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[nageru] / mixer.cpp
1 #define WIDTH 1280
2 #define HEIGHT 720
3
4 #undef Success
5
6 #include "mixer.h"
7
8 #include <assert.h>
9 #include <effect.h>
10 #include <effect_chain.h>
11 #include <effect_util.h>
12 #include <epoxy/egl.h>
13 #include <features.h>
14 #include <image_format.h>
15 #include <init.h>
16 #include <overlay_effect.h>
17 #include <padding_effect.h>
18 #include <resample_effect.h>
19 #include <resource_pool.h>
20 #include <saturation_effect.h>
21 #include <stdint.h>
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <sys/time.h>
25 #include <time.h>
26 #include <util.h>
27 #include <white_balance_effect.h>
28 #include <ycbcr.h>
29 #include <ycbcr_input.h>
30 #include <cmath>
31 #include <condition_variable>
32 #include <cstddef>
33 #include <memory>
34 #include <mutex>
35 #include <string>
36 #include <thread>
37 #include <vector>
38
39 #include "bmusb.h"
40 #include "context.h"
41 #include "h264encode.h"
42 #include "pbo_frame_allocator.h"
43 #include "ref_counted_gl_sync.h"
44
45 class QOpenGLContext;
46
47 using namespace movit;
48 using namespace std;
49 using namespace std::placeholders;
50
51 Mixer *global_mixer = nullptr;
52
53 Mixer::Mixer(const QSurfaceFormat &format)
54         : mixer_surface(create_surface(format)),
55           h264_encoder_surface(create_surface(format))
56 {
57         CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
58         check_error();
59
60         resource_pool.reset(new ResourcePool);
61         output_channel[OUTPUT_LIVE].parent = this;
62         output_channel[OUTPUT_PREVIEW].parent = this;
63         output_channel[OUTPUT_INPUT0].parent = this;
64         output_channel[OUTPUT_INPUT1].parent = this;
65
66         ImageFormat inout_format;
67         inout_format.color_space = COLORSPACE_sRGB;
68         inout_format.gamma_curve = GAMMA_sRGB;
69
70         YCbCrFormat input_ycbcr_format;
71         input_ycbcr_format.chroma_subsampling_x = 2;
72         input_ycbcr_format.chroma_subsampling_y = 1;
73         input_ycbcr_format.cb_x_position = 0.0;
74         input_ycbcr_format.cr_x_position = 0.0;
75         input_ycbcr_format.cb_y_position = 0.5;
76         input_ycbcr_format.cr_y_position = 0.5;
77         input_ycbcr_format.luma_coefficients = YCBCR_REC_601;
78         input_ycbcr_format.full_range = false;
79
80         YCbCrFormat output_ycbcr_format;
81         output_ycbcr_format.chroma_subsampling_x = 1;
82         output_ycbcr_format.chroma_subsampling_y = 1;
83         output_ycbcr_format.luma_coefficients = YCBCR_REC_601;
84         output_ycbcr_format.full_range = false;
85
86         // Main chain.
87         chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
88         check_error();
89         input[0] = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
90         chain->add_input(input[0]);
91         input[1] = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
92         chain->add_input(input[1]);
93         resample_effect = chain->add_effect(new ResampleEffect(), input[0]);
94         padding_effect = chain->add_effect(new IntegralPaddingEffect());
95         float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
96         CHECK(padding_effect->set_vec4("border_color", border_color));
97
98         resample2_effect = chain->add_effect(new ResampleEffect(), input[1]);
99         Effect *saturation_effect = chain->add_effect(new SaturationEffect());
100         CHECK(saturation_effect->set_float("saturation", 0.3f));
101         Effect *wb_effect = chain->add_effect(new WhiteBalanceEffect());
102         CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
103         padding2_effect = chain->add_effect(new IntegralPaddingEffect());
104
105         chain->add_effect(new OverlayEffect(), padding_effect, padding2_effect);
106
107         chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
108         chain->add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, output_ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
109         chain->set_dither_bits(8);
110         chain->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
111         chain->finalize();
112
113         // Display chain; shows the live output produced by the main chain (its RGBA version).
