1 #define GL_GLEXT_PROTOTYPES 1
25 #include <condition_variable>
27 #include <diffusion_effect.h>
29 #include <effect_chain.h>
30 #include <flat_input.h>
31 #include <image_format.h>
33 #include <lift_gamma_gain_effect.h>
34 #include <saturation_effect.h>
36 #include <ycbcr_input.h>
37 #include <vignette_effect.h>
38 #include <resample_effect.h>
39 #include <resize_effect.h>
40 #include <overlay_effect.h>
41 #include <padding_effect.h>
42 #include <white_balance_effect.h>
44 #include <resource_pool.h>
45 #include <effect_util.h>
49 #include "h264encode.h"
52 #include "pbo_frame_allocator.h"
53 #include "ref_counted_gl_sync.h"
55 using namespace movit;
57 using namespace std::placeholders;
60 std::mutex bmusb_mutex; // protects <cards>
66 bool thread_initialized;
68 QOpenGLContext *context;
70 bool new_data_ready; // Whether new_frame contains anything.
71 PBOFrameAllocator::Frame new_frame;
72 GLsync new_data_ready_fence; // Whether new_frame is ready for rendering.
73 std::condition_variable new_data_ready_changed; // Set whenever new_data_ready is changed.
75 CaptureCard cards[NUM_CARDS];
77 void bm_frame(int card_index, uint16_t timecode,
78 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
79 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
81 CaptureCard *card = &cards[card_index];
82 if (!card->thread_initialized) {
83 printf("initializing context for bmusb thread %d\n", card_index);
84 eglBindAPI(EGL_OPENGL_API);
85 card->context = create_context();
86 if (!make_current(card->context, card->surface)) {
87 printf("failed to create bmusb context\n");
90 card->thread_initialized = true;
93 if (video_frame.len - video_offset != 1280 * 750 * 2) {
94 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
95 FILE *fp = fopen("frame.raw", "wb");
96 fwrite(video_frame.data, video_frame.len, 1, fp);
99 card->usb->get_video_frame_allocator()->release_frame(video_frame);
100 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
104 // Wait until the previous frame was consumed.
105 std::unique_lock<std::mutex> lock(bmusb_mutex);
106 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
108 GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
110 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
112 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
114 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
116 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
118 assert(fence != nullptr);
120 std::unique_lock<std::mutex> lock(bmusb_mutex);
121 card->new_data_ready = true;
122 card->new_frame = video_frame;
123 card->new_data_ready_fence = fence;
124 card->new_data_ready_changed.notify_all();
127 // Video frame will be released later.
128 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
131 void place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
139 if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
140 CHECK(resample_effect->set_int("width", 1));
141 CHECK(resample_effect->set_int("height", 1));
142 CHECK(resample_effect->set_float("zoom_x", 1280.0));
143 CHECK(resample_effect->set_float("zoom_y", 720.0));
144 CHECK(padding_effect->set_int("left", 2000));
145 CHECK(padding_effect->set_int("top", 2000));
149 // Clip. (TODO: Clip on upper/left sides, too.)
151 srcx1 = (1280.0 - x0) / (x1 - x0);
155 srcy1 = (720.0 - y0) / (y1 - y0);
159 float x_subpixel_offset = x0 - floor(x0);
160 float y_subpixel_offset = y0 - floor(y0);
162 // Resampling must be to an integral number of pixels. Round up,
163 // and then add an extra pixel so we have some leeway for the border.
164 int width = int(ceil(x1 - x0)) + 1;
165 int height = int(ceil(y1 - y0)) + 1;
166 CHECK(resample_effect->set_int("width", width));
167 CHECK(resample_effect->set_int("height", height));
169 // Correct the discrepancy with zoom. (This will leave a small
170 // excess edge of pixels and subpixels, which we'll correct for soon.)
171 float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
172 float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
173 CHECK(resample_effect->set_float("zoom_x", zoom_x));
174 CHECK(resample_effect->set_float("zoom_y", zoom_y));
175 CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
176 CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
178 // Padding must also be to a whole-pixel offset.
179 CHECK(padding_effect->set_int("left", floor(x0)));
180 CHECK(padding_effect->set_int("top", floor(y0)));
182 // Correct _that_ discrepancy by subpixel offset in the resampling.
183 CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
184 CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
186 // Finally, adjust the border so it is exactly where we want it.
