本文整理汇总了C++中GlslManager类的典型用法代码示例。如果您正苦于以下问题:C++ GlslManager类的具体用法?C++ GlslManager怎么用?C++ GlslManager使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了GlslManager类的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: filter_glsl_manager_init
mlt_filter filter_glsl_manager_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
GlslManager* g = GlslManager::get_instance();
if (g)
g->inc_ref();
else
g = new GlslManager();
return g->get_filter();
}
示例2: delete_sync
void GlslManager::delete_sync(GLsync sync)
{
// We do not know which thread we are called from, and we can only
// delete this if we are in one with a valid OpenGL context.
// Thus, store it for later deletion in render_frame_texture().
GlslManager* g = GlslManager::get_instance();
g->lock();
g->syncs_to_delete.push_back(sync);
g->unlock();
}
示例3: release_texture
void GlslManager::release_texture(glsl_texture texture)
{
#if USE_TEXTURE_POOL
texture->used = 0;
#else
GlslManager* g = GlslManager::get_instance();
g->lock();
g->texture_list.push_back(texture);
g->unlock();
#endif
}
示例4: filter_movit_resample_init
mlt_filter filter_movit_resample_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
mlt_filter filter = NULL;
GlslManager* glsl = GlslManager::get_instance();
if ( glsl && ( filter = mlt_filter_new() ) ) {
mlt_properties properties = MLT_FILTER_PROPERTIES( filter );
glsl->add_ref( properties );
filter->process = process;
}
return filter;
}
示例5: filter_movit_vignette_init
mlt_filter filter_movit_vignette_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
mlt_filter filter = NULL;
GlslManager* glsl = GlslManager::get_instance();
if ( glsl && ( filter = mlt_filter_new() ) ) {
mlt_properties properties = MLT_FILTER_PROPERTIES( filter );
glsl->add_ref( properties );
filter->process = process;
mlt_properties_set_double( MLT_FILTER_PROPERTIES(filter), "radius", 0.3 );
mlt_properties_set_double( MLT_FILTER_PROPERTIES(filter), "inner_radius", 0.3 );
}
return filter;
}
示例6: filter_white_balance_init
mlt_filter filter_white_balance_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
mlt_filter filter = NULL;
GlslManager* glsl = GlslManager::get_instance();
if ( glsl && ( filter = mlt_filter_new() ) ) {
mlt_properties properties = MLT_FILTER_PROPERTIES( filter );
glsl->add_ref( properties );
mlt_properties_set( properties, "neutral_color", arg? arg : "#7f7f7f" );
mlt_properties_set_double( properties, "color_temperature", 6500.0 );
filter->process = process;
}
return filter;
}
示例7: filter_movit_opacity_init
mlt_filter filter_movit_opacity_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
mlt_filter filter = NULL;
GlslManager* glsl = GlslManager::get_instance();
if ( glsl && ( filter = mlt_filter_new() ) ) {
mlt_properties properties = MLT_FILTER_PROPERTIES( filter );
glsl->add_ref( properties );
mlt_properties_set( properties, "opacity", arg? arg : "1" );
mlt_properties_set_double( properties, "alpha", -1.0 );
filter->process = process;
}
return filter;
}
示例8: filter_movit_glow_init
mlt_filter filter_movit_glow_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
mlt_filter filter = NULL;
GlslManager* glsl = GlslManager::get_instance();
if ( glsl && ( filter = mlt_filter_new() ) ) {
mlt_properties properties = MLT_FILTER_PROPERTIES( filter );
glsl->add_ref( properties );
mlt_properties_set_double( properties, "radius", 20.0 );
mlt_properties_set_double( properties, "blur_mix", 1.0 );
mlt_properties_set_double( properties, "highlight_cutoff", 0.2 );
filter->process = process;
}
return filter;
}
示例9: movit_render
static int movit_render( EffectChain *chain, mlt_frame frame, mlt_image_format *format, mlt_image_format output_format, int width, int height, uint8_t **image )
{
GlslManager* glsl = GlslManager::get_instance();
int error;
if ( output_format == mlt_image_glsl_texture ) {
error = glsl->render_frame_texture( chain, frame, width, height, image );
}
else {
error = glsl->render_frame_rgba( chain, frame, width, height, image );
if ( !error && output_format != mlt_image_rgb24a ) {
*format = mlt_image_rgb24a;
error = convert_on_cpu( frame, image, format, output_format );
}
}
return error;
}
示例10: filter_movit_convert_init
mlt_filter filter_movit_convert_init( mlt_profile profile, mlt_service_type type, const char *id, char *arg )
{
mlt_filter filter = NULL;
GlslManager* glsl = GlslManager::get_instance();
if ( glsl && ( filter = mlt_filter_new() ) )
{
mlt_properties properties = MLT_FILTER_PROPERTIES( filter );
glsl->add_ref( properties );
#ifdef WIN32
// XXX avcolor_space is crashing on Windows in this context!
