]> git.sesse.net Git - nageru/blobdiff - mixer.cpp
Move chroma subsampling into its own class.
[nageru] / mixer.cpp
index 875fc6f8a6f6f6d914d01c9b07dd09a56f5e79f0..d544b0bf0801ba5208d10ddb0f37b396cd6911a8 100644 (file)
--- a/mixer.cpp
+++ b/mixer.cpp
@@ -10,7 +10,6 @@
 #include <movit/image_format.h>
 #include <movit/init.h>
 #include <movit/resource_pool.h>
-#include <movit/util.h>
 #include <stdint.h>
 #include <stdio.h>
 #include <stdlib.h>
@@ -33,6 +32,7 @@
 #include "alsa_output.h"
 #include "bmusb/bmusb.h"
 #include "bmusb/fake_capture.h"
+#include "chroma_subsampler.h"
 #include "context.h"
 #include "decklink_capture.h"
 #include "defs.h"
@@ -190,102 +190,7 @@ Mixer::Mixer(const QSurfaceFormat &format, unsigned num_cards)
                cards[card_index].queue_length_policy.reset(card_index);
        }
 
-       // Set up stuff for NV12 conversion.
-       //
-       // Note: Due to the horizontally co-sited chroma/luma samples in H.264
-       // (chrome position is left for horizontal and center for vertical),
-       // we need to be a bit careful in our subsampling. A diagram will make
-       // this clearer, showing some luma and chroma samples:
-       //
-       //     a   b   c   d
-       //   +---+---+---+---+
-       //   |   |   |   |   |
-       //   | Y | Y | Y | Y |
-       //   |   |   |   |   |
-       //   +---+---+---+---+
-       //
-       // +-------+-------+
-       // |       |       |
-       // |   C   |   C   |
-       // |       |       |
-       // +-------+-------+
-       //
-       // Clearly, the rightmost chroma sample here needs to be equivalent to
-       // b/4 + c/2 + d/4. (We could also implement more sophisticated filters,
-       // of course, but as long as the upsampling is not going to be equally
-       // sophisticated, it's probably not worth it.) If we sample once with
-       // no mipmapping, we get just c, ie., no actual filtering in the
-       // horizontal direction. (For the vertical direction, we can just
-       // sample in the middle to get the right filtering.) One could imagine
-       // we could use mipmapping (assuming we can create mipmaps cheaply),
-       // but then, what we'd get is this:
-       //
-       //    (a+b)/2 (c+d)/2
-       //   +-------+-------+
-       //   |       |       |
-       //   |   Y   |   Y   |
-       //   |       |       |
-       //   +-------+-------+
-       //
-       // +-------+-------+
-       // |       |       |
-       // |   C   |   C   |
-       // |       |       |
-       // +-------+-------+
-       //
-       // which ends up sampling equally from a and b, which clearly isn't right. Instead,
-       // we need to do two (non-mipmapped) chroma samples, both hitting exactly in-between
-       // source pixels.
-       //
-       // Sampling in-between b and c gives us the sample (b+c)/2, and similarly for c and d.
-       // Taking the average of these gives of (b+c)/4 + (c+d)/4 = b/4 + c/2 + d/4, which is
-       // exactly what we want.
-       //
-       // See also http://www.poynton.com/PDFs/Merging_RGB_and_422.pdf, pages 6–7.
-
-       // Cb/Cr shader.
-       string cbcr_vert_shader =
-               "#version 130 \n"
-               " \n"
-               "in vec2 position; \n"
-               "in vec2 texcoord; \n"
-               "out vec2 tc0, tc1; \n"
-               "uniform vec2 foo_chroma_offset_0; \n"
-               "uniform vec2 foo_chroma_offset_1; \n"
-               " \n"
-               "void main() \n"
-               "{ \n"
-               "    // The result of glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0) is: \n"
-               "    // \n"
-               "    //   2.000  0.000  0.000 -1.000 \n"
-               "    //   0.000  2.000  0.000 -1.000 \n"
-               "    //   0.000  0.000 -2.000 -1.000 \n"
-               "    //   0.000  0.000  0.000  1.000 \n"
-               "    gl_Position = vec4(2.0 * position.x - 1.0, 2.0 * position.y - 1.0, -1.0, 1.0); \n"
-               "    vec2 flipped_tc = texcoord; \n"
-               "    tc0 = flipped_tc + foo_chroma_offset_0; \n"
-               "    tc1 = flipped_tc + foo_chroma_offset_1; \n"
-               "} \n";
-       string cbcr_frag_shader =
-               "#version 130 \n"
-               "in vec2 tc0, tc1; \n"
-               "uniform sampler2D cbcr_tex; \n"
-               "out vec4 FragColor; \n"
-               "void main() { \n"
-               "    FragColor = 0.5 * (texture(cbcr_tex, tc0) + texture(cbcr_tex, tc1)); \n"
-               "} \n";
-       vector<string> frag_shader_outputs;
-       cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader, frag_shader_outputs);
-
-       float vertices[] = {
-               0.0f, 2.0f,
-               0.0f, 0.0f,
-               2.0f, 0.0f
-       };
-       cbcr_vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
-       cbcr_texture_sampler_uniform = glGetUniformLocation(cbcr_program_num, "cbcr_tex");
-       cbcr_position_attribute_index = glGetAttribLocation(cbcr_program_num, "position");
-       cbcr_texcoord_attribute_index = glGetAttribLocation(cbcr_program_num, "texcoord");
+       chroma_subsampler.reset(new ChromaSubsampler(resource_pool.get()));
 