114         display_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
115         check_error();
116         display_input = new FlatInput(inout_format, FORMAT_RGB, GL_UNSIGNED_BYTE, WIDTH, HEIGHT);  // FIXME: GL_UNSIGNED_BYTE is really wrong.
117         display_chain->add_input(display_input);
118         display_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
119         display_chain->set_dither_bits(0);  // Don't bother.
120         display_chain->finalize();
121
122         // Preview chains (always shows just the inputs for now).
123         preview0_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
124         check_error();
125         preview0_input = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
126         preview0_chain->add_input(preview0_input);
127         preview0_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
128         preview0_chain->set_dither_bits(0);  // Don't bother.
129         preview0_chain->finalize();
130
131         preview1_chain.reset(new EffectChain(WIDTH, HEIGHT, resource_pool.get()));
132         check_error();
133         preview1_input = new YCbCrInput(inout_format, input_ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
134         preview1_chain->add_input(preview1_input);
135         preview1_chain->add_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
136         preview1_chain->set_dither_bits(0);  // Don't bother.
137         preview1_chain->finalize();
138
139         h264_encoder.reset(new H264Encoder(h264_encoder_surface, WIDTH, HEIGHT, "test.mp4"));
140
141         printf("Configuring first card...\n");
142         cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b);  // 0xbd4f
143         cards[0].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 0, _1, _2, _3, _4, _5, _6, _7));
144         cards[0].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
145         cards[0].usb->set_video_frame_allocator(cards[0].frame_allocator.get());
146         cards[0].usb->configure_card();
147         cards[0].surface = create_surface(format);
148 #if NUM_CARDS == 2
149         cards[1].surface = create_surface(format);
150 #endif
151
152         if (NUM_CARDS == 2) {
153                 printf("Configuring second card...\n");
154                 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
155                 cards[1].usb->set_frame_callback(std::bind(&Mixer::bm_frame, this, 1, _1, _2, _3, _4, _5, _6, _7));
156                 cards[1].frame_allocator.reset(new PBOFrameAllocator(1280 * 750 * 2 + 44, 1280, 720));
157                 cards[1].usb->set_video_frame_allocator(cards[1].frame_allocator.get());
158                 cards[1].usb->configure_card();
159         }
160
161         BMUSBCapture::start_bm_thread();
162
163         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
164                 cards[card_index].usb->start_bm_capture();
165                 input[card_index]->set_pixel_data(0, nullptr, 0);
166                 input[card_index]->set_pixel_data(1, nullptr, 0);
167         }
168
169         //chain->enable_phase_timing(true);
170
171         // Set up stuff for NV12 conversion.
172
173         // Cb/Cr shader.
174         string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
175         string cbcr_frag_shader =
176                 "#version 130 \n"
177                 "in vec2 tc0; \n"
178                 "uniform sampler2D cbcr_tex; \n"
179                 "void main() { \n"
180                 "    gl_FragColor = texture2D(cbcr_tex, tc0); \n"
181                 "} \n";
182         cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
183 }
184
185 Mixer::~Mixer()
186 {
187         resource_pool->release_glsl_program(cbcr_program_num);
188         BMUSBCapture::stop_bm_thread();
189 }
190
191 void Mixer::bm_frame(int card_index, uint16_t timecode,
192                      FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
193                      FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
194 {
195         CaptureCard *card = &cards[card_index];
196         if (!card->thread_initialized) {
197                 printf("initializing context for bmusb thread %d\n", card_index);
198                 eglBindAPI(EGL_OPENGL_API);
199                 card->context = create_context();
200                 if (!make_current(card->context, card->surface)) {
201                         printf("failed to create bmusb context\n");
202                         exit(1);
203                 }
204                 card->thread_initialized = true;
205         }       
206
207         if (video_frame.len - video_offset != 1280 * 750 * 2) {
208                 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
209                 FILE *fp = fopen("frame.raw", "wb");
210                 fwrite(video_frame.data, video_frame.len, 1, fp);
211                 fclose(fp);
212                 //exit(1);
213                 card->usb->get_video_frame_allocator()->release_frame(video_frame);
214                 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
215                 return;
216         }
217         {
218                 // Wait until the previous frame was consumed.
