
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for (uint32_t layer = 0; layer < layers; layer++) {
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gs_d3d11_device* dev = reinterpret_cast<gs_d3d11_device*>(ctx->device);
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try {
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int device_type = gs_get_device_type();
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GS::RenderTargetOp op = m_rt.Render(size * 2, size * 2);
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void* obj = gs_texture_get_obj(texture->get_object());
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gs_load_vertexbuffer(m_vb.get());
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std::string technique = "Draw";
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gs_load_indexbuffer(nullptr);
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gs_draw(gs_draw_mode::GS_TRIS, layer * 12, 12);
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switch (generator) {
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} catch (...) {
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case generator::Point:
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return intex;
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technique = "Point";
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}
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break;
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gs_copy_texture(m_buf.GetObject(), m_rt.GetTextureObject());
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case generator::Linear:
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technique = "Linear";
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break;
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case generator::Bilinear:
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technique = "Bilinear";
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break;
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case generator::Sharpen:
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technique = "Sharpen";
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break;
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case generator::Smoothen:
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technique = "Smoothen";
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break;
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case generator::Bicubic:
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technique = "Bicubic";
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break;
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case generator::Lanczos:
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technique = "Lanczos";
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break;
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}
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}
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return m_buf.GetObject();
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gs_load_vertexbuffer(vertexBuffer->update());
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gs_load_indexbuffer(nullptr);
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#if defined(WIN32) || defined(WIN64)
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if (device_type == GS_DEVICE_DIRECT3D_11) {
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// We definitely have a Direct3D11 resource.
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if (texture->get_type() == gs::texture::type::Normal) {
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D3D11_TEXTURE2D_DESC t2dsc;
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ID3D11Texture2D* t2 = reinterpret_cast<ID3D11Texture2D*>(obj);
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t2->GetDesc(&t2dsc);
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// If we do not have any miplevels, just stop now.
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if (t2dsc.MipLevels == 0) {
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obs_leave_graphics();
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return;
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}
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size_t texture_width = texture->get_width();
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size_t texture_height = texture->get_height();
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float_t texel_width = 1.0 / texture_width;
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float_t texel_height = 1.0 / texture_height;
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for (size_t mip = 1; mip < t2dsc.MipLevels; mip++) {
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texture_width /= 2;
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texture_height /= 2;
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// Draw mipmap layer
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{
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auto op = renderTarget->render(texture_width, texture_height);
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effect->get_parameter("image").set_texture(texture);
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effect->get_parameter("imageTexel").set_float2(texel_width, texel_height);
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effect->get_parameter("strength").set_float(strength);
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while (gs_effect_loop(effect->get_object(), technique.c_str())) {
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gs_draw(gs_draw_mode::GS_TRIS, 0, vertexBuffer->size());
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}
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}
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// Copy
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ID3D11Texture2D* rt =
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reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(renderTarget->get_object()));
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dev->context->CopySubresourceRegion(t2, mip, 0, 0, 0, rt, 0, nullptr);
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}
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}
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}
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#endif
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if (device_type == GS_DEVICE_OPENGL) {
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// This is an OpenGL resource.
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}
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gs_load_indexbuffer(nullptr);
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gs_load_vertexbuffer(nullptr);
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||||||
|
obs_leave_graphics();
|
||||||
}
|
}
|
||||||
|
|
|
@ -18,28 +18,39 @@
|
||||||
*/
|
*/
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
#include "gs-vertexbuffer.h"
|
#include "gs-effect.h"
|
||||||
#include "gs-rendertarget.h"
|
#include "gs-rendertarget.h"
|
||||||
#include "gs-texture.h"
|
#include "gs-texture.h"
|
||||||
|
#include "gs-vertexbuffer.h"
|
||||||
|
|
||||||
extern "C" {
|
extern "C" {
|
||||||
#pragma warning (push)
|
#pragma warning(push)
|
||||||
#pragma warning (disable: 4201)
|
#pragma warning(disable : 4201)
|
||||||
#include "libobs/graphics/graphics.h"
|
#include <graphics/graphics.h>
|
||||||
#pragma warning (pop)
|
#pragma warning(pop)
|
||||||
}
|
}
|
||||||
|
|
||||||
namespace GS {
|
namespace gs {
|
||||||
class MipMapper {
|
class mipmapper {
|
||||||
|
std::unique_ptr<gs::vertex_buffer> vertexBuffer;
|
||||||
|
std::unique_ptr<gs::rendertarget> renderTarget;
|
||||||
|
std::unique_ptr<gs::effect> effect;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
MipMapper();
|
enum class generator : uint8_t {
|
||||||
~MipMapper();
|
Point,
|
||||||
|
Linear,
|
||||||
|
Bilinear,
|
||||||
|
Sharpen,
|
||||||
|
Smoothen,
|
||||||
|
Bicubic,
|
||||||
|
Lanczos,
|
||||||
|
};
|
||||||
|
|
||||||
gs_texture_t* Render(gs_texture_t*);
|
public:
|
||||||
|
~mipmapper();
|
||||||
|
mipmapper();
|
||||||
|
|
||||||
private:
|
void rebuild(std::shared_ptr<gs::texture> texture, gs::mipmapper::generator generator, float_t strength);
|
||||||
GS::VertexBuffer m_vb;
|
|
||||||
GS::RenderTarget m_rt;
|
|
||||||
GS::Texture m_buf;
|
|
||||||
};
|
};
|
||||||
}
|
} // namespace gs
|
||||||
|
|
Loading…
Reference in a new issue