187 CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
188 CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
189 CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
190 CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
193 static bool quit = false;
195 void mixer_thread_func(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
197 cards[0].surface = surface3;
199 cards[1].surface = surface4;
202 eglBindAPI(EGL_OPENGL_API);
203 QOpenGLContext *context = create_context();
204 if (!make_current(context, surface)) {
209 CHECK(init_movit(MOVIT_SHADER_DIR, MOVIT_DEBUG_OFF));
212 EffectChain chain(WIDTH, HEIGHT);
215 ImageFormat inout_format;
216 inout_format.color_space = COLORSPACE_sRGB;
217 inout_format.gamma_curve = GAMMA_sRGB;
219 YCbCrFormat ycbcr_format;
220 ycbcr_format.chroma_subsampling_x = 2;
221 ycbcr_format.chroma_subsampling_y = 1;
222 ycbcr_format.cb_x_position = 0.0;
223 ycbcr_format.cr_x_position = 0.0;
224 ycbcr_format.cb_y_position = 0.5;
225 ycbcr_format.cr_y_position = 0.5;
226 ycbcr_format.luma_coefficients = YCBCR_REC_601;
227 ycbcr_format.full_range = false;
229 YCbCrInput *input[NUM_CARDS];
231 input[0] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
232 chain.add_input(input[0]);
233 input[1] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
234 chain.add_input(input[1]);
235 Effect *resample_effect = chain.add_effect(new ResampleEffect(), input[0]);
236 Effect *padding_effect = chain.add_effect(new IntegralPaddingEffect());
237 float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
238 CHECK(padding_effect->set_vec4("border_color", border_color));
240 Effect *resample2_effect = chain.add_effect(new ResampleEffect(), input[1]);
241 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
242 CHECK(saturation_effect->set_float("saturation", 0.3f));
243 Effect *wb_effect = chain.add_effect(new WhiteBalanceEffect());
244 CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
245 Effect *padding2_effect = chain.add_effect(new IntegralPaddingEffect());
247 chain.add_effect(new OverlayEffect(), padding_effect, padding2_effect);
249 ycbcr_format.chroma_subsampling_x = 1;
251 chain.add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
252 chain.set_dither_bits(8);
253 chain.set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
256 H264Encoder h264_encoder(surface2, WIDTH, HEIGHT, "test.mp4");
258 printf("Configuring first card...\n");
259 cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b); // 0xbd4f
260 //cards[0].usb = new BMUSBCapture(0x1edb, 0xbd4f);
261 cards[0].usb->set_frame_callback(std::bind(bm_frame, 0, _1, _2, _3, _4, _5, _6, _7));
262 std::unique_ptr<PBOFrameAllocator> pbo_allocator1(new PBOFrameAllocator(1280 * 750 * 2 + 44));
263 cards[0].usb->set_video_frame_allocator(pbo_allocator1.get());
264 cards[0].usb->configure_card();
266 std::unique_ptr<PBOFrameAllocator> pbo_allocator2(new PBOFrameAllocator(1280 * 750 * 2 + 44));
267 if (NUM_CARDS == 2) {
268 printf("Configuring second card...\n");
269 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
270 cards[1].usb->set_frame_callback(std::bind(bm_frame, 1, _1, _2, _3, _4, _5, _6, _7));
271 cards[1].usb->set_video_frame_allocator(pbo_allocator2.get());
272 cards[1].usb->configure_card();
275 BMUSBCapture::start_bm_thread();
277 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
278 cards[card_index].usb->start_bm_capture();
282 #if _POSIX_C_SOURCE >= 199309L
283 struct timespec start, now;
284 clock_gettime(CLOCK_MONOTONIC, &start);
286 struct timeval start, now;
287 gettimeofday(&start, NULL);
290 PBOFrameAllocator::Frame bmusb_current_rendering_frame[NUM_CARDS];
291 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
292 bmusb_current_rendering_frame[card_index] =
293 cards[card_index].usb->get_video_frame_allocator()->alloc_frame();
294 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
295 input[card_index]->set_pixel_data(0, nullptr, input_tex_pbo);
296 input[card_index]->set_pixel_data(1, nullptr, input_tex_pbo);
300 //chain.enable_phase_timing(true);
302 // Set up stuff for NV12 conversion.
303 ResourcePool *resource_pool = chain.get_resource_pool();
304 GLuint chroma_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
307 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
308 string cbcr_frag_shader =
311 "uniform sampler2D cbcr_tex; \n"
313 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
315 GLuint cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
318 glGenVertexArrays(1, &vao);
324 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
326 int height0 = lrintf(width0 * 9.0 / 16.0);
328 //float top0 = 96 + 48 * sin(frame * 0.005);
329 //float left0 = 96 + 48 * cos(frame * 0.006);
332 float bottom0 = top0 + height0;
333 float right0 = left0 + width0;
338 float bottom1 = 720 - 48;
339 float right1 = 1280 - 16;
340 float top1 = bottom1 - height1;
341 float left1 = right1 - width1;
343 float t = 0.5 + 0.5 * cos(frame * 0.006);
345 float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
346 float tx0 = 0.0 + t * (-16.0 * scale0);
347 float ty0 = 0.0 + t * (-48.0 * scale0);
349 top0 = top0 * scale0 + ty0;
350 bottom0 = bottom0 * scale0 + ty0;
351 left0 = left0 * scale0 + tx0;
352 right0 = right0 * scale0 + tx0;
354 top1 = top1 * scale0 + ty0;
355 bottom1 = bottom1 * scale0 + ty0;
356 left1 = left1 * scale0 + tx0;
357 right1 = right1 * scale0 + tx0;
359 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
360 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
362 CaptureCard card_copy[NUM_CARDS];
365 std::unique_lock<std::mutex> lock(bmusb_mutex);
367 // The first card is the master timer, so wait for it to have a new frame.
