obs-StreamFX/source/gs-mipmapper.cpp

220 lines
6.0 KiB
C++

/*
* 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.h"
extern "C" {
#pragma warning(push)
#pragma warning(disable : 4201)
#include <graphics/graphics.h>
#include <obs-module.h>
#include <obs.h>
#pragma warning(pop)
#if defined(WIN32) || defined(WIN64)
#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()
{
vertexBuffer.reset();
renderTarget.reset();
effect.reset();
}
gs::mipmapper::mipmapper()
{
vertexBuffer = std::make_unique<gs::vertex_buffer>(6, 1);
auto v0 = vertexBuffer->at(0);
v0.position->x = 0;
v0.position->y = 0;
v0.uv[0]->x = 0;
v0.uv[0]->y = 0;
auto v1 = vertexBuffer->at(1);
auto v4 = vertexBuffer->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 = vertexBuffer->at(2);
auto v3 = vertexBuffer->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 = vertexBuffer->at(5);
v5.position->x = 1.0;
v5.position->y = 1.0;
v5.uv[0]->x = 1.0;
v5.uv[0]->y = 1.0;
vertexBuffer->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> texture,
gs::mipmapper::generator generator = gs::mipmapper::generator::Bilinear,
float_t strength = 1.0)
{
// Here be dragons! You have been warned.
// Do nothing if there is no texture given.
if (!texture) {
#ifdef _DEBUG
assert(!texture);
#endif
return;
}
obs_enter_graphics();
// Test if we actually need to recreate the render target for a different format.
bool recreate = false;
if (renderTarget) {
recreate = (texture->get_color_format() != renderTarget->get_color_format());
} else {
recreate = true;
}
// Re-create the render target if necessary.
if (recreate) {
renderTarget = std::make_unique<gs::rendertarget>(texture->get_color_format(), GS_ZS_NONE);
}
// Render
graphics_t* ctx = gs_get_context();
gs_d3d11_device* dev = reinterpret_cast<gs_d3d11_device*>(ctx->device);
int device_type = gs_get_device_type();
void* obj = gs_texture_get_obj(texture->get_object());
std::string technique = "Draw";
switch (generator) {
case generator::Point:
technique = "Point";
break;
case generator::Linear:
technique = "Linear";
break;
case generator::Bilinear:
technique = "Bilinear";
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(vertexBuffer->update());
gs_load_indexbuffer(nullptr);
if (texture->get_type() == gs::texture::type::Normal) {
size_t texture_width = texture->get_width();
size_t texture_height = texture->get_height();
float_t texel_width = 1.0 / texture_width;
float_t texel_height = 1.0 / texture_height;
#if defined(WIN32) || defined(WIN64)
if (device_type == GS_DEVICE_DIRECT3D_11) {
// We definitely have a Direct3D11 resource.
D3D11_TEXTURE2D_DESC t2dsc;
ID3D11Texture2D* t2 = reinterpret_cast<ID3D11Texture2D*>(obj);
t2->GetDesc(&t2dsc);
// If we do not have any miplevels, just stop now.
if (t2dsc.MipLevels == 0) {
obs_leave_graphics();
return;
}
for (size_t mip = 1; mip < t2dsc.MipLevels; mip++) {
texture_width /= 2;
texture_height /= 2;
texel_width *= 2;
texel_height *= 2;
// Draw mipmap layer
{
auto op = renderTarget->render(texture_width, texture_height);
effect->get_parameter("image").set_texture(texture);
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, vertexBuffer->size());
}
}
// Copy
ID3D11Texture2D* rt =
reinterpret_cast<ID3D11Texture2D*>(gs_texture_get_obj(renderTarget->get_object()));
dev->context->CopySubresourceRegion(t2, mip, 0, 0, 0, rt, 0, nullptr);
}
}
#endif
if (device_type == GS_DEVICE_OPENGL) {
// This is an OpenGL resource.
}
}
gs_load_indexbuffer(nullptr);
gs_load_vertexbuffer(nullptr);
obs_leave_graphics();
}