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"
54 using namespace movit;
56 using namespace std::placeholders;
59 std::mutex bmusb_mutex; // protects <cards>
65 bool thread_initialized;
67 QOpenGLContext *context;
69 bool new_data_ready; // Whether new_frame contains anything.
70 PBOFrameAllocator::Frame new_frame;
71 GLsync new_data_ready_fence; // Whether new_frame is ready for rendering.
72 std::condition_variable new_data_ready_changed; // Set whenever new_data_ready is changed.
74 CaptureCard cards[NUM_CARDS];
76 void bm_frame(int card_index, uint16_t timecode,
77 FrameAllocator::Frame video_frame, size_t video_offset, uint16_t video_format,
78 FrameAllocator::Frame audio_frame, size_t audio_offset, uint16_t audio_format)
80 CaptureCard *card = &cards[card_index];
81 if (!card->thread_initialized) {
82 printf("initializing context for bmusb thread %d\n", card_index);
83 eglBindAPI(EGL_OPENGL_API);
84 card->context = create_context();
85 if (!make_current(card->context, card->surface)) {
86 printf("failed to create bmusb context\n");
89 card->thread_initialized = true;
92 if (video_frame.len - video_offset != 1280 * 750 * 2) {
93 printf("dropping frame with wrong length (%ld)\n", video_frame.len - video_offset);
94 FILE *fp = fopen("frame.raw", "wb");
95 fwrite(video_frame.data, video_frame.len, 1, fp);
98 card->usb->get_video_frame_allocator()->release_frame(video_frame);
99 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
103 // Wait until the previous frame was consumed.
104 std::unique_lock<std::mutex> lock(bmusb_mutex);
105 card->new_data_ready_changed.wait(lock, [card]{ return !card->new_data_ready; });
107 GLuint pbo = (GLint)(intptr_t)video_frame.userdata;
109 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
111 glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, video_frame.size);
113 //glMemoryBarrier(GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT);
115 GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
117 assert(fence != nullptr);
119 std::unique_lock<std::mutex> lock(bmusb_mutex);
120 card->new_data_ready = true;
121 card->new_frame = video_frame;
122 card->new_data_ready_fence = fence;
123 card->new_data_ready_changed.notify_all();
126 // Video frame will be released later.
127 card->usb->get_audio_frame_allocator()->release_frame(audio_frame);
130 void place_rectangle(Effect *resample_effect, Effect *padding_effect, float x0, float y0, float x1, float y1)
138 if (x0 > 1280.0 || x1 < 0.0 || y0 > 720.0 || y1 < 0.0) {
139 CHECK(resample_effect->set_int("width", 1));
140 CHECK(resample_effect->set_int("height", 1));
141 CHECK(resample_effect->set_float("zoom_x", 1280.0));
142 CHECK(resample_effect->set_float("zoom_y", 720.0));
143 CHECK(padding_effect->set_int("left", 2000));
144 CHECK(padding_effect->set_int("top", 2000));
148 // Clip. (TODO: Clip on upper/left sides, too.)
150 srcx1 = (1280.0 - x0) / (x1 - x0);
154 srcy1 = (720.0 - y0) / (y1 - y0);
158 float x_subpixel_offset = x0 - floor(x0);
159 float y_subpixel_offset = y0 - floor(y0);
161 // Resampling must be to an integral number of pixels. Round up,
162 // and then add an extra pixel so we have some leeway for the border.
163 int width = int(ceil(x1 - x0)) + 1;
164 int height = int(ceil(y1 - y0)) + 1;
165 CHECK(resample_effect->set_int("width", width));
166 CHECK(resample_effect->set_int("height", height));
168 // Correct the discrepancy with zoom. (This will leave a small
169 // excess edge of pixels and subpixels, which we'll correct for soon.)
170 float zoom_x = (x1 - x0) / (width * (srcx1 - srcx0));
171 float zoom_y = (y1 - y0) / (height * (srcy1 - srcy0));
172 CHECK(resample_effect->set_float("zoom_x", zoom_x));
173 CHECK(resample_effect->set_float("zoom_y", zoom_y));
174 CHECK(resample_effect->set_float("zoom_center_x", 0.0f));
175 CHECK(resample_effect->set_float("zoom_center_y", 0.0f));
177 // Padding must also be to a whole-pixel offset.
