mirror of
https://github.com/Xaymar/obs-StreamFX
synced 2024-11-11 14:25:05 +00:00
eba0a467d5
For simple image and video editing, LUTs (Look-Up Tables) are vastly superior to running the entire editing operation on each pixel - especially if all the processing can be done inside a single shader. Due to the post-processing requirements for our LUTs, we are limited to 8 bits per channel - though clever use of the unused Alpha channel may result in additional space. For our purposes however, this is definitely enough.
90 lines
3.1 KiB
C++
90 lines
3.1 KiB
C++
// Copyright (c) 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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#include "gfx-lut-producer.hpp"
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#include "obs/gs/gs-helper.hpp"
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gs_color_format format_from_depth(gfx::lut::color_depth depth)
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{
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switch (depth) {
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case gfx::lut::color_depth::_2:
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case gfx::lut::color_depth::_4:
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case gfx::lut::color_depth::_6:
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case gfx::lut::color_depth::_8:
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return gs_color_format::GS_RGBA;
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case gfx::lut::color_depth::_10:
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return gs_color_format::GS_R10G10B10A2;
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case gfx::lut::color_depth::_12:
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case gfx::lut::color_depth::_14:
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case gfx::lut::color_depth::_16:
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return gs_color_format::GS_RGBA16;
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}
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return GS_RGBA32F;
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}
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gfx::lut::producer::producer()
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{
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_data = gfx::lut::data::instance();
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if (!_data->producer_effect())
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throw std::runtime_error("Unable to get LUT producer effect.");
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}
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gfx::lut::producer::~producer() {}
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std::shared_ptr<gs::texture> gfx::lut::producer::produce(gfx::lut::color_depth depth)
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{
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auto gctx = gs::context();
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if (!_rt || (_rt->get_color_format() != format_from_depth((depth)))) {
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_rt = std::make_shared<gs::rendertarget>(format_from_depth(depth), GS_ZS_NONE);
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}
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auto effect = _data->producer_effect();
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int32_t idepth = static_cast<int32_t>(depth);
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int32_t size = static_cast<int32_t>(pow(2l, idepth));
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int32_t grid_size = static_cast<int32_t>(pow(2l, (idepth / 2)));
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int32_t container_size = static_cast<int32_t>(pow(2l, (idepth + (idepth / 2))));
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{
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auto op = _rt->render(static_cast<uint32_t>(container_size), static_cast<uint32_t>(container_size));
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gs_blend_state_push();
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gs_enable_color(true, true, true, false);
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gs_enable_blending(false);
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gs_enable_stencil_test(false);
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gs_enable_stencil_write(false);
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gs_ortho(0, 1, 0, 1, 0, 1);
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if (gs::effect_parameter efp = effect->get_parameter("lut_params_0"); efp) {
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efp.set_int4(size, grid_size, container_size, 0l);
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}
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while (gs_effect_loop(effect->get_object(), "Draw")) {
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streamfx::gs_draw_fullscreen_tri();
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}
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gs_enable_color(true, true, true, true);
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gs_blend_state_pop();
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}
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return _rt->get_texture();
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}
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