Exemplo n.º 1
0
static inline void render_display_begin(struct obs_display *display)
{
	struct vec4 clear_color;

	gs_load_swapchain(display ? display->swap : NULL);

	if (display->size_changed) {
		gs_resize(display->cx, display->cy);
		display->size_changed = false;
	}

	gs_begin_scene();

	vec4_from_rgba(&clear_color, display->background_color);
	clear_color.w = 1.0f;

	gs_clear(GS_CLEAR_COLOR | GS_CLEAR_DEPTH | GS_CLEAR_STENCIL,
			&clear_color, 1.0f, 0);

	gs_enable_depth_test(false);
	/* gs_enable_blending(false); */
	gs_set_cull_mode(GS_NEITHER);

	gs_ortho(0.0f, (float)display->cx,
			0.0f, (float)display->cy, -100.0f, 100.0f);
	gs_set_viewport(0, 0, display->cx, display->cy);
}
Exemplo n.º 2
0
static inline void set_render_size(uint32_t width, uint32_t height)
{
	gs_enable_depth_test(false);
	gs_set_cull_mode(GS_NEITHER);

	gs_ortho(0.0f, (float)width, 0.0f, (float)height, -100.0f, 100.0f);
	gs_set_viewport(0, 0, width, height);
}
Exemplo n.º 3
0
static inline void render_video(struct obs_core_video *video,
		bool raw_active, const bool gpu_active,
		int cur_texture, int prev_texture)
{
	gs_begin_scene();

	gs_enable_depth_test(false);
	gs_set_cull_mode(GS_NEITHER);

	render_main_texture(video, cur_texture);

	if (raw_active || gpu_active) {
		render_output_texture(video, cur_texture, prev_texture);

#ifdef _WIN32
		if (gpu_active) {
			gs_flush();
		}
#endif
	}

	if (raw_active || gpu_active) {
		if (video->gpu_conversion) {
			if (video->using_nv12_tex)
				render_convert_texture_nv12(video,
						cur_texture, prev_texture);
			else
				render_convert_texture(video,
						cur_texture, prev_texture);
		}

#ifdef _WIN32
		if (gpu_active) {
			gs_flush();
			output_gpu_encoders(video, raw_active, prev_texture);
		}
#endif
		if (raw_active)
			stage_output_texture(video, cur_texture, prev_texture);
	}

	gs_set_render_target(NULL, NULL);
	gs_enable_blending(true);

	gs_end_scene();
}
Exemplo n.º 4
0
static inline void render_video(struct obs_core_video *video, int cur_texture,
		int prev_texture)
{
	gs_begin_scene();

	gs_enable_depth_test(false);
	gs_set_cull_mode(GS_NEITHER);

	render_main_texture(video, cur_texture);
	render_output_texture(video, cur_texture, prev_texture);
	if (video->gpu_conversion)
		render_convert_texture(video, cur_texture, prev_texture);

	stage_output_texture(video, cur_texture, prev_texture);

	gs_set_render_target(NULL, NULL);
	gs_enable_blending(true);

	gs_end_scene();
}