178 CHECK(padding_effect->set_int("left", floor(x0)));
179 CHECK(padding_effect->set_int("top", floor(y0)));
181 // Correct _that_ discrepancy by subpixel offset in the resampling.
182 CHECK(resample_effect->set_float("left", -x_subpixel_offset / zoom_x));
183 CHECK(resample_effect->set_float("top", -y_subpixel_offset / zoom_y));
185 // Finally, adjust the border so it is exactly where we want it.
186 CHECK(padding_effect->set_float("border_offset_left", x_subpixel_offset));
187 CHECK(padding_effect->set_float("border_offset_right", x1 - (floor(x0) + width)));
188 CHECK(padding_effect->set_float("border_offset_top", y_subpixel_offset));
189 CHECK(padding_effect->set_float("border_offset_bottom", y1 - (floor(y0) + height)));
192 static bool quit = false;
194 void mixer_thread_func(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
196 cards[0].surface = surface3;
198 cards[1].surface = surface4;
201 eglBindAPI(EGL_OPENGL_API);
202 QOpenGLContext *context = create_context();
203 if (!make_current(context, surface)) {
208 CHECK(init_movit("/usr/share/movit", MOVIT_DEBUG_ON));
211 EffectChain chain(WIDTH, HEIGHT);
214 ImageFormat inout_format;
215 inout_format.color_space = COLORSPACE_sRGB;
216 inout_format.gamma_curve = GAMMA_sRGB;
218 YCbCrFormat ycbcr_format;
219 ycbcr_format.chroma_subsampling_x = 2;
220 ycbcr_format.chroma_subsampling_y = 1;
221 ycbcr_format.cb_x_position = 0.0;
222 ycbcr_format.cr_x_position = 0.0;
223 ycbcr_format.cb_y_position = 0.5;
224 ycbcr_format.cr_y_position = 0.5;
225 ycbcr_format.luma_coefficients = YCBCR_REC_601;
226 ycbcr_format.full_range = false;
228 YCbCrInput *input[NUM_CARDS];
230 input[0] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
231 chain.add_input(input[0]);
232 input[1] = new YCbCrInput(inout_format, ycbcr_format, WIDTH, HEIGHT, YCBCR_INPUT_SPLIT_Y_AND_CBCR);
233 chain.add_input(input[1]);
234 Effect *resample_effect = chain.add_effect(new ResampleEffect(), input[0]);
235 Effect *padding_effect = chain.add_effect(new IntegralPaddingEffect());
236 float border_color[] = { 0.0f, 0.0f, 0.0f, 1.0f };
237 CHECK(padding_effect->set_vec4("border_color", border_color));
239 Effect *resample2_effect = chain.add_effect(new ResampleEffect(), input[1]);
240 Effect *saturation_effect = chain.add_effect(new SaturationEffect());
241 CHECK(saturation_effect->set_float("saturation", 0.3f));
242 Effect *wb_effect = chain.add_effect(new WhiteBalanceEffect());
243 CHECK(wb_effect->set_float("output_color_temperature", 3500.0));
244 Effect *padding2_effect = chain.add_effect(new IntegralPaddingEffect());
246 chain.add_effect(new OverlayEffect(), padding_effect, padding2_effect);
248 ycbcr_format.chroma_subsampling_x = 1;
250 chain.add_ycbcr_output(inout_format, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, ycbcr_format, YCBCR_OUTPUT_SPLIT_Y_AND_CBCR);
251 chain.set_dither_bits(8);
252 chain.set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
255 H264Encoder h264_encoder(surface2, WIDTH, HEIGHT, "test.mp4");
257 printf("Configuring first card...\n");
258 cards[0].usb = new BMUSBCapture(0x1edb, 0xbd3b); // 0xbd4f
259 //cards[0].usb = new BMUSBCapture(0x1edb, 0xbd4f);
260 cards[0].usb->set_frame_callback(std::bind(bm_frame, 0, _1, _2, _3, _4, _5, _6, _7));