219                 std::unique_lock<std::mutex> lock(bmusb_mutex);
220                 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
221         }
222         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)video_frame.userdata;
223         GLuint pbo = userdata->pbo;
224         check_error();
225         glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
226         check_error();
227         glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
228         check_error();
229         //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
230         //check_error();
231
232         // Upload the textures.
233         glBindTexture(GL_TEXTURE_2D, userdata->tex_y);
234         check_error();
235         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280, 720, GL_RED, GL_UNSIGNED_BYTE, BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22));
236         check_error();
237         glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr);
238         check_error();
239         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1280/2, 720, GL_RG, GL_UNSIGNED_BYTE, BUFFER_OFFSET(1280 * 25 + 22));
240         check_error();
241         glBindTexture(GL_TEXTURE_2D, 0);
242         check_error();
243         GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);              
244         check_error();
245         assert(fence != nullptr);
246         {
247                 std::unique_lock<std::mutex> lock(bmusb_mutex);
248                 card->new_data_ready = true;
249                 card->new_frame = RefCountedFrame(video_frame);
250                 card->new_data_ready_fence = fence;
251                 card->new_data_ready_changed.notify_all();
252         }
253
254         // Video frame will be released when last user of card->new_frame goes out of scope.
255         card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
256 }
257         
258 void Mixer::place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
259 {
260         float srcx0 = 0.0f;
261         float srcx1 = 1.0f;
262         float srcy0 = 0.0f;
263         float srcy1 = 1.0f;
264
265         // Cull.
266         if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
267                 CHECK(resample_effect->set_int("width", 1));
268                 CHECK(resample_effect->set_int("height", 1));
269                 CHECK(resample_effect->set_float("zoom_x", 1280.0));
270                 CHECK(resample_effect->set_float("zoom_y", 720.0));
271                 CHECK(padding_effect->set_int("left", 2000));
272                 CHECK(padding_effect->set_int("top", 2000));
273                 return; 
274         }
275
276         // Clip. (TODO: Clip on upper/left sides, too.)
277         if (x1 > 1280.0) {
278                 srcx1 = (1280.0 - x0) / (x1 - x0);
279                 x1 = 1280.0;
280         }
281         if (y1 > 720.0) {
282                 srcy1 = (720.0 - y0) / (y1 - y0);
283                 y1 = 720.0;
284         }
285
286         float x_subpixel_offset = x0 - floor(x0);
287         float y_subpixel_offset = y0 - floor(y0);
288
289         // Resampling must be to an integral number of pixels. Round up,
290         // and then add an extra pixel so we have some leeway for the border.
291         int width = int(ceil(x1 - x0)) + 1;
292         int height = int(ceil(y1 - y0)) + 1;
293         CHECK(resample_effect->set_int("width", width));
294         CHECK(resample_effect->set_int("height", height));
295
296         // Correct the discrepancy with zoom. (This will leave a small
297         // excess edge of pixels and subpixels, which we'll correct for soon.)
298         float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
299         float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
300         CHECK(resample_effect->set_float("zoom_x", zoom_x));
301         CHECK(resample_effect->set_float("zoom_y", zoom_y));
302         CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
303         CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
304
305         // Padding must also be to a whole-pixel offset.
306         CHECK(padding_effect->set_int("left", floor(x0)));
307         CHECK(padding_effect->set_int("top", floor(y0)));
308
309         // Correct _that_ discrepancy by subpixel offset in the resampling.
310         CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
311         CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
312
313         // Finally, adjust the border so it is exactly where we want it.