mlt_filter cpu_csc = NULL;
#else
mlt_filter cpu_csc = create_filter( profile, "avcolor_space" );
#endif
if ( !cpu_csc )
cpu_csc = create_filter( profile, "imageconvert" );
if ( cpu_csc )
mlt_properties_set_data( MLT_FILTER_PROPERTIES( filter ), "cpu_csc", cpu_csc, 0,
(mlt_destructor) mlt_filter_close, NULL );
filter->process = process;
}
return filter;
}
示例11: convert_image
static int convert_image( mlt_frame frame, uint8_t **image, mlt_image_format *format, mlt_image_format output_format )
{
// Nothing to do!
if ( *format == output_format )
return 0;
mlt_properties properties = MLT_FRAME_PROPERTIES( frame );
mlt_log_debug( NULL, "filter_movit_convert: %s -> %s\n",
mlt_image_format_name( *format ), mlt_image_format_name( output_format ) );
// Use CPU if glsl not initialized or not supported.
GlslManager* glsl = GlslManager::get_instance();
if ( !glsl || !glsl->get_int("glsl_supported" ) )
return convert_on_cpu( frame, image, format, output_format );
// Do non-GL image conversions on a CPU-based image converter.
if ( *format != mlt_image_glsl && output_format != mlt_image_glsl && output_format != mlt_image_glsl_texture )
return convert_on_cpu( frame, image, format, output_format );
int error = 0;
int width = mlt_properties_get_int( properties, "width" );
int height = mlt_properties_get_int( properties, "height" );
int img_size = mlt_image_format_size( *format, width, height, NULL );
mlt_producer producer = mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) );
mlt_service service = MLT_PRODUCER_SERVICE(producer);
GlslManager::get_instance()->lock_service( frame );
EffectChain* chain = GlslManager::get_chain( service );
MltInput* input = GlslManager::get_input( service );
if ( !chain || !input ) {
GlslManager::get_instance()->unlock_service( frame );
return 2;
}
if ( *format != mlt_image_glsl ) {
bool finalize_chain = false;
if ( output_format == mlt_image_glsl_texture ) {
// We might already have a texture from a previous conversion from mlt_image_glsl.
glsl_texture texture = (glsl_texture) mlt_properties_get_data( properties, "movit.convert.texture", NULL );
// XXX: requires a special property set on the frame by the app for now
// because we do not have reliable way to clear the texture property
// when a downstream filter has changed image.
if ( texture && mlt_properties_get_int( properties, "movit.convert.use_texture") ) {
*image = (uint8_t*) &texture->texture;
mlt_frame_set_image( frame, *image, 0, NULL );
mlt_properties_set_int( properties, "format", output_format );
*format = output_format;
GlslManager::get_instance()->unlock_service( frame );
return error;
} else {
// Use a separate chain to convert image in RAM to OpenGL texture.
// Use cached chain if available and compatible.
Mlt::Producer producer( mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) ) );
chain = (EffectChain*) producer.get_data( "movit.convert.chain" );
input = (MltInput*) producer.get_data( "movit.convert.input" );
int w = producer.get_int( "movit.convert.width" );
int h = producer.get_int( "movit.convert.height" );
mlt_image_format f = (mlt_image_format) producer.get_int( "movit.convert.format" );
if ( !chain || width != w || height != h || output_format != f ) {
chain = new EffectChain( width, height );
input = new MltInput( width, height );
chain->add_input( input );
chain->add_effect( new Mlt::VerticalFlip() );
finalize_chain = true;
producer.set( "movit.convert.chain", chain, 0, (mlt_destructor) delete_chain );
producer.set( "movit.convert.input", input, 0 );
producer.set( "movit.convert.width", width );
producer.set( "movit.convert.height", height );
producer.set( "movit.convert.format", output_format );
}
}
}
if ( *format == mlt_image_rgb24a || *format == mlt_image_opengl ) {
input->useFlatInput( chain, FORMAT_RGBA_POSTMULTIPLIED_ALPHA, width, height );
input->set_pixel_data( *image );
}
else if ( *format == mlt_image_rgb24 ) {
input->useFlatInput( chain, FORMAT_RGB, width, height );
input->set_pixel_data( *image );
}
else if ( *format == mlt_image_yuv420p ) {
ImageFormat image_format;
YCbCrFormat ycbcr_format;
if ( 709 == mlt_properties_get_int( properties, "colorspace" ) ) {
image_format.color_space = COLORSPACE_REC_709;
image_format.gamma_curve = GAMMA_REC_709;
ycbcr_format.luma_coefficients = YCBCR_REC_709;
} else if ( 576 == mlt_properties_get_int( properties, "height" ) ) {
image_format.color_space = COLORSPACE_REC_601_625;
image_format.gamma_curve = GAMMA_REC_601;
ycbcr_format.luma_coefficients = YCBCR_REC_601;
} else {
image_format.color_space = COLORSPACE_REC_601_525;
image_format.gamma_curve = GAMMA_REC_601;
ycbcr_format.luma_coefficients = YCBCR_REC_601;
}
ycbcr_format.full_range = mlt_properties_get_int( properties, "force_full_luma" );
ycbcr_format.chroma_subsampling_x = ycbcr_format.chroma_subsampling_y = 2;
// TODO: make new frame properties set by producers
//.........这里部分代码省略.........