261 std::unique_ptr<PBOFrameAllocator> pbo_allocator1(new PBOFrameAllocator(1280 * 750 * 2 + 44));
262 cards[0].usb->set_video_frame_allocator(pbo_allocator1.get());
263 cards[0].usb->configure_card();
265 std::unique_ptr<PBOFrameAllocator> pbo_allocator2(new PBOFrameAllocator(1280 * 750 * 2 + 44));
266 if (NUM_CARDS == 2) {
267 printf("Configuring second card...\n");
268 cards[1].usb = new BMUSBCapture(0x1edb, 0xbd4f);
269 cards[1].usb->set_frame_callback(std::bind(bm_frame, 1, _1, _2, _3, _4, _5, _6, _7));
270 cards[1].usb->set_video_frame_allocator(pbo_allocator2.get());
271 cards[1].usb->configure_card();
274 BMUSBCapture::start_bm_thread();
276 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
277 cards[card_index].usb->start_bm_capture();
281 #if _POSIX_C_SOURCE >= 199309L
282 struct timespec start, now;
283 clock_gettime(CLOCK_MONOTONIC, &start);
285 struct timeval start, now;
286 gettimeofday(&start, NULL);
289 PBOFrameAllocator::Frame bmusb_current_rendering_frame[NUM_CARDS];
290 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
291 bmusb_current_rendering_frame[card_index] =
292 cards[card_index].usb->get_video_frame_allocator()->alloc_frame();
293 GLint input_tex_pbo = (GLint)(intptr_t)bmusb_current_rendering_frame[card_index].userdata;
294 input[card_index]->set_pixel_data(0, nullptr, input_tex_pbo);
295 input[card_index]->set_pixel_data(1, nullptr, input_tex_pbo);
299 //chain.enable_phase_timing(true);
301 // Set up stuff for NV12 conversion.
302 ResourcePool *resource_pool = chain.get_resource_pool();
303 GLuint chroma_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
306 string cbcr_vert_shader = read_file("vs-cbcr.130.vert");
307 string cbcr_frag_shader =
310 "uniform sampler2D cbcr_tex; \n"
312 " gl_FragColor = texture2D(cbcr_tex, tc0); \n"
314 GLuint cbcr_program_num = resource_pool->compile_glsl_program(cbcr_vert_shader, cbcr_frag_shader);
317 glGenVertexArrays(1, &vao);
323 //int width0 = lrintf(848 * (1.0 + 0.2 * sin(frame * 0.02)));
325 int height0 = lrintf(width0 * 9.0 / 16.0);
327 //float top0 = 96 + 48 * sin(frame * 0.005);
328 //float left0 = 96 + 48 * cos(frame * 0.006);
331 float bottom0 = top0 + height0;
332 float right0 = left0 + width0;
337 float bottom1 = 720 - 48;
338 float right1 = 1280 - 16;
339 float top1 = bottom1 - height1;
340 float left1 = right1 - width1;
342 float t = 0.5 + 0.5 * cos(frame * 0.006);
344 float scale0 = 1.0 + t * (1280.0 / 848.0 - 1.0);
345 float tx0 = 0.0 + t * (-16.0 * scale0);
346 float ty0 = 0.0 + t * (-48.0 * scale0);
348 top0 = top0 * scale0 + ty0;
349 bottom0 = bottom0 * scale0 + ty0;
350 left0 = left0 * scale0 + tx0;
351 right0 = right0 * scale0 + tx0;
353 top1 = top1 * scale0 + ty0;
354 bottom1 = bottom1 * scale0 + ty0;
355 left1 = left1 * scale0 + tx0;
356 right1 = right1 * scale0 + tx0;
358 place_rectangle(resample_effect, padding_effect, left0, top0, right0, bottom0);
359 place_rectangle(resample2_effect, padding2_effect, left1, top1, right1, bottom1);
361 CaptureCard card_copy[NUM_CARDS];
364 std::unique_lock<std::mutex> lock(bmusb_mutex);
366 // The first card is the master timer, so wait for it to have a new frame.
367 // TODO: Make configurable, and with a timeout.
