If Nodes only have the one output, we don't need to do so much differentiation between them. Previous iteration used outputs as like a distinct function within a Node (e.g. length output would return one result, buffer output would produce a different result - each run different code to produce their results). Now in this iteration, it's more accurate to say a Node is just one function (which seems more appropriate for a node system anyway).
242 lines
6.9 KiB
C++
242 lines
6.9 KiB
C++
#include "openglworker.h"
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#include "functions.h"
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#include "node/node.h"
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#include "render/pixelservice.h"
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OpenGLWorker::OpenGLWorker(QOpenGLContext *share_ctx, OpenGLShaderCache *shader_cache, DecoderCache *decoder_cache, VideoRenderFrameCache *frame_cache, QObject *parent) :
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VideoRenderWorker(decoder_cache, frame_cache, parent),
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share_ctx_(share_ctx),
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ctx_(nullptr),
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functions_(nullptr),
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shader_cache_(shader_cache)
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{
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surface_.create();
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}
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OpenGLWorker::~OpenGLWorker()
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{
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surface_.destroy();
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}
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bool OpenGLWorker::InitInternal()
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{
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if (!VideoRenderWorker::InitInternal()) {
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return false;
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}
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// Create context object
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ctx_ = new QOpenGLContext();
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// Set share context
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ctx_->setShareContext(share_ctx_);
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// Create OpenGL context (automatically destroys any existing if there is one)
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if (!ctx_->create()) {
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qWarning() << "Failed to create OpenGL context in thread" << thread();
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return false;
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}
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ctx_->moveToThread(this->thread());
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//qDebug() << "Processor initialized in thread" << thread() << "- context is in" << ctx_->thread();
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// The rest of the initialization needs to occur in the other thread, so we signal for it to start
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QMetaObject::invokeMethod(this, "FinishInit", Qt::QueuedConnection);
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return true;
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}
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QVariant OpenGLWorker::FrameToValue(FramePtr frame)
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{
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OpenGLTexturePtr footage_tex = std::make_shared<OpenGLTexture>();
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footage_tex->Create(ctx_, frame);
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// OCIO's CPU conversion is more accurate, so for online we render on CPU but offline we render GPU
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//if (video_params().mode() == olive::kOnline) {
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// Convert frame to float for
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//frame = PixelService::ConvertPixelFormat(frame, olive::PIX_FMT_RGBA32F);
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//}
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// FIXME: Alpha association and color management
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return QVariant::fromValue(footage_tex);
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}
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void OpenGLWorker::CloseInternal()
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{
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buffer_.Destroy();
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functions_ = nullptr;
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delete ctx_;
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}
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void OpenGLWorker::ParametersChangedEvent()
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{
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if (functions_ != nullptr && video_params().is_valid()) {
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functions_->glViewport(0, 0, video_params().effective_width(), video_params().effective_height());
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}
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}
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void OpenGLWorker::RunNodeAccelerated(Node *node, const NodeValueDatabase *input_params, NodeValueTable *output_params)
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{
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OpenGLShaderPtr shader = shader_cache_->GetShader(node);
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if (shader == nullptr) {
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return;
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}
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// Create the output texture
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OpenGLTexturePtr output = std::make_shared<OpenGLTexture>();
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output->Create(ctx_, video_params().effective_width(), video_params().effective_height(), video_params().format());
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buffer_.Attach(output);
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buffer_.Bind();
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shader->bind();
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unsigned int input_texture_count = 0;
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foreach (NodeParam* param, node->parameters()) {
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if (param->type() == NodeParam::kInput) {
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// See if the shader has takes this parameter as an input
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int variable_location = shader->uniformLocation(param->id());
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if (variable_location > -1) {
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// This variable is used in the shader, let's set it to our value
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NodeInput* input = static_cast<NodeInput*>(param);
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// Get value from database at this input
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const NodeValueTable& input_data = (*input_params)[input];
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// Try to get a value from it
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QVariant value = input_data.Get(input->data_type());
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switch (input->data_type()) {
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case NodeInput::kInt:
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shader->setUniformValue(variable_location, value.toInt());
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break;
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case NodeInput::kFloat:
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shader->setUniformValue(variable_location, value.toFloat());
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break;
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case NodeInput::kVec2:
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shader->setUniformValue(variable_location, value.value<QVector2D>());
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break;
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case NodeInput::kVec3:
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shader->setUniformValue(variable_location, value.value<QVector3D>());
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break;
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case NodeInput::kVec4:
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shader->setUniformValue(variable_location, value.value<QVector4D>());
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break;
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case NodeInput::kMatrix:
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shader->setUniformValue(variable_location, value.value<QMatrix4x4>());
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break;
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case NodeInput::kColor:
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shader->setUniformValue(variable_location, value.value<QColor>());
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break;
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case NodeInput::kBoolean:
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shader->setUniformValue(variable_location, value.toBool());
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break;
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case NodeInput::kTexture:
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case NodeInput::kFootage:
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{
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OpenGLTexturePtr texture = value.value<OpenGLTexturePtr>();
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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if (texture == nullptr) {
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functions_->glBindTexture(GL_TEXTURE_2D, 0);
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} else {
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functions_->glBindTexture(GL_TEXTURE_2D, texture->texture());
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}
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// Set value to bound texture
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shader->setUniformValue(variable_location, input_texture_count);
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input_texture_count++;
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break;
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}
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case NodeInput::kSamples:
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case NodeInput::kText:
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case NodeInput::kRational:
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case NodeInput::kFont:
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case NodeInput::kFile:
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case NodeInput::kDecimal:
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case NodeInput::kWholeNumber:
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case NodeInput::kNumber:
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case NodeInput::kString:
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case NodeInput::kBuffer:
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case NodeInput::kVector:
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case NodeInput::kNone:
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case NodeInput::kAny:
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break;
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}
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}
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}
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}
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//qDebug() << " Blitting with shader!";
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olive::gl::Blit(shader);
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// Release any textures we bound before
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while (input_texture_count > 0) {
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input_texture_count--;
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// Release texture here
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functions_->glActiveTexture(GL_TEXTURE0 + input_texture_count);
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functions_->glBindTexture(GL_TEXTURE_2D, 0);
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}
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shader->release();
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buffer_.Release();
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buffer_.Detach();
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functions_->glFinish();
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output_params->Push(NodeParam::kTexture, QVariant::fromValue(output));
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}
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void OpenGLWorker::TextureToBuffer(const QVariant &tex_in, QByteArray &buffer)
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{
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OpenGLTexturePtr texture = tex_in.value<OpenGLTexturePtr>();
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PixelFormatInfo format_info = PixelService::GetPixelFormatInfo(video_params().format());
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QOpenGLFunctions* f = QOpenGLContext::currentContext()->functions();
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buffer_.Attach(texture);
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f->glBindFramebuffer(GL_READ_FRAMEBUFFER, buffer_.buffer());
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f->glReadPixels(0,
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0,
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texture->width(),
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texture->height(),
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format_info.pixel_format,
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format_info.gl_pixel_type,
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buffer.data());
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f->glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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buffer_.Detach();
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}
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void OpenGLWorker::FinishInit()
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{
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// Make context current on that surface
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if (!ctx_->makeCurrent(&surface_)) {
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qWarning() << "Failed to makeCurrent() on offscreen surface in thread" << thread();
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return;
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}
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// Store OpenGL functions instance
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functions_ = ctx_->functions();
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// Set up OpenGL parameters as necessary
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functions_->glEnable(GL_BLEND);
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ParametersChangedEvent();
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buffer_.Create(ctx_);
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}
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