#include "resampling_queue.h"
#include "timebase.h"
#include "timecode_renderer.h"
+#include "v210_converter.h"
#include "video_encoder.h"
class IDeckLink;
void ensure_texture_resolution(PBOFrameAllocator::Userdata *userdata, unsigned field, unsigned width, unsigned height)
{
- if (userdata->tex_y[field] == 0 ||
- userdata->tex_cbcr[field] == 0 ||
+ bool first;
+ if (global_flags.ten_bit_input) {
+ first = userdata->tex_v210[field] == 0 || userdata->tex_444[field] == 0;
+ } else {
+ first = userdata->tex_y[field] == 0 || userdata->tex_cbcr[field] == 0;
+ }
+
+ if (first ||
width != userdata->last_width[field] ||
height != userdata->last_height[field]) {
- size_t cbcr_width = width / 2;
-
// We changed resolution since last use of this texture, so we need to create
// a new object. Note that this each card has its own PBOFrameAllocator,
// we don't need to worry about these flip-flopping between resolutions.
- glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr[field]);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, cbcr_width, height, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr);
- check_error();
- glBindTexture(GL_TEXTURE_2D, userdata->tex_y[field]);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
- check_error();
+ if (global_flags.ten_bit_input) {
+ const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width);
+
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_v210[field]);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_444[field]);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, nullptr);
+ check_error();
+ } else {
+ size_t cbcr_width = width / 2;
+
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_cbcr[field]);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RG8, cbcr_width, height, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, userdata->tex_y[field]);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
+ check_error();
+ }
userdata->last_width[field] = width;
userdata->last_height[field] = height;
}
}
-void upload_texture(GLuint tex, GLuint width, GLuint height, GLuint stride, bool interlaced_stride, GLenum format, GLintptr offset)
+void upload_texture(GLuint tex, GLuint width, GLuint height, GLuint stride, bool interlaced_stride, GLenum format, GLenum type, GLintptr offset)
{
if (interlaced_stride) {
stride *= 2;
check_error();
}
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(offset));
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, BUFFER_OFFSET(offset));
check_error();
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
chroma_subsampler.reset(new ChromaSubsampler(resource_pool.get()));
+ if (global_flags.ten_bit_input) {
+ if (!v210Converter::has_hardware_support()) {
+ fprintf(stderr, "ERROR: --ten-bit-input requires support for OpenGL compute shaders\n");
+ fprintf(stderr, " (OpenGL 4.3, or GL_ARB_compute_shader + GL_ARB_shader_image_load_store).\n");
+ exit(1);
+ }
+ v210_converter.reset(new v210Converter());
+
+ // These are all the widths listed in the Blackmagic SDK documentation
+ // (section 2.7.3, “Display Modes”).
+ v210_converter->precompile_shader(720);
+ v210_converter->precompile_shader(1280);
+ v210_converter->precompile_shader(1920);
+ v210_converter->precompile_shader(2048);
+ v210_converter->precompile_shader(3840);
+ v210_converter->precompile_shader(4096);
+ }
+
timecode_renderer.reset(new TimecodeRenderer(resource_pool.get(), global_flags.width, global_flags.height));
display_timecode_in_stream = global_flags.display_timecode_in_stream;
display_timecode_on_stdout = global_flags.display_timecode_on_stdout;
}
while (!card->new_frames.empty()) card->new_frames.pop_front();
card->last_timecode = -1;
+ card->capture->set_pixel_format(global_flags.ten_bit_input ? PixelFormat_10BitYCbCr : PixelFormat_8BitYCbCr);
card->capture->configure_card();
// NOTE: start_bm_capture() happens in thread_func().
card->last_timecode = timecode;
- size_t expected_length = video_format.width * (video_format.height + video_format.extra_lines_top + video_format.extra_lines_bottom) * 2;
+ size_t expected_length = video_format.stride * (video_format.height + video_format.extra_lines_top + video_format.extra_lines_bottom);
if (video_frame.len - video_offset == 0 ||
video_frame.len - video_offset != expected_length) {
if (video_frame.len != 0) {
RefCountedFrame frame(video_frame);
// Upload the textures.
- size_t cbcr_width = video_format.width / 2;
- size_t cbcr_offset = video_offset / 2;
- size_t y_offset = video_frame.size / 2 + video_offset / 2;
+ const size_t cbcr_width = video_format.width / 2;
+ const size_t cbcr_offset = video_offset / 2;
+ const size_t y_offset = video_frame.size / 2 + video_offset / 2;
for (unsigned field = 0; field < num_fields; ++field) {
// Put the actual texture upload in a lambda that is executed in the main thread.
// Note that this means we must hold on to the actual frame data in <userdata>
// until the upload command is run, but we hold on to <frame> much longer than that
// (in fact, all the way until we no longer use the texture in rendering).
- auto upload_func = [field, video_format, y_offset, cbcr_offset, cbcr_width, interlaced_stride, userdata]() {
+ auto upload_func = [this, field, video_format, y_offset, video_offset, cbcr_offset, cbcr_width, interlaced_stride, userdata]() {
unsigned field_start_line;
if (field == 1) {
field_start_line = video_format.second_field_start;
} else {
field_start_line = video_format.extra_lines_top;
}
- size_t field_y_start = y_offset + video_format.width * field_start_line;
- size_t field_cbcr_start = cbcr_offset + cbcr_width * field_start_line * sizeof(uint16_t);
ensure_texture_resolution(userdata, field, video_format.width, video_format.height);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, userdata->pbo);
check_error();
- upload_texture(userdata->tex_y[field], video_format.width, video_format.height, video_format.width, interlaced_stride, GL_RED, field_y_start);
- upload_texture(userdata->tex_cbcr[field], cbcr_width, video_format.height, cbcr_width * sizeof(uint16_t), interlaced_stride, GL_RG, field_cbcr_start);
+ if (global_flags.ten_bit_input) {
+ size_t field_start = video_offset + video_format.stride * field_start_line;
+ upload_texture(userdata->tex_v210[field], video_format.stride / sizeof(uint32_t), video_format.height, video_format.stride, interlaced_stride, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, field_start);
+ v210_converter->convert(userdata->tex_v210[field], userdata->tex_444[field], video_format.width, video_format.height);
+ } else {
+ size_t field_y_start = y_offset + video_format.width * field_start_line;
+ size_t field_cbcr_start = cbcr_offset + cbcr_width * field_start_line * sizeof(uint16_t);
+
+ // Make up our own strides, since we are interleaving.
+ upload_texture(userdata->tex_y[field], video_format.width, video_format.height, video_format.width, interlaced_stride, GL_RED, GL_UNSIGNED_BYTE, field_y_start);
+ upload_texture(userdata->tex_cbcr[field], cbcr_width, video_format.height, cbcr_width * sizeof(uint16_t), interlaced_stride, GL_RG, GL_UNSIGNED_BYTE, field_cbcr_start);
+ }
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
check_error();