314         CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
315         CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
316         CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
317         CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
318 }
319         
320 void Mixer::thread_func()
321 {
322         eglBindAPI(EGL_OPENGL_API);
323         QOpenGLContext *context = create_context();
324         if (!make_current(context, mixer_surface)) {
325                 printf("oops\n");
326                 exit(1);
327         }
328
329         struct timespec start, now;
330         clock_gettime(CLOCK_MONOTONIC, &start);
331
332         while (!should_quit) {
333                 ++frame;
334
335                 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
336                 int width0 = 848;
337                 int height0 = lrintf(width0 * 9.0 / 16.0);
338
339                 //float top0 = 96 + 48 * sin(frame * 0.005);
340                 //float left0 = 96 + 48 * cos(frame * 0.006);
341                 float top0 = 48;
342                 float left0 = 16;
343                 float bottom0 = top0 + height0;
344                 float right0 = left0 + width0;
345
346                 int width1 = 384;
347                 int height1 = 216;
348         
349                 float bottom1 = 720 - 48;
350                 float right1 = 1280 - 16;
351                 float top1 = bottom1 - height1;
352                 float left1 = right1 - width1;
353         
354                 if (current_source == SOURCE_INPUT1) {
355                         top0 = 0.0;
356                         bottom0 = HEIGHT;
357                         left0 = 0.0;
358                         right0 = WIDTH;
359
360                         top1 = HEIGHT + 10;
361                         bottom1 = HEIGHT + 20;
362                         left1 = WIDTH + 10;
363                         right1 = WIDTH + 20;
364                 } else if (current_source == SOURCE_INPUT2) {
365                         top1 = 0.0;
366                         bottom1 = HEIGHT;
367                         left1 = 0.0;
368                         right1 = WIDTH;
369
370                         top0 = HEIGHT + 10;
371                         bottom0 = HEIGHT + 20;
372                         left0 = WIDTH + 10;
373                         right0 = WIDTH + 20;
374                 } else {
375                         float t = 0.5 + 0.5 * cos(frame * 0.006);
376                         float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
377                         float tx0 = 0.0 + t * (-16.0 * scale0);
378                         float ty0 = 0.0 + t * (-48.0 * scale0);
379
380                         top0 = top0 * scale0 + ty0;
381                         bottom0 = bottom0 * scale0 + ty0;
382                         left0 = left0 * scale0 + tx0;
383                         right0 = right0 * scale0 + tx0;
384
385                         top1 = top1 * scale0 + ty0;
386                         bottom1 = bottom1 * scale0 + ty0;
387                         left1 = left1 * scale0 + tx0;
388                         right1 = right1 * scale0 + tx0;
389                 }
390
391                 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
392                 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
393
394                 CaptureCard card_copy[NUM_CARDS];
395
396                 {
397                         std::unique_lock<std::mutex> lock(bmusb_mutex);
398
399                         // The first card is the master timer, so wait for it to have a new frame.
400                         // TODO: Make configurable, and with a timeout.
401                         cards[0].new_data_ready_changed.wait(lock, [this]{ return cards[0].new_data_ready; });
402
403                         for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
404                                 CaptureCard *card = &cards[card_index];
405                                 card_copy[card_index].usb = card->usb;
406                                 card_copy[card_index].new_data_ready = card->new_data_ready;
407                                 card_copy[card_index].new_frame = card->new_frame;
408                                 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
409                                 card->new_data_ready = false;
410                                 card->new_data_ready_changed.notify_all();
411                         }
412                 }
413
414                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
415                         CaptureCard *card = &card_copy[card_index];
416                         if (!card->new_data_ready)
417                                 continue;
418
419                         bmusb_current_rendering_frame[card_index] = card->new_frame;
420                         check_error();
421
422                         // The new texture might still be uploaded,
423                         // tell the GPU to wait until it's there.
424                         if (card->new_data_ready_fence)
425                                 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
426                         check_error();
427                         glDeleteSync(card->new_data_ready_fence);
428                         check_error();
429                         const PBOFrameAllocator::Userdata *userdata = (const PBOFrameAllocator::Userdata *)card->new_frame->userdata;
430                         input[card_index]->set_texture_num(0, userdata->tex_y);
431                         input[card_index]->set_texture_num(1, userdata->tex_cbcr);
432
433                         if (NUM_CARDS == 1) {
434                                 // Set to the other one, too.
435                                 input[1]->set_texture_num(0, userdata->tex_y);
436                                 input[1]->set_texture_num(1, userdata->tex_cbcr);
437                         }
438                 }
439
440                 GLuint y_tex, cbcr_tex;
441                 bool got_frame = h264_encoder->begin_frame(&y_tex, &cbcr_tex);
442                 assert(got_frame);
443
444                 // Render main chain.