368 cards[0].new_data_ready_changed.wait(lock, []{ return cards[0].new_data_ready; });
370 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
371 CaptureCard *card = &cards[card_index];
372 card_copy[card_index].usb = card->usb;
373 card_copy[card_index].new_data_ready = card->new_data_ready;
374 card_copy[card_index].new_frame = card->new_frame;
375 card_copy[card_index].new_data_ready_fence = card->new_data_ready_fence;
376 card->new_data_ready = false;
377 card->new_data_ready_changed.notify_all();
381 vector<FrameAllocator::Frame> input_frames_to_release;
383 for (int card_index = 0; card_index < NUM_CARDS; ++card_index) {
384 CaptureCard *card = &card_copy[card_index];
385 if (!card->new_data_ready)
388 // Now we're done with the previous frame, so we can definitely
389 // release it when this is done rendering. (Actually, we could do
390 // it one frame earlier, but before we have a new one, there's no
391 // knowing when the current one is released.)
392 input_frames_to_release.push_back(bmusb_current_rendering_frame[card_index]);
393 bmusb_current_rendering_frame[card_index] = card->new_frame;
395 // The new texture might still be uploaded,
396 // tell the GPU to wait until it's there.
397 if (card->new_data_ready_fence)
398 glWaitSync(card->new_data_ready_fence, /*flags=*/0, GL_TIMEOUT_IGNORED);
400 glDeleteSync(card->new_data_ready_fence);
402 GLint input_tex_pbo = (GLint)(intptr_t)card->new_frame.userdata;
403 input[card_index]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
404 input[card_index]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
406 if (NUM_CARDS == 1) {
407 // Set to the other one, too.
408 input[1]->set_pixel_data(0, (unsigned char *)BUFFER_OFFSET((1280 * 750 * 2 + 44) / 2 + 1280 * 25 + 22), input_tex_pbo);
409 input[1]->set_pixel_data(1, (unsigned char *)BUFFER_OFFSET(1280 * 25 + 22), input_tex_pbo);
413 GLuint y_tex, cbcr_tex;
414 bool got_frame = h264_encoder.begin_frame(&y_tex, &cbcr_tex);
419 GLuint ycbcr_fbo = resource_pool->create_fbo(y_tex, chroma_tex);
420 chain.render_to_fbo(ycbcr_fbo, WIDTH, HEIGHT);
421 resource_pool->release_fbo(ycbcr_fbo);
424 // Set up for extraction.
431 glBindVertexArray(vao);
435 GLuint cbcr_fbo = resource_pool->create_fbo(cbcr_tex);
436 glBindFramebuffer(GL_FRAMEBUFFER, cbcr_fbo);
437 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 fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, /*flags=*/0);
473 resource_pool->release_fbo(cbcr_fbo);
476 h264_encoder.end_frame(fence, input_frames_to_release);
480 #if _POSIX_C_SOURCE >= 199309L
481 clock_gettime(CLOCK_MONOTONIC, &now);
482 double elapsed = now.tv_sec - start.tv_sec +
483 1e-9 * (now.tv_nsec - start.tv_nsec);
485 gettimeofday(&now, NULL);
486 double elapsed = now.tv_sec - start.tv_sec +
487 1e-6 * (now.tv_usec - start.tv_usec);
489 if (frame % 100 == 0) {
490 printf("%d frames in %.3f seconds = %.1f fps (%.1f ms/frame)\n",
491 frame, elapsed, frame / elapsed,
492 1e3 * elapsed / frame);
493 // chain.print_phase_timing();
496 // Reset every 100 frames, so that local variations in frame times
497 // (especially for the first few frames, when the shaders are
498 // compiled etc.) don't make it hard to measure for the entire
499 // remaining duration of the program.
500 if (frame == 10000) {
506 glDeleteVertexArrays(1, &vao);
507 resource_pool->release_glsl_program(cbcr_program_num);
508 resource_pool->release_2d_texture(chroma_tex);
509 BMUSBCapture::stop_bm_thread();
512 std::thread mixer_thread;
514 void start_mixer(QSurface *surface, QSurface *surface2, QSurface *surface3, QSurface *surface4)
516 mixer_thread = std::thread([surface, surface2, surface3, surface4]{
517 mixer_thread_func(surface, surface2, surface3, surface4);