示例12: get_image
static int get_image( mlt_frame a_frame, uint8_t **image, mlt_image_format *format, int *width, int *height, int writable )
{
int error = 0;
// Get the b frame from the stack
mlt_frame b_frame = (mlt_frame) mlt_frame_pop_frame( a_frame );
// Get the transition object
mlt_transition transition = (mlt_transition) mlt_frame_pop_service( a_frame );
// Get the properties of the transition
mlt_properties properties = MLT_TRANSITION_PROPERTIES( transition );
// Get the properties of the a frame
mlt_properties a_props = MLT_FRAME_PROPERTIES( a_frame );
// Get the movit objects
mlt_service service = MLT_TRANSITION_SERVICE( transition );
mlt_service_lock( service );
EffectChain* chain = GlslManager::get_chain( service );
MltInput* a_input = GlslManager::get_input( service );
MltInput* b_input = (MltInput*) mlt_properties_get_data( properties, "movit input B", NULL );
mlt_image_format output_format = *format;
if ( !chain || !a_input ) {
mlt_service_unlock( service );
return 2;
}
// Get the frames' textures
GLuint* texture_id[2] = {0, 0};
*format = mlt_image_glsl_texture;
mlt_frame_get_image( a_frame, (uint8_t**) &texture_id[0], format, width, height, 0 );
a_input->useFBOInput( chain, *texture_id[0] );
*format = mlt_image_glsl_texture;
mlt_frame_get_image( b_frame, (uint8_t**) &texture_id[1], format, width, height, 0 );
b_input->useFBOInput( chain, *texture_id[1] );
// Set resolution to that of the a_frame
*width = mlt_properties_get_int( a_props, "width" );
*height = mlt_properties_get_int( a_props, "height" );
// Setup rendering to an FBO
GlslManager* glsl = GlslManager::get_instance();
glsl_fbo fbo = glsl->get_fbo( *width, *height );
if ( output_format == mlt_image_glsl_texture ) {
glsl_texture texture = glsl->get_texture( *width, *height, GL_RGBA );
glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
check_error();
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
check_error();
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
check_error();
GlslManager::render( service, chain, fbo->fbo, *width, *height );
glFinish();
check_error();
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
check_error();
*image = (uint8_t*) &texture->texture;
mlt_frame_set_image( a_frame, *image, 0, NULL );
mlt_properties_set_data( properties, "movit.convert", texture, 0,
(mlt_destructor) GlslManager::release_texture, NULL );
*format = output_format;
}
else {
// Use a PBO to hold the data we read back with glReadPixels()
// (Intel/DRI goes into a slow path if we don't read to PBO)
GLenum gl_format = ( output_format == mlt_image_rgb24a || output_format == mlt_image_opengl )?
GL_RGBA : GL_RGB;
int img_size = *width * *height * ( gl_format == GL_RGB? 3 : 4 );
glsl_pbo pbo = glsl->get_pbo( img_size );
glsl_texture texture = glsl->get_texture( *width, *height, gl_format );
if ( fbo && pbo && texture ) {
// Set the FBO
glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo );
check_error();
glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 );
check_error();
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
check_error();
GlslManager::render( service, chain, fbo->fbo, *width, *height );
// Read FBO into PBO
glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo );
check_error();
glBufferData( GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ );
check_error();
glReadPixels( 0, 0, *width, *height, gl_format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0) );
check_error();
// Copy from PBO
uint8_t* buf = (uint8_t*) glMapBuffer( GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY );
check_error();
//.........这里部分代码省略.........