445                 GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
446                 GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT);  // Saves texture bandwidth, although dithering gets messed up.
447                 GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
448                 chain->render_to_fbo(fbo, WIDTH, HEIGHT);
449                 resource_pool->release_fbo(fbo);
450
451                 subsample_chroma(cbcr_full_tex, cbcr_tex);
452                 resource_pool->release_2d_texture(cbcr_full_tex);
453
454                 // Set the right state for rgba_tex.
455                 glBindFramebuffer(GL_FRAMEBUFFER, 0);
456                 glBindTexture(GL_TEXTURE_2D, rgba_tex);
457                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
458                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
459                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
460
461                 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
462                 check_error();
463
464                 // Make sure the H.264 gets a reference to all the
465                 // input frames needed, so that they are not released back
466                 // until the rendering is done.
467                 vector<RefCountedFrame> input_frames;
468                 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
469                         input_frames.push_back(bmusb_current_rendering_frame[card_index]);
470                 }
471                 h264_encoder->end_frame(fence, input_frames);
472
473                 // The live frame just shows the RGBA texture we just rendered.
474                 // It owns rgba_tex now.
475                 DisplayFrame live_frame;
476                 live_frame.chain = display_chain.get();
477                 live_frame.setup_chain = [this, rgba_tex]{
478                         display_input->set_texture_num(rgba_tex);
479                 };
480                 live_frame.ready_fence = fence;
481                 live_frame.input_frames = {};
482                 live_frame.temp_textures = { rgba_tex };
483                 output_channel[OUTPUT_LIVE].output_frame(live_frame);
484
485                 // The preview frame shows the first input. Note that the textures
486                 // are owned by the input frame, not the display frame.
487                 {
488                         const PBOFrameAllocator::Userdata *input0_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[0]->userdata;
489                         GLuint input0_y_tex = input0_userdata->tex_y;
490                         GLuint input0_cbcr_tex = input0_userdata->tex_cbcr;
491                         DisplayFrame preview0_frame;
492                         preview0_frame.chain = preview0_chain.get();
493                         preview0_frame.setup_chain = [this, input0_y_tex, input0_cbcr_tex]{
494                                 preview0_input->set_texture_num(0, input0_y_tex);
495                                 preview0_input->set_texture_num(1, input0_cbcr_tex);
496                         };
497                         preview0_frame.ready_fence = fence;
498                         preview0_frame.input_frames = { bmusb_current_rendering_frame[0] };
499                         preview0_frame.temp_textures = {};
500                         output_channel[OUTPUT_PREVIEW].output_frame(preview0_frame);
501                         output_channel[OUTPUT_INPUT0].output_frame(preview0_frame);
502                 }
503
504                 // Same for the other preview.
505                 // TODO: Use a for loop. Gah.
506                 {
507                         const PBOFrameAllocator::Userdata *input1_userdata = (const PBOFrameAllocator::Userdata *)bmusb_current_rendering_frame[1]->userdata;
508                         GLuint input1_y_tex = input1_userdata->tex_y;
509                         GLuint input1_cbcr_tex = input1_userdata->tex_cbcr;
510                         DisplayFrame preview1_frame;
511                         preview1_frame.chain = preview1_chain.get();
512                         preview1_frame.setup_chain = [this, input1_y_tex, input1_cbcr_tex]{
513                                 preview1_input->set_texture_num(0, input1_y_tex);
514                                 preview1_input->set_texture_num(1, input1_cbcr_tex);
515                         };
516                         preview1_frame.ready_fence = fence;
517                         preview1_frame.input_frames = { bmusb_current_rendering_frame[1] };
518                         preview1_frame.temp_textures = {};
519                         output_channel[OUTPUT_INPUT1].output_frame(preview1_frame);
520                 }
521
522                 clock_gettime(CLOCK_MONOTONIC, &now);
523                 double elapsed = now.tv_sec - start.tv_sec +
524                         1e-9 * (now.tv_nsec - start.tv_nsec);
525                 if (frame % 100 == 0) {
526                         printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
527                                 frame, elapsed, frame / elapsed,
528                                 1e3 * elapsed / frame);
529                 //      chain->print_phase_timing();
530                 }
531
532                 // Reset every 100 frames, so that local variations in frame times
533                 // (especially for the first few frames, when the shaders are
534                 // compiled etc.) don't make it hard to measure for the entire
535                 // remaining duration of the program.