368 // TODO: Make configurable, and with a timeout.
369 cards[0].new_data_ready_changed.wait(lock, []{ return cards[0].new_data_ready; });
371 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
372 CaptureCard *card = &cards[card_index];
373 card_copy[card_index].usb = card->usb;
374 card_copy[card_index].new_data_ready = card->new_data_ready;
375 card_copy[card_index].new_frame = card->new_frame;
376 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
377 card->new_data_ready = false;
378 card->new_data_ready_changed.notify_all();
382 vector<FrameAllocator::Frame> input_frames_to_release;
384 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
385 CaptureCard *card = &card_copy[card_index];
386 if (!card->new_data_ready)
389 // Now we're done with the previous frame, so we can definitely
390 // release it when this is done rendering. (Actually, we could do
391 // it one frame earlier, but before we have a new one, there's no
392 // knowing when the current one is released.)
393 input_frames_to_release.push_back(bmusb_current_rendering_frame[card_index]);
394 bmusb_current_rendering_frame[card_index] = card->new_frame;
396 // The new texture might still be uploaded,
397 // tell the GPU to wait until it's there.
398 if (card->new_data_ready_fence)
399 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
401 glDeleteSync(card->new_data_ready_fence);
403 GLint input_tex_pbo = (GLint)(intptr_t)card->new_frame.userdata;
404 input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
405 input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
407 if (NUM_CARDS == 1) {
408 // Set to the other one, too.
409 input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
410 input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
414 GLuint y_tex, cbcr_tex;
415 bool got_frame = h264_encoder.begin_frame(&y_tex, &cbcr_tex);
420 GLuint ycbcr_fbo = resource_pool->create_fbo(y_tex, chroma_tex);
421 chain.render_to_fbo(ycbcr_fbo, WIDTH, HEIGHT);
422 resource_pool->release_fbo(ycbcr_fbo);
425 // Set up for extraction.
432 glBindVertexArray(vao);
436 GLuint cbcr_fbo = resource_pool->create_fbo(cbcr_tex);
437 glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
438 glViewport(0, 0, WIDTH/2, HEIGHT/2);
441 glUseProgram(cbcr_program_num);
444 glActiveTexture(GL_TEXTURE0);
446 glBindTexture(GL_TEXTURE_2D, chroma_tex);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
450 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
452 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
455 float chroma_offset_0[] = { -0.5f / WIDTH, 0.0f };
456 set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
458 GLuint position_vbo = fill_vertex_attribute(cbcr_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
459 GLuint texcoord_vbo = fill_vertex_attribute(cbcr_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
461 glDrawArrays(GL_TRIANGLES, 0, 3);
464 cleanup_vertex_attribute(cbcr_program_num, "position", position_vbo);
465 cleanup_vertex_attribute(cbcr_program_num, "texcoord", texcoord_vbo);
470 RefCountedGLsync fence(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
473 resource_pool->release_fbo(cbcr_fbo);
475 h264_encoder.end_frame(fence, input_frames_to_release);
479 #if _POSIX_C_SOURCE >= 199309L
480 clock_gettime(CLOCK_MONOTONIC, &now);
481 double elapsed = now.tv_sec - start.tv_sec +
482 1e-9 * (now.tv_nsec - start.tv_nsec);
484 gettimeofday(&now, NULL);
485 double elapsed = now.tv_sec - start.tv_sec +
486 1e-6 * (now.tv_usec - start.tv_usec);
488 if (frame % 100 == 0) {
489 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
490 frame, elapsed, frame / elapsed,
491 1e3 * elapsed / frame);
492 // chain.print_phase_timing();
495 // Reset every 100 frames, so that local variations in frame times
496 // (especially for the first few frames, when the shaders are
497 // compiled etc.) don't make it hard to measure for the entire
498 // remaining duration of the program.
499 if (frame == 10000) {
505 glDeleteVertexArrays(1, &vao);
506 resource_pool->release_glsl_program(cbcr_program_num);
507 resource_pool->release_2d_texture(chroma_tex);
508 BMUSBCapture::stop_bm_thread();
511 std::thread mixer_thread;
513 void start_mixer(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
515 mixer_thread = std::thread([surface, surface2, surface3, surface4]{
516 mixer_thread_func(surface, surface2, surface3, surface4);