示例13: convert_image
static int convert_image( mlt_frame frame, uint8_t **image, mlt_image_format *format, mlt_image_format output_format )
{
// Nothing to do!
if ( *format == output_format )
return 0;
mlt_properties properties = MLT_FRAME_PROPERTIES( frame );
mlt_log_debug( NULL, "filter_movit_convert: %s -> %s (%d)\n",
mlt_image_format_name( *format ), mlt_image_format_name( output_format ),
mlt_frame_get_position( frame ) );
// Use CPU if glsl not initialized or not supported.
GlslManager* glsl = GlslManager::get_instance();
if ( !glsl || !glsl->get_int("glsl_supported" ) )
return convert_on_cpu( frame, image, format, output_format );
// Do non-GL image conversions on a CPU-based image converter.
if ( *format != mlt_image_glsl && output_format != mlt_image_glsl && output_format != mlt_image_glsl_texture )
return convert_on_cpu( frame, image, format, output_format );
int error = 0;
int width = mlt_properties_get_int( properties, "width" );
int height = mlt_properties_get_int( properties, "height" );
GlslManager::get_instance()->lock_service( frame );
// If we're at the beginning of a series of Movit effects, store the input
// sent into the chain.
if ( output_format == mlt_image_glsl ) {
mlt_producer producer = mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) );
mlt_profile profile = mlt_service_profile( MLT_PRODUCER_SERVICE( producer ) );
MltInput *input = create_input( properties, *format, profile->width, profile->height, width, height );
GlslManager::set_input( producer, frame, input );
uint8_t *img_copy = make_input_copy( *format, *image, width, height );
GlslManager::set_input_pixel_pointer( producer, frame, img_copy );
*image = (uint8_t *) -1;
mlt_frame_set_image( frame, *image, 0, NULL );
}
// If we're at the _end_ of a series of Movit effects, render the chain.
if ( *format == mlt_image_glsl ) {
mlt_service leaf_service = (mlt_service) *image;
if ( leaf_service == (mlt_service) -1 ) {
// Something on the way requested conversion to mlt_glsl,
// but never added an effect. Don't build a Movit chain;
// just do the conversion and we're done.
mlt_producer producer = mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) );
MltInput *input = GlslManager::get_input( producer, frame );
*image = GlslManager::get_input_pixel_pointer( producer, frame );
*format = input->get_format();
delete input;
GlslManager::get_instance()->unlock_service( frame );
return convert_on_cpu( frame, image, format, output_format );
}
// Construct the chain unless we already have a good one.
finalize_movit_chain( leaf_service, frame );
// Set per-frame parameters now that we know which Effect instances to set them on.
// (finalize_movit_chain may already have done this, though, but twice doesn't hurt.)
GlslChain *chain = GlslManager::get_chain( leaf_service );
set_movit_parameters( chain, leaf_service, frame );
error = movit_render( chain->effect_chain, frame, format, output_format, width, height, image );
dispose_pixel_pointers( chain, leaf_service, frame );
}
// If we've been asked to render some frame directly to a texture (without any
// effects in-between), we create a new mini-chain to do so.
if ( *format != mlt_image_glsl && output_format == mlt_image_glsl_texture ) {
// We might already have a texture from a previous conversion from mlt_image_glsl.
glsl_texture texture = (glsl_texture) mlt_properties_get_data( properties, "movit.convert.texture", NULL );
// XXX: requires a special property set on the frame by the app for now
// because we do not have reliable way to clear the texture property
// when a downstream filter has changed image.
if ( texture && mlt_properties_get_int( properties, "movit.convert.use_texture") ) {
*image = (uint8_t*) &texture->texture;
mlt_frame_set_image( frame, *image, 0, NULL );
} else {
// Use a separate chain to convert image in RAM to OpenGL texture.
// Use cached chain if available and compatible.
Mlt::Producer producer( mlt_producer_cut_parent( mlt_frame_get_original_producer( frame ) ) );
EffectChain *chain = (EffectChain*) producer.get_data( "movit.convert.chain" );
MltInput *input = (MltInput*) producer.get_data( "movit.convert.input" );
int w = producer.get_int( "movit.convert.width" );
int h = producer.get_int( "movit.convert.height" );
mlt_image_format f = (mlt_image_format) producer.get_int( "movit.convert.format" );
if ( !chain || !input || width != w || height != h || *format != f ) {
chain = new EffectChain( width, height, GlslManager::get_instance()->get_resource_pool() );
input = create_input( properties, *format, width, height, width, height );
chain->add_input( input->get_input() );
chain->add_effect( new Mlt::VerticalFlip() );
ImageFormat movit_output_format;
movit_output_format.color_space = COLORSPACE_sRGB;
movit_output_format.gamma_curve = GAMMA_sRGB;
chain->add_output(movit_output_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
chain->set_dither_bits(8);
//.........这里部分代码省略.........