536                 if (frame == 10000) {
537                         frame = 0;
538                         start = now;
539                 }
540                 check_error();
541         }
542 }
543
544 void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
545 {
546         GLuint vao;
547         glGenVertexArrays(1, &vao);
548         check_error();
549
550         float vertices[] = {
551                 0.0f, 2.0f,
552                 0.0f, 0.0f,
553                 2.0f, 0.0f
554         };
555
556         glBindVertexArray(vao);
557         check_error();
558
559         // Extract Cb/Cr.
560         GLuint fbo = resource_pool->create_fbo(dst_tex);
561         glBindFramebuffer(GL_FRAMEBUFFER, fbo);
562         glViewport(0, 0, WIDTH/2, HEIGHT/2);
563         check_error();
564
565         glUseProgram(cbcr_program_num);
566         check_error();
567
568         glActiveTexture(GL_TEXTURE0);
569         check_error();
570         glBindTexture(GL_TEXTURE_2D, src_tex);
571         check_error();
572         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
573         check_error();
574         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
575         check_error();
576         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
577         check_error();
578
579         float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
580         set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
581
582         GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
583         GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
584
585         glDrawArrays(GL_TRIANGLES, 0, 3);
586         check_error();
587
588         cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
589         cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
590
591         glUseProgram(0);
592         check_error();
593
594         resource_pool->release_fbo(fbo);
595         glDeleteVertexArrays(1, &vao);
596 }
597
598 void Mixer::release_display_frame(DisplayFrame *frame)
599 {
600         for (GLuint texnum : frame->temp_textures) {
601                 resource_pool->release_2d_texture(texnum);
602         }
603         frame->temp_textures.clear();
604         frame->ready_fence.reset();
605         frame->input_frames.clear();
606 }
607
608 void Mixer::start()
609 {
610         mixer_thread = std::thread(&Mixer::thread_func, this);
611 }
612
613 void Mixer::quit()
614 {
615         should_quit = true;
616         mixer_thread.join();
617 }
618
619 void Mixer::cut(Source source)
620 {
621         current_source = source;
622 }
623
624 void Mixer::OutputChannel::output_frame(DisplayFrame frame)
625 {
626         // Store this frame for display. Remove the ready frame if any
627         // (it was seemingly never used).
628         {
629                 std::unique_lock<std::mutex> lock(frame_mutex);
630                 if (has_ready_frame) {
631                         parent->release_display_frame(&ready_frame);
632                 }
633                 ready_frame = frame;
634                 has_ready_frame = true;
635         }
636
637         if (has_new_frame_ready_callback) {
638                 new_frame_ready_callback();
639         }
640 }
641
642 bool Mixer::OutputChannel::get_display_frame(DisplayFrame *frame)
643 {
644         std::unique_lock<std::mutex> lock(frame_mutex);
645         if (!has_current_frame && !has_ready_frame) {
646                 return false;
647         }
648
649         if (has_current_frame && has_ready_frame) {
650                 // We have a new ready frame. Toss the current one.
651                 parent->release_display_frame(&current_frame);
652                 has_current_frame = false;
653         }
654         if (has_ready_frame) {
655                 assert(!has_current_frame);
656                 current_frame = ready_frame;
657                 ready_frame.ready_fence.reset();  // Drop the refcount.
658                 ready_frame.input_frames.clear();  // Drop the refcounts.
659                 has_current_frame = true;
660                 has_ready_frame = false;
661         }
662
663         *frame = current_frame;
664         return true;
665 }
666
667 void Mixer::OutputChannel::set_frame_ready_callback(Mixer::new_frame_ready_callback_t callback)
668 {
669         new_frame_ready_callback = callback;
670         has_new_frame_ready_callback = true;
671 }