        if (global_flags.enable_alsa_output) {
                alsa.reset(new ALSAOutput(OUTPUT_FREQUENCY, /*num_channels=*/2));
@@ -294,8 +199,6 @@ Mixer::Mixer(const QSurfaceFormat &format, unsigned num_cards)
 
 Mixer::~Mixer()
 {
-       resource_pool->release_glsl_program(cbcr_program_num);
-       glDeleteBuffers(1, &cbcr_vbo);
        BMUSBCapture::stop_bm_thread();
 
        for (unsigned card_index = 0; card_index < num_cards; ++card_index) {
@@ -877,7 +780,7 @@ void Mixer::render_one_frame(int64_t duration)
        chain->render_to_fbo(fbo, global_flags.width, global_flags.height);
        resource_pool->release_fbo(fbo);
 
-       subsample_chroma(cbcr_full_tex, cbcr_tex);
+       chroma_subsampler->subsample_chroma(cbcr_full_tex, global_flags.width, global_flags.height, cbcr_tex);
        resource_pool->release_2d_texture(cbcr_full_tex);
 
        // Set the right state for rgba_tex.
@@ -941,73 +844,11 @@ void Mixer::audio_thread_func()
                if (alsa) {
                        alsa->write(samples_out);
                }
+               decklink_output->send_audio(task.pts_int, samples_out);
                video_encoder->add_audio(task.pts_int, move(samples_out));
        }
 }
 
-void Mixer::subsample_chroma(GLuint src_tex, GLuint dst_tex)
-{
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
-       check_error();
-
-       glBindVertexArray(vao);
-       check_error();
-
-       // Extract Cb/Cr.
-       GLuint fbo = resource_pool->create_fbo(dst_tex);
-       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-       glViewport(0, 0, global_flags.width/2, global_flags.height/2);
-       check_error();
-
-       glUseProgram(cbcr_program_num);
-       check_error();
-
-       glActiveTexture(GL_TEXTURE0);
-       check_error();
-       glBindTexture(GL_TEXTURE_2D, src_tex);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-       check_error();
-
-       float chroma_offset_0[] = { -1.0f / global_flags.width, 0.0f };
-       float chroma_offset_1[] = { -0.0f / global_flags.width, 0.0f };
-       set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_0", chroma_offset_0);
-       set_uniform_vec2(cbcr_program_num, "foo", "chroma_offset_1", chroma_offset_1);
-
-       glUniform1i(cbcr_texture_sampler_uniform, 0);
-
-       glBindBuffer(GL_ARRAY_BUFFER, cbcr_vbo);
-       check_error();
-
-       for (GLint attr_index : { cbcr_position_attribute_index, cbcr_texcoord_attribute_index }) {
-               glEnableVertexAttribArray(attr_index);
-               check_error();
-               glVertexAttribPointer(attr_index, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-               check_error();
-       }
-
-       glDrawArrays(GL_TRIANGLES, 0, 3);
-       check_error();
-
-       for (GLint attr_index : { cbcr_position_attribute_index, cbcr_texcoord_attribute_index }) {
-               glDisableVertexAttribArray(attr_index);
-               check_error();
-       }
-
-       glUseProgram(0);
-       check_error();
-       glBindFramebuffer(GL_FRAMEBUFFER, 0);
-       check_error();
-
-       resource_pool->release_fbo(fbo);
-       glDeleteVertexArrays(1, &vao);
-}
-
 void Mixer::release_display_frame(DisplayFrame *frame)
 {
        for (GLuint texnum : frame->